content stringlengths 5 1.05M |
|---|
-- The author disclaims copyright to this source code.
--[[[
# netstring
Encode and decode [netstrings](https://cr.yp.to/proto/netstrings.txt).
## Install
`luarocks install ers35/netstring`
--]]
local netstring = {}
--[[[
## Usage
--]]
--[[[
### netstring.encode(decoded)
Encode a netstring.
```lua
local encoded = netstring.encode("hello")
```
--]]
function netstring.encode(input)
input = tostring(input)
local output = #input .. ":" .. input .. ","
return output
end
--[[[
### netstring.decode(encoded)
Decode a netstring.
```lua
local decoded, remainder = netstring.decode("5:hello,5:world,")
```
--]]
function netstring.decode(input)
local start, stop, length = input:find("^(%d+):")
if not length then
return nil, "invalid length"
end
length = tonumber(length)
local index = stop + length
local output = input:sub(stop + 1, index)
if #output < length then
return nil, "input too short"
end
index = index + 1
local comma = input:sub(index, index)
if comma ~= "," then
return nil, "missing trailing ','"
end
index = index + 1
local remainder = input:sub(index)
return output, remainder
end
--[[[
### netstring.gdecode(encoded)
Returns an iterator function that, each time it is called, returns the next decoded
string from `encoded`.
```lua
local encoded = "5:hello,5:world,"
for decoded in netstring.gdecode(encoded) do
print(decoded)
end
```
--]]
function netstring.gdecode(input)
local decoded
return function()
decoded, input = netstring.decode(input)
return decoded
end
end
return netstring
|
local execute = vim.api.nvim_command
local fn = vim.fn
-- Check if `packer` exists. If not, install it as a start plugin.
local install_path = fn.stdpath('data')..'/site/pack/packer/start/packer.nvim'
if fn.empty(fn.glob(install_path)) > 0 then
execute('!git clone https://github.com/wbthomason/packer.nvim '..install_path)
end
-- Auto compile when there are changes in `plugins.lua`.
vim.cmd 'autocmd BufWritePost plugins.lua PackerCompile'
return require('packer').startup(function()
-- Packer can manage itself
use 'wbthomason/packer.nvim'
use 'JuliaEditorSupport/julia-vim'
use 'NTBBloodbath/galaxyline.nvim'
use 'SirVer/ultisnips'
use 'Th3Whit3Wolf/one-nvim'
use 'dstein64/nvim-scrollview'
use 'folke/todo-comments.nvim'
use 'folke/which-key.nvim'
use 'goolord/alpha-nvim'
use 'kdheepak/cmp-latex-symbols'
use 'honza/vim-snippets'
use 'hrsh7th/cmp-buffer'
use 'hrsh7th/cmp-calc'
use 'hrsh7th/cmp-cmdline'
use 'hrsh7th/cmp-nvim-lsp'
use 'hrsh7th/cmp-path'
use 'hrsh7th/nvim-cmp'
use 'junegunn/vim-easy-align'
use 'kyazdani42/nvim-tree.lua'
use 'kyazdani42/nvim-web-devicons'
use 'lervag/vimtex'
use 'lewis6991/gitsigns.nvim'
use 'lukas-reineke/indent-blankline.nvim'
use 'mbbill/undotree'
use 'neovim/nvim-lspconfig'
use 'ntpeters/vim-better-whitespace'
use 'nvim-lua/plenary.nvim'
use 'nvim-lua/popup.nvim'
use 'nvim-telescope/telescope.nvim'
use 'onsails/lspkind-nvim'
use 'phaazon/hop.nvim'
use 'quangnguyen30192/cmp-nvim-ultisnips'
use 'romgrk/barbar.nvim'
use 'tami5/lspsaga.nvim'
use 'terrortylor/nvim-comment'
use 'tpope/vim-fugitive'
use 'voldikss/vim-floaterm'
use 'olimorris/onedarkpro.nvim'
end)
|
local bit = require "bit32"
local ir = require "luainlua.bytecode.ir"
local utils = require "luainlua.common.utils"
--[[
/*----------------------------------------------------------------------
name args description
------------------------------------------------------------------------*/
OP_MOVE,/* A B R(A) := R(B) */
OP_LOADK,/* A Bx R(A) := Kst(Bx) */
OP_LOADBOOL,/* A B C R(A) := (Bool)B; if (C) pc++ */
OP_LOADNIL,/* A B R(A) := ... := R(B) := nil */
OP_GETUPVAL,/* A B R(A) := UpValue[B] */
OP_GETGLOBAL,/* A Bx R(A) := Gbl[Kst(Bx)] */
OP_GETTABLE,/* A B C R(A) := R(B)[RK(C)] */
OP_SETGLOBAL,/* A Bx Gbl[Kst(Bx)] := R(A) */
OP_SETUPVAL,/* A B UpValue[B] := R(A) */
OP_SETTABLE,/* A B C R(A)[RK(B)] := RK(C) */
OP_NEWTABLE,/* A B C R(A) := {} (size = B,C) */
OP_SELF,/* A B C R(A+1) := R(B); R(A) := R(B)[RK(C)] */
OP_ADD,/* A B C R(A) := RK(B) + RK(C) */
OP_SUB,/* A B C R(A) := RK(B) - RK(C) */
OP_MUL,/* A B C R(A) := RK(B) * RK(C) */
OP_DIV,/* A B C R(A) := RK(B) / RK(C) */
OP_MOD,/* A B C R(A) := RK(B) % RK(C) */
OP_POW,/* A B C R(A) := RK(B) ^ RK(C) */
OP_UNM,/* A B R(A) := -R(B) */
OP_NOT,/* A B R(A) := not R(B) */
OP_LEN,/* A B R(A) := length of R(B) */
OP_CONCAT,/* A B C R(A) := R(B).. ... ..R(C) */
OP_JMP,/* sBx pc+=sBx */
OP_EQ,/* A B C if ((RK(B) == RK(C)) ~= A) then pc++ */
OP_LT,/* A B C if ((RK(B) < RK(C)) ~= A) then pc++ */
OP_LE,/* A B C if ((RK(B) <= RK(C)) ~= A) then pc++ */
OP_TEST,/* A C if not (R(A) <=> C) then pc++ */
OP_TESTSET,/* A B C if (R(B) <=> C) then R(A) := R(B) else pc++ */
OP_CALL,/* A B C R(A), ... ,R(A+C-2) := R(A)(R(A+1), ... ,R(A+B-1)) */
OP_TAILCALL,/* A B C return R(A)(R(A+1), ... ,R(A+B-1)) */
OP_RETURN,/* A B return R(A), ... ,R(A+B-2) (see note) */
OP_FORLOOP,/* A sBx R(A)+=R(A+2);
if R(A) <?= R(A+1) then { pc+=sBx; R(A+3)=R(A) }*/
OP_FORPREP,/* A sBx R(A)-=R(A+2); pc+=sBx */
OP_TFORLOOP,/* A C R(A+3), ... ,R(A+2+C) := R(A)(R(A+1), R(A+2));
if R(A+3) ~= nil then R(A+2)=R(A+3) else pc++ */
OP_SETLIST,/* A B C R(A)[(C-1)*FPF+i] := R(A+i), 1 <= i <= B */
OP_CLOSURE,/* A Bx R(A) := closure(KPROTO[Bx], R(A), ... ,R(A+n)) */
OP_VARARG/* A B R(A), R(A+1), ..., R(A+B-1) = vararg */
]]--
local OPCODES = {
"MOVE", --R(A) := R(B)
"LOADK", --R(A) := Kst(Bx)
"LOADKX", --R(A) := Kst(extra arg)
"LOADBOOL", --R(A) := (Bool)B; if (C) pc++
"LOADNIL", --R(A) := ... := R(B) := nil
"GETUPVAL", --R(A) := UpValue[B]
"GETTABUP", --R(A) := UpValue[B][RK(C)]
"GETTABLE", --R(A) := R(B)[RK(C)]
"SETTABUP", --UpValue[A][RK(B)] := RK(C)
"SETUPVAL", --UpValue[B] := R(A)
"SETTABLE", --R(A)[RK(B)] := RK(C)
"NEWTABLE", --R(A) := {} (size = B,C)
"SELF", --R(A+1) := R(B); R(A) := R(B)[RK(C)]
"ADD", --R(A) := RK(B) + RK(C)
"SUB", --R(A) := RK(B) - RK(C)
"MUL", --R(A) := RK(B) * RK(C)
"DIV", --R(A) := RK(B) / RK(C)
"MOD", --R(A) := RK(B) % RK(C)
"POW", --R(A) := RK(B) ^ RK(C)
"UNM", --R(A) := -R(B)
"NOT", --R(A) := not R(B)
"LEN", --R(A) := length of R(B)
"CONCAT", --R(A) := R(B).. ... ..R(C)
"JMP", --pc+=sBx
"EQ", --if ((RK(B) == RK(C)) ~= A) then pc++
"LT", --if ((RK(B) < RK(C)) ~= A) then pc++
"LE", --if ((RK(B) <= RK(C)) ~= A) then pc++
"TEST", --if not (R(A) <=> C) then pc++
"TESTSET", --if (R(B) <=> C) then R(A) := R(B) else pc++
"CALL", --R(A), ... ,R(A+C-2) := R(A)(R(A+1), ... ,R(A+B-1))
"TAILCALL", --return R(A)(R(A+1), ... ,R(A+B-1))
"RETURN", --return R(A), ... ,R(A+B-2)(see note)
"FORLOOP", --R(A)+=R(A+2);
"FORPREP", --R(A)-=R(A+2); pc+=sBx
"TFORCALL", --R(A+3), ... ,R(A+2+C) := R(A)(R(A+1), R(A+2));
"TFORLOOP", --if R(A+1) ~= nil then { R(A)=R(A+1); pc += sBx }
"SETLIST", --R(A)[(C-1)*FPF+i] := R(A+i), 1 <= i <= B
"CLOSURE", --R(A) := closure(KPROTO[Bx], R(A), ... ,R(A+n))
"VARARG", --R(A), R(A+1), ..., R(A+B-1) = vararg
"EXTRAARG", --extra (larger) argument for previous opcode
}
for v,k in ipairs(OPCODES) do
OPCODES[k] = v
end
local A, B, C, Ax, Bx, sBx = 'A', 'B', 'C', 'Ax', 'Bx', 'sBx'
local R, RK, Kst, V = ir.R, ir.RK, ir.Kst, ir.V
local ARGS = {
{{A, R}, {B, R}}, --R(A) := R(B)
{{A, R}, {Bx, Kst}}, --R(A) := Kst(Bx)
{{A, R}}, --R(A) := Kst(extra arg) (next instruction is extra args)
{{A, R}, {B, V}, {C, V}}, --R(A) := (Bool)B; if (C) pc++
{{A, R}, {B, R}}, --R(A) := ... := R(B) := nil
{{A, R}, {B, V}}, --R(A) := UpValue[B]
{{A, R}, {B, V}, {C, RK}}, --R(A) := UpValue[B][RK(C)]
{{A, R}, {B, R}, {C, RK}}, --R(A) := R(B)[RK(C)]
{{A, V}, {B, RK}, {C, RK}}, --UpValue[A][RK(B)] := RK(C)
{{A, R}, {B, V}}, --UpValue[B] := R(A)
{{A, R}, {B, RK}, {C, RK}}, --R(A)[RK(B)] := RK(C)
{{A, R}, {B, V}, {C, V}}, --R(A) := {} (size = B,C)
{{A, R}, {B, RK}, {C, RK}}, --R(A) := RK(B) + RK(C)
{{A, R}, {B, RK}, {C, RK}},
{{A, R}, {B, RK}, {C, RK}},
{{A, R}, {B, RK}, {C, RK}},
{{A, R}, {B, RK}, {C, RK}},
{{A, R}, {B, RK}, {C, RK}},
{{A, R}, {B, RK}, {C, RK}},
{{A, R}, {B, R}}, --R(A) := -R(B)
{{A, R}, {B, R}},
{{A, R}, {B, R}}, --R(A) := length of R(B)
{{A, R}, {B, R}, {C, R}}, --R(A) := R(B).. ... ..R(C)
{{A, V}, {sBx, V}}, --pc+=sBx; if (A) close all upvalues >= R(A - 1)
{{A, V}, {B, RK}, {C, RK}}, --if ((RK(B) == RK(C)) ~= A) then pc++
{{A, V}, {B, RK}, {C, RK}},
{{A, V}, {B, RK}, {C, RK}},
{{A, R}, {C, V}}, --if not (R(A) <=> C) then pc++
{{A, R}, {B, R}, {C, V}}, --if (R(B) <=> C) then R(A) := R(B) else pc++
{{A, R}, {B, V}, {C, V}}, --R(A), ... ,R(A+C-2) := R(A)(R(A+1), ... ,R(A+B-1))
{{A, R}, {B, R}, {C, function() return V(0) end}}, --return R(A)(R(A+1), ... ,R(A+B-1))
{{A, R}, {B, V}}, --return R(A), ... ,R(A+B-2)(see note)
{{A, R}, {sBx, V}}, --R(A)+=R(A+2)
{{A, R}, {sBx, V}},
{{A, R}, {C, V}}, --R(A+3), ... ,R(A+2+C) := R(A)(R(A+1), R(A+2));
{{A, R}, {sBx, V}}, --if R(A+1) ~= nil then { R(A)=R(A+1); pc += sBx }
{{A, R}, {B, V}, {C, V}},
{{A, R}, {Bx, V}},
{{A, R}, {B, V}},
{{Ax, V}}
}
local OPMT = {__tostring = function(self)
local r = {"A", "B", "C", "Ax", "Bx", "sBx"}
local r2 = {}
for _,v in ipairs(r) do
if v == "sBx" and self.to then
table.insert(r2,string.format("to=%s",self.to))
elseif self[v] then
table.insert(r2,string.format("%s=%s",v,tostring(self[v])))
end
end
return string.format("%s(%s)",self.op, table.concat(r2, ', '))
end}
local function instruction(ctx, int, position)
-- 6 8 9 9
local op = bit.band(int, 0x3f)+1
local A = bit.rshift(bit.band(int, 0x3fc0), 6)
local C = bit.rshift(bit.band(int, 0x7fc000), 6+8)
local B = bit.rshift(bit.band(int, 0xff800000), 6+8+9)
local Ax = bit.rshift(int, 6)
local Bx = bit.lshift(B, 9)+C
local sBx = Bx - 131071
local this = {A = A, B = B, C = C, Ax = Ax, Bx = Bx, sBx = sBx }
if not OPCODES[op] then
error("Opcode " .. op .. " not found!")
end
local inst = setmetatable({op = OPCODES[op]}, OPMT)
for _,v in ipairs(ARGS[op]) do
inst[v[1]] = v[2](ctx, this[v[1]], position)
end
return inst
end
local function serialize(instruction)
-- data, pos, ctx
local op = OPCODES[instruction.op]
local A = function(int) return bit.lshift(bit.band(int, 0xff), 6) end
local C = function(int) return bit.lshift(bit.band(int, 0x1ff), 6+8) end
local B = function(int) return bit.lshift(bit.band(int, 0x1ff), 6+8+9) end
local Ax = function(int) return bit.lshift(int, 6) end
local Bx = function(int) return bit.lshift(int, 14) end
local sBx = function(int) return Bx(int + 131071) end
local this = {A = A, B = B, C = C, Ax = Ax, Bx = Bx, sBx = sBx }
local serialized_instruction = op - 1
for i, parameter in ipairs(ARGS[op]) do
local type = unpack(parameter)
local arg = instruction[type]
serialized_instruction = bit.bor(serialized_instruction, this[type](arg.raw))
end
return serialized_instruction
end
local function make(ctx, pc, name, ...)
local op = OPCODES[name]
assert(ARGS[op], tostring(name))
local inst = setmetatable({op = OPCODES[op]}, OPMT)
local arguments = {...}
assert(
#ARGS[op] == #arguments,
"Wrong number of arguments for " .. name .. ", expecting " .. #ARGS[op] .. " but got " .. #arguments .. " instead.")
for i, parameter in ipairs(ARGS[op]) do
local type, func = unpack(parameter)
inst[type] = func(ctx, arguments[i], pc)
end
return inst
end
return {instruction = instruction, serialize = serialize, make = make, OPCODES = OPCODES, ARGS = ARGS, OPMT = OPMT} |
SWEP.Base = "arccw_base"
SWEP.Spawnable = true -- this obviously has to be set to true
SWEP.Category = "ArcCW - Halo Custom Edition" -- edit this if you like
SWEP.AdminOnly = false
SWEP.PrintName = "Battle Rifle"
SWEP.TrueName = "BR55HB SR"
SWEP.Trivia_Class = "Battle Rifle"
SWEP.Trivia_Desc = "The BR55 Service Rifle is a gas-operated, magazine-fed, mid-to-long range weapon capable of semi-automatic, fully automatic, and burst-firing modes. The BR55, having a rifled barrel, is 89.9cm long and is fitted with a scope for increased accuracy. The scope is mounted on the optics rail. The safety is also located above the handle of the weapon. The weapon fires the M634 X-HP-SAP round from a 36-round magazine. Additionally, the weapon features a scope attachment capable of 2x magnification. In addition to its initial role, the BR55 battle rifle can also fulfill the role of a designated marksman rifle."
SWEP.Trivia_Manufacturer = "Mesriah Armory"
SWEP.Trivia_Calibre = "9.5x40mm M634 X-HP-SAP"
SWEP.Trivia_Mechanism = "Semi-Auto"
SWEP.Slot = 3
if GetConVar("arccw_truenames"):GetBool() then SWEP.PrintName = SWEP.TrueName end
SWEP.UseHands = true
-- You will need this for the journey ahead
-- Probably should set this to your first mode
SWEP.Recoil = 0.3
SWEP.RecoilSide = 0.3
SWEP.Damage = 25
SWEP.DamageMin = 15
SWEP.AccuracyMOA = 0.01
SWEP.HipDispersion = 125
SWEP.JumpDispersion = 0
SWEP.ChamberSize = 0
local balance = {
[0] = {
-- HaloCW
Recoil = 0.3,
RecoilSide = 0.3,
Damage = 17,
DamageMin = 17,
AccuracyMOA = 0.01,
HipDispersion = 125,
JumpDispersion = 0,
ChamberSize = 0,
},
[1] = {
-- halo purist
Recoil = 0,
RecoilSide = 0,
Damage = 10,
DamageMin = 10,
JumpDispersion = 0,
HipDispersion = 0,
MoveDispersion = 0,
ChamberSize = 0,
},
[2] = {
-- arccw
Recoil = 0.2,
RecoilSide = 0.2,
Damage = 17,
DamageMin = 17,
AccuracyMOA = 0.05,
HipDispersion = 360,
MoveDispersion = 120,
ChamberSize = 1,
}
}
SWEP.MeleeSwingSound = ""
SWEP.MeleeMissSound = ""
SWEP.MeleeHitSound = "hceworld"
SWEP.MeleeHitNPCSound = "hceslap"
SWEP.ViewModel = "models/snowysnowtime/c_br_fp.mdl"
SWEP.WorldModel = "models/snowysnowtime/w_br.mdl"
SWEP.ViewModelFOV = 70
SWEP.Range = 250 -- in METRES
SWEP.Penetration = 100
SWEP.DamageType = DMG_BULLET
SWEP.ShootEntity = nil -- entity to fire, if any
SWEP.MuzzleVelocity = 700 -- projectile or phys bullet muzzle velocity
-- IN M/S
SWEP.TracerNum = 1 -- tracer every X
SWEP.Tracer = "effect_astw2_halo3_tracer_human" -- tracer every X
SWEP.TracerCol = Color(25, 255, 25)
SWEP.TracerWidth = 3
SWEP.Primary.ClipSize = 36 -- DefaultClip is automatically set.
SWEP.ExtendedClipSize = 45
SWEP.ReducedClipSize = 24
SWEP.Delay = 60 / 900 -- 60 / RPM.
SWEP.Num = 1 -- number of shots per trigger pull.
SWEP.Firemodes = {
{
Mode = -3,
RunawayBurst = true,
PostBurstDelay = 0.225,
},
{
Mode = 1,
},
{
Mode = 0,
}
}
SWEP.NPCWeaponType = {"weapon_ar2","weapon_smg"}
SWEP.NPCWeight = 25
SWEP.ManualAction = false
SWEP.Primary.Ammo = "357" -- what ammo type the gun uses
SWEP.MagID = "hs338" -- the magazine pool this gun draws from
SWEP.ShootVol = 140 -- volume of shoot sound
SWEP.ShootPitch = 100 -- pitch of shoot sound
SWEP.FirstShootSound = "br_first"
SWEP.ShootSound = "br_fire"
SWEP.ShootSoundSilenced = "hcesup"
SWEP.DistantShootSound = "br_lod"
SWEP.MuzzleEffect = "astw2_halo_2_muzzle_battle_rifle"
SWEP.ShellModel = "models/shells/shell_338mag.mdl"
SWEP.ShellPitch = 80
SWEP.ShellScale = 1.5
SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on
SWEP.SightTime = 0.35
SWEP.SpeedMult = 0.80
SWEP.SightedSpeedMult = 0.25
SWEP.BulletBones = { -- the bone that represents bullets in gun/mag
-- [0] = "bulletchamber",
-- [1] = "bullet1"
}
SWEP.ProceduralRegularFire = false
SWEP.ProceduralIronFire = false
SWEP.CaseBones = {}
SWEP.IronSightStruct = {
Pos = Vector(0, 0, 0),
Ang = Angle(0.792, 0.017, 0),
Magnification = 1.5,
}
SWEP.HoldtypeHolstered = "passive"
SWEP.HoldtypeActive = "ar2"
SWEP.HoldtypeSights = "rpg"
SWEP.RejectAttachments = {
["ammo_cerberus"] = true, -- fuck cerberus
["acwatt_perk_fastbolt"] = true, -- whats the point of this on my weapons?
["acwatt_perk_beefficient"] = true, -- never heard of her
}
SWEP.MeleeTime = 1.2
SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.ActivePos = Vector(0, 0, 1)
SWEP.ActiveAng = Angle(0, 0, 0)
SWEP.HolsterPos = Vector(2, -5.5, -2)
SWEP.HolsterAng = Angle(0, 40, -15)
SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
SWEP.BarrelOffsetHip = Vector(2, 0, -2)
SWEP.CustomizePos = Vector(2.824, -4, -1.897)
SWEP.CustomizeAng = Angle(12.149, 30.547, 0)
SWEP.BarrelLength = 35
SWEP.AttachmentElements = {
["skin"] = {
VMSkin = 1,
WMSkin = 1,
},
}
SWEP.ExtraSightDist = 15
SWEP.Attachments = {
{
PrintName = "Optic", -- print name
DefaultAttName = "10x Scope",
Slot = {"optic", "optic_lp"}, -- what kind of attachments can fit here, can be string or table
Bone = "frame gun", -- relevant bone any attachments will be mostly referring to
Offset = {
vpos = Vector(5.5, 0, 7), -- offset that the attachment will be relative to the bone
vang = Angle(0, 0, 0),
wpos = Vector(6, 2, -4.4),
wang = Angle(-8.829, 0, 180)
},
CorrectivePos = Vector(0, 0, 0),
CorrectiveAng = Angle(0, 0, 0),
InstalledEles = {"mount"}
},
{
PrintName = "Muzzle",
DefaultAttName = "Standard Muzzle",
Slot = {"muzzle"},
Bone = "frame gun",
Offset = {
vpos = Vector(16, 0, 4.6),
vang = Angle(0, 0, 0),
wpos = Vector(10, 2, -3.9),
wang = Angle(-2.829, -4.9, 180)
},
VMScale = Vector(1.1, 1.1, 1.1),
},
{
PrintName = "Stock",
Slot = "stock",
DefaultAttName = "Standard Stock"
},
{
PrintName = "Tactical",
Slot = "tac",
Bone = "frame gun",
Offset = {
vpos = Vector(12, -0.7, 4.2), -- offset that the attachment will be relative to the bone
vang = Angle(0, 0, 90),
wpos = Vector(6, 1.25, -3),
wang = Angle(-8.829, -0.556, 90)
},
},
{
PrintName = "Ammo Type",
Slot = {"ammo_bullet"}
},
{
PrintName = "Perk",
Slot = {"perk","go_perk"}
},
{
PrintName = "Charm",
Slot = "charm",
FreeSlot = true,
Bone = "frame gun", -- relevant bone any attachments will be mostly referring to
Offset = {
vpos = Vector(3.25, -0.7, 4.3), -- offset that the attachment will be relative to the bone
vang = Angle(0, 0, 10),
wpos = Vector(6, 2.4, -3.5),
wang = Angle(-10.393, 0, 180)
},
VMScale = Vector(0.7, 0.7, 0.7),
},
{
PrintName = "Skin",
Slot = {"skin_hcebr"},
DefaultAttName = "Factory Default",
FreeSlot = true
},
}
SWEP.Animations = {
["idle"] = {
Source = "idle",
Time = 4
},
["fire_iron"] = {
Source = "fire",
Time = 0.35,
},
["draw"] = {
Source = "draw",
Time = 1,
LHIK = true,
LHIKIn = 0,
LHIKOut = 0.25,
},
["fire"] = {
Source = "fire",
Time = 0.35,
},
["bash"] = {
Source = "melee",
Time = 1.25,
LHIK = true,
LHIKIn = 0,
LHIKOut = 0.6,
},
["reload"] = {
Source = "reload",
Time = 2.2,
TPAnim = ACT_HL2MP_GESTURE_RELOAD_PISTOL,
Checkpoints = {24, 33, 51, 58, 62, 74, 80},
FrameRate = 30,
LHIK = true,
LHIKIn = 0.5,
LHIKOut = 0.5,
},
}
-- nZombies Stuff
SWEP.NZWonderWeapon = false -- Is this a Wonder-Weapon? If true, only one player can have it at a time. Cheats aren't stopped, though.
--SWEP.NZRePaPText = "your text here" -- When RePaPing, what should be shown? Example: Press E to your text here for 2000 points.
SWEP.NZPaPName = "BXR-55"
--SWEP.NZPaPReplacement = "" -- If Pack-a-Punched, replace this gun with the entity class shown here.
SWEP.NZPreventBox = false -- If true, this gun won't be placed in random boxes GENERATED. Users can still place it in manually.
SWEP.NZTotalBlackList = false -- if true, this gun can't be placed in the box, even manually, and can't be bought off a wall, even if placed manually. Only code can give this gun.
SWEP.Primary.MaxAmmo = 144
-- Max Ammo function
function SWEP:NZMaxAmmo()
local ammo_type = self:GetPrimaryAmmoType() or self.Primary.Ammo
if SERVER then
self.Owner:SetAmmo( self.Primary.MaxAmmo, ammo_type )
end
end
-- PaP Function
function SWEP:OnPaP()
self.Ispackapunched = 1
self.PrintName = "BXR-55"
self.Primary.ClipSize = 36
self.Primary.MaxAmmo = 144
self.Damage = 25
self.DamageMin = 45
self.Delay = 60 / 1000
return true
end |
function gem.OnInit()
end
function gem.OnEnable()
this.moveSpeed = 15.0;
end
function gem.Update(dt)
local go = this.GameObject;
local transform = go:GetTransform();
transform:TranslateZ(-dt * this.moveSpeed);
local player = Scene.FindObjectWithName("minecart1");
distance = transform.Position - player:GetTransform().Position;
if distance:Z() < 2.0 and distance:X() <= 1.0 then
go:Delete();
go = nil;
end
if transform.Position:Z() < -15.0 then
go:Delete();
go = nil;
end
end
function gem.OnDisable()
end
function gem.OnDestroy()
end
|
local Cache = require "res.Cache"
local util = require "res.util"
local Pool = require "res.Pool"
local SingltonPool = require "res.SingltonPool"
local MultiPool = require "res.MultiPool"
local Timer = require "common.Timer"
local SimpleEvent = require "common.SimpleEvent"
local res = require "res.res"
local ipairs = ipairs
local unpack = unpack
local resmgr = {}
resmgr.cachePolicyType = 0
function resmgr.dump()
--ResUpdater.ResDumper.Dump()
util.dump(Pool, Cache)
util.dump(Timer)
util.dump(SimpleEvent)
end
local function purge(Cls)
for _, cache in ipairs(Cls.all) do
cache:_purge()
end
end
function resmgr.setCacheFactor(cacheFactor)
if res.cacheFactor == cacheFactor then
return
end
res.cacheFactor = cacheFactor
purge(SingltonPool)
purge(MultiPool)
purge(Pool)
purge(Cache)
end
function resmgr.setCachePolicyParam(cacheOrPool, ...)
cacheOrPool._cachePolicyParams = { ... }
end
local function setPolicy(Cls)
for _, cache in ipairs(Cls.all) do
if cache._cachePolicyParams then
local param = cache._cachePolicyParams[resmgr.cachePolicyType]
if param then
cache:setCachePolicy(unpack(param))
cache:_purge()
end
end
end
end
function resmgr.chooseCachePolicy(type)
if resmgr.cachePolicyType == type then
return
end
resmgr.cachePolicyType = type
setPolicy(SingltonPool)
setPolicy(MultiPool)
setPolicy(Pool)
setPolicy(Cache)
end
function resmgr.purgeOnly(cacheFactor)
local oldCacheFactor = res.cacheFactor
resmgr.setCacheFactor(cacheFactor)
res.cacheFactor = oldCacheFactor
end
return resmgr |
--mobs_fallout v0.0.1
--maikerumine
--made for Extreme Survival game
--dofile(minetest.get_modpath("mobs_fallout").."/api.lua")
--crafts-tenplus1
-- raw meat
minetest.register_craftitem("mobs_fallout:meat_raw", {
description = "Raw Meat",
inventory_image = "mobs_meat_raw.png",
on_use = minetest.item_eat(3),
})
-- cooked meat
minetest.register_craftitem("mobs_fallout:meat", {
description = "Meat",
inventory_image = "mobs_meat.png",
on_use = minetest.item_eat(8),
})
minetest.register_craft({
type = "cooking",
output = "mobs_fallout:meat",
recipe = "mobs_fallout:meat_raw",
cooktime = 5,
})
|
local Util = require(script.Parent.Parent.Shared.Util)
local Players = game:GetService("Players")
local playerType = {
Transform = function (text)
local findPlayer = Util.MakeFuzzyFinder(Players:GetPlayers())
return findPlayer(text)
end;
Validate = function (players)
return #players > 0, "No player with that name could be found."
end;
Autocomplete = function (players)
return Util.GetNames(players)
end;
Parse = function (players)
return players[1]
end;
Default = function(player)
return player.Name
end;
}
return function (cmdr)
cmdr:RegisterType("player", playerType)
cmdr:RegisterType("players", Util.MakeListableType(playerType, {
Prefixes = "% teamPlayers";
}))
end
|
local DragWindow = {
OnInitialize = function ()
local self = OpenUI.DragWindow
local item = {
itemId = SystemData.DragItem.itemId,
iconName = SystemData.DragItem.itemName,
newWidth = SystemData.DragItem.itemWidth,
newHeight = SystemData.DragItem.itemHeight,
iconScale = SystemData.DragItem.itemScale,
hueId = SystemData.DragItem.itemHueId,
hue = SystemData.DragItem.itemHue,
objectType = SystemData.DragItem.itemType,
amount = SystemData.DragItem.DragAmount
}
OpenCore:Chat("init drag", item)
if SystemData.DragItem.DragType == SystemData.DragItem.TYPE_ITEM then
WindowSetDimensions("DragWindow", SystemData.DragItem.itemWidth, SystemData.DragItem.itemHeight)
WindowSetShowing("DragWindow.Action", false)
self.CurrentItem = item
if item.newWidth ~= nil and item.newHeight ~= nil then
WindowSetDimensions("DragWindow.Item", item.newWidth, item.newHeight)
DynamicImageSetTextureDimensions("DragWindow.Item", item.newWidth, item.newHeight)
DynamicImageSetTexture("DragWindow.Item", item.iconName, 0, 0)
DynamicImageSetCustomShader("DragWindow.Item", "UOSpriteUIShader", { item.hueId, item.objectType })
DynamicImageSetTextureScale("DragWindow.Item", item.iconScale)
WindowSetTintColor("DragWindow.Item", item.hue.r, item.hue.g, item.hue.b)
WindowSetAlpha("DragWindow.Item", item.hue.a / 255)
end
DynamicImageSetTexture( "DragWindow.IconMulti", "", 0, 0 )
RegisterWindowData(WindowData.ObjectInfo.Type, item.itemId)
local itemdata = WindowData.ObjectInfo[item.itemId]
if not itemdata then
local object = OpenCore.Object:GetObject(item.itemId, true)
--RegisterWindowData(WindowData.ObjectInfo.Type, item.itemId)
itemdata = WindowData.ObjectInfo[item.itemId]
end
if itemdata and itemdata.quantity then
item.amount = itemdata.quantity
end
if not item.amount or not itemdata then
item.amount = 1
end
if itemdata and item.amount > 1 and item.objectType ~= 3821 and item.objectType ~= 3824 then
--EquipmentData.UpdateItemIcon("DragWindow.IconMulti", item)
end
if item.amount > 1 then
LabelSetText("DragWindow.Quantity", L"x" .. Knumber(item.amount))
end
elseif SystemData.DragItem.DragType == SystemData.DragItem.TYPE_ACTION then
WindowSetDimensions("DragWindow", SystemData.DragItem.itemWidth, SystemData.DragItem.itemHeight)
self.CurrentItem = item
local x, y = WindowGetDimensions("DragWindow.Action")
local disabled = false
if SystemData.DragItem.actionType == SystemData.UserAction.TYPE_MACRO_REFERENCE then
disabled = not UserActionIsTargetModeCompat(SystemData.MacroSystem.STATIC_MACRO_ID, SystemData.DragItem.actionId, 0)
else
disabled = not UserActionIsActionTypeTargetModeCompat(SystemData.DragItem.actionType)
end
local texture, x, y = GetIconData(SystemData.DragItem.actionIconId)
WindowSetDimensions("DragWindow", 50, 50)
WindowSetDimensions("DragWindow.Item", 50, 50)
DynamicImageSetTextureDimensions("DragWindow.Item", 50, 50)
DynamicImageSetTexture("DragWindow.Item", texture, 0, 0)
--WindowSetDimensions("DragWindow.Item", x, y)
--DynamicImageSetTextureDimensions("DragWindow.Item", x, y)
--DynamicImageSetTexture("DragWindow.Item", texture, 0, 0)
DynamicImageSetTextureScale("DragWindow.Item", 0.78)
--HotbarSystem.UpdateActionButton("DragWindowAction", SystemData.DragItem.actionType, SystemData.DragItem.actionId, SystemData.DragItem.actionIconId, disabled )
--local tintColor = HotbarSystem.TargetTypeTintColors[SystemData.Hotbar.TargetType.TARGETTYPE_NONE]
--WindowSetTintColor("DragWindowActionOverlay",tintColor[1],tintColor[2],tintColor[3])
--WindowSetShowing("DragWindowActionHotkeyBackground",false)
else
OpenCore:Chat("unkwon drag type")
end
self.OnUpdate()
end,
OnShutdown = function ()
OpenCore:Chat("shut drag")
end,
OnUpdate = function ()
local self = OpenUI.DragWindow
local posX = SystemData.MousePosition.x/InterfaceCore.scale
local posY = SystemData.MousePosition.y/InterfaceCore.scale
--OpenCore:Chat("update drag " .. posX .. ":" ..posY)
WindowClearAnchors("DragWindow")
if( SystemData.DragItem.DragType == SystemData.DragItem.TYPE_ITEM ) then
WindowAddAnchor("DragWindow", "topleft", "Root", "center", posX, posY)
elseif( SystemData.DragItem.DragType == SystemData.DragItem.TYPE_ACTION ) then
WindowAddAnchor("DragWindow", "topleft", "Root", "topleft", posX, posY)
end
local item = self.CurrentItem
if SystemData.DragItem.DragType == SystemData.DragItem.TYPE_ITEM then
WindowSetDimensions("DragWindow", SystemData.DragItem.itemWidth, SystemData.DragItem.itemHeight)
WindowSetShowing("DragWindow.Action",false)
if item.newWidth ~= nil and item.newHeight ~= nil then
WindowSetDimensions("DragWindow.Item", item.newWidth, item.newHeight)
DynamicImageSetTextureDimensions("DragWindow.Item", item.newWidth, item.newHeight)
DynamicImageSetTexture("DragWindow.Item", item.iconName, 0, 0)
DynamicImageSetCustomShader("DragWindow.Item", "UOSpriteUIShader", { item.hueId, item.objectType })
DynamicImageSetTextureScale("DragWindow.Item", item.iconScale)
WindowSetTintColor("DragWindow.Item", item.hue.r, item.hue.g, item.hue.b)
WindowSetAlpha("DragWindow.Item", item.hue.a / 255)
end
--DynamicImageSetTexture( "DragWindowIconMulti", "", 0, 0 )
local object = OpenCore.Object:GetObject(item.itemId, true)
--RegisterWindowData(WindowData.ObjectInfo.Type, item.itemId)
local itemdata = WindowData.ObjectInfo[item.itemId]
if not itemdata then
local object = OpenCore.Object:GetObject(item.itemId, true)
--RegisterWindowData(WindowData.ObjectInfo.Type, item.itemId)
itemdata = WindowData.ObjectInfo[item.itemId]
end
if not item.amount and itemdata then
item.amount = itemdata.quantity
end
if not item.amount or not itemdata then
item.amount = 1
end
if itemdata and item.amount > 1 and item.objectType ~= 3821 and item.objectType ~= 3824 then
--EquipmentData.UpdateItemIcon("DragWindowIconMulti", item)
end
if item.amount > 1 then
LabelSetText("DragWindow.Quantity", L"x" .. Knumber(item.amount))
end
elseif SystemData.DragItem.DragType == SystemData.DragItem.TYPE_ACTION then
end
end
}
OpenUI.DragWindow = DragWindow |
return {
fadeOut = 1.5,
mode = 2,
id = "DONGHUO11",
once = true,
fadeType = 1,
fadein = 1.5,
scripts = {
{
actor = 102050,
nameColor = "#a9f548",
side = 2,
bgm = "story-8",
dir = 1,
say = "情况不妙…虽然击破了2艘新型舰…但是还有大量的信号源在朝我们靠近",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 102050,
side = 2,
nameColor = "#a9f548",
dir = 1,
say = "…..我们似乎已经被完全包围了",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105120,
nameColor = "#a9f548",
side = 0,
dir = 1,
say = "居然能完美的预判出我们的行动轨迹来进行包围作战…塞壬的作战策略什么时候变得这么精妙了",
paintingFadeOut = {
time = 0.5,
side = 1
},
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105130,
side = 0,
nameColor = "#a9f548",
dir = 1,
say = "可恶…如果南达科他那家伙也在这里的话就好了……",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105130,
side = 0,
nameColor = "#a9f548",
dir = 1,
say = "不管怎样,一起杀出一条血路吧!",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105130,
side = 0,
nameColor = "#a9f548",
dir = 1,
say = "和我一起瞄准对面那个大家伙,全主炮,一齐开火!",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
soundeffect = "event:/battle/boom1",
side = 2,
dir = 1,
blackBg = true,
say = "……————",
flash = {
delay = 0.3,
dur = 0.5,
wait = 0.5,
number = 3,
alpha = {
0,
1
}
},
dialogShake = {
speed = 0.09,
x = 8.5,
number = 2
}
},
{
actor = 102050,
side = 1,
nameColor = "#a9f548",
dir = 1,
say = "!!????",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 102050,
side = 1,
nameColor = "#a9f548",
dir = 1,
say = "发生了什么…",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 102050,
side = 1,
nameColor = "#a9f548",
dir = 1,
say = "海域范围内…敌方反应…..完全消失",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105130,
side = 0,
nameColor = "#a9f548",
dir = 1,
say = "怎么回事…我明明只击中了对面那个最大个的家伙…",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105120,
side = 1,
nameColor = "#a9f548",
dir = -1,
say = "…对空雷达上发现大量空中单位…但是无法判明机型",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 900072,
side = 2,
nameColor = "#D6341DFF",
dir = 1,
say = "……你们",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105130,
nameColor = "#a9f548",
side = 0,
dir = 1,
say = "!!什么人,居然在我们背后?",
paintingFadeOut = {
time = 0.5,
side = 1
},
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105130,
nameColor = "#a9f548",
side = 0,
dir = 1,
say = "全舰炮瞄准,开火!",
paintingFadeOut = {
time = 0.5,
side = 1
},
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
soundeffect = "event:/battle/boom2",
side = 2,
dir = 1,
blackBg = true,
say = "……————",
flash = {
delay = 0.3,
dur = 0.5,
wait = 0.2,
number = 1,
alpha = {
0,
1
}
},
dialogShake = {
speed = 0.09,
x = 8.5,
number = 2
}
},
{
actor = 105130,
side = 2,
nameColor = "#a9f548",
dir = 1,
say = "有趣,好久没有遇到这么厉害的塞壬了,来堂堂正正的战一场吧!",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105130,
side = 2,
nameColor = "#a9f548",
dir = 1,
say = "没有人能逃出我的MK3雷达,全舰炮瞄准——",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105120,
side = 2,
nameColor = "#a9f548",
dir = 1,
say = "等等!",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 900072,
nameColor = "#D6341DFF",
side = 1,
dir = 1,
say = "……",
paintingFadeOut = {
time = 0.5,
side = 0
},
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 102050,
side = 0,
nameColor = "#a9f548",
dir = -1,
say = "这个单位发出的信号与之前的加密电文一致,但是…",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 102050,
side = 0,
nameColor = "#a9f548",
dir = -1,
say = "(SG雷达上居然完全无法发现这个单位……是出现故障了吗?)",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105130,
side = 0,
nameColor = "#a9f548",
dir = 1,
say = "什么嘛,原来“神秘人”先生就是你呀,这么鬼鬼祟祟的出现是很容易被误伤的",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105130,
side = 0,
nameColor = "#a9f548",
dir = 1,
say = "那么,我们是接收到了你发出的加密信号后前来调查的白鹰第16特遣舰队——也请报上你的情报及所属",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 900072,
side = 1,
nameColor = "#D6341DFF",
dir = 1,
say = "……",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 900072,
side = 1,
nameColor = "#D6341DFF",
dir = 1,
say = "我只想跟你们确认件事情",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105130,
side = 0,
nameColor = "#a9f548",
dir = 1,
say = "居然无视我的问题吗?",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 900072,
side = 1,
nameColor = "#D6341DFF",
dir = 1,
say = "告诉我…你们指挥官的名字……",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105120,
side = 0,
nameColor = "#a9f548",
dir = 1,
say = "在确认你的身份之前,我们没有回答这个问题的义务,而且这可是最高机密",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 900072,
side = 1,
nameColor = "#D6341DFF",
dir = 1,
say = "……",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 900072,
side = 1,
nameColor = "#D6341DFF",
dir = 1,
say = "……这样吗(转身)……我会自己确认的",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105120,
side = 0,
nameColor = "#a9f548",
dir = 1,
say = "这个塞壬的基地是被你一个人摧毁的吗?…你究竟是…",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 900072,
side = 1,
nameColor = "#D6341DFF",
dir = 1,
say = "……",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105120,
side = 0,
nameColor = "#a9f548",
dir = 1,
say = "(等等…这个披风?…怎么可能)",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 105120,
side = 0,
nameColor = "#a9f548",
dir = 1,
say = "企、企业?!",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
actor = 900072,
side = 1,
nameColor = "#D6341DFF",
dir = 1,
say = "不…你认错人了",
typewriter = {
speed = 0.05,
speedUp = 0.01
},
painting = {
alpha = 0.3,
time = 1
}
},
{
mode = 1,
stopbgm = true,
sequence = {
{
"<size=51> </size>",
2.5
},
{
"<size=51>“我们人类,其实是很卑微的存在”</size>",
4.5
},
{
"<size=51>“但是,在我们渺小的躯壳里却装载着无限大的期望和理想”</size>",
7
},
{
"<size=51>“我们常常将自己的期望和理想,塑造成自己希望的模样,希望他们是永恒、并且强大的”</size>",
9
},
{
"<size=51>“强大到,可以替代我们有形且短暂的个体存在,成为一种无限的精神寄托”</size> ",
12
},
{
"<size=51>“这也正是你名字的意义”</size>",
14.5
}
}
},
{
mode = 1,
sequence = {
{
"<size=51>“但是…如果有一天,我们人类舍弃了自己最骄傲的理想,甚至走上了与之相悖的道路”</size>",
2.5
},
{
"<size=51>“你愿意…</size>",
5
},
{
"<size=51>…帮我们纠正错误的未来吗?”</size>",
7
}
}
}
}
}
|
pg = pg or {}
pg.ship_skin_template_14 = {
[402050] = {
ship_group = 40205,
name = "纽伦堡",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 402050,
group_index = 0,
shop_id = 0,
painting = "niulunbao",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "niulunbao",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "莱比锡级轻巡洋舰—纽伦堡",
voice_actor = 258,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.226,
1.002,
0
}
},
vicegun = {
{
1.232,
0.996,
0
}
},
torpedo = {
{
0,
0,
0
}
},
antiaircraft = {
{
1.262,
1.014,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.444,
2.549,
-0.568
}
}
}
}
}
},
[402051] = {
ship_group = 40205,
name = "正月的漫游",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "126",
id = 402051,
group_index = 1,
shop_id = 70470,
painting = "niulunbao_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 2,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "niulunbao_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "竟然这么爽快就答应了一起旅行的请求,指挥官肯定另有打算…啊,我的意思是,如果指挥官准备好了的话,随时都可以出发哦?",
voice_actor = 258,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.064,
1.002,
0
}
},
vicegun = {
{
1.058,
1.008,
0
}
},
torpedo = {
{
0,
0,
0
}
},
antiaircraft = {
{
1.082,
1.002,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.438,
2.465,
-0.568
}
}
}
}
}
},
[403010] = {
ship_group = 40301,
name = "希佩尔海军上将",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 403010,
group_index = 0,
shop_id = 0,
painting = "xipeierhaijunshangjiang",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "xipeierhaijunshangjiang",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "希佩尔海军上将级重巡洋舰—希佩尔海军上将",
voice_actor = 61,
spine_offset = "",
illustrator = 29,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.27,
0.57,
0
}
},
vicegun = {
{
0.27,
0.57,
0
}
},
torpedo = {
{
0.49,
0.05,
0
}
},
antiaircraft = {
{
0.27,
0.57,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
-0.26,
0.686,
-0.081
}
}
}
},
{
40,
{
{
"smoke",
{
-0.259,
2.6,
-1.18
}
}
}
}
}
},
[403030] = {
ship_group = 40303,
name = "欧根亲王",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 403030,
group_index = 0,
shop_id = 0,
painting = "ougen",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "ougen",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "希佩尔海军上将级重巡洋舰—欧根亲王",
voice_actor = 21,
spine_offset = "",
illustrator = 7,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
-0.53,
0.802,
0
}
},
vicegun = {
{
-0.235,
0.484,
0
},
{
0.847,
0.34,
0
}
},
torpedo = {
{
0.227,
0.408,
0
}
},
antiaircraft = {
{
-0.235,
0.484,
0
},
{
0.847,
0.34,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
-0.531,
0.427,
0
}
}
}
},
{
30,
{
{
"smoke",
{
0.711,
0.361,
0
}
}
}
}
}
},
[403031] = {
ship_group = 40303,
name = "永不褪色的笑容",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "106",
id = 403031,
group_index = 1,
shop_id = 0,
painting = "ougen_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 6,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "ougen_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "坐在游泳圈上,舌头轻舔嘴唇……这真是海边最流行的拍照POSE?威尔士,你不会又在戏弄我吧?",
voice_actor = 21,
spine_offset = "",
illustrator = 30,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand2",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.42,
0.73,
0
}
},
vicegun = {
{
0.3,
0.09,
0
}
},
torpedo = {
{
1.42,
0.73,
0
}
},
antiaircraft = {
{
1.42,
0.73,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
-0.531,
0.427,
0
}
}
}
},
{
30,
{
{
"smoke",
{
0.711,
0.361,
0
}
}
}
}
}
},
[403032] = {
ship_group = 40303,
name = "百花缭乱",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "101",
id = 403032,
group_index = 2,
shop_id = 70036,
painting = "ougen_3",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 2,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "ougen_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "这就是重樱的新年吗?呵呵,这不是很有意思嘛~指挥官,都要过年了,就把工作丢一边来陪我喝一杯吧~",
voice_actor = 21,
spine_offset = "",
illustrator = 30,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand2",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.46,
0.81,
0
}
},
vicegun = {
{
1.46,
0.81,
0
}
},
torpedo = {
{
0.117,
0.094,
0
}
},
antiaircraft = {
{
1.46,
0.81,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.32,
2.35,
0
}
}
}
}
}
},
[403033] = {
ship_group = 40303,
name = "Wein Kornblume",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "115",
id = 403033,
group_index = 3,
shop_id = 70236,
painting = "ougen_4",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 7,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "ougen_4",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "…嗯?什么啊,原来是指挥官吗,我没醉…难道说,指挥官想趁着我喝醉的时候,对我做些什么吗?嘻嘻…",
voice_actor = 21,
spine_offset = "",
illustrator = 30,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand2",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.358,
1.22,
0
}
},
vicegun = {
{
1.358,
1.22,
0
}
},
torpedo = {
{
0.008,
0.005,
0
}
},
antiaircraft = {
{
1.344,
1.131,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.32,
2.35,
0
}
}
}
}
}
},
[403038] = {
ship_group = 40303,
name = "命运交响曲",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 403038,
group_index = 8,
shop_id = 0,
painting = "ougen_h",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "ougen_h",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "如果和你的相遇也是命运的选择的话,那还真得感谢这命运呢…未来的生活,我可是很期待的哟~?",
voice_actor = 21,
spine_offset = "",
illustrator = 30,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.46,
0.81,
0
}
},
vicegun = {
{
1.46,
0.81,
0
}
},
torpedo = {
{
0.117,
0.094,
0
}
},
antiaircraft = {
{
1.46,
0.81,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.32,
2.35,
0
}
}
}
}
}
},
[403040] = {
ship_group = 40304,
name = "德意志",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 403040,
group_index = 0,
shop_id = 0,
painting = "deyizhi",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "deyizhi",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "德意志级装甲巡洋舰—德意志",
voice_actor = 28,
spine_offset = "",
illustrator = 31,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.97,
1.03,
0
}
},
vicegun = {
{
1.97,
1.03,
0
}
},
torpedo = {
{
0.07,
0.11,
0
}
},
antiaircraft = {
{
1.97,
1.03,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
-0.77,
0.6,
-0.76
}
}
}
},
{
40,
{
{
"smoke",
{
-0.08,
2.63,
-1.93
}
}
}
}
}
},
[403041] = {
ship_group = 40304,
name = "漆黑的魔姬",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 403041,
group_index = 1,
shop_id = 0,
painting = "deyizhi_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "deyizhi_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "明明只是个仆人,眼光倒是不错……咳咳,吾正是铁血的公主,暗夜的主宰,德意志!仆从,不,吾的第一个眷属啊,过来,赐你亲吻无上君王手背的权利!",
voice_actor = 28,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.77,
1.22,
0
}
},
vicegun = {
{
1.77,
1.22,
0
}
},
torpedo = {
{
0.24,
0.01,
0
}
},
antiaircraft = {
{
1.77,
1.22,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.49,
2.38,
0
}
}
}
}
}
},
[403042] = {
ship_group = 40304,
name = "艳阳下的“福利”时间",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "106",
id = 403042,
group_index = 2,
shop_id = 70080,
painting = "deyizhi_3",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 6,
lip_smoothing = 0,
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "deyizhi_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "夏天可不能漏了防晒措施呢…仆人,想要为主人服务的话,跪下来诚心诚意大喊三声“拜托了,德意志大人!”,我可能就会心软给你这个机会了哦?呵呵呵~",
voice_actor = 28,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
tag = {
1,
2
},
live2d_offset = {
37,
-37,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.52,
0.92,
0
}
},
vicegun = {
{
1.58,
0.92,
0
}
},
torpedo = {
{
0.24,
0.01,
0
}
},
antiaircraft = {
{
1.58,
1.05,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.42,
2.19,
0
}
}
}
}
},
l2d_animations = {
"idle",
"main_1",
"main_2",
"main_3",
"mission",
"mission_complete",
"complete",
"login",
"home",
"mail",
"touch_body",
"touch_head"
},
l2d_voice_calibrate = {
propose = 2.5,
main_2 = 5.3
}
},
[403043] = {
ship_group = 40304,
name = "魔姬的夜宴",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "115",
id = 403043,
group_index = 3,
shop_id = 70239,
painting = "deyizhi_4",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 7,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "deyizhi_4",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "我的心情看起来很好?嗯哼。当初的下等生物,居然已经成长到了能够举办这种盛宴的地步,作为主人的我当然心情很好,哈哈哈,哈哈哈哈!",
voice_actor = 28,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
37,
-37,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.636,
0.92,
0
}
},
vicegun = {
{
1.58,
0.92,
0
}
},
torpedo = {
{
0.021,
0.01,
0
}
},
antiaircraft = {
{
1.58,
0.982,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.42,
2.19,
0
}
}
}
}
}
},
[403044] = {
ship_group = 40304,
name = "华灯下的支配者",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "128",
id = 403044,
group_index = 4,
shop_id = 70307,
painting = "deyizhi_5",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 3,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "deyizhi_5",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "为什么节日里还有这么多人在忙碌着?…噢,我明白了,这是仆人你特别为我准备的节目,对吧?可别让我失望啊!",
voice_actor = 28,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
4
},
live2d_offset = {
37,
-37,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.85,
0.92,
0
}
},
vicegun = {
{
1.85,
0.92,
0
}
},
torpedo = {
{
0.021,
0.01,
0
}
},
antiaircraft = {
{
1.91,
0.982,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.59,
2.19,
0
}
}
}
}
}
},
[403050] = {
ship_group = 40305,
name = "斯佩伯爵",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 403050,
group_index = 0,
shop_id = 0,
painting = "sipeibojue",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "sipeibojue",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "德意志级装甲巡洋舰—斯佩伯爵海军上将",
voice_actor = 99,
spine_offset = "",
illustrator = 31,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
2.06,
1.18,
0
}
},
vicegun = {
{
2.06,
1.18,
0
}
},
torpedo = {
{
0.2,
0.13,
0
}
},
antiaircraft = {
{
2.06,
1.18,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.55,
2.46,
0
}
}
}
}
}
},
[403051] = {
ship_group = 40305,
name = "少女的星期日",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "103",
id = 403051,
group_index = 1,
shop_id = 70059,
painting = "Sipeibojue_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 4,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "Sipeibojue_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "孤单地航行、孤独地战斗、孤寂地沉没的少女,如今迎来了另一个结局……嗯?指挥官,您从刚刚开始就一直盯着我笑耶……是想吃这个了吗?",
voice_actor = 99,
spine_offset = "",
illustrator = 31,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
2.06,
1.18,
0
}
},
vicegun = {
{
2.06,
1.18,
0
}
},
torpedo = {
{
0.2,
0.13,
0
}
},
antiaircraft = {
{
2.06,
1.18,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.55,
2.46,
0
}
}
}
}
}
},
[403052] = {
ship_group = 40305,
name = "平和的每一天",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 403052,
group_index = 2,
shop_id = 70125,
painting = "sipeibojue_3",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 9,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "sipeibojue_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "我从来没有想过,自己也可以像这样穿上普通的服装,过起和平的生活…谢谢你,指挥官…",
voice_actor = 99,
spine_offset = "",
illustrator = 31,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.24,
1.65,
0
}
},
vicegun = {
{
1.09,
1.58,
0
}
},
torpedo = {
{
0.2,
0.13,
0
}
},
antiaircraft = {
{
1.15,
1.51,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.55,
2.46,
0
}
}
}
}
}
},
[403053] = {
ship_group = 40305,
name = "未知的晚会",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "115",
id = 403053,
group_index = 3,
shop_id = 70191,
painting = "sipeibojue_4",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 7,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "sipeibojue_4",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "如此华丽又正式……这就是晚会吗?不知道能不能顺利加入…但是,有指挥官一起的话…我会加油的!",
voice_actor = 99,
spine_offset = "",
illustrator = 31,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.064,
1.181,
0
}
},
vicegun = {
{
0.902,
1.029,
0
}
},
torpedo = {
{
0.045,
0.024,
0
}
},
antiaircraft = {
{
0.918,
1.026,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.55,
2.46,
0
}
}
}
}
}
},
[403054] = {
ship_group = 40305,
name = "铁血♥最可爱",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "120",
id = 403054,
group_index = 4,
shop_id = 70260,
painting = "sipeibojue_5",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 11,
lip_smoothing = 0,
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "sipeibojue_5",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "姐姐实在是太缠人了,最后没有办法只好答应了她……总而言之,在舞台上唱歌就可以了,吧?",
voice_actor = 99,
spine_offset = "",
illustrator = 31,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
tag = {
1,
4
},
live2d_offset = {
80,
-100,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.306,
0.914,
0
}
},
vicegun = {
{
1.27,
0.92,
0
}
},
torpedo = {
{
0.045,
0.007,
0
}
},
antiaircraft = {
{
1.253,
0.926,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.55,
2.46,
0
}
}
}
}
},
l2d_animations = {
"idle",
"main_1",
"main_2",
"main_3",
"mission",
"mission_complete",
"complete",
"login",
"home",
"mail",
"touch_body",
"touch_head"
},
l2d_voice_calibrate = {
propose = 2.5,
login = 3
}
},
[403070] = {
ship_group = 40307,
name = "希佩尔海军上将(μ兵装)",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "121",
id = 403070,
group_index = 0,
shop_id = 0,
painting = "xipeier_idol",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "xipeier_idol",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "哈?那个奇怪的眼神是什么啊!?我可不是自己想做这个才做的!",
voice_actor = 61,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.442,
1.205,
0
}
},
vicegun = {
{
1.391,
1.273,
0
}
},
torpedo = {
{
-0.004,
0,
0
}
},
antiaircraft = {
{
1.358,
1.265,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.377,
2.284,
-0.081
}
}
}
}
}
},
[403080] = {
ship_group = 40308,
name = "罗恩(μ兵装)",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "139",
id = 403080,
group_index = 0,
shop_id = 0,
painting = "luoen_idol",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "luoen_idol",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "重巡罗恩,以兵装实验任务为契机,偶像活动绝赞进行中。这次大家不是以枪炮,而是以歌声作为武器战斗了呢。",
voice_actor = 109,
spine_offset = "",
illustrator = 7,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.992,
1.14,
0
}
},
vicegun = {
{
2.008,
1.193,
0
}
},
torpedo = {
{
0,
0,
0
}
},
antiaircraft = {
{
1.993,
1.232,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.384,
2.482,
0
}
}
}
}
}
},
[403090] = {
ship_group = 40309,
name = "海因里希亲王",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 403090,
group_index = 0,
shop_id = 0,
painting = "haiyinlixi",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "haiyinlixi",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "P级装甲舰—海因里希亲王",
voice_actor = 255,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
37,
-37,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.537,
0.996,
0
}
},
vicegun = {
{
1.586,
1.003,
0
}
},
torpedo = {
{
0.021,
0.01,
0
}
},
antiaircraft = {
{
1.578,
0.982,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.507,
2.567,
0
}
}
}
}
}
},
[403091] = {
ship_group = 40309,
name = "花火烂漫的春绘卷",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "126",
id = 403091,
group_index = 1,
shop_id = 70468,
painting = "haiyinlixi_3",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 2,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "haiyinlixi_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "哈啊~换上这身衣服还是花了不少时间呢~这种“文化差异”的感觉,是不是其实还不错?嘻嘻,指挥官,新年快乐!",
voice_actor = 255,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
37,
-37,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.997,
0.988,
0
}
},
vicegun = {
{
0.997,
1.003,
0
}
},
torpedo = {
{
-0.024,
0.002,
0
}
},
antiaircraft = {
{
1.004,
0.997,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.59,
2.643,
0
}
}
}
}
}
},
[404010] = {
ship_group = 40401,
name = "沙恩霍斯特",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 404010,
group_index = 0,
shop_id = 0,
painting = "shaenhuosite",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "shaenhuosite",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "沙恩霍斯特级战列巡洋舰—沙恩霍斯特",
voice_actor = 38,
spine_offset = "",
illustrator = 32,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.58,
1.4,
0
}
},
vicegun = {
{
1.58,
1.4,
0
}
},
torpedo = {
{
0.09,
0.16,
0
}
},
antiaircraft = {
{
1.58,
1.4,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
-1.08,
1.14,
-0.35
}
}
}
},
{
40,
{
{
"smoke",
{
0.21,
2.74,
-1.27
}
}
}
}
}
},
[404011] = {
ship_group = 40401,
name = "雪豹与白梅",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "127",
id = 404011,
group_index = 1,
shop_id = 70312,
painting = "shaenhuosite_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 3,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "shaenhuosite_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "节日么……比起战斗来说有些无趣啊,懒懒散散过日子可不是我的风格。指挥官,你说的这个春节有没有什么能让我兴奋起来的节目?",
voice_actor = 38,
spine_offset = "",
illustrator = 32,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
4
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.14,
1.14,
0
}
},
vicegun = {
{
1.08,
1.16,
0
}
},
torpedo = {
{
-0.01,
0.03,
0
}
},
antiaircraft = {
{
1.02,
1.17,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.71,
1.9,
-0.35
}
}
}
}
}
},
[404020] = {
ship_group = 40402,
name = "格奈森瑙",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 404020,
group_index = 0,
shop_id = 0,
painting = "genaisennao",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "genaisennao",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "沙恩霍斯特级战列巡洋舰—格奈森瑙",
voice_actor = 26,
spine_offset = "",
illustrator = 32,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.42,
1.3,
0
}
},
vicegun = {
{
1.42,
0.88,
0
}
},
torpedo = {
{
0.2,
0.06,
0
}
},
antiaircraft = {
{
1.42,
0.88,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
-0.88,
1.26,
-0.73
}
}
}
},
{
40,
{
{
"smoke",
{
0.18,
2.65,
-1.54
}
}
}
}
}
},
[404021] = {
ship_group = 40402,
name = "梦魇魅影",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "119",
id = 404021,
group_index = 1,
shop_id = 70253,
painting = "genaisennao_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 8,
lip_smoothing = 0,
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "genaisennao_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "万圣节的派对,似乎还挺有趣的,从好的意义来说。“扮演鬼怪”这个活动还是挺值得尝试的。指挥官,觉得我这身打扮如何呢?",
voice_actor = 26,
spine_offset = "",
illustrator = 32,
rarity_bg = "",
time = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
1,
2
},
live2d_offset = {
5,
-50,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.591,
1.331,
0
}
},
vicegun = {
{
1.597,
1.336,
0
}
},
torpedo = {
{
0.007,
0.002,
0
}
},
antiaircraft = {
{
1.617,
1.369,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.474,
2.44,
-0.73
}
}
}
}
},
l2d_animations = {
"idle",
"main_1",
"main_2",
"main_3",
"mission",
"mission_complete",
"complete",
"login",
"home",
"mail",
"touch_body",
"touch_head"
},
l2d_para_range = {
ParamAngleX = {
-30,
30
}
}
},
[405010] = {
ship_group = 40501,
name = "俾斯麦",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 405010,
group_index = 0,
shop_id = 0,
painting = "bisimai",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "bisimai",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "俾斯麦级战列舰—俾斯麦",
voice_actor = 38,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.42,
1.3,
0
}
},
vicegun = {
{
1.42,
0.88,
0
}
},
torpedo = {
{
0.2,
0.06,
0
}
},
antiaircraft = {
{
1.42,
0.88,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.526,
2.453,
-1.54
}
}
}
}
}
},
[405011] = {
ship_group = 40501,
name = "铁血的辉光",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "115",
id = 405011,
group_index = 1,
shop_id = 70183,
painting = "bisimai_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 7,
lip_smoothing = 0,
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "bisimai_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "让你久等了,指挥官。……啊,不好意思,这是我需要作为领导者出席各种场合时穿的正装,穿上它时,总会不自觉地进入这种状态",
voice_actor = 38,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
1,
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.591,
1.01,
0
}
},
vicegun = {
{
1.483,
0.502,
0
}
},
torpedo = {
{
0.2,
0.06,
0
}
},
antiaircraft = {
{
1.541,
0.606,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.48,
2.27,
-1.54
}
}
}
}
},
l2d_animations = {
"idle",
"main_1",
"main_2",
"main_3",
"mission",
"mission_complete",
"complete",
"login",
"home",
"mail",
"touch_body",
"touch_head"
}
},
[405020] = {
ship_group = 40502,
name = "提尔比茨",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 405020,
group_index = 0,
shop_id = 0,
painting = "tierbici",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "tierbici",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "俾斯麦级战列舰—提尔比茨",
voice_actor = 36,
spine_offset = "",
illustrator = 8,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.28,
1.3,
0
}
},
vicegun = {
{
1.28,
1.19,
0
}
},
torpedo = {
{
0.29,
0.09,
0
}
},
antiaircraft = {
{
1.28,
1.19,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
-0.74,
0.86,
-0.18
}
}
}
},
{
40,
{
{
"smoke",
{
0.03,
2.66,
-1.22
}
}
}
}
}
},
[405021] = {
ship_group = 40502,
name = "冰雪消融的夏日",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "106",
id = 405021,
group_index = 1,
shop_id = 70078,
painting = "tierbici_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 6,
lip_smoothing = 0,
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "tierbici_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "夏天,对过去的我而言不过是个闷热的季节…如今么…?看到我的打扮还不明白吗?走吧,沙滩那里应该有许多人了",
voice_actor = 36,
spine_offset = "",
illustrator = 8,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
tag = {
1,
2
},
live2d_offset = {
-27.7,
-97.3,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.415,
0.767,
0
}
},
vicegun = {
{
1.367,
0.726,
0
}
},
torpedo = {
{
0.262,
-0.143,
0
}
},
antiaircraft = {
{
1.404,
0.824,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.46,
2.09,
-1.22
}
}
}
}
},
l2d_animations = {
"idle",
"main_1",
"main_2",
"main_3",
"mission",
"mission_complete",
"complete",
"login",
"home",
"mail",
"touch_body",
"touch_head"
},
l2d_voice_calibrate = {
propose = 2.5,
touch2 = 5.9
}
},
[405022] = {
ship_group = 40502,
name = "铁血的冰风",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "115",
id = 405022,
group_index = 2,
shop_id = 70237,
painting = "tierbici_3",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 7,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "tierbici_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "我正在想,我的那位姐姐会怎么来邀请我,果然是拜托指挥官你了吗……呵呵,那就走吧,别让她等太久了——",
voice_actor = 36,
spine_offset = "",
illustrator = 8,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
-27.7,
-97.3,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.856,
1.24,
0
}
},
vicegun = {
{
0.855,
1.324,
0
}
},
torpedo = {
{
0,
0,
0
}
},
antiaircraft = {
{
0.845,
1.205,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.32,
2.49,
0
}
}
}
}
}
},
[405023] = {
ship_group = 40502,
name = "松之节句、白之冰华",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "143",
id = 405023,
group_index = 3,
shop_id = 70463,
painting = "tierbici_4",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 2,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "tierbici_4",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "重樱的新年这时候该说“新年快乐”吧。参照重樱的习俗换了一身衣服,会不会很奇怪?…很合适?这样…既然你都这么说了,我就再多穿一阵子好了。",
voice_actor = 36,
spine_offset = "",
illustrator = 8,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
4
},
live2d_offset = {
-27.7,
-97.3,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.075,
1.006,
0
}
},
vicegun = {
{
1.089,
1.004,
0
}
},
torpedo = {
{
0,
0,
0
}
},
antiaircraft = {
{
1.111,
1.018,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.424,
2.49,
0
}
}
}
}
}
},
[406010] = {
ship_group = 40601,
name = "威悉",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 406010,
group_index = 0,
shop_id = 0,
painting = "weixi",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "weixi",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "威悉号航空母舰",
voice_actor = 259,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
antiaircraft = {
{
1.598,
1.01,
0
}
},
plane = {
{
1.593,
1.02,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.52,
2.374,
0
}
}
}
}
}
},
[406011] = {
ship_group = 40601,
name = "暗金绣色",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "136",
id = 406011,
group_index = 1,
shop_id = 70471,
painting = "weixi_3",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 2,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "weixi_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "等候你多时了,指挥官。在姐妹舰的推荐下尝试了重樱的“和服”,不过穿法着实有些复杂…干脆就这么披着了,应该问题也不大吧,大概?",
voice_actor = 259,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
antiaircraft = {
{
1.624,
1.001,
0
}
},
plane = {
{
1.602,
0.994,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.364,
2.486,
0
}
}
}
}
}
},
[406012] = {
ship_group = 40601,
name = "黯调铅华",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "146",
id = 406012,
group_index = 2,
shop_id = 70553,
painting = "weixi_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 7,
lip_smoothing = 0,
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "weixi_2",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "抱歉,让你久等了。不过,女性更衣打扮上可是要花费比你想象更多的时间的哦。那么,作为一名绅士,你愿意扶我走下最后这几层台阶吗,指挥官?",
voice_actor = 259,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
tag = {
1,
2
},
live2d_offset = {
-20,
-30,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
antiaircraft = {
{
1.22,
1.2,
0
}
},
plane = {
{
1.32,
1.26,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.57,
2.52,
0
}
}
}
}
},
l2d_animations = {
"idle",
"main_1",
"main_2",
"main_3",
"mission",
"mission_complete",
"complete",
"login",
"home",
"mail",
"touch_body",
"touch_head"
},
l2d_voice_calibrate = {
login = 17.8,
touch_body = 0.5,
main_1 = 0.5,
complete = 0.5,
mission_complet = 0.5,
touch_special = 0.5,
mail = 0.5,
mission = 0.5,
main_3 = 0.5,
main_2 = 0.5,
wedding = 0.5
},
l2d_se = {
login = {
"yinxiao",
0.01
}
}
},
[407010] = {
ship_group = 40701,
name = "齐柏林伯爵",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 407010,
group_index = 0,
shop_id = 0,
painting = "qibolin",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "qibolin",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "齐柏林伯爵号航空母舰",
voice_actor = -1,
spine_offset = "",
illustrator = 21,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.74,
1,
0
}
},
plane = {
{
0.73,
1.28,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
-1.01,
0.86,
-1.89
}
}
}
},
{
40,
{
{
"smoke",
{
0.87,
0.79,
-1.85
}
}
}
}
}
},
[407011] = {
ship_group = 40701,
name = "沙滩上的乌尔德",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "106",
id = 407011,
group_index = 1,
shop_id = 70077,
painting = "qibolin_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 6,
lip_smoothing = 0,
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "qibolin_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "第二乐章,夏与海的慢板(lento)吗……也罢,既然终焉必将来临,在那之前,姑且就与你一起享受这片刻的安宁吧",
voice_actor = -1,
spine_offset = "",
illustrator = 21,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
tag = {
1,
2
},
live2d_offset = {
15.34,
-36.6,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.19,
3.86,
0
}
},
plane = {
{
0.59,
3.45,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.68,
2.46,
-1.85
}
}
}
}
},
l2d_animations = {
"idle",
"main_1",
"main_2",
"main_3",
"mission",
"mission_complete",
"complete",
"login",
"home",
"mail",
"touch_body",
"touch_head"
},
l2d_voice_calibrate = {
propose = 2.5
}
},
[407020] = {
ship_group = 40702,
name = "小齐柏林",
bullet_skin_secondary = "",
hand_id = 5,
bgm = "",
illustrator2 = -1,
bg = "",
id = 407020,
group_index = 0,
shop_id = 0,
painting = "qibolin_younv",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "qibolin_younv",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "齐柏林伯爵号航空母舰",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
15.34,
-36.6,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.96,
0.62,
0
}
},
plane = {
{
0.95,
0.66,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.55,
2.07,
-1.85
}
}
}
}
}
},
[407030] = {
ship_group = 40703,
name = "彼得·史特拉塞",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 407030,
group_index = 0,
shop_id = 0,
painting = "shitelasai",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "shitelasai",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "齐柏林伯爵级航空母舰—彼得·史特拉塞",
voice_actor = 254,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
-30,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
2.148,
1,
0
}
},
plane = {
{
2.175,
0.999,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.557,
2.68,
-1.89
}
}
}
}
}
},
[407031] = {
ship_group = 40703,
name = "节庆的Chronos",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "143",
id = 407031,
group_index = 1,
shop_id = 70459,
painting = "shitelasai_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 2,
lip_smoothing = 0,
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "shitelasai_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "据欧根说,这是东方的重樱的节庆正装,上身后意外地感觉还不错呢,呼呼,这种时候,应该说“新年快乐”,没错吧~",
voice_actor = 254,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
1,
4
},
live2d_offset = {
-30,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
2.279,
1,
0
}
},
plane = {
{
2.23,
0.991,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.604,
2.414,
-1.89
}
}
}
}
},
l2d_animations = {
"idle",
"main_1",
"main_2",
"main_3",
"mission",
"mission_complete",
"complete",
"login",
"home",
"mail",
"touch_body",
"touch_head"
}
},
[408010] = {
ship_group = 40801,
name = "U-81",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408010,
group_index = 0,
shop_id = 0,
painting = "U81",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U81",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铁血VIIC型潜艇U-81",
voice_actor = 130,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.78,
1.3,
0
}
},
torpedo = {
{
0.18,
0.27,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[408011] = {
ship_group = 40801,
name = "静谧小夜曲",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "107",
id = 408011,
group_index = 1,
shop_id = 70105,
painting = "U81_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 7,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U81_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "嗯…这种轻飘飘的裙子还是不太习惯…欸?很漂亮吗?唔唔,有点难为情…",
voice_actor = 130,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.74,
1.01,
0
}
},
torpedo = {
{
0.54,
0.3,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.5,
2.35,
0
}
}
}
}
}
},
[408020] = {
ship_group = 40802,
name = "U-47",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408020,
group_index = 0,
shop_id = 0,
painting = "U47",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U47",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铁血VIIB型潜艇U-47",
voice_actor = 160,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.98,
0.37,
0
}
},
torpedo = {
{
0.57,
0.1,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.58,
2.1,
0
}
}
}
}
}
},
[408021] = {
ship_group = 40802,
name = "新晋骑行达人?",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "105",
id = 408021,
group_index = 1,
shop_id = 70079,
painting = "U47_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U47_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "陆地上的风景我还没怎么留意过……指挥官,要一起去逛一下吗?",
voice_actor = 160,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.05,
0.31,
0
}
},
torpedo = {
{
0.99,
0.23,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[408022] = {
ship_group = 40802,
name = "静谧一隅",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "115",
id = 408022,
group_index = 2,
shop_id = 70235,
painting = "U47_3",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 7,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U47_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "呼…比起喧嚣的宴会场,还是这种安静的地方更让人沉得下心…指挥官难道也这么觉得?不介意的话,一起在这坐会吧",
voice_actor = 160,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.406,
-0.166,
0
}
},
torpedo = {
{
0.098,
-0.332,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[408030] = {
ship_group = 40803,
name = "U-557",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408030,
group_index = 0,
shop_id = 0,
painting = "U557",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U557",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铁血VIIC型潜艇U-557",
voice_actor = 160,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.84,
0.58,
0
}
},
torpedo = {
{
0.8,
0.09,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.51,
2.18,
0
}
}
}
}
}
},
[408040] = {
ship_group = 40804,
name = "U-556",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408040,
group_index = 0,
shop_id = 0,
painting = "U556",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U556",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铁血VIIC型潜艇U-556",
voice_actor = 38,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.84,
0.58,
0
}
},
torpedo = {
{
0.8,
0.09,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.45,
2.25,
0
}
}
}
}
}
},
[408041] = {
ship_group = 40804,
name = "嬉闹之夜!",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408041,
group_index = 1,
shop_id = 0,
painting = "U556_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U556_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "U-556华丽变身!嘿嘿,今天的晚会一定要玩个痛快!指挥官也一起来吧!",
voice_actor = 38,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.84,
0.58,
0
}
},
torpedo = {
{
0.8,
0.09,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.51,
2.18,
0
}
}
}
}
}
},
[408050] = {
ship_group = 40805,
name = "U-73",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408050,
group_index = 0,
shop_id = 0,
painting = "U73",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U73",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铁血VIIB型潜艇U-73",
voice_actor = 200,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.84,
0.58,
0
}
},
torpedo = {
{
0.8,
0.09,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.51,
2.35,
0
}
}
}
}
}
},
[408051] = {
ship_group = 40805,
name = "理科实验时间!",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408051,
group_index = 1,
shop_id = 0,
painting = "U73_3",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U73_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "好~U-73的理科实验时间要开始咯~指挥官,一起来进行快乐又有趣的科学实验吧!",
voice_actor = 200,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.643,
0.58,
0
}
},
torpedo = {
{
0,
0,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.51,
2.18,
0
}
}
}
}
}
},
[408060] = {
ship_group = 40806,
name = "U-101",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408060,
group_index = 0,
shop_id = 0,
painting = "U101",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U101",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铁血VIIB型潜艇U-101",
voice_actor = 189,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.287,
0.619,
0
}
},
torpedo = {
{
0.997,
0.302,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.541,
2.497,
0
}
}
}
}
}
},
[408061] = {
ship_group = 40806,
name = "学园的Posaunist",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "103",
id = 408061,
group_index = 1,
shop_id = 70204,
painting = "U101_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 4,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U101_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "指挥官,欢迎来到吹奏部~——为什么是吹奏部?很简单啊,因为学校里没有摩托部嘛!哈哈~开玩笑的,其实我也很喜欢音乐的呢,嘿嘿",
voice_actor = 189,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.211,
0.654,
0
}
},
torpedo = {
{
1.023,
0.09,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.51,
2.35,
0
}
}
}
}
}
},
[408070] = {
ship_group = 40807,
name = "U-522",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408070,
group_index = 0,
shop_id = 0,
painting = "U522",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U522",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铁血IXC型潜艇U-522",
voice_actor = 86,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.099,
0.335,
0
}
},
torpedo = {
{
1.261,
0.208,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.48,
2.43,
0
}
}
}
}
}
},
[408080] = {
ship_group = 40808,
name = "U-110",
bullet_skin_secondary = "",
hand_id = 5,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408080,
group_index = 0,
shop_id = 0,
painting = "U110",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U110",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铁血IXB型潜艇U-110",
voice_actor = 56,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.393,
0.92,
0
}
},
torpedo = {
{
0,
0.055,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.48,
2.43,
0
}
}
}
}
}
},
[408081] = {
ship_group = 40808,
name = "Kleiner Hai",
bullet_skin_secondary = "",
hand_id = 5,
bgm = "",
illustrator2 = -1,
bg = "103",
id = 408081,
group_index = 1,
shop_id = 70252,
painting = "U110_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 4,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U110_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "和大斗犬玩游戏,U-110每次都输,不甘心。所以,U-110要好好学习,有一天,一定能赢过她",
voice_actor = 56,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.909,
0.897,
0
}
},
torpedo = {
{
0,
-0.109,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.48,
2.43,
0
}
}
}
}
}
},
[408082] = {
ship_group = 40808,
name = "鲨鱼小可爱",
bullet_skin_secondary = "",
hand_id = 5,
bgm = "",
illustrator2 = -1,
bg = "135",
id = 408082,
group_index = 2,
shop_id = 70425,
painting = "U110_3",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 7,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1101",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U110_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "大斗犬说,“宴会要穿漂亮的衣服”,U110就拜托小伙伴,准备了“漂亮的衣服”,指挥官,觉得“漂亮”吗?嗯…?可爱?",
voice_actor = 56,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
4
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.212,
1.222,
0
}
},
torpedo = {
{
0,
0,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.48,
2.43,
0
}
}
}
}
}
},
[408083] = {
ship_group = 40808,
name = "Girlish Idolish",
bullet_skin_secondary = "",
hand_id = 5,
bgm = "",
illustrator2 = -1,
bg = "120",
id = 408083,
group_index = 3,
shop_id = 70441,
painting = "U110_4",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 11,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U110_4",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "恶魔偶像U-110,登场。用歌声打倒敌人哦。很凶的哦。嘎哦……嘎哦♪",
voice_actor = 56,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
4
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.212,
1.1,
0
}
},
torpedo = {
{
0.019,
0,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.48,
2.43,
0
}
}
}
}
}
},
[408084] = {
ship_group = 40808,
name = "小鲨鱼的初梦",
bullet_skin_secondary = "",
hand_id = 5,
bgm = "",
illustrator2 = -1,
bg = "126",
id = 408084,
group_index = 4,
shop_id = 70477,
painting = "U110_5",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 2,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U110_5",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "指挥官,新年快乐。…U110才不是可爱的兔兔,是红色的大鲨鱼,噶哦!",
voice_actor = 56,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.268,
0.723,
0
}
},
torpedo = {
{
-0.013,
-0.569,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.48,
2.558,
0
}
}
}
}
}
},
[408090] = {
ship_group = 40809,
name = "U-96",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408090,
group_index = 0,
shop_id = 0,
painting = "U96",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U96",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铁血VIIC型潜艇U-96",
voice_actor = 246,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.175,
0.382,
0
}
},
torpedo = {
{
0,
0,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.48,
2.43,
0
}
}
}
}
}
},
[408091] = {
ship_group = 40809,
name = "秘密的游戏时间",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "109",
id = 408091,
group_index = 1,
shop_id = 70404,
painting = "U96_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 9999,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U96_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "来得正好,我这刚结束了一场“战斗”哦。结果…?当然是我的胜利啦。怎么?你也想跟我来一场吗?",
voice_actor = 246,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.341,
0.473,
0
}
},
torpedo = {
{
0,
-0.25,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.48,
2.43,
0
}
}
}
}
}
},
[408100] = {
ship_group = 40810,
name = "U-37",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408100,
group_index = 0,
shop_id = 0,
painting = "U37",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U37",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铁血IXA型潜艇U-37",
voice_actor = 256,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.319,
1.023,
0
}
},
torpedo = {
{
0.008,
0.016,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.48,
2.534,
0
}
}
}
}
}
},
[408101] = {
ship_group = 40810,
name = "轻弹浅唱正月时",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "101",
id = 408101,
group_index = 1,
shop_id = 70469,
painting = "U37_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 2,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U37_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "那么~接下来请听U37献曲一首!…唔,指挥官,怎么还是这副呆呆的样子?我好不容易从重樱的小伙伴那里学了点厉害的东西~要认真听哦,要开始了——",
voice_actor = 256,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.039,
1.031,
0
}
},
torpedo = {
{
0,
0,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.48,
2.43,
0
}
}
}
}
}
},
[408110] = {
ship_group = 40811,
name = "U-410",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 408110,
group_index = 0,
shop_id = 0,
painting = "U410",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U410",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铁血VIIC型潜艇U-410",
voice_actor = 261,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
2.327,
0.001,
0
}
},
torpedo = {
{
0,
-0.536,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.51,
2.409,
0
}
}
}
}
}
},
[408111] = {
ship_group = 40811,
name = "寒梅映春",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "144",
id = 408111,
group_index = 1,
shop_id = 70501,
painting = "U410_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 3,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "U410_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "新年好呀,指挥官~春节的准备都做好了吗?红包准备了吗?春联贴了吗?…对春节意外地了解?呵呵,我都已经提前做好功课了哦~",
voice_actor = 261,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
4
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
2.304,
0.061,
0
}
},
torpedo = {
{
0,
-0.435,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.51,
2.523,
0
}
}
}
}
}
},
[431230] = {
ship_group = 40123,
name = "秘密的起居室",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "109",
id = 431230,
group_index = 10,
shop_id = 0,
painting = "z23_9",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "z23_9",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "哈啊…照顾这些孩子意外的累人啊…明明是辅助指挥官的…指挥官,像这些孩子这样总是要人照顾可不行哦?",
voice_actor = 3,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.005,
0.998,
0
}
},
vicegun = {
{
1.005,
0.998,
0
}
},
torpedo = {
{
-0.007,
-0.002,
0
}
},
antiaircraft = {
{
0.998,
1.012,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.399,
2.475,
-0.27
}
}
}
}
}
},
[501010] = {
ship_group = 50101,
name = "鞍山",
bullet_skin_secondary = "",
hand_id = 15,
bgm = "",
illustrator2 = -1,
bg = "",
id = 501010,
group_index = 0,
shop_id = 0,
painting = "anshan",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = 193,
air_torpedo_skin = "",
prefab = "anshan",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "鞍山级驱逐舰1号舰—鞍山,舷号101",
voice_actor = 81,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.02,
0.9,
0
}
},
vicegun = {
{
0.03,
1,
0
}
},
torpedo = {
{
0.14,
0.07,
0
}
},
antiaircraft = {
{
0.03,
0.9,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.49,
2.32,
0
}
}
}
}
}
},
[501011] = {
ship_group = 50101,
name = "和平的号角",
bullet_skin_secondary = "",
hand_id = 15,
bgm = "",
illustrator2 = -1,
bg = "",
id = 501011,
group_index = 1,
shop_id = 70180,
painting = "anshan_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = 193,
air_torpedo_skin = "",
prefab = "anshan_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "好!终于到了它派上用场的时候了!指挥官,来听听我这段时间练习的成果吧!",
voice_actor = 81,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.16,
1.15,
0
}
},
vicegun = {
{
1.19,
1.14,
0
}
},
torpedo = {
{
0.14,
0.07,
0
}
},
antiaircraft = {
{
1.15,
1.2,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.52,
2.33,
0
}
}
}
}
}
},
[501020] = {
ship_group = 50102,
name = "抚顺",
bullet_skin_secondary = "",
hand_id = 15,
bgm = "",
illustrator2 = -1,
bg = "",
id = 501020,
group_index = 0,
shop_id = 0,
painting = "fushun",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = 194,
air_torpedo_skin = "",
prefab = "fushun",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "鞍山级驱逐舰2号舰—抚顺,舷号102",
voice_actor = 81,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.08,
0.93,
0
}
},
vicegun = {
{
0.01,
0.91,
0
}
},
torpedo = {
{
0.15,
0.08,
0
}
},
antiaircraft = {
{
0.03,
0.88,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.83,
4.55,
0
}
}
}
}
}
},
[501030] = {
ship_group = 50103,
name = "长春",
bullet_skin_secondary = "",
hand_id = 15,
bgm = "",
illustrator2 = -1,
bg = "",
id = 501030,
group_index = 0,
shop_id = 0,
painting = "changchun",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = 195,
air_torpedo_skin = "",
prefab = "changchun",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "鞍山级驱逐舰3号舰—长春,舷号103",
voice_actor = 149,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.03,
0.88,
0
}
},
vicegun = {
{
1.02,
0.86,
0
}
},
torpedo = {
{
0.17,
0.04,
0
}
},
antiaircraft = {
{
1.02,
0.85,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.45,
2.31,
0
}
}
}
}
}
},
[501031] = {
ship_group = 50103,
name = "春之嬉",
bullet_skin_secondary = "",
hand_id = 15,
bgm = "",
illustrator2 = -1,
bg = "102",
id = 501031,
group_index = 1,
shop_id = 70046,
painting = "changchun_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 3,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = 195,
air_torpedo_skin = "",
prefab = "changchun_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "铛铛!居家玩偶服终于完成了,我要在里面一直蜷缩到暑伏!等、等等,抚顺姐,我不想出门——原来太原特意把尾巴缝制得又粗又大是为了方便你拽吗!!",
voice_actor = 149,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.16,
0.99,
0
}
},
vicegun = {
{
1.16,
0.93,
0
}
},
torpedo = {
{
0.19,
0.12,
0
}
},
antiaircraft = {
{
1.12,
0.85,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.44,
2.51,
0
}
}
}
}
}
},
[501040] = {
ship_group = 50104,
name = "太原",
bullet_skin_secondary = "",
hand_id = 15,
bgm = "",
illustrator2 = -1,
bg = "",
id = 501040,
group_index = 0,
shop_id = 0,
painting = "taiyuan",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = 196,
air_torpedo_skin = "",
prefab = "taiyuan",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "鞍山级驱逐舰4号舰—太原,舷号104",
voice_actor = 149,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.98,
0.92,
0
}
},
vicegun = {
{
0.93,
0.95,
0
}
},
torpedo = {
{
0.18,
0.08,
0
}
},
antiaircraft = {
{
0.94,
0.95,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.38,
2.35,
0
}
}
}
}
}
},
[501041] = {
ship_group = 50104,
name = "金蛇闹春",
bullet_skin_secondary = "",
hand_id = 15,
bgm = "",
illustrator2 = -1,
bg = "102",
id = 501041,
group_index = 1,
shop_id = 70148,
painting = "taiyuan_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 3,
lip_smoothing = 0,
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = 196,
air_torpedo_skin = "",
prefab = "taiyuan_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "新、新的一年,我谨代表鞍山级祝愿指挥官和港区的大家万事如意、幸福安康…呜…虽然是自己做的衣服,但是果然还是好让人害羞啊…欸?很适合我?谢、谢谢…",
voice_actor = 149,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
tag = {
1,
2
},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
0.98,
0.92,
0
}
},
vicegun = {
{
0.93,
0.95,
0
}
},
torpedo = {
{
0.18,
0.08,
0
}
},
antiaircraft = {
{
0.94,
0.95,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.38,
2.35,
0
}
}
}
}
},
l2d_animations = {
"idle",
"main_1",
"main_2",
"main_3",
"mission",
"mission_complete",
"complete",
"login",
"home",
"mail",
"touch_body",
"touch_head"
},
l2d_voice_calibrate = {
propose = 2.5
}
}
}
return
|
local lib = SanieUI.lib
local textString
local textColor
--[[---------------------------
Fishing zone no-junk skill table. Data totally ripped off from El's Extreme Anglin' (elsanglin.com)
--]]---------------------------
local zoneSkill = {
["Blackrock Mountain"] = 1,
["Burning Steppes"] = 1,
["Azuremyst Isle"] = 1,
["Dun Morogh"] = 25,
["Durotar"] = 25,
["Elwynn Forest"] = 25,
["Eversong Woods"] = 25,
--["Gilneas"] Worgen phase has skill 25
["The Lost Isles"] = 25,
["Mulgore"] = 25,
["Teldrassil"] = 25,
["Tirisfal Glades"] = 25,
["Azshara"] = 75,
["Blackfathom Deeps"] = 75,
["Bloodmyst Isle"] = 75,
["Darkshore"] = 75,
["Darnassus"] = 75,
["The Deadmines"] = 75,
["Ghostlands"] = 75,
["Gilneas"] = 75,
["Ironforge"] = 75,
["Loch Modan"] = 75,
["Northern Barrens"] = 75,
["Orgrimmar"] = 75,
["Redridge Mountains"] = 75,
["Silverpine Forest"] = 75,
["Stormwind City"] = 75,
["Thunder Bluff"] = 75,
["Undercity"] = 75,
["The Wailing Caverns"] = 75,
["Westfall"] = 75,
["Arathi Highlands"] = 150,
["Ashenvale"] = 150,
["Duskwood"] = 150,
["Hillsbrad Foothills"] = 150,
["Northern Stranglethorn"] = 150,
["Stonetalon Mountains"] = 150,
["Wetlands"] = 150,
["The Cape of Stranglethorn"] = 225,
["Desolace"] = 225,
["Dustwallow Marsh"] = 225,
["Feralas"] = 225,
["The Forbidding Sea"] = 225,
["The Great Sea"] = 225,
["The Hinterlands"] = 225,
["Scarlet Monastery"] = 225,
["Southern Barrens"] = 225,
["Western Plaguelands"] = 225,
["Badlands"] = 300,
["Eastern Plaguelands"] = 300,
["Felwood"] = 300,
["Maraudon"] = 300,
["Moonglade"] = 300,
["Tanaris"] = 300,
["The Temple of Atal'Hakkar"] = 300,
["Thousand Needles"] = 300,
["Hellfire Peninsula"] = 375,
["Shadowmoon Valley"] = 375,
["Un'Goro Crater"] = 375,
["The Underbog"] = 400,
["Serpentshrine Cavern"] = 400,
["Zangarmarsh"] = 400,
["Blasted Lands"] = 425,
["Deadwind Pass"] = 425,
["Dire Maul"] = 425,
["Scholomance"] = 425,
["Searing Gorge"] = 425,
["Silithus"] = 425,
["Stratholme"] = 425,
["Swamp of Sorrows"] = 425,
["Winterspring"] = 425,
["Zul'aman"] = 425,
["Isle of Quel'Danas"] = 450,
["Terokkar Forest"] = 450,
["Borean Tundra"] = 475,
["Dragonblight"] = 475,
["Grizzly Hills"] = 475,
["Howling Fjord"] = 475,
["Nagrand"] = 475,
["Netherstorm"] = 475,
["Zul'drak"] = 475,
["Crystalsong Forest"] = 500,
["Dalaran"] = 525,
["Sholazar Basin"] = 525,
["Wintergrasp"] = 525,
["Deepholm"] = 550,
["Hrothgar's Landing"] = 550,
["Icecrown"] = 550,
["Storm Peaks"] = 550,
["Ulduar"] = 550,
["The Frozen Sea"] = 575,
["Mount Hyjal"] = 575,
["Vash'jir"] = 575,
["The Ruby Sanctum"] = 650,
["Twilight Highlands"] = 650,
["Uldum"] = 650,
["Tol Barad"] = 675,
-- MOP
["Dread Wastes"] = 625,
["The Jade Forest"] = 650,
["Krasarang Wilds"] = 700,
["Valley of the Four Winds"] = 700,
["Townlong Steppes"] = 725,
["Kun-Lai Summit"] = 750,
["The Veiled Stair"] = 750,
["Vale of Eternal Blossoms"] = 825,
}
local subzoneSkill = {
["Throne of Flame"] = 1,
["Cannon's Inferno"] = 1,
["Fire Plume Ridge"] = 1,
["Sunveil Excursion"] = 25,
["The Tainted Forest"] = 25,
["The Forgotten Pools"] = 100,
["Lushwater Oasis"] = 100,
["The Stagnant Oasis"] = 100,
["Lake Everstill"] = 150,
["Forbidding Sea"] = 225, -- check this name
["Jagged Reef"] = 300,
["The Ruined Reaches"] = 300,
["The Shattered Strand"] = 300,
["Southridge Beach"] = 300,
["Verdantis River"] = 300,
["South Seas"] = 300,
["Forge Camp: Hate"] = 375,
["Bay of Storms"] = 425,
["Jademir Lake"] = 425,
["Marshlight Lake"] = 450,
["Sporewind Lake"] = 450,
["Serpent Lake"] = 450,
["Lake Sunspring"] = 490,
["Skysong Lake"] = 490,
["Blackwind Lake"] = 500,
["Lake Ere'Noru"] = 500,
["Lake Jorune"] = 500,
["Silmyr Lake"] = 500,
-- MOP
["Widow's Wall"] = 625,
["Sha-Touched"] = 625,
}
local draenorZones = {
"Frostwall",
"Town Hall",
"Frostfire Ridge",
"Ashran",
"Gorgrond",
"Nagrand",
"Shadowmoon Valley",
"Spires of Arak",
"Talador",
"Tanaan Jungle",
"Warspear"
}
local catchesPerGain = {
[1] = 1,
[115] = 2,
[150] = 3,
[170] = 4,
[190] = 5,
[215] = 6,
[235] = 7,
[260] = 8,
[280] = 9,
[295] = 12,
[300] = 9,
[325] = 10,
[365] = 11,
[450] = 9,
[500] = 10,
}
-- Trivia: 1-525 will take average 3470 catches. I recommend you never calculate how much of your life
-- you spent fishing in WoW if you have 525 fishing skill.
local catchChance = function(mySkill,reqSkill)
local ratio = mySkill/reqSkill
return ratio * ratio
end
local inDraenor = function( )
local zone = GetRealZoneText()
for _, v in ipairs( draenorZones ) do
if zone == v then
return true
end
end
return false
end
local draenorCatchRates = {
[0 ] = {100, 0, 0},
[100] = {100, 0, 0},
[300] = { 81, 19, 0},
[525] = { 81, 19, 0},
[650] = { 33, 66, 0},
[700] = { 0, 50, 50},
[950] = { 0, 0,100},
}
--[[---------------------------
Datatext Constants
--]]----------------------------
-- Set name
local name = "FishingText"
-- Set update frequency in seconds. Set to nil for event-only updating.
local updateFrequency = nil
-- Font
local font = SanieUI.font
-- Font size
local textSize = 12
--[[----------------------------
Datatext functions
--]]----------------------------
-- This function returns the text value and r, g, b, a. If any of r,g,b,a are nil, will use solid white.
-- You can also always use the |cAARRGGBBText|r format inline, too
local textValues = function(frame, event, ...)
local fishingIndex = (select(4, GetProfessions()))
local skillName, skillRank, skillMaxRank, skillModifier
local text
if( fishingIndex ) then
skillName, _, skillRank, skillMaxRank, _, _, _, skillModifier = GetProfessionInfo(fishingIndex)
local zone, subzone = GetRealZoneText(), GetSubZoneText()
skill = subzoneSkill[subzone] or zoneSkill[zone] or -1
if skill == -1 then
--print("No skill level found for "..(zone or "nil").." - "..(subzone or "nil"))
skill = 1 -- sanity catch.
end
local effectiveSkill = skillRank + skillModifier
if( inDraenor() ) then
-- Draenor fishing works differently
local rates = {97,0,0,0}
if( draenorCatchRates[effectiveSkill] ) then
rates = draenorCatchRates[effectiveSkill]
else
-- Interpolate
local lowSkill = 0
local highSkill = 1000
for k,v in pairs( draenorCatchRates ) do
if( k > effectiveSkill and k - effectiveSkill < highSkill - effectiveSkill ) then
highSkill = k
elseif( k < effectiveSkill and effectiveSkill - k < effectiveSkill - lowSkill ) then
lowSkill = k
end
end
local lowRates = draenorCatchRates[lowSkill]
local highRates = draenorCatchRates[highSkill]
-- We're x% of the way to highSkill
local ratio = (effectiveSkill - lowSkill) / (highSkill - lowSkill)
local smallRate = lowRates[1] + (highRates[1] - lowRates[1]) * ratio
local mediumRate = lowRates[2] + (highRates[2] - lowRates[2]) * ratio
local largeRate = lowRates[3] + (highRates[3] - lowRates[3]) * ratio
--print( effectiveSkill, lowSkill, highSkill, smallRate, mediumRate, largeRate )
text = format("Fishing: %d+%d S: %.2f%% M: %.2f%% E: %.2f%%", skillRank, skillModifier, smallRate, mediumRate, largeRate )
end
--if zone == "Frostwall" then
-- Restrict fish size based on garrison level
else
local catchPercent = 100 * catchChance(skillRank + skillModifier, skill)
if catchPercent > 100 then catchPercent = 100 end
text = format("Fishing: %d+%d(%d), %.2f%%", skillRank, skillModifier, skill, catchPercent)
end
else
text = "Fishing: No Fishing Skill"
end
return text
end
--[[----------------------------
Datatext events
--]]----------------------------
local events = {
"PLAYER_ENTERING_WORLD", -- You almost certainly want to keep this
"ZONE_CHANGED",
"ZONE_CHANGED_INDOORS",
"ZONE_CHANGED_NEW_AREA",
"CHAT_MSG_SKILL",
"UNIT_INVENTORY_CHANGED",
}
--[[----------------------------
Datatext anchors
--]]----------------------------
local anchors = {
[1] = { anchor = "TOPLEFT",
relative = "UIParent",
relativeAnchor = "TOPLEFT",
x = 0,
y = -3,
},
}
--[[
If I've done my job right, nothing below here needs to be edited.
--]]
local textFrame = CreateFrame("Frame", name.."Frame", UIParent)
textFrame.timeElapsed = 0
local text = textFrame:CreateFontString(name, "OVERLAY")
text:SetShadowOffset(1,-1)
text:SetShadowColor(0,0,0)
text:SetFont(font, textSize)
local update = function(self, event, ...)
local textString, r, g, b, a = textValues(self, event, ...)
text:SetText(textString)
if r and g and b and a then
text:SetTextColor(r, g, b, a)
else
text:SetTextColor(1,1,1,1)
end
self:SetAllPoints(text)
end
local heartbeat = function(self, elapsed)
self.timeElapsed = self.timeElapsed + elapsed
if self.timeElapsed >= updateFrequency then
update(self, "OnUpdate")
self.timeElapsed = 0
end
end
-- Register the events we're listening for reasons to update.
for i, v in ipairs(events) do
textFrame:RegisterEvent(v)
end
textFrame:SetScript("OnEvent", update)
if updateFrequency then
textFrame:SetScript("OnUpdate", heartbeat)
end
for i, anchor in ipairs(anchors) do
text:SetPoint(anchor.anchor, anchor.relative, anchor.relativeAnchor, anchor.x, anchor.y)
end
textFrame:SetAllPoints(text)
|
import 'WzComparerR2.PluginBase'
import 'WzComparerR2.WzLib'
import 'System.IO'
import 'System.Xml'
------------------------------------------------------------
local function enumAllWzNodes(node)
return coroutine.wrap(function()
coroutine.yield(node)
for _,v in each(node.Nodes) do
for child in enumAllWzNodes(v) do
coroutine.yield(child)
end
end
end)
end
------------------------------------------------------------
-- all variables
local topNode = PluginManager.FindWz('Etc')
local outputDir = "D:\\wzDump"
------------------------------------------------------------
-- main function
if not topNode then
env:WriteLine('Base.wz not loaded.')
return
end
-- enum all wz_images
for n in enumAllWzNodes(topNode) do
local value = n.Value
if value and type(value) == "userdata" and value:GetType().Name == 'Wz_Image' then
local img = value
--extract wz image
env:WriteLine('(extract)'..(img.Name))
if img:TryExtract() then
--dump as Xml
local xmlFileName = outputDir.."\\"..(n.FullPathToFile)..".xml"
local dir = Path.GetDirectoryName(xmlFileName)
--ensure dir exists
if not Directory.Exists(dir) then
Directory.CreateDirectory(dir)
end
--create file
env:WriteLine('(output)'..xmlFileName)
local fs = File.Create(xmlFileName)
local xw = XmlWriter.Create(fs)
xw:WriteStartDocument(true);
Wz_NodeExtension.DumpAsXml(img.Node, xw)
xw:WriteEndDocument()
xw:Flush()
fs:Close()
env:WriteLine('(close)'..xmlFileName)
img:Unextract()
else --error
env:WriteLine((img.Name)..' extract failed.')
end --end extract
end -- end type validate
end -- end foreach
env:WriteLine('--------Done.---------') |
--[[
MIT License
Copyright (c) 2019 Michael Wiesendanger
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]--
-- luacheck: globals CreateFrame UIParent GetBindingText GetBindingKey GetInventoryItemID GetItemCooldown
-- luacheck: globals GetInventoryItemLink GetItemInfo GetContainerItemInfo C_Timer MouseIsOver
-- luacheck: globals CursorCanGoInSlot EquipCursorItem ClearCursor IsInventoryItemLocked PickupInventoryItem
-- luacheck: globals InCombatLockdown
local mod = rggm
local me = {}
mod.gearBar = me
me.tag = "GearBar"
--[[
Local references to heavily accessed ui elements
]]--
local gearSlots = {}
--[[
Build the initial gearBar for equiped items
@return {table}
The created gearBarFrame
]]--
function me.BuildGearBar()
local gearBarFrame = CreateFrame("Frame", RGGM_CONSTANTS.ELEMENT_GEAR_BAR_FRAME, UIParent)
gearBarFrame:SetWidth(
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_WIDTH + RGGM_CONSTANTS.ELEMENT_GEAR_BAR_WIDTH_MARGIN
)
gearBarFrame:SetHeight(RGGM_CONSTANTS.ELEMENT_GEAR_BAR_HEIGHT)
if not mod.configuration.IsGearBarLocked() then
gearBarFrame:SetBackdrop({
bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background"
})
end
gearBarFrame:SetPoint("CENTER", 0, 0)
gearBarFrame:SetMovable(true)
gearBarFrame:SetClampedToScreen(true)
mod.uiHelper.LoadFramePosition(gearBarFrame, RGGM_CONSTANTS.ELEMENT_GEAR_BAR_FRAME)
me.SetupDragFrame(gearBarFrame)
-- create all gearSlots
for i = 1, RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_AMOUNT do
me.CreateGearSlot(gearBarFrame, i)
end
return gearBarFrame
end
--[[
Create a single gearSlot. Note that a gearSlot inherits from the SecureActionButtonTemplate to enable the usage
of clicking items.
@param {table} gearBarFrame
The gearBarFrame where the gearSlot gets attached to
@param {number} position
Position on the gearBar
@return {table}
The created gearSlot
]]--
function me.CreateGearSlot(gearBarFrame, position)
local gearSlot = CreateFrame(
"Button",
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT .. position,
gearBarFrame,
"SecureActionButtonTemplate"
)
gearSlot:SetFrameLevel(gearBarFrame:GetFrameLevel() + 1)
gearSlot:SetSize(RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_SIZE, RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_SIZE)
gearSlot:SetPoint(
"LEFT",
gearBarFrame,
"LEFT",
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_X + (position - 1) * RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_SIZE,
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_Y
)
local backdrop = {
bgFile = "Interface\\AddOns\\GearMenu\\assets\\ui_slot_background",
edgeFile = "Interface\\AddOns\\GearMenu\\assets\\ui_slot_background",
tile = false,
tileSize = 32,
edgeSize = 20,
insets = {
left = 12,
right = 12,
top = 12,
bottom = 12
}
}
local slot = mod.configuration.GetSlotForPosition(position)
local gearSlotMetaData = mod.gearManager.GetGearSlotForSlotId(slot)
if gearSlotMetaData ~= nil then
gearSlot:SetAttribute("type1", "item")
gearSlot:SetAttribute("item", gearSlotMetaData.slotId)
end
gearSlot:SetBackdrop(backdrop)
gearSlot:SetBackdropColor(0.15, 0.15, 0.15, 1)
gearSlot:SetBackdropBorderColor(0, 0, 0, 1)
gearSlot.combatQueueSlot = me.CreateCombatQueueSlot(gearSlot)
gearSlot.keyBindingText = me.CreateKeyBindingText(gearSlot, position)
gearSlot.position = position
mod.uiHelper.CreateHighlightFrame(gearSlot)
mod.uiHelper.PrepareSlotTexture(gearSlot)
mod.uiHelper.CreateCooldownText(gearSlot)
mod.uiHelper.CreateCooldownOverlay(
gearSlot,
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_COOLDOWN_FRAME,
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_COOLDOWN_SIZE
)
me.SetupEvents(gearSlot)
-- store gearSlot
table.insert(gearSlots, gearSlot)
-- initially hide slots
gearSlot:Show()
return gearSlot
end
--[[
@param {table} gearSlot
@return {table}
The created combatQueueSlot
]]--
function me.CreateCombatQueueSlot(gearSlot)
local combatQueueSlot = CreateFrame("Frame", RGGM_CONSTANTS.ELEMENT_GEAR_BAR_COMBAT_QUEUE_SLOT, gearSlot)
combatQueueSlot:SetSize(
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_COMBAT_QUEUE_SLOT_SIZE,
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_COMBAT_QUEUE_SLOT_SIZE
)
combatQueueSlot:SetPoint("TOPRIGHT", gearSlot)
local iconHolderTexture = combatQueueSlot:CreateTexture(
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_ICON_TEXTURE_NAME,
"LOW",
nil
)
iconHolderTexture:SetPoint("TOPLEFT", combatQueueSlot, "TOPLEFT")
iconHolderTexture:SetPoint("BOTTOMRIGHT", combatQueueSlot, "BOTTOMRIGHT")
iconHolderTexture:SetTexCoord(0.1, 0.9, 0.1, 0.9)
combatQueueSlot.icon = iconHolderTexture
return combatQueueSlot
end
--[[
@param {table} gearSlot
@param {number} position
@return {table}
The created keybindingFontString
]]--
function me.CreateKeyBindingText(gearSlot, position)
local keybindingFontString = gearSlot:CreateFontString(nil, "OVERLAY")
keybindingFontString:SetFont("Fonts\\FRIZQT__.TTF", 15, "OUTLINE")
keybindingFontString:SetTextColor(1, .82, 0, 1)
keybindingFontString:SetPoint("TOP", 0, -2)
keybindingFontString:SetSize(gearSlot:GetWidth(), 20)
keybindingFontString:SetText(
GetBindingText(GetBindingKey("CLICK GM_GearBarSlot_" .. position .. ":LeftButton"), "KEY_", 1)
)
if mod.configuration.IsShowKeyBindingsEnabled() then
keybindingFontString:Show()
else
keybindingFontString:Hide()
end
return keybindingFontString
end
--[[
Update keybindings whenever the event UPDATE_BINDINGS is fired
]]--
function me.UpdateKeyBindings()
for index, gearSlot in pairs(gearSlots) do
local keyBindingText = GetBindingText(GetBindingKey("CLICK GM_GearBarSlot_" .. index .. ":LeftButton"), "KEY_", 1)
if keyBindingText ~= nil then
gearSlot.keyBindingText:SetText(keyBindingText)
end
end
end
--[[
Update the gearBar after one of the slots was hidden or shown again
]]--
function me.UpdateGearBar()
if InCombatLockdown() then
-- temporary fix for in combat configuration of slots
mod.logger.LogError(me.tag, "Unable to update slots in combat. Please /reload after your are out of combat")
return
end
local slotCount = 0
for index, gearSlot in pairs(gearSlots) do
local slot = mod.configuration.GetSlotForPosition(index)
local gearSlotMetaData = mod.gearManager.GetGearSlotForSlotId(slot)
if gearSlotMetaData ~= nil then
-- slot is active
gearSlot:SetAttribute("type1", "item")
gearSlot:SetAttribute("item", gearSlotMetaData.slotId)
me.UpdateTexture(gearSlot, gearSlotMetaData)
slotCount = slotCount + 1
gearSlot:Show()
else
-- slot is inactive
gearSlot:Hide()
end
end
local gearBarWidth = slotCount * RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_SIZE
+ RGGM_CONSTANTS.ELEMENT_GEAR_BAR_WIDTH_MARGIN
_G[RGGM_CONSTANTS.ELEMENT_GEAR_BAR_FRAME]:SetWidth(gearBarWidth)
me.UpdateSlotPosition()
end
--[[
Update the gearBar after one of PLAYER_EQUIPMENT_CHANGED, BAG_UPDATE events
]]--
function me.UpdateGearBarTextures()
for index, gearSlot in pairs(gearSlots) do
local slot = mod.configuration.GetSlotForPosition(index)
local gearSlotMetaData = mod.gearManager.GetGearSlotForSlotId(slot)
if gearSlotMetaData ~= nil then
me.UpdateTexture(gearSlot, gearSlotMetaData)
end
end
end
--[[
Update the slotPositions based on the slots that are inactive
]]--
function me.UpdateSlotPosition()
local position = 1
for index, gearSlot in pairs(gearSlots) do
local slotId = mod.configuration.GetSlotForPosition(index)
if slotId == 0 then
-- slot is inactive
position = position -1
end
if position < 0 then
position = 0
end
gearSlot:SetPoint(
"LEFT",
_G[RGGM_CONSTANTS.ELEMENT_GEAR_BAR_FRAME],
"LEFT",
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_X + (position - 1) * RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_SIZE,
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_SLOT_Y
)
position = position + 1
end
end
--[[
Update the cooldown of items on gearBar after a BAG_UPDATE_COOLDOWN event
@param {booelan} interval
Whether the function was invoked by an event or by an interval
true - invoked by ticker interval
false - invoked by event BAG_UPDATE_COOLDOWN
]]--
function me.UpdateGearSlotCooldown(interval)
for index, gearSlot in pairs(gearSlots) do
local slot = mod.configuration.GetSlotForPosition(index)
local gearSlotMetaData = mod.gearManager.GetGearSlotForSlotId(slot)
if gearSlotMetaData ~= nil then
local itemId = GetInventoryItemID(RGGM_CONSTANTS.UNIT_ID_PLAYER, gearSlotMetaData.slotId)
if itemId ~= nil then
local startTime, duration = GetItemCooldown(itemId)
if interval then
-- manually invoked to update text on slot
mod.uiHelper.SetCooldown(gearSlot.cooldownText, startTime, duration)
else
-- invoked by - BAG_UPDATE_COOLDOWN or initial addon start
gearSlot.cooldownOverlay:SetCooldown(startTime, duration)
end
end
end
end
end
--[[
Update the button texture style and add icon for the currently worn item. If no item is worn
the default icon is displayed
@param {table} gearSlot
@param {table} slotMetaData
]]--
function me.UpdateTexture(gearSlot, slotMetaData)
local itemLink = GetInventoryItemLink(RGGM_CONSTANTS.UNIT_ID_PLAYER, slotMetaData.slotId)
if itemLink then
local _, _, _, _, _, _, _, _, _, itemIcon = GetItemInfo(itemLink)
-- If an actual item was found in the inventoryslot said icon is used
gearSlot:SetNormalTexture(itemIcon or slotMetaData.textureId)
else
-- If no item can be found in the inventoryslot use the default icon
gearSlot:SetNormalTexture(slotMetaData.textureId)
end
end
--[[
Update the visual representation of the combatQueue on the gearBar
@param {table} slotId
]]--
function me.UpdateCombatQueue(slotId)
local position = mod.configuration.GetSlotForSlotId(slotId)
local combatQueue = mod.combatQueue.GetCombatQueueStore()
local itemId = combatQueue[slotId]
local icon
for i = 1, table.getn(gearSlots) do
if gearSlots[i].position == position then
icon = gearSlots[i].combatQueueSlot.icon
end
end
if itemId then
local bagNumber, bagPos = mod.itemManager.FindItemInBag(itemId)
if bagNumber then
icon:SetTexture(GetContainerItemInfo(bagNumber, bagPos))
icon:Show()
end
else
icon:Hide()
end
end
--[[
@param {table} frame
The frame to attach the drag handlers to
]]--
function me.SetupDragFrame(frame)
frame:SetScript("OnMouseDown", me.StartDragFrame)
frame:SetScript("OnMouseUp", me.StopDragFrame)
end
--[[
Frame callback to start moving the passed (self) frame
@param {table} self
]]--
function me.StartDragFrame(self)
if mod.configuration.IsGearBarLocked() then return end
self:StartMoving()
end
--[[
Frame callback to stop moving the passed (self) frame
@param {table} self
]]--
function me.StopDragFrame(self)
if mod.configuration.IsGearBarLocked() then return end
self:StopMovingOrSizing()
local point, relativeTo, relativePoint, posX, posY = self:GetPoint()
mod.configuration.SaveUserPlacedFramePosition(
RGGM_CONSTANTS.ELEMENT_GEAR_BAR_FRAME,
point,
relativeTo,
relativePoint,
posX,
posY
)
end
--[[
Setup event for a changeSlot
@param {table} gearSlot
]]--
function me.SetupEvents(gearSlot)
--[[
Note: SecureActionButtons ignore right clicks by default - reenable right clicks
]]--
gearSlot:RegisterForClicks("LeftButtonUp", "RightButtonUp")
gearSlot:RegisterForDrag("LeftButton")
--[[
Replacement for OnCLick. Do not overwrite click event for protected button
]]--
gearSlot:SetScript("PreClick", function(self, button)
me.GearSlotOnClick(self, button)
end)
gearSlot:SetScript("OnEnter", function(self)
me.GearSlotOnEnter(self)
end)
gearSlot:SetScript("OnLeave", function(self)
me.GearSlotOnLeave(self)
end)
gearSlot:SetScript("OnReceiveDrag", function(self)
me.GearSlotOnReceiveDrag(self)
end)
gearSlot:SetScript("OnDragStart", function(self)
me.GearSlotOnDragStart(self)
end)
end
--[[
Callback for a gearBarSlot OnClick
@param {table} self
@param {string} button
]]--
function me.GearSlotOnClick(self, button)
self.highlightFrame:Show()
if button == "LeftButton" then
self.highlightFrame:SetBackdropBorderColor(unpack(RGGM_CONSTANTS.HIGHLIGHT.highlight))
elseif button == "RightButton" then
self.highlightFrame:SetBackdropBorderColor(unpack(RGGM_CONSTANTS.HIGHLIGHT.remove))
local slot = mod.configuration.GetSlotForPosition(self.position)
local gearSlotMetaData = mod.gearManager.GetGearSlotForSlotId(slot)
mod.combatQueue.RemoveFromQueue(gearSlotMetaData.slotId)
end
C_Timer.After(.5, function()
if MouseIsOver(_G[RGGM_CONSTANTS.ELEMENT_GEAR_BAR_FRAME]) then
self.highlightFrame:SetBackdropBorderColor(unpack(RGGM_CONSTANTS.HIGHLIGHT.hover))
else
self.highlightFrame:Hide()
end
end)
end
--[[
Callback for a changeSlot OnEnter
@param {table} self
]]--
function me.GearSlotOnEnter(self)
self.highlightFrame:SetBackdropBorderColor(unpack(RGGM_CONSTANTS.HIGHLIGHT.hover))
self.highlightFrame:Show()
mod.changeMenu.UpdateChangeMenu(self)
local slot = mod.configuration.GetSlotForPosition(self.position)
local gearSlotMetaData = mod.gearManager.GetGearSlotForSlotId(slot)
if gearSlotMetaData ~= nil then
mod.tooltip.BuildTooltipForWornItem(gearSlotMetaData.slotId)
end
end
--[[
Callback for a gearSlot OnLeave
@param {table} self
]]--
function me.GearSlotOnLeave(self)
self.highlightFrame:Hide()
mod.tooltip.TooltipClear()
end
--[[
Callback for a gearSlot OnReceiveDrag
@param {table} self
]]--
function me.GearSlotOnReceiveDrag(self)
if not mod.configuration.IsDragAndDropEnabled() then return end
local slot = mod.configuration.GetSlotForPosition(self.position)
local gearSlotMetaData = mod.gearManager.GetGearSlotForSlotId(slot)
-- abort if no item could be found
if gearSlotMetaData == nil then return end
if CursorCanGoInSlot(gearSlotMetaData.slotId) then
EquipCursorItem(gearSlotMetaData.slotId)
else
mod.logger.LogInfo(me.tag, "Invalid item for slotId - " .. gearSlotMetaData.slotId)
ClearCursor() -- clear cursor from item
end
end
--[[
Callback for a gearSlot OnDragStart
@param {table} self
]]--
function me.GearSlotOnDragStart(self)
if not mod.configuration.IsDragAndDropEnabled() then return end
local slot = mod.configuration.GetSlotForPosition(self.position)
local gearSlotMetaData = mod.gearManager.GetGearSlotForSlotId(slot)
-- abort if no item could be found
if gearSlotMetaData == nil then return end
if not IsInventoryItemLocked(gearSlotMetaData.slotId) then
PickupInventoryItem(gearSlotMetaData.slotId)
end
end
--[[
Show keybindings for all registered items
]]--
function me.ShowKeyBindings()
for _, gearSlot in pairs(gearSlots) do
gearSlot.keyBindingText:Show()
end
end
--[[
Hide keybindings for all registered items
]]--
function me.HideKeyBindings()
for _, gearSlot in pairs(gearSlots) do
gearSlot.keyBindingText:Hide()
end
end
--[[
Hide cooldowns for worn items
]]--
function me.HideCooldowns()
for _, gearSlot in pairs(gearSlots) do
gearSlot.cooldownText:Hide()
end
end
--[[
Show cooldowns for worn items
]]--
function me.ShowCooldowns()
for _, gearSlot in pairs(gearSlots) do
gearSlot.cooldownText:Show()
end
end
|
db = {
['Erundil Loraethor'] = {['language']='English', ['race']='High Elf', ['class']='Warden', ['lore']=''},
['Uvlan Ramoran'] = {['language']='English', ['race']='Dark Elf', ['class']='Sorcerer', ['lore']=''},
['Samia Nightthorn'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']='New to rp and ESO. I\'m not sure how to use this. \n'},
['Haltard'] = {['language']='Français', ['race']='Nordique^m', ['class']='Gardien', ['lore']=''},
['Hand-Behind-Back'] = {['language']='English', ['race']='Argonian', ['class']='Sorcerer', ['lore']=' Jel: “Haj’Seifer” 30, Mages Guild Journeyman\n\nTo most \'Hands\' seems impassive and lizard like, but argonians or anyone accustomed to their ticks could tell that he\'s a sincere feeling fellow. Sometimes socially inept, he acts cold-blooded in combat situations.\n\nSchools of magic:\n\nThaumaturgy, Restoration (apprentice )\nAlteration, Destruction (apprentice )\nConjuration (apprentice)\nNecromancy (apprentice -)\nMysticism (novice )\nIllusion (novice )\n'},
['Rosentia Willowbark'] = {['language']='English', ['race']='Imperial', ['class']='Nightblade', ['lore']=''},
['Ilmyna Lythandas'] = {['language']='English', ['race']='Dark Elf', ['class']='Sorcerer', ['lore']=''},
['Ma\'raska-Jo'] = {['language']='English', ['race']='Khajiit', ['class']='Sorcerer', ['lore']=''},
['Tahika Willowhollow'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Dagobaldo Slewuroth'] = {['language']='English', ['race']='Dark Elf', ['class']='Dragonknight', ['lore']=''},
['Dagoberto Em\'cius'] = {['language']='English', ['race']='Dark Elf', ['class']='Dragonknight', ['lore']=''},
['Vallos Balthazar'] = {['language']='English', ['race']='Nord', ['class']='Warden', ['lore']='adsasdasdas'},
['Felayn Radas'] = {['language']='English', ['race']='Dark Elf', ['class']='Nightblade', ['lore']='Bard, 55. House Dres.\n\nDespite being handsome male dunmer with brown hair and grey eyes, Felayns voice is the most prominent feature of him. During the usual talk it seems rasp and dry, almost damaged but when he sings, he can achieve quite high note. \n\nBard to the boot Felayn can manage to sing, manage rumors, woo married women and sing kingdoms to war with each other. Originally from Tear, Felayn has played songs all over the Morrowind and beyond. He has studied in bards college of solitude and even spends one summer with the skalds of Lake Honrich. In Vvardenfell he was a couple weeks in jail for failing to submit his bardic verse to the Ministry. \n'},
['Lady Evelyn Ashcroft'] = {['language']='English', ['race']='Breton', ['class']='Templar', ['lore']=''},
['Allysa Willowwind'] = {['language']='English', ['race']='Wood Elf', ['class']='Dragonknight', ['lore']='\n'},
['Alloria Winterglade'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Nilwen Pineshade'] = {['language']='English', ['race']='Wood Elf', ['class']='Sorcerer', ['lore']='w'},
['Alexa Willowwind'] = {['language']='English', ['race']='Wood Elf', ['class']='Dragonknight', ['lore']=''},
['Cassandra Elmshadow'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Eaela Willowbark'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Lywen Willowleaf'] = {['language']='English', ['race']='Wood Elf', ['class']='Sorcerer', ['lore']=''},
['Minwen Ivyvale'] = {['language']='English', ['race']='Wood Elf', ['class']='Templar', ['lore']=''},
['Allena Mossthorn'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']=''},
['Anska Fury-Born'] = {['language']='English', ['race']='Nord', ['class']='Templar', ['lore']=''},
['Alastranon Morakev'] = {['language']='English', ['race']='Breton', ['class']='Warden', ['lore']=''},
['Alyen Indoril'] = {['language']='English', ['race']='Dark Elf', ['class']='Sorcerer', ['lore']=''},
['Nilwena Pineshade'] = {['language']='English', ['race']='Wood Elf', ['class']='Sorcerer', ['lore']=''},
['Allika Willowbranch'] = {['language']='English', ['race']='Wood Elf', ['class']='Templar', ['lore']=''},
['Nilla Pineshade'] = {['language']='English', ['race']='Wood Elf', ['class']='Sorcerer', ['lore']=''},
['Allice Willowwind'] = {['language']='English', ['race']='Wood Elf', ['class']='Dragonknight', ['lore']=''},
['Riloria Elmshadow'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']=''},
['Efenris Vus'] = {['language']='Français', ['race']='Nordique^m', ['class']='Gardien', ['lore']=''},
['Viviel Morakev'] = {['language']='English', ['race']='Breton', ['class']='Nightblade', ['lore']=''},
['Silje Eisdotter'] = {['language']='English', ['race']='Nord', ['class']='Warden', ['lore']=''},
['Erios Vus'] = {['language']='Français', ['race']='Argonien^m', ['class']='Chevalier-dragon^m', ['lore']=''},
['Talia at-Mangai'] = {['language']='English', ['race']='Redguard', ['class']='Warden', ['lore']=''},
['Blair Stormheart'] = {['language']='English', ['race']='Nord', ['class']='Templar', ['lore']='Standing comfortably at 6 feet and 5 inches tall, Blair has a very strong body that is thick with toned muscle. There is a fair grace that mingles with her strong Atmoran features. She has a narrow face with high cheekbones, a strong tapering chin, and a thin, slightly upturned nose. Her eyes are silvery-grey in color. There\'s a thin, faint scar that dashes diagonally over her face. Blair\'s hair is a wild-looking mane of long jet-black hair, and hangs in a curtain down to the middle of her back. There are ornate decorated braids falling down her shoulders. Her voice is strong and thick with the typical nord accent, but also holds a gentle kindness within them when she speaks. She has tattoos on her arms depicting her spirit animal, a hawk, as well as runes, knots, and a Vegvisir.'},
['Azies Gresham'] = {['language']='English', ['race']='Redguard', ['class']='Nightblade', ['lore']='Physical Description\nA 173 cm small framed but agile young man. Lighter than usual skin, long hazel braided hair, just a shade darker than his beard which covers most of his face, paired with nearly pitch black eyes.\nHis body marked with a few scars here and there. Has a strong smell of pine and peppermint. \n\nStats\n10/10 health\n10/10 stamina\n274 gold pieces\n\nCurrently\nWandering aimlessly.\n'},
['Curtamal Thijka'] = {['language']='English', ['race']='Redguard', ['class']='Nightblade', ['lore']='Physical Description\nA 173 cm small framed but agile young man. Lighter than usual skin, long hazel braided hair, just a shade darker than his beard which covers most of his face, paired with nearly pitch black eyes.\nHis body marked with a few scars here and there. Has a strong smell of pine and peppermint. \n\nStats\n10/10 health\n10/10 stamina\n274 gold pieces\n\nCurrently\nWandering aimlessly.\n'},
['Strikes-With-Questions'] = {['language']='English', ['race']='Argonian', ['class']='Sorcerer', ['lore']=''},
['Faeroth'] = {['language']='English', ['race']='Wood Elf', ['class']='Dragonknight', ['lore']=''},
['Nym Duskvale'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Skrell-Kar'] = {['language']='Deutsch', ['race']='Argonier^m||Argonier^p', ['class']='Hüter^m', ['lore']=''},
['Reka-Ron'] = {['language']='Deutsch', ['race']='Argonier^m||Argonier^p', ['class']='Drachenritter^m', ['lore']=''},
['Skoram-Kar'] = {['language']='Deutsch', ['race']='Argonier^m||Argonier^p', ['class']='Zauberer^m', ['lore']=''},
['Fennderic Mornues'] = {['language']='English', ['race']='Breton', ['class']='Sorcerer', ['lore']='Physical Desc: A 169cm tall, skiny man, with an outstanding parfume smell. Clad in heavy armor on which warious robes rest, shielding him of the harsh weather he may encounter on his journeys. A spear of sort can be seen in his hand, but by the looks of it, its more of a walking stick now dou to prolonged use. \n\n\nCurrently: Wandering aimlessly'},
['Zuru the Snake'] = {['language']='English', ['race']='Dark Elf', ['class']='Nightblade', ['lore']=''},
['Sha Valmist'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']=''},
['Cinesse'] = {['language']='English', ['race']='High Elf', ['class']='Templar', ['lore']='Cinesse Aedrel - eRP RP Welcome - Bi\n------------------\nThis Altmer Daedrologist\'s intelligent tawny eyes observe her surroundings. She idly coils her blonde hair around her index finger.'},
['Cirenne Eldwen'] = {['language']='English', ['race']='High Elf', ['class']='Templar', ['lore']=''},
['Aniara Windfall'] = {['language']='English', ['race']='High Elf', ['class']='Sorcerer', ['lore']='Healer mage scholar in her late 30s. \nCalm, intelligent gaze, a friendly smile on her lips.'},
['Aldoriél'] = {['language']='English', ['race']='High Elf', ['class']='Nightblade', ['lore']=''},
['Revyn Selvayn'] = {['language']='English', ['race']='Dark Elf', ['class']='Nightblade', ['lore']=''},
['Ravani Ralvel'] = {['language']='English', ['race']='Dark Elf', ['class']='Sorcerer', ['lore']='Mehra (priestess) of Tribunal Temple\nHolamayan Monastery\n\nRPG NPC\n'},
['Krapiusz'] = {['language']='English', ['race']='Nord', ['class']='Dragonknight', ['lore']=''},
['Nym Duskval'] = {['language']='English', ['race']='Wood Elf', ['class']='Sorcerer', ['lore']='[Terribly new to ESO]'},
['Falls-Down-And-Bleeds'] = {['language']='English', ['race']='Argonian', ['class']='Sorcerer', ['lore']=''},
['Alberous Larrcht'] = {['language']='English', ['race']='Breton', ['class']='Sorcerer', ['lore']='Mago viajante, aventureiro e curioso. Albe tende a se meter em encrencas desavisadamente, dada sua imensa curiosidade e descaso com regras. Mantenha doces longe dele, para sua segurança.\n'},
['Celaena Wendlyn'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']=''},
['Dar\'ethi'] = {['language']='English', ['race']='Khajiit', ['class']='Warden', ['lore']=''},
['Galealath'] = {['language']='English', ['race']='Dark Elf', ['class']='Warden', ['lore']=''},
['Lyra Rielle'] = {['language']='English', ['race']='Imperial', ['class']='Nightblade', ['lore']='Lyra, F/27, Hunter and adventurer. Claims to be breton. Got well-worn armour, a windbeaten, positive face and a cheerful mood.'},
['Arwen Loraethor'] = {['language']='English', ['race']='High Elf', ['class']='Sorcerer', ['lore']=''},
['Belladanna Sele'] = {['language']='English', ['race']='Breton', ['class']='Nightblade', ['lore']='34 years old Breton female\n\nRPG NPC\n'},
['Kedorlaom Samael'] = {['language']='English', ['race']='Redguard', ['class']='Sorcerer', ['lore']='RPG NPC'},
['Geoffrey Lovidicus'] = {['language']='English', ['race']='Imperial', ['class']='Sorcerer', ['lore']='Imperial Merchant, 40 years\nRoleplaying NPC'},
['Milyena Samma'] = {['language']='English', ['race']='Dark Elf', ['class']='Warden', ['lore']='Hand of Almalexia\nfemale dunmer, ~40 years. Dark skin.\n\nStranger warrior-priestess from the Morrowind. Milyena is kind of person who follows the strict moral code of her own. Pious follower of the Tribunal she venerates goddess Almalexia, the vanquisher of the Akaviri and savior of Mournhold. \n\nMany secrets and rumors surround her. Those who are affiliated with House Indoril or Tribunal temple and were in Mournhold 2E 571-582 can know the peculiar rumors surrounding her [whisper to the player for details]. \n\nLater she surfaced at the Vvardenfell where she worked in The Order of Inquisition. She was best known about her war against the Red Exiles (586) and tolerant behavior towards the n’wah. The martyr of the Tribunal, Travyth Indarys died on her hands during the DB and Morag Tong conflict. She also caused an uproar by marrying noblewoman Nartisa Redoran from the Order of War.\n\nClearly, despite her earlier exploits she’s been drafted to serve the Goddess.'},
['Sercelmo'] = {['language']='English', ['race']='High Elf', ['class']='Templar', ['lore']='Name: Sercelmo Grayire.\nRace: Altmer\nAge: 35 years\nLanguages: Aldmeris and common\nTitles: Kinlord, Captain.\nResidence: Grayire estate\n\n\n'},
['Kaarle Henrik'] = {['language']='English', ['race']='Imperial', ['class']='Dragonknight', ['lore']='Male, 35 Imperial\nBirthdate: 27. of Suns Dawn 2E551 \nStar sign: The Lover \nBirthplace:Chorrol\nDog: Fletcher\n\nA cross between mr Bean and sir Lancelot. Knight Kaarle is part of the Order of The Liliy - The Dibellan Knights protect followers of the Eight, The True Passion (whatever this means) and fight the general injustice.\n\nThe Knights of Lily \n(Open source knighthood https://goo.gl/MxQ3Vd)\n\nHeraldry: Dibellan symbol, Lily on a plain shield.\nColors: Primary: Purple/Pink (Passion)/Red Secondary: Golden (Aedra)/Blue. \nPreferred armor: Ebon chest and/or Order of the Hour. Helmet plumes are pink.\nHoly Place: Sancre Tor\nRally Cry: ‘For the Lily’\n\nEight Knightly Virtues:\n\nCourage (Integrity, Honesty, Valor)\nLoyalty (Obedience, Faithfulness)\nJustice (Temperance, Hope)\nMercy (Defence, Selflessness, Sacrifice)\nLargesse (Generosity, Kindness)\nNobility (Humility, Morality, Right cause.)\nFaith (Perseverance, Wisdom)\nPassion (Love, Excellence, Sense of Taste)'},
['Gohtarg'] = {['language']='English', ['race']='Imperial', ['class']='Templar', ['lore']='Name: Gohtarg Orius, 43.\nMixed Nord/Imperial\nHuskarl of thane Tor-Leif Oakmace\n \nThe stubby Nord is a son of imperial diplomat and Nord shield maiden. Grown between two cultures, he embraces the Nord one. His exploits as hired short have been many, he was once member of shady \'Collective\' (2E582) and later vampire hunter group called \'Golden Flame\' (585). After his failed marriage with altmer healer Aniara, he migrated back to Skyrim and found himself serving the thane Tor-Leif (586). As a smart man, he can do restoration and have been called as \'sage\' more than once. \n'},
['Thaer Silverspark'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']='Male bosmer, 56.\n\nOriginally from Mossburrow, Grathwood. Thaer is seasoned seaman. He escaped to seas some\nThirty years ago and joined merchant fleet. \n\nLater, after Maormers had raided the merchant ship and butchered all he joined imperial navy campaigning against raiders. \n\nDuring the Planemeld the Imperial navy stationed in Leyawiin was taken over by Worm cult Legion Zero defectors. Because of this Thaer treats magisters with suspicion. He escaped and joined Senchal navy spending the planemeld war in sea battles of Topal Sea. During the war, he saw grim things like khajit ‘powder monkey’ tearing the alchemical bag open in the ballista deck and ignited himself. \n\nAfter the planemeld he has served on the ships of captain Niel Dawnmist.\n'},
['Pellervoinen'] = {['language']='English', ['race']='High Elf', ['class']='Dragonknight', ['lore']='Male altmer of the high lineage, 316 years. \nMother: Pinanande Father: Voronwe (MIA)\n\nPellervoinen is a centurion for the House Larethbinder. He is veteran of many wars, former magister, former Royal Altmeri Hussar, Former Fist of Thalmor. However, his downfall during the Cyrodil campaign was his commanding officer who was revealed to be Veiled Heritance member. He had falling out with his superiors, notably Urcelmo of First Auridon marines and returned to serve the higher house of Larethbinder, notably much younger Kinlady Aldanya.\n\nMilitary honors: \nFoT, RH Ret. MoH, Ccm, PH, TOTQ. \n\nWhole name:\nPellerovoinen \'Len Cyredalf Loralia Elannie-Ancotar \'Ata Direnn Viarmo-Innuvel of Lillandril of Iarethbinder\n\n\n'},
['Khatrine'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']=''},
['Hereek Ironskin'] = {['language']='English', ['race']='Argonian', ['class']='Templar', ['lore']=''},
['Carmilie Hawnazh'] = {['language']='English', ['race']='Redguard', ['class']='Warden', ['lore']=''},
['Hypnosus'] = {['language']='English', ['race']='High Elf', ['class']='Warden', ['lore']='This tall willowy elven man looks as if he has seen many seasons in a long extended lifetime. Although hardly showing signs of age, such as wrinkles, his bright, emerald-colored eyes exhibit a sense of integrity in their more often-than-not peacefully blank gaze. He is long-skulled, an average trait of mer, with a curtain of straight auburn hair that falls down to the small of his back. Covering his strong chin and jawline is a long goatee that falls to his collarbone, and a pair of thick groomed sideburns. His facial features are only slightly angular, with high cheekbones and a pointed, acquiline nose. Strangely enough, he lacks the golden skin color of most of his altmer kin, instead his skin being a softer sandy flesh color.\n\nLithe and agile, Hypnosus sports an athletic build. It is clear from his dappled brown bark and leaf adorned leathers that he is quite the outdoorsman.'},
['Carmelie Maezom'] = {['language']='English', ['race']='Redguard', ['class']='Templar', ['lore']='Idade: 31 anos\nComerciante extremamente rica que faz negócios com as três facções, assim como consegue qualquer mercadoria por incomenda, não importando o quão rara ou ilícita ela seja.\n\n\n\n'},
['Logbvs Escudvsson'] = {['language']='English', ['race']='Nord', ['class']='Templar', ['lore']='Lê-se Lobus Escudussan\n\nLogbvs Escudvsson acreditava ser filho de um simples mineiro e sua mãe uma dedicada dona de casa.\nAinda muito jovem, onde nem completara 6 anos de idade, fora obrigado a iniciar seus trabalhos junto às minas, mal sabia ele que este seria seu fardo familiar e que também lhe prejudicara o desenvolvimento físico, limitando o alongamento muscular e provocando baixa estatura, que perante aos outros nórdicos com seus humores sádicos, os apelidara de Anão.\nApelido que deixava muito triste, não por si, mas por saber que tal humor negro chegava aos ouvidos de seus pais, que em todas as noites Logbvs agradecia aos Céus pela família que lhe fora presenteado.\n\n// Parte a se desenvolver até querer entender seus dons //\n\nApós os acontecimento, Logbvs decidiu que aquilo que ocorrera não fora apenas um devaneio como até então achavas e por fim decidiu sair em busca de conhecimentos para poder dominar aquela energia amarela, leve e perene que ele havia visto saindo de seu corp'},
['Drago di Luce e Fiamma'] = {['language']='English', ['race']='Argonian', ['class']='Dragonknight', ['lore']=''},
['Ryaad Shadebranch'] = {['language']='English', ['race']='Wood Elf', ['class']='Templar', ['lore']='While on the tall side for a Bosmer Ryaad is still easily shorter than her Atlmer cousins. She keeps her jet black hair down past her shoulders. Oftentimes one would notice her makeup; black lipstick and a bit of white eyeshadow to contrast her black eyes.\n\nIn terms of her build Ryaad could, perhaps, be best described as "athletic". She has toned muscles, but she lacks the bulk that one would expect out of a more traditional "warrior" type.\n\nHer clothing is typically dark and paying more attention to form over function. She tends to avoid completely traditional robes, but is often seen with a long skirt; a compromise of sorts between robe and regular clothing.\n\nWhen this bosmer speaks her voice is melodolic. One familiar with such matters may notice that her accent bears more in common with Morrowind than Valenwood or other Dominion lands.**'},
['Antoric'] = {['language']='Deutsch', ['race']='Kaiserlicher^m||Kaiserliche^p', ['class']='Drachenritter^m', ['lore']='Antoric Jones ist ein Untoter'},
['Robar Hern'] = {['language']='Français', ['race']='Bréton^m', ['class']='Chevalier-dragon^m', ['lore']=''},
['Han-Tulm Xemssius'] = {['language']='Français', ['race']='Argonien^m', ['class']='Lame noire^mf', ['lore']=''},
['Qa\'zahn Kibari'] = {['language']='Français', ['race']='Khajiit^m', ['class']='Sorcier^m', ['lore']=''},
['Haj-Ei Xersar'] = {['language']='Français', ['race']='Argonien^m', ['class']='Gardien', ['lore']=''},
['Madam gra-Mulakh'] = {['language']='English', ['race']='Orc', ['class']='Sorcerer', ['lore']=''},
['Andriel Blueshade'] = {['language']='English', ['race']='Wood Elf', ['class']='Templar', ['lore']=''},
['Bolourn gro-Lordar'] = {['language']='English', ['race']='Orc', ['class']='Dragonknight', ['lore']=''},
['Ash\'leha Shevosh'] = {['language']='English', ['race']='Dark Elf', ['class']='Dragonknight', ['lore']=''},
['@teal-deer'] = {['language']='English', ['race']='High Elf', ['class']='Templar', ['lore']=''},
['@fawn-prince'] = {['language']='English', ['race']='Orc', ['class']='Sorcerer', ['lore']=''},
['@Teal_Deer'] = {['language']='English', ['race']='High Elf', ['class']='Templar', ['lore']=''},
['Acacius Gaeire'] = {['language']='English', ['race']='High Elf', ['class']='Templar', ['lore']=''},
['Shajini'] = {['language']='English', ['race']='Khajiit', ['class']='Warden', ['lore']='A fat cat.\n'},
['Khali\'dar'] = {['language']='English', ['race']='Khajiit', ['class']='Nightblade', ['lore']=''},
['Ilet Vedralu'] = {['language']='English', ['race']='Dark Elf', ['class']='Warden', ['lore']=''},
['@Lostar-RP'] = {['language']='English', ['race']='Orc', ['class']='Dragonknight', ['lore']=''},
['Selidor Elvanur'] = {['language']='English', ['race']='Dark Elf', ['class']='Dragonknight', ['lore']=''},
['Ilvys Almassen'] = {['language']='English', ['race']='Dark Elf', ['class']='Dragonknight', ['lore']=''},
['Kulve Taroth'] = {['language']='English', ['race']='Khajiit', ['class']='Nightblade', ['lore']=''},
['Torrine Vielleterre'] = {['language']='Français', ['race']='Bréton^m', ['class']='Chevalier-dragon^m', ['lore']='Torrine Valarinil Rintael Vielleterre\n\nIl ne fait pas grand cas de son nom, ni de ça famille.\n'},
['Blair Valtieri'] = {['language']='English', ['race']='Breton', ['class']='Templar', ['lore']=''},
['Wicyaer Peradax'] = {['language']='English', ['race']='Argonian', ['class']='Templar', ['lore']=''},
['Amoroq'] = {['language']='English', ['race']='Nord', ['class']='Dragonknight', ['lore']=''},
['Valariel Elmgrove'] = {['language']='English', ['race']='Wood Elf', ['class']='Sorcerer', ['lore']=''},
['Holographicwings'] = {['language']='Français', ['race']='Bréton^m', ['class']='Chevalier-dragon^m', ['lore']=''},
['Valielor Greenstone'] = {['language']='English', ['race']='Dark Elf', ['class']='Nightblade', ['lore']='[ New to lore; paragraphs preferred ]\n---\nMale - Bosmer/Dunmer - Prostitute/Info Broker\nBlind'},
['Ri\'jirr Baranaihn'] = {['language']='English', ['race']='Khajiit', ['class']='Templar', ['lore']=''},
['Ra\'mhirr Javatanni'] = {['language']='English', ['race']='Khajiit', ['class']='Warden', ['lore']=''},
['Haes\'weyrs'] = {['language']='English', ['race']='Khajiit', ['class']='Nightblade', ['lore']=''},
['Anúrani'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Axilius Midus'] = {['language']='Français', ['race']='Impérial^m', ['class']='Chevalier-dragon^m', ['lore']='\n'},
['Ygfie Asgendottir'] = {['language']='English', ['race']='Nord', ['class']='Dragonknight', ['lore']='\n'},
['Zathal Delagraht'] = {['language']='English', ['race']='Wood Elf', ['class']='Templar', ['lore']=''},
['J\'ahra Sahhir'] = {['language']='English', ['race']='Khajiit', ['class']='Nightblade', ['lore']=''},
['Torrine-Valarel Malire'] = {['language']='Français', ['race']='Bréton^m', ['class']='Chevalier-dragon^m', ['lore']=''},
['Jeleac Raorth'] = {['language']='Français', ['race']='Rougegarde^m', ['class']='Lame noire^mf', ['lore']=''},
['Suzabi Kikar'] = {['language']='English', ['race']='Khajiit', ['class']='Nightblade', ['lore']=''},
['Tealdeer'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Amadios Virian'] = {['language']='English', ['race']='Dark Elf', ['class']='Templar', ['lore']=''},
['Covets-The-Dawn'] = {['language']='English', ['race']='Argonian', ['class']='Sorcerer', ['lore']=''},
['Za\'ir the Saccharine'] = {['language']='English', ['race']='Khajiit', ['class']='Nightblade', ['lore']=''},
['Althuviel Drurel'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']=''},
['Lander Qail'] = {['language']='English', ['race']='Breton', ['class']='Nightblade', ['lore']=''},
['Rassum-Dar'] = {['language']='English', ['race']='Khajiit', ['class']='Sorcerer', ['lore']=''},
['Fern Itchur'] = {['language']='English', ['race']='Khajiit', ['class']='Sorcerer', ['lore']=''},
['dfgdfgsdfg'] = {['language']='English', ['race']='Redguard', ['class']='Dragonknight', ['lore']=''},
['Ilvys Alamssen'] = {['language']='English', ['race']='Dark Elf', ['class']='Templar', ['lore']=''},
['Cindan Nightstone'] = {['language']='English', ['race']='Wood Elf', ['class']='Templar', ['lore']=''},
['Esmeus Wirine'] = {['language']='Français', ['race']='Bréton^m', ['class']='Lame noire^mf', ['lore']=''},
['Sharad-ja'] = {['language']='English', ['race']='Khajiit', ['class']='Warden', ['lore']=''},
['Nysandir Graylock'] = {['language']='English', ['race']='High Elf', ['class']='Nightblade', ['lore']='Once a rather stunning Altmer whose name held high rank within the Dark Brotherhood, years of dissapearence has left the vain bastard a scarred and hollow shell of his former self.\n[ Para preferred; send tell for attention]\n\nHooks -\nDisfigurment || Though attempts are made to hide his burns with his hair, Nysandir is clearly disfigured - heavily scarred from faces to foot on the left side with latterwork burn scars. To those not expecting it, the burns are quite shocking and grotesque\n'},
['Vernum Hartthorn'] = {['language']='English', ['race']='Wood Elf', ['class']='Templar', ['lore']=''},
['Lockpaw'] = {['language']='English', ['race']='Khajiit', ['class']='Sorcerer', ['lore']='"Lockpaw hunts monsters."\nAn easy-going, dark-furred Khajiit with a knack for magic. His tone is almost always perpetually amused and his short, unimposing stature doesn\'t appear to deter him from making smartass comments.'},
['Maximillion Ravenscäl'] = {['language']='English', ['race']='Khajiit', ['class']='Dragonknight', ['lore']=''},
['Aedris Songheart'] = {['language']='English', ['race']='Dark Elf', ['class']='Warden', ['lore']=''},
['A sudden messenger'] = {['language']='English', ['race']='Breton', ['class']='Templar', ['lore']=''},
['Jera Huron'] = {['language']='English', ['race']='Dark Elf', ['class']='Nightblade', ['lore']=''},
['Avogadro'] = {['language']='English', ['race']='High Elf', ['class']='Nightblade', ['lore']=''},
['Vex the Collector'] = {['language']='English', ['race']='Dark Elf', ['class']='Nightblade', ['lore']=''},
['Olivia Blackmoore'] = {['language']='English', ['race']='Breton', ['class']='Sorcerer', ['lore']=''},
['Oliviablackmoore'] = {['language']='English', ['race']='Breton', ['class']='Sorcerer', ['lore']=''},
['Margyahell Corvus'] = {['language']='Français', ['race']='Impérial^m', ['class']='Chevalier-dragon^m', ['lore']=''},
['Kael\'var Morghul'] = {['language']='Français', ['race']='Rougegarde^m', ['class']='Lame noire^mf', ['lore']=''},
['Astrid Graye'] = {['language']='English', ['race']='Dark Elf', ['class']='Nightblade', ['lore']=''},
['Sees-With-Eyes-Unclouded'] = {['language']='English', ['race']='Argonian', ['class']='Sorcerer', ['lore']=''},
['Nhirya'] = {['language']='English', ['race']='Wood Elf', ['class']='Templar', ['lore']=''},
['Surerndil thaorfhaer'] = {['language']='English', ['race']='High Elf', ['class']='Sorcerer', ['lore']=''},
['Vaknar Fjaldr'] = {['language']='Français', ['race']='Nordique^m', ['class']='Templier^m', ['lore']='- Paladin de Stendarr -\n- Chasseurs de Vampires -\n----------------------------------------------------------------------\n\nPorte autour du cou une chaine en argent à l\'effigie de Stendarr.'},
['Breena Daergel'] = {['language']='English', ['race']='Wood Elf', ['class']='Templar', ['lore']=''},
['Kol\'varag'] = {['language']='Français', ['race']='Rougegarde^m', ['class']='Sorcier^m', ['lore']=''},
['Makolakh Yargrg'] = {['language']='Français', ['race']='Orque^m', ['class']='Chevalier-dragon^m', ['lore']=''},
['Arawennar Larenhaere'] = {['language']='Français', ['race']='Haut-Elfe', ['class']='Gardien', ['lore']='Druide Altmer\n\n'},
['Kolvar Ulvarson'] = {['language']='Français', ['race']='Nordique^m', ['class']='Templier^m', ['lore']=''},
['Dar\'Azyel Griffe-Ébène'] = {['language']='Français', ['race']='Khajiit^m', ['class']='Lame noire^mf', ['lore']=''},
['Traenr Gesenne'] = {['language']='Français', ['race']='Bréton^m', ['class']='Lame noire^mf', ['lore']=''},
['Niam\'Ahkas'] = {['language']='Français', ['race']='Argonien^m', ['class']='Templier^m', ['lore']=''},
['Ronald Olav'] = {['language']='Français', ['race']='Bréton^m', ['class']='Templier^m', ['lore']=''},
['Margyahëll Corvus'] = {['language']='Français', ['race']='Bréton^m', ['class']='Sorcier^m', ['lore']=''},
['Wrek gro-Ghan'] = {['language']='Français', ['race']='Orque^m', ['class']='Sorcier^m', ['lore']=''},
['Undiil'] = {['language']='English', ['race']='High Elf', ['class']='Nightblade', ['lore']=''},
['Caleris Himael'] = {['language']='Français', ['race']='Haut-Elfe', ['class']='Sorcier^m', ['lore']=''},
['Celerien'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']=''},
['Shanidwe'] = {['language']='Français', ['race']='Elfe des bois^f', ['class']='Gardienne', ['lore']=''},
['Galalwell'] = {['language']='Français', ['race']='Rougegarde^f', ['class']='Chevalier-dragon^fm', ['lore']=''},
['Kreelen'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']=''},
['Baren at-Sitaran'] = {['language']='Français', ['race']='Rougegarde^m', ['class']='Lame noire^mf', ['lore']=''},
['Ra\'dyn'] = {['language']='English', ['race']='Khajiit', ['class']='Nightblade', ['lore']=''},
['Loranirya'] = {['language']='English', ['race']='High Elf', ['class']='Sorcerer', ['lore']=''},
['Vayne Redas'] = {['language']='English', ['race']='Dark Elf', ['class']='Templar', ['lore']=''},
['Kaelnil Onolemar'] = {['language']='Français', ['race']='Haut-Elfe', ['class']='Gardien', ['lore']=''},
['Aenan Elrore'] = {['language']='Français', ['race']='Elfe des bois^m', ['class']='Gardien', ['lore']=''},
['Ceilirra'] = {['language']='English', ['race']='Khajiit', ['class']='Templar', ['lore']=''},
['Morngar'] = {['language']='Français', ['race']='Nordique^m', ['class']='Templier^m', ['lore']=''},
['Daro\'Doarji'] = {['language']='English', ['race']='Khajiit', ['class']='Nightblade', ['lore']='Physical Description: Doro is a Khajiit moderate in height. Slightly below average for her kind. Her eyes are bright blue and hair is fair. Her chubby body is covered with tiger stripes as well as her face. (WIP)'},
['Menistian Blonia'] = {['language']='Français', ['race']='Impérial^m', ['class']='Gardien', ['lore']='-'},
['Ryld Mora'] = {['language']='Français', ['race']='Elfe noir^m', ['class']='Chevalier-dragon^m', ['lore']=''},
['Marius Volkius'] = {['language']='Français', ['race']='Impérial^m', ['class']='Lame noire^mf', ['lore']=''},
['Cayne Daranis'] = {['language']='Français', ['race']='Bréton^m', ['class']='Sorcier^m', ['lore']=''},
['Kolvar Ffenryrsøn'] = {['language']='Français', ['race']='Nordique^m', ['class']='Templier^m', ['lore']=''},
['Kolvaryel Tehralk'] = {['language']='Français', ['race']='Bréton^m', ['class']='Templier^m', ['lore']='Fondateur de l\'Ordre Tehralk, porte une armure complète aux couleurs de l\'ordre, ainsi que l\'emblème gravé sur certaines parties de son armure.\nPorte deux grandes saccoches.'},
['Jardo Swale'] = {['language']='Français', ['race']='Bréton^m', ['class']='Chevalier-dragon^m', ['lore']='----------------------------------------------------------------------\nCouleurs des yeux : Bleu\nCouleurs des cheveux : Noir\nPhysique : Athlétique\nTaille : 173cm\nClasse : Chevalier Dragon\nRésidence : Daguefilante\nLieu de Naissance : HauteRoche\nAlignement : Chaotique Neutre\n----------------------------------------------------------------------\n\n'},
['Niva Ferndale'] = {['language']='Deutsch', ['race']='Waldelfin^f||Waldelfen^p', ['class']='Nachtklinge^f', ['lore']=''},
['Akh\'ava Tavakhasin'] = {['language']='Deutsch', ['race']='Khajiit^m||Khajiit^p', ['class']='Drachenritter^m', ['lore']='Ein charmanter und hilfsbereiter Khajit.\nMit stolzer Seele, will er sich mit Ruhm und Ehre beschmücken und seine Stärke beweisen. Doch alles mit einem gewissen Charme.'},
['Helena Valeius'] = {['language']='English', ['race']='Imperial', ['class']='Sorcerer', ['lore']=''},
['Elyne Lleran'] = {['language']='English', ['race']='Dark Elf', ['class']='Sorcerer', ['lore']=''},
['\'Ellen'] = {['language']='English', ['race']='Imperial', ['class']='Dragonknight', ['lore']=''},
['Einga-Önd'] = {['language']='English', ['race']='Nord', ['class']='Dragonknight', ['lore']='Found on a routine ash zombie hunt hiding in the fires of the land of ash, a warrior raised under the Vivvec himself would become a new fiber in the threads of fate.\n\n'},
['Len Redas'] = {['language']='English', ['race']='Dark Elf', ['class']='Dragonknight', ['lore']='A very young-looking Dunmer with candid white hair, extremely pale skin and ruby red eyes.\nBears a dark leather necklace with a pendant that looks like the emblem of House Redoran and it\'s made out of Glass, the same material used for high quality armour.\nHer height is average for her race but her build is very athletic.\nThe only (not always) visible scar is the one under her left clavicle, both frontally and on the back of the shoulder, and looks like it\'s been done by piercing arrow.'},
['Press-F-For-Respects'] = {['language']='English', ['race']='Argonian', ['class']='Dragonknight', ['lore']=''},
['Riidasha'] = {['language']='English', ['race']='Khajiit', ['class']='Nightblade', ['lore']=''},
['Zuahui-Sei'] = {['language']='English', ['race']='Argonian', ['class']='Templar', ['lore']='Alchemist'},
['Rachelle Aquilan'] = {['language']='English', ['race']='Breton', ['class']='Warden', ['lore']=''},
['Mirrah Shard'] = {['language']='English', ['race']='Nord', ['class']='Dragonknight', ['lore']=''},
['Zerayya Reynard'] = {['language']='English', ['race']='Breton', ['class']='Nightblade', ['lore']=''},
['Zegaya gra-Zegula'] = {['language']='English', ['race']='Orc', ['class']='Warden', ['lore']=''},
['Mayyah Shard'] = {['language']='English', ['race']='Imperial', ['class']='Dragonknight', ['lore']=''},
['Mirahnna'] = {['language']='English', ['race']='Dark Elf', ['class']='Warden', ['lore']=''},
['Mayyah al-Rahal'] = {['language']='English', ['race']='Redguard', ['class']='Nightblade', ['lore']=''},
['Vendosa Dathenar'] = {['language']='English', ['race']='Dark Elf', ['class']='Dragonknight', ['lore']=''},
['Ash-Kira'] = {['language']='English', ['race']='Argonian', ['class']='Sorcerer', ['lore']=''},
['Aerlyia'] = {['language']='English', ['race']='Dark Elf', ['class']='Nightblade', ['lore']=''},
['Amaranna Neralaine'] = {['language']='English', ['race']='Breton', ['class']='Warden', ['lore']=''},
['Aney-Wazei'] = {['language']='English', ['race']='Argonian', ['class']='Warden', ['lore']='Aney-Wazei is a somewhat short and curvy argonian woman. She is usually wearing robes of any kind, all of them seem to be kempt well. She usually has a staff that appears to be traditionally argonian on her back. On her hips will be a coin purse and sometimes a leather bound book strapped to her belt. She frequently smells like herbs and flowers.'},
['Vlairon Ivymire'] = {['language']='English', ['race']='Wood Elf', ['class']='Sorcerer', ['lore']=''},
['Ryaad'] = {['language']='English', ['race']='Dark Elf', ['class']='Nightblade', ['lore']=''},
['Haccia Derecus'] = {['language']='English', ['race']='Imperial', ['class']='Dragonknight', ['lore']=''},
['Zebra'] = {['language']='Nada', ['race']='Zebronou', ['class']='Dodo', ['lore']='Test de lore'},
['Nevtha Avaer'] = {['language']='English', ['race']='Dark Elf', ['class']='Nightblade', ['lore']=''},
['Siofrha'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Finniss'] = {['language']='English', ['race']='Breton', ['class']='Templar', ['lore']=''},
['Leith'] = {['language']='English', ['race']='High Elf', ['class']='Warden', ['lore']=''},
['Bruie'] = {['language']='English', ['race']='Wood Elf', ['class']='Sorcerer', ['lore']=''},
['Celyia'] = {['language']='English', ['race']='Imperial', ['class']='Dragonknight', ['lore']='Does anyone actually RP around here?\n'},
['Audren'] = {['language']='English', ['race']='Nord', ['class']='Templar', ['lore']=''},
['Eliseith'] = {['language']='English', ['race']='Imperial', ['class']='Sorcerer', ['lore']='"Elsie"\n\nAA'},
['Jinxi'] = {['language']='English', ['race']='Redguard', ['class']='Nightblade', ['lore']='Can you see this? I totally can\'t.'},
['Lissie'] = {['language']='English', ['race']='Imperial', ['class']='Templar', ['lore']=''},
['Felicity Sanis'] = {['language']='English', ['race']='Breton', ['class']='Nightblade', ['lore']='Well-dress lady often seen with a friendly smile.\nKnown as the proprietor of This and That Import (tiny.cc/thisthat)'},
['Odd Stranger'] = {['language']='English', ['race']='Nord', ['class']='Dragonknight', ['lore']=''},
['Iirnethilirre Rivershade'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Kaida Rivers'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']='Young bosmer usually wearing worn clothes. She have some dirty smudges on her face but the overall look isn\'t dirty, more that she haven\'t been able to buy new ones for some time.'},
['Najma al-Dajani'] = {['language']='English', ['race']='Redguard', ['class']='Sorcerer', ['lore']=''},
['The Umbral'] = {['language']='English', ['race']='Breton', ['class']='Sorcerer', ['lore']='Appearance:\nCarrying a chain whip at her side. (not a dagger..)'},
['Lilth S\'thain'] = {['language']='English', ['race']='Dark Elf', ['class']='Dragonknight', ['lore']=''},
['Vauletta Fausilli'] = {['language']='English', ['race']='Imperial', ['class']='Nightblade', ['lore']=''},
['Sevna Aravvel'] = {['language']='English', ['race']='Dark Elf', ['class']='Warden', ['lore']=''},
['Velika Tizane'] = {['language']='English', ['race']='Breton', ['class']='Sorcerer', ['lore']=''},
['Covessinia Salvello'] = {['language']='English', ['race']='Imperial', ['class']='Sorcerer', ['lore']=''},
['Juhaea Ventrinius'] = {['language']='English', ['race']='Imperial', ['class']='Templar', ['lore']='ESO-RP Profile: https://www.eso-rp.com/forum/m/9324623/viewthread/29977999-colovian-juhaea-ventrinius-just-another-tired-soul/post/129233972%23p129233972\n\nMonster Hunter | Colovian | Mercenary\n\nMulti-Paragraph Roleplay Preferred, but I love to RP with everyone regardless of skill.~'},
['Drogot gro-Murota'] = {['language']='Français', ['race']='Orque^m', ['class']='Chevalier-dragon^m', ['lore']='Maître artisant touche à tout et indépendant,\nSpécialiser dans les commandes peut communes.\n\n\n'},
['Mithari Hallior'] = {['language']='Français', ['race']='Bréton^m', ['class']='Sorcier^m', ['lore']=''},
['Naelynn Fernbrook'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Ji\'Rammo'] = {['language']='Français', ['race']='Khajiit^m', ['class']='Chevalier-dragon^m', ['lore']='Cuisinier personel de Shéogoraht, voyagant sur Nirn pour découvrire de nouvelles saveurs.'},
['Talon\'ka'] = {['language']='English', ['race']='Argonian', ['class']='Sorcerer', ['lore']=''},
['Jann-Yhn Hall'] = {['language']='Français', ['race']='Argonien^m', ['class']='Sorcier^m', ['lore']='Réduit en esclavage et vendu aux telvanis, à peine sortie de l\'oeuf.\nIl servit d\'expérience pour les mages dunmers qui réussir a couper son lien avec l\'hist et le remplacer par un autre de nature daedrique.\n'},
['Annurani'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']='This bosmer looks about 25, equivalent to a 16 year old human. She\'s covered in bizarre tattoos. [If you would know a lot about the magical practices of obscure bosmer cults then you may send me a /tell to learn about the tattoos.] Her eyes wander, either she\'s distracted or movement in her peripheral vision has caught her attention.'},
['Bella the Banker'] = {['language']='English', ['race']='Dark Elf', ['class']='Warden', ['lore']=''},
['Minxie the Mapper'] = {['language']='English', ['race']='Wood Elf', ['class']='Dragonknight', ['lore']=''},
['Aojee-Kuta'] = {['language']='English', ['race']='Argonian', ['class']='Dragonknight', ['lore']=''},
['Chews-The-Cot'] = {['language']='English', ['race']='Argonian', ['class']='Templar', ['lore']='A simple Argonian Shaman. Shorter then most, and clad in but simple clothes.'},
['Swims-Beside-Storms'] = {['language']='English', ['race']='Argonian', ['class']='Sorcerer', ['lore']=''},
['Talon\'Na'] = {['language']='English', ['race']='Argonian', ['class']='Nightblade', ['lore']='Age: 32 (Vampiric)\nHeight: 6\'2"\nWeight: 195 lbs\n\nThis stark white Argoian cuts a dramatic figure. Prefering to keep hoods up and covering the edges of his face, what can be seen is a flash of pale scales with small smattering of black scales. Eyes are like small burning worlds falling into a deep cravace, forming slitted draconic looking eyes, and when the lips pull back not one but two sets of incisors can be easily seen.\n'},
['Kaliio'] = {['language']='English', ['race']='Khajiit', ['class']='Nightblade', ['lore']=''},
['Chloe the Clothier'] = {['language']='English', ['race']='Nord', ['class']='Sorcerer', ['lore']=''},
['Alessondria Lovelyn'] = {['language']='English', ['race']='Breton', ['class']='Sorcerer', ['lore']='AGE: between 17-19\nRACE: half breton half altmer\nPERSONALITY: Entitled, prissy, neat, aloof\nCURRENTLY: Dressed up festive for the season!\n\nAlessondria is a busty, youthful breton yong woman with a spark in golden eyes and a smirk on her pink lips. She wears a her blond hair in braided pigtails and has a revealing dark dress and hat on. Her smile is bright and relaxing. The way she carries herself hints she could be aloof. A lacked choker of Dibella is around her neck.\n\n// more into dominant female breton or altmers\n// English language only'},
['Lorne Pruitt'] = {['language']='English', ['race']='Breton', ['class']='Sorcerer', ['lore']='A cocky, arrogant brat who loves to have a good time. He likes to wear clothing that\'s a bit more revealing than average, and always takes care to look his best.'},
['Jesse Mc Cree'] = {['language']='English', ['race']='Nord', ['class']='Dragonknight', ['lore']=''},
['Ingvar Sombrenuit'] = {['language']='Français', ['race']='Bréton^m', ['class']='Sorcier^m', ['lore']=''},
['Gromsak'] = {['language']='Français', ['race']='Argonien^m', ['class']='Chevalier-dragon^m', ['lore']='Un fier argonien, ou un bréton ? Dur à dire tant à la fois son apparence et ses manières rappellent celles des humains de Glénumbrie.'},
['Raktar gro-Orsinium'] = {['language']='Français', ['race']='Orque^m', ['class']='Templier^m', ['lore']=''},
['Valorron Aedal'] = {['language']='English', ['race']='Redguard', ['class']='Nightblade', ['lore']='Physical Description\nA 173 cm small framed but agile young man. Lighter than usual skin, long hazel braided hair, just a shade darker than his beard which covers most of his face, paired with nearly pitch black eyes.\nHis body marked with a few scars here and there. Has a strong smell of pine and peppermint. \n\nStats\n10/10 health\n10/10 stamina\n274 gold pieces\n\nCurrently\nWandering aimlessly.\n'},
['Connor Northwood'] = {['language']='Français', ['race']='Bréton^m', ['class']='Lame noire^mf', ['lore']='EsoRP developper.\n-\nAge : 26 ans\n\nConnor est un bréton bien plus musclé que la moyenne. Ses muscles sont tout en rondeur, bien hypertrophiés. Il dégage une odeur de transpiration fraîche. Sa pilosité est peu développés, il est presque imberbe.\n----------------------------------------------------------------------\nDon\'t hesitate to whisper me ! ;)'},
['Noellia d\'Emeraude'] = {['language']='Français', ['race']='Khajiit^f', ['class']='Gardienne', ['lore']=''},
['Jagrdecan Rhassa'] = {['language']='English', ['race']='Redguard', ['class']='Nightblade', ['lore']='Physical Description\nA 173 cm small framed but agile young man. Lighter than usual skin, long hazel braided hair, just a shade darker than his beard which covers most of his face, paired with nearly pitch black eyes.\nHis body marked with a few scars here and there. Has a strong smell of pine and peppermint. \n\nStats\n10/10 health\n10/10 stamina\n274 gold pieces\n\nCurrently\nWandering aimlessly.\n'},
['Rhaella Thirohas'] = {['language']='Français', ['race']='Haute-Elfe^f', ['class']='Lame noire^f', ['lore']='Ancienne esclavagiste, je décide suite à un naufrage de me racheter de mes crimes passés, depuis ce triste jour, ma vie à changé, j\'aide un maximum de gens dans le besoin, je n\'hésite pas à défendre mon prochain, sans jamais demander de récompense.\n\nLa reconaissance des gens me suffit, ma seule terreur serait de croiser certains de mes anciens clients ... \n_________________\n\n'},
['Allara Willowwind'] = {['language']='English', ['race']='Wood Elf', ['class']='Dragonknight', ['lore']=''},
['@Allysa_Alt'] = {['language']='English', ['race']='Wood Elf', ['class']='Sorcerer', ['lore']=''},
['@Nilwen_Pineshade'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Aurelia Willow-Pine'] = {['language']='English', ['race']='Wood Elf', ['class']='Warden', ['lore']=''},
['Allindra Willowleaf'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']=''},
['Elyrrya Mooring'] = {['language']='English', ['race']='Breton', ['class']='Nightblade', ['lore']=''},
['Lenara Willowshade'] = {['language']='English', ['race']='Wood Elf', ['class']='Dragonknight', ['lore']=''},
['Ally Pineshade'] = {['language']='English', ['race']='Wood Elf', ['class']='Dragonknight', ['lore']=''},
['Precia Pineshade'] = {['language']='English', ['race']='Wood Elf', ['class']='Sorcerer', ['lore']=''},
['Sidra Pineshade'] = {['language']='English', ['race']='Wood Elf', ['class']='Dragonknight', ['lore']=''},
['Alles Willowwind'] = {['language']='English', ['race']='Wood Elf', ['class']='Dragonknight', ['lore']=''},
['@Allysa_Willowwind'] = {['language']='English', ['race']='Nord', ['class']='Templar', ['lore']=''},
['Amar Lazek'] = {['language']='English', ['race']='Redguard', ['class']='Dragonknight', ['lore']=''},
['Draestasha'] = {['language']='English', ['race']='Dark Elf', ['class']='Sorcerer', ['lore']=''},
['Essa Skullcrush'] = {['language']='English', ['race']='Orc', ['class']='Dragonknight', ['lore']=''},
['Frayedshadow'] = {['language']='English', ['race']='High Elf', ['class']='Sorcerer', ['lore']=''},
['domliness'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']=''},
['Milana Vestra'] = {['language']='English', ['race']='High Elf', ['class']='Nightblade', ['lore']=''},
['Abyssalrains'] = {['language']='English', ['race']='Argonian', ['class']='Templar', ['lore']=''},
['Abyssalvines'] = {['language']='English', ['race']='Argonian', ['class']='Warden', ['lore']=''},
['Aealyn Lovelyn'] = {['language']='English', ['race']='Breton', ['class']='Sorcerer', ['lore']=''},
['Aealyn Lovlyn'] = {['language']='English', ['race']='Imperial', ['class']='Warden', ['lore']=''},
['Kiiaa'] = {['language']='English', ['race']='Argonian', ['class']='Sorcerer', ['lore']=''},
['Farinas Shrike'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']=''},
['Kumensia'] = {['language']='English', ['race']='High Elf', ['class']='Templar', ['lore']=''},
['Shadreias'] = {['language']='English', ['race']='Dark Elf', ['class']='Sorcerer', ['lore']=''},
['Forge-les-morts'] = {['language']='Français', ['race']='Argonien^m', ['class']='Gardien', ['lore']=''},
['Kid Tourist'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']='Real Name: Astraeus Nightseed\nRace: Bosmer\n\nBorn into the influential Nightseed merchant family of Elden Root, Astraeus spent his whole life far away from the green shores of Valenwood.\nFollowing his father, Gwael, in his various business trips, Astraeus lived the first years of his life in conditions of continuous change and relocation.\n\nThe catalytic event of his life happened when he was only 14. The murder of his father from uknown assailants deprived him of his last guardian and stranted him lost and peniless in the Imperial city.\nSeeking refuge in the sewers, he began to get acquainted with the vast underground society of the city, eventually befriending them.\nHis natural Bosmer skills were invaluable for his new outlaw life and gradually his reputation as a thief began to rise.\nShadow became his best friend, bow and dagger his brothers.\n\nAt the close of his 21th year on Nirn, young Astraeus was spotted for the first time in the lands of his ancestral home, Valenwood...\n\n\n'},
['Au-Ral'] = {['language']='English', ['race']='Argonian', ['class']='Sorcerer', ['lore']='(Description to come, but if you see me outside of Murkmire at the moment, I am OOC)\n'},
['Bevinel Berovu'] = {['language']='English', ['race']='Dark Elf', ['class']='Warden', ['lore']='From a single glance, it is already apparent that this slender, youthful looking dunmer knows her magic. The strange ritualistic scars that adorn her face and body, to the alchemy vials on her waist, and her signature hat hint at a long history with Witchcraft.\n\nAs you approach, even more oddities become clear to you. Her stance alone implies that she\'s definitely the scholarly type, and the way her purple-red eyes never seem to rest in one place for too long lends to the idea that she is either paranoid, curious, or both. \n\nDespite the wild, messy looking hair, it\'s clear that this dunmer is at least in the service of nobility, due to the eager but reserved aura that radiates from her.'},
['Astraeus Nightseed'] = {['language']='English', ['race']='Wood Elf', ['class']='Nightblade', ['lore']='Real Name: Astraeus Nightseed\nRace: Bosmer\n\nBorn into the influential Nightseed merchant family of Elden Root, Astraeus spent his whole life far away from the green shores of Valenwood.\nFollowing his father, Gwael, in his various business trips, Astraeus lived the first years of his life in conditions of continuous change and relocation.\n\nThe catalytic event of his life happened when he was only 14. The murder of his father from uknown assailants deprived him of his last guardian and stranted him lost and peniless in the Imperial city.\nSeeking refuge in the sewers, he began to get acquainted with the vast underground society of the city, eventually befriending them.\nHis natural Bosmer skills were invaluable for his new outlaw life and gradually his reputation as a thief began to rise.\nShadow became his best friend, bow and dagger his brothers.\n\nAt the close of his 21th year on Nirn, young Astraeus was spotted for the first time in the lands of his ancestral home, Valenwood..'},
['Do\'Lin'] = {['language']='English', ['race']='Khajiit', ['class']='Dragonknight', ['lore']='This is Lin. His appearance is exactly as you see him. Always with a smile on his face, he radiates and aura of pleasant feelings. Visible on his person is a rucksack, a pack of teleportation stones, a large book hanging on a chain and a colorful lantern.'},
['Salvatore Drach'] = {['language']='English', ['race']='Breton', ['class']='Sorcerer', ['lore']='The rather \'odd\' figure that is Salvatore Drach is, well, just that. Odd.\nCouple of things you will notice, he always wears a mask. \nHe doesn\'t speak but does a rather good job at showing his emotions or general commentary through hand gestures and the ocassional paper with a quill.'},
['Jeer Red-eyes'] = {['language']='English', ['race']='Argonian', ['class']='Nightblade', ['lore']='A quite and reserved argonion only speaking when he needs to. Ussually seen away from the crowd in the corner. A tendency to be anti social but not opposed to indepth conversations about existentialism. \n\nSlender frame and a bit shorter than your average argonion.'},
['Ka\'dora'] = {['language']='English', ['race']='Khajiit', ['class']='Warden', ['lore']=''},
['Tiny Foxy'] = {['language']='English', ['race']='Khajiit', ['class']='Nightblade', ['lore']=''},
['Venerien Adius'] = {['language']='Deutsch', ['race']='Hochelf^m', ['class']='Zauberer^m', ['lore']=''},
['Ciirta Sestius'] = {['language']='Deutsch', ['race']='Bretonin^f||Bretonen^p', ['class']='Templerin^f', ['lore']=''},
['Seryn Arothril'] = {['language']='Deutsch', ['race']='Dunkelelf^m', ['class']='Drachenritter^m', ['lore']=''},
['Valvas Sareannius'] = {['language']='Deutsch', ['race']='Kaiserlicher^m||Kaiserliche^p', ['class']='Drachenritter^m', ['lore']=''},
['Corvus Sejanus'] = {['language']='Deutsch', ['race']='Kaiserlicher^m||Kaiserliche^p', ['class']='Templer^m', ['lore']=''},
['Raktar gro-Bazrog'] = {['language']='Français', ['race']='Orque^m', ['class']='Lame noire^mf', ['lore']=''},
} |
--//////////////////////////////////////////////////////////////////////
--************************
--EnableInputEvent
--************************
EnableInputEvent = {}
EnableInputEvent.__index = EnableInputEvent
setmetatable(EnableInputEvent, {__index = Event})
function EnableInputEvent.new()
local self = setmetatable(Event.new(), EnableInputEvent)
self.name = 'EnableInputEvent'
self.done = false;
return self
end
function EnableInputEvent:update(input, dt)
print('event - enable input')
self.done = true;
engine.enableInput()
end
return EnableInputEvent
|
local opt = vim.opt
local g = vim.g
-- turn off at startup, will be enabled before loading the theme
vim.cmd([[
syntax off
filetype off
filetype plugin indent off
]])
-- disable nvim intro
opt.shortmess:append("sI")
opt.lazyredraw = true
opt.hidden = true -- :h hidden
-- disable builtin vim plugins
g.loaded_gzip = 0
g.loaded_tar = 0
g.loaded_tarPlugin = 0
g.loaded_zipPlugin = 0
g.loaded_2html_plugin = 0
g.loaded_netrw = 0
g.loaded_netrwPlugin = 0
g.loaded_matchit = 0
g.loaded_spec = 0
|
--[[-------------------------------------------------------------------]]--[[
Copyright wiltOS Technologies LLC, 2020
Contact: www.wiltostech.com
----------------------------------------]]--
wOS = wOS or {}
wOS.ALCS = wOS.ALCS or {}
wOS.ALCS.Prestige = wOS.ALCS.Prestige or {}
wOS.ALCS.Prestige.DataStore = wOS.ALCS.Prestige.DataStore or {}
function wOS.ALCS.Prestige.DataStore:UpdateTables()
end
function wOS.ALCS.Prestige.DataStore:Initialize()
if not file.Exists( "wos", "DATA" ) then file.CreateDir( "wos" ) end
if not file.Exists( "wos/advswl", "DATA" ) then file.CreateDir( "wos/advswl" ) end
if not file.Exists( "wos/advswl/prestige", "DATA" ) then file.CreateDir( "wos/advswl/prestige" ) end
end
function wOS.ALCS.Prestige.DataStore:LoadData( ply )
if ply:IsBot() then return end
local steam64 = ply:SteamID64()
local charid = wOS.ALCS:GetCharacterID( ply ) or 1
if charid < 1 then return end
ply.WOS_SkillPrestige = {
Tokens = 0,
Level = 0,
Mastery = {},
}
local read = file.Read( "wos/advswl/prestige/" .. steam64 .. "_" .. charid .. ".txt", "DATA" )
if not read then
local data = util.TableToJSON( ply.WOS_SkillPrestige )
file.Write( "wos/advswl/prestige/" .. steam64 .. "_" .. charid .. ".txt", data )
else
local readdata = util.JSONToTable( read )
ply.WOS_SkillPrestige = table.Copy( readdata )
end
wOS.ALCS.Prestige:TransmitPrestige( ply )
wOS.ALCS.Prestige:ApplyMastery( ply )
end
function wOS.ALCS.Prestige.DataStore:SaveMetaData( ply )
if ply:IsBot() then return end
local steam64 = ply:SteamID64()
if not ply.WOS_SkillPrestige then return end
local charid = wOS.ALCS:GetCharacterID( ply ) or 1
if charid < 1 then return end
local data = util.TableToJSON( ply.WOS_SkillPrestige )
file.Write( "wos/advswl/prestige/" .. steam64 .. "_" .. charid .. ".txt", data )
end
function wOS.ALCS.Prestige.DataStore:SaveMasteryData( ply, mastery, removal )
self:SaveMetaData( ply )
end
function wOS.ALCS.Prestige.DataStore:DeleteData( ply, charid )
if ply:IsBot() then return end
local steam64 = ply:SteamID64()
if charid < 1 then return end
file.Delete( "wos/advswl/prestige/" .. steam64 .. "_" .. charid .. ".txt" )
end
hook.Add("wOS.ALCS.PlayerLoadData", "wOS.ALCS.Prestige.LoadDataForChar", function( ply )
wOS.ALCS.Prestige.DataStore:LoadData( ply )
end )
hook.Add("wOS.ALCS.PlayerDeleteData", "wOS.ALCS.Prestige.DeleteDataForChar", function( ply, charid )
wOS.ALCS.Prestige.DataStore:DeleteData( ply, charid )
end ) |
local laser_beam_blend_mode = "additive"
function make_laser_beam(sound)
local result =
{
type = "beam",
flags = {"not-on-map"},
width = 0.5,
damage_interval = 20,
random_target_offset = true,
action_triggered_automatically = false,
action =
{
type = "direct",
action_delivery =
{
type = "instant",
target_effects =
{
{
type = "damage",
damage = { amount = 10, type = "laser"}
}
}
}
},
head =
{
filename = "__base__/graphics/entity/laser-turret/hr-laser-body.png",
flags = beam_non_light_flags,
line_length = 8,
width = 64,
height = 12,
frame_count = 8,
scale = 0.5,
animation_speed = 0.5,
blend_mode = laser_beam_blend_mode
},
tail =
{
filename = "__base__/graphics/entity/laser-turret/hr-laser-end.png",
flags = beam_non_light_flags,
width = 110,
height = 62,
frame_count = 8,
shift = util.by_pixel(11.5, 1),
scale = 0.5,
animation_speed = 0.5,
blend_mode = laser_beam_blend_mode
},
body =
{
{
filename = "__base__/graphics/entity/laser-turret/hr-laser-body.png",
flags = beam_non_light_flags,
line_length = 8,
width = 64,
height = 12,
frame_count = 8,
scale = 0.5,
animation_speed = 0.5,
blend_mode = laser_beam_blend_mode
}
},
light_animations =
{
head =
{
filename = "__base__/graphics/entity/laser-turret/hr-laser-body-light.png",
line_length = 8,
width = 64,
height = 12,
frame_count = 8,
scale = 0.5,
animation_speed = 0.5,
},
tail =
{
filename = "__base__/graphics/entity/laser-turret/hr-laser-end-light.png",
width = 110,
height = 62,
frame_count = 8,
shift = util.by_pixel(11.5, 1),
scale = 0.5,
animation_speed = 0.5,
},
body =
{
{
filename = "__base__/graphics/entity/laser-turret/hr-laser-body-light.png",
line_length = 8,
width = 64,
height = 12,
frame_count = 8,
scale = 0.5,
animation_speed = 0.5,
}
}
},
ground_light_animations =
{
head =
{
filename = "__base__/graphics/entity/laser-turret/laser-ground-light-head.png",
line_length = 1,
width = 256,
height = 256,
repeat_count = 8,
scale = 0.5,
shift = util.by_pixel(-32, 0),
animation_speed = 0.5,
tint = {0.5, 0.05, 0.05}
},
tail =
{
filename = "__base__/graphics/entity/laser-turret/laser-ground-light-tail.png",
line_length = 1,
width = 256,
height = 256,
repeat_count = 8,
scale = 0.5,
shift = util.by_pixel(32, 0),
animation_speed = 0.5,
tint = {0.5, 0.05, 0.05}
},
body =
{
filename = "__base__/graphics/entity/laser-turret/laser-ground-light-body.png",
line_length = 1,
width = 64,
height = 256,
repeat_count = 8,
scale = 0.5,
animation_speed = 0.5,
tint = {0.5, 0.05, 0.05}
}
}
}
if sound then
result.working_sound =
{
sound =
{
filename = "__base__/sound/fight/laser-beam.ogg",
volume = 0.85
},
max_sounds_per_type = 4
}
result.name = "laser-beam"
else
result.name = "laser-beam-no-sound"
end
return result
end
data:extend(
{
make_laser_beam(true)
}
) |
-- old graphics.lua for psp compat
local defaultfont
local scale = 0.375
local fontscale = 0.6
--default print font
defaultfont = {font=font.load("oneFont.pgf"),size=15}
font.setdefault(defaultfont.font)
--set up stuff
lv1lua.current = {font=defaultfont,color=color.new(255,255,255,255)}
function love.graphics.newImage(filename)
img = image.load(lv1lua.dataloc.."game/"..filename)
if lv1luaconf.imgscale == true then
image.scale(img,scale*100)
end
return img
end
function love.graphics.draw(drawable,x,y,r,sx,sy)
if not x then x = 0 end
if not y then y = 0 end
if sx and not sy then sy = sx end
--scale 1280x720 to 480x270(psp)
if lv1luaconf.imgscale == true or lv1luaconf.resscale == true then
x = x * scale; y = y * scale
end
if r then
image.rotate(drawable,(r/math.pi)*180) --radians to degrees
end
if sx then
image.resize(drawable,image.getrealw(drawable)*sx,image.getrealh(drawable)*sy)
end
if drawable then
image.blit(drawable,x,y,color.a(lv1lua.current.color))
end
end
function love.graphics.newFont(setfont, setsize)
if tonumber(setfont) then
setsize = setfont
elseif not setsize then
setsize = 12
end
if tonumber(setfont) or lv1lua.isPSP then
setfont = defaultfont.font
elseif setfont then
setfont = font.load(lv1lua.dataloc.."game/"..setfont)
end
local table = {
font = setfont;
size = setsize;
}
return table
end
function love.graphics.setFont(setfont,setsize)
if not lv1lua.isPSP and setfont then
lv1lua.current.font = setfont
else
lv1lua.current.font = defaultfont
end
if setsize then
lv1lua.current.font.size = setsize
end
end
function love.graphics.print(text,x,y)
local fontsize = lv1lua.current.font.size/18.5
if not x then x = 0 end
if not y then y = 0 end
--scale 1280x720 to 480x270(psp)
if lv1luaconf.imgscale == true or lv1luaconf.resscale == true then
x = x * scale; y = y * scale
fontsize = fontsize*fontscale
end
if text then
screen.print(lv1lua.current.font.font,x,y,text,fontsize,lv1lua.current.color)
end
end
function love.graphics.setColor(r,g,b,a)
if not a then a = 255 end
lv1lua.current.color = color.new(r,g,b,a)
end
function love.graphics.setBackgroundColor(r,g,b)
screen.clear(color.new(r,g,b))
end
function love.graphics.rectangle(mode, x, y, w, h)
--scale 1280x720 to 480x270(psp)
if lv1luaconf.imgscale == true or lv1luaconf.resscale == true then
x = x * scale; y = y * scale; w = w * scale; h = h * scale
end
if mode == "fill" then
draw.fillrect(x, y, w, h, lv1lua.current.color)
elseif mode == "line" then
draw.rect(x, y, w, h, lv1lua.current.color)
end
end
function love.graphics.line(x1,y1,x2,y2)
draw.line(x1,y1,x2,y2,lv1lua.current.color)
end
function love.graphics.circle(x,y,radius)
draw.circle(x,y,radius,lv1lua.current.color,30)
end
|
ENT.Base = "base_brush"
ENT.Type = "brush"
function ENT:StartTouch(ent)
if ent and ent:IsValid()then
if(ent:GetClass() == "minigolf_ball")then
ent:GetGolfer():ChatPrint("Ball went out of bounds! Resetting in a second...")
ent:SetRenderMode(RENDERMODE_TRANSALPHA)
ent:SetColor(Color(255, 0, 0, 150))
timer.Simple(1, function()
if(IsValid(ent))then
ent:MoveToPos(ent:GetStart():GetPos())
ent:SetColor(Color(255,255,255, 255))
end
end)
end
end
end
|
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by xuanc.
--- DateTime: 2020/2/3 上午10:54
--- Description: 添加任务
---
-- 任务Hash
local taskKey = KEYS[1];
-- 等待队列
local waitingKey = KEYS[2];
-- field in taskKey
local hashField = ARGV[1]
-- 任务序列化对象
local taskObject = ARGV[2];
-- 有序集合值
local waitingValue = ARGV[3]
-- 任务执行时间
local taskExecTime = ARGV[4];
-- 放入任务Hash
redis.call('HSET', taskKey, hashField, taskObject);
-- 添加到等待队列
redis.call('ZADD', waitingKey, taskExecTime, waitingValue);
return nil |
test_run = require('test_run').new()
test_run:cmd("create server master with script='replication/master1.lua'")
test_run:cmd('start server master')
test_run:cmd("switch master")
errinj = box.error.injection
errinj.set("ERRINJ_RELAY_FINAL_SLEEP", true)
engine = test_run:get_cfg('engine')
box.schema.user.grant('guest', 'replication')
s = box.schema.space.create('test', {engine = engine});
index = s:create_index('primary')
fiber = require('fiber')
ch = fiber.channel(1)
done = false
function repl_f() local i = 0 while not done do s:replace({i, i}) fiber.sleep(0.001) i = i + 1 end ch:put(i) end
_ = fiber.create(repl_f)
test_run:cmd("create server replica with rpl_master=master, script='replication/replica.lua'")
test_run:cmd("start server replica")
test_run:cmd("switch replica")
test_run:cmd("switch master")
done = true
count = ch:get()
errinj.set("ERRINJ_RELAY_FINAL_SLEEP", false)
test_run:cmd("switch replica")
test_run:cmd("setopt delimiter ';'")
-- Wait for all tuples to be inserted on replica
test_run:wait_cond(function()
return box.space.test.index.primary:max()[1] == test_run:eval('master', 'count')[1] - 1
end);
test_run:cmd("setopt delimiter ''");
replica_count = box.space.test.index.primary:count() master_count = test_run:eval('master', 'count')[1]
-- Verify that there are the same amount of tuples on master and replica
replica_count == master_count or {replica_count, master_count}
-- Cleanup.
test_run:cmd('switch default')
test_run:drop_cluster({'master', 'replica'})
|
if not momoIRTweak.technology then momoIRTweak.technology = {} end
function momoIRTweak.DumpTechnologies()
momoIRTweak.dumpRecipesText = "Technology dump \n"
for i, r in pairs(data.raw.technology) do
momoIRTweak.DumpTable(r)
momoIRTweak.dumpText = momoIRTweak.dumpText .. "\n"
end
momoIRTweak.Log(momoIRTweak.dumpText)
end
function momoIRTweak.technology.FindFromRecipe(recipeName)
for i, t in pairs(data.raw.technology) do
if (t.effects) then
for j, e in pairs(t.effects) do
if (e.type == "unlock-recipe") then
if (e.recipe == recipeName) then
return i
end
end
end
end
end
end
function momoIRTweak.technology.FindAllFromRecipe(recipeName)
local results = {}
for i, t in pairs(data.raw.technology) do
if (t.effects) then
for j, e in pairs(t.effects) do
if (e.type == "unlock-recipe") then
if (e.recipe == recipeName) then
table.insert(results, i)
end
end
end
end
end
return results
end
function momoIRTweak.technology.AddUnitCount(technologyName, addAmount)
if (data.raw.technology[technologyName]) then
local data = data.raw.technology[technologyName]
data.unit.count = data.unit.count + addAmount
else
momoIRTweak.Log("no technology with name to add unit : " .. tostring(technologyName))
end
end
function momoIRTweak.technology.AddUnlockEffect(technologyName, recipeName, overrideEnabled)
if (data.raw.technology[technologyName]) then
table.insert(data.raw.technology[technologyName].effects, {
type = "unlock-recipe",
recipe = recipeName
})
return true
else
if overrideEnabled == nil then overrideEnabled = true end
if overrideEnabled then
momoIRTweak.recipe.ValidateRecipe(recipeName, function(recipe)
recipe.enabled = true
end)
end
momoIRTweak.Log("no technology with name to add unlock : " .. tostring(technologyName) .. "\n recipe name with be enabled : " .. recipeName)
return false
end
end
function momoIRTweak.technology.RemoveUnlockEffect(technologyName, recipeName)
if (data.raw.technology[technologyName]) then
for i, e in pairs(data.raw.technology[technologyName].effects) do
if (e.type == "unlock-recipe") then
if (e.recipe == recipeName) then
data.raw.technology[technologyName].effects[i] = nil
return true
end
end
end
else
momoIRTweak.Log("no technology with name to remove unlock : " .. tostring(technologyName))
end
return false
end
function momoIRTweak.technology.HasIngredient(technology, ingredientToCheck)
local technologyName = momoIRTweak.GetName(technology)
local tech = data.raw.technology[technologyName]
if (tech) then
for index, ingredient in pairs(tech.unit.ingredients) do
if (ingredient[1] == ingredientToCheck) then
return true
end
end
else
momoIRTweak.Log("no technology with name to check ingredient : " .. tostring(technologyName))
return false
end
return false
end
function momoIRTweak.technology.ReplaceIngredient(technology, tableMapping)
local technologyName = momoIRTweak.GetName(technology)
local tech = data.raw.technology[technologyName]
if (tech) then
for _, ingredient in pairs(tech.unit.ingredients) do
local name = ingredient[1]
if tableMapping[name] then
local replacer = tableMapping[name]
local oldAmount = 0
if (momoIRTweak.technology.HasIngredient(technology, replacer)) then
for index, unitIngredient in pairs(tech.unit.ingredients) do
if (unitIngredient[1] == replacer) then
oldAmount = oldAmount + unitIngredient[2]
tech.unit.ingredients[index] = nil
end
end
end
ingredient[1] = replacer
ingredient[2] = ingredient[2] + oldAmount
end
end
return true
else
momoIRTweak.Log("no technology with name to replace ingredients : " .. tostring(technologyName))
return false
end
end
function momoIRTweak.technology.ClonePrototype(technologyName, newName)
if (data.raw.technology[technologyName]) then
local tech = momoIRTweak.DeepCopy(data.raw.technology[technologyName])
tech.name = newName
return tech
else
momoIRTweak.Log("no technology with name to clone : " .. tostring(technologyName))
return false
end
end
function momoIRTweak.technology.SetPrerequire(technology, prerequireTable)
local technology = data.raw.technology[momoIRTweak.GetName(technologyName)]
if (type(technology) ~= "table") then
error("technology.SetPrerequire no technlogy with name " .. technologyName)
end
if (type(prerequireTable) == "table") then
technology.prerequisites = prerequireTable
elseif (type(prerequireTable) == "string") then
technology.prerequisites = { prerequireTable }
else
error("technology.SetPrerequire need table or string got " .. type(prerequireTable))
end
end
function momoIRTweak.technology.SetUnit(technology, ingredientsTable, timeUse, count)
if (type(technology) == "table") then
technology.unit = {}
technology.unit.count = count
technology.unit.time = timeUse
technology.unit.ingredients = ingredientsTable
else
error("technology.SetUnit need table got " .. type(techonlogy))
end
end
function momoIRTweak.technology.ClearEffects(technology)
if (type(technology) == "table") then
technology.effects = {}
else
error("technology.SetUnit need table got " .. type(techonlogy))
end
end
|
TestClass = { }
TestClass.__index = TestClass
TestClass.ClassVariable = "test"
-- Constructor
function TestClass.Create()
local Class = {}
setmetatable(Class, TestClass)
return Class
end
-- Print class variable value
function TestClass:Print()
print(self.ClassVariable)
end
function main()
class = TestClass.Create()
class:Print()
end |
-- get Boilerplate for Translations
local S = cannabis.S
local path = cannabis.path
minetest.register_node("cannabis:canapa_ice", {
description = S("Hemp ice"),
drawtype = "plantlike",
tiles = {"cannabis_canapa_ice.png"},
inventory_image = "cannabis_canapa_ice.png",
wield_image = "cannabis_canapa_ice.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, 0.5, 0.3}
},
groups = {snappy = 3, flammable = 2},
sounds ={"cannabis_canapa_s"},
drop = {
max_items = 3,
items = {
{items = {"cannabis:canapa_ice"}, rarity = 1 },
{items = {"cannabis:canapa_ice_leaves"}, rarity = 1 },
--{items = {"cannabis:canapa_ice_seed"}, rarity = 1 },
}
},
after_dig_node = function(pos, node, metadata, digger)
cannabis.dig_up_ice(pos, node, digger)
end,
})
--____________________________________
if minetest.get_modpath("farming") then
function minetest.grow_canapa_ice(pos, node)
pos.y = pos.y - 1
local name = minetest.get_node(pos).name
if name ~= "farming:soil_wet"
then
return
end
if not minetest.find_node_near(pos, 5, {"default:water"}) then
return
end
pos.y = pos.y + 1
local height = 0
while node.name == "cannabis:canapa_ice" and height < 6 do
height = height + 1
pos.y = pos.y + 1
node = minetest.get_node(pos)
end
if height==6 then
minetest.set_node(pos, {name = "cannabis:flowering_ice"})
else
if height == 6 or node.name ~= "air" then
return
end
minetest.set_node(pos, {name = "cannabis:canapa_ice"})
return true
end
end
end
--___________________________________
--function
-- Dig upwards function for dig_up 2 elements
--
function cannabis.dig_up_ice(pos, node, digger)
if digger == nil then return end
local np = {x = pos.x, y = pos.y + 1, z = pos.z}
local nn = minetest.get_node(np)
if nn.name == node.name or nn.name == "cannabis:flowering_ice" then
minetest.node_dig(np, nn, digger)
end
end
--____________________________________
function minetest.grow_canapa_ice(pos, node)
pos.y = pos.y - 1
local name = minetest.get_node(pos).name
if name ~= "default:sand"
and name ~= "farming:soil_wet"
--and name ~= "farming:soil"
and name ~= "default:silver_sand"
and name ~= "default:dirt_with_snow"
and name ~= "default:permafrost_with_moss"
and name ~= "default:dirt"
and name ~= "default:dirt_with_coniferous_litter" then
return
end
if not minetest.find_node_near(pos, 5, {"default:snow"}) then
return
end
--[[if minetest.get_modpath("farming") then
local name=minetest.get_node(pos).name
if name ~= "farming:soil_wet" then
return
end
end
if minetest.get_modpath("farming") then
if not minetest.find_node_near(pos, 5, {"default:water"}) then
return
end
end]]
pos.y = pos.y + 1
local height = 0
while node.name == "cannabis:canapa_ice" and height < 6 do
height = height + 1
pos.y = pos.y + 1
node = minetest.get_node(pos)
end
if height==6 then
minetest.set_node(pos, {name = "cannabis:flowering_ice"})
else
if height == 6 or node.name ~= "air" then
return
end
minetest.set_node(pos, {name = "cannabis:canapa_ice"})
return true
end
end
--mapgen
minetest.register_abm({
label = "Grow canapa ice",
nodenames = {"cannabis:canapa_ice"},
neighbors ={ "default:silver_sand",
"default:dirt",
"default:sand",
"default:dirt_with_snow",
"default:dirt_with_coniferous_litter",
"default:permafrost_with_moss",},
interval = 2,
chance = 10,
action = function(...)
minetest.grow_canapa_ice(...)
end
})
--___________________________________________________________
if minetest.get_modpath("default") then
minetest.register_decoration({
deco_type = "simple",
place_on = {"default:silver_sand",
"default:dirt",
"default:sand",
"default:dirt_with_snow",
"default:dirt_with_coniferous_litter",
"default:permafrost_with_moss",
},
sidelen = 16,
noise_params = {
offset = -0.3,
scale = 0.7,
spread = {x = 100, y =100, z =100},
seed = 354,
octaves = 1,
persist = 1
},
biomes = {
"taiga",
"coniferous_forest",
"tundra",
"snowy_grassland",
"cold_desert",
"tundra_beach",
"delicious_forest_shore",
"floatland_coniferous_forest"},
y_min = 6,
y_max = 31000,
decoration = "cannabis:canapa_ice",
height = 2,
height_max = 7,
spawn_by ="default:snow",
num_spawn_by = 1,
})
end
minetest.register_node('cannabis:seedling_i', {
description = S("Hemp ice(seedling)"),
drawtype = 'plantlike',
waving = 1,
tiles = { '1hemp_seedling_ice.png' },
inventory_image = '1hemp_seedling_ice.png',
wield_image = '1hemp_seedling_ice.png',
sunlight_propagates = true,
paramtype = 'light',
walkable = false,
groups = { snappy = 3, poisonivy=1, flora_block=1 },
sounds ={"cannabis_canapa_s3"},
buildable_to = true,
})
minetest.register_node('cannabis:sproutling_i', {
description = S("Hemp ice (sproutling)"),
drawtype = 'plantlike',
waving = 1,
tiles = { 'hemp_sproutling_ice.png' },
inventory_image = 'hemp_sproutling_ice.png',
wield_image = 'hemp_sproutling_ice.png',
sunlight_propagates = true,
paramtype = 'light',
walkable = false,
groups = { snappy = 3, poisonivy=1, flora_block=1 },
sounds ={"cannabis_canapa_s3"},
buildable_to = true,
})
minetest.register_node('cannabis:climbing_i', {
description = S("Hemp ice (climbing plant)"),
drawtype = 'signlike',
tiles = { 'hemp_climbing_ice.png' },
inventory_image = 'hemp_climbing_ice.png',
wield_image = 'hemp_climbing_ice.png',
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = 'wallmounted',
walkable = false,
groups = { snappy = 3, poisonivy=1, flora_block=1 },
sounds ={"cannabis_canapa_s3"},
selection_box = {
type = "wallmounted",
--wall_side = = <default>
},
buildable_to = true,
})
minetest.register_node('cannabis:flowering_ice', {
description = S("Hemp (Ice flowering)"),
drawtype = 'plantlike',
waving = 1,
tiles = { 'cannabis_canapa_ice_flower.png' },
sunlight_propagates = true,
paramtype = 'light',
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, 0.5, 0.3}
},
groups = { snappy = 3, poisonivy=1, flora_block=1 },
sounds ={"cannabis_canapa_s3"},
buildable_to = true,
drop = {
max_items = 3,
items = {
{items = {"cannabis:canapa_ice_flower"}, rarity = 1 },
{items = {"cannabis:canapa_ice_seed"}, rarity = 1 },
}}
})
|
memory.usememorydomain("EWRAM")
local m = {[0]=0x03C62A,[1]=0x03C6A6,[2]=0x03C722,[3]=0x03C79E}
while true do
for i = 0, 3 do
if (memory.readbyte(m[i]) == 0) then
local p = memory.readbyte(0x03C1D8)
if (i == 0) and (p == 1) then
joypad.set({Left = 1})
elseif (i == 0) and (p == 2) then
joypad.set({B = 1})
elseif (i == 0) and (p == 3) then
joypad.set({Left = 1})
elseif (i == 1) and (p == 0) then
joypad.set({Right = 1})
elseif (i == 1) and (p == 2) then
joypad.set({B = 1})
elseif (i == 1) and (p == 3) then
joypad.set({Left = 1})
elseif (i == 2) and (p == 0) then
joypad.set({Right = 1})
elseif (i == 2) and (p == 1) then
joypad.set({A = 1})
elseif (i == 2) and (p == 3) then
joypad.set({Left = 1})
elseif (i == 3) and (p == 0) then
joypad.set({Right = 1})
elseif (i == 3) and (p == 1) then
joypad.set({A = 1})
elseif (i == 3) and (p == 2) then
joypad.set({Right = 1})
end
end
end
emu.frameadvance()
end |
--[[---------------------------------------------------------
Name: RunAI - Called from the engine every 0.1 seconds
-----------------------------------------------------------]]
function ENT:RunAI( strExp )
-- If we're running an Engine Side behaviour
-- then return true and let it get on with it.
if ( self:IsRunningBehavior() ) then
return true
end
-- If we're doing an engine schedule then return true
-- This makes it do the normal AI stuff.
if ( self:DoingEngineSchedule() ) then
return true
end
-- If we're currently running a schedule then run it.
if ( self.CurrentSchedule ) then
self:DoSchedule( self.CurrentSchedule )
end
-- If we have no schedule (schedule is finished etc)
-- Then get the derived NPC to select what we should be doing
if ( !self.CurrentSchedule ) then
self:SelectSchedule()
end
-- Do animation system
self:MaintainActivity()
end
--[[---------------------------------------------------------
Name: SelectSchedule - Set the schedule we should be
playing right now.
-----------------------------------------------------------]]
function ENT:SelectSchedule( iNPCState )
self:SetSchedule( SCHED_IDLE_WANDER )
end
--[[---------------------------------------------------------
Name: StartSchedule - Start a Lua schedule. Not to be
confused with SetSchedule which starts an Engine based
schedule.
-----------------------------------------------------------]]
function ENT:StartSchedule( schedule )
self.CurrentSchedule = schedule
self.CurrentTaskID = 1
self:SetTask( schedule:GetTask( 1 ) )
end
--[[---------------------------------------------------------
Name: DoSchedule - Runs a Lua schedule.
-----------------------------------------------------------]]
function ENT:DoSchedule( schedule )
if ( self.CurrentTask ) then
self:RunTask( self.CurrentTask )
end
if ( self:TaskFinished() ) then
self:NextTask( schedule )
end
end
--[[---------------------------------------------------------
Name: ScheduleFinished
-----------------------------------------------------------]]
function ENT:ScheduleFinished()
self.CurrentSchedule = nil
self.CurrentTask = nil
self.CurrentTaskID = nil
end
--[[---------------------------------------------------------
Name: DoSchedule - Set the current task.
-----------------------------------------------------------]]
function ENT:SetTask( task )
self.CurrentTask = task
self.bTaskComplete = false
self.TaskStartTime = CurTime()
self:StartTask( self.CurrentTask )
end
--[[---------------------------------------------------------
Name: NextTask - Start the next task in specific schedule.
-----------------------------------------------------------]]
function ENT:NextTask( schedule )
-- Increment task id
self.CurrentTaskID = self.CurrentTaskID + 1
-- If this was the last task then finish up.
if ( self.CurrentTaskID > schedule:NumTasks() ) then
self:ScheduleFinished( schedule )
return
end
-- Switch to next task
self:SetTask( schedule:GetTask( self.CurrentTaskID ) )
end
--[[---------------------------------------------------------
Name: StartTask - called once on starting task
-----------------------------------------------------------]]
function ENT:StartTask( task )
task:Start( self.Entity )
end
--[[---------------------------------------------------------
Name: RunTask - called every think on running task.
The actual task function should tell us when
the task is finished.
-----------------------------------------------------------]]
function ENT:RunTask( task )
task:Run( self.Entity )
end
--[[---------------------------------------------------------
Name: TaskTime - Returns how many seconds we've been
doing this current task
-----------------------------------------------------------]]
function ENT:TaskTime()
return CurTime() - self.TaskStartTime
end
--[[---------------------------------------------------------
Name: OnTaskComplete - Called from the engine when
TaskComplete is called. This allows us to move
onto the next task - even when TaskComplete was
called from an engine side task.
-----------------------------------------------------------]]
function ENT:OnTaskComplete()
self.bTaskComplete = true
end
--[[---------------------------------------------------------
Name: TaskFinished - Returns true if the current
running Task is finished.
-----------------------------------------------------------]]
function ENT:TaskFinished()
return self.bTaskComplete
end
--[[---------------------------------------------------------
Name: StartTask
Start the task. You can use this to override engine
side tasks. Return true to not run default stuff.
-----------------------------------------------------------]]
function ENT:StartEngineTask( iTaskID, TaskData )
end
--[[---------------------------------------------------------
Name: RunTask
Run the task. You can use this to override engine
side tasks. Return true to not run default stuff.
-----------------------------------------------------------]]
function ENT:RunEngineTask( iTaskID, TaskData )
end
--[[---------------------------------------------------------
These functions handle the engine schedules
When an engine schedule is set the engine calls StartEngineSchedule
Then when it's finished it calls EngineScheduleFinishHelp me decide
-----------------------------------------------------------]]
function ENT:StartEngineSchedule( scheduleID ) self:ScheduleFinished() self.bDoingEngineSchedule = true end
function ENT:EngineScheduleFinish() self.bDoingEngineSchedule = nil end
function ENT:DoingEngineSchedule() return self.bDoingEngineSchedule end
function ENT:OnCondition( iCondition )
--Msg( self, " Condition: ", iCondition, " - ", self:ConditionName(iCondition), "\n" )
end
|
-- KEYS: [1]job:sleeping, [2]job:ready, [3]job:counter
-- ARGS: [1]currentTime
local jobs=redis.call('zrangebyscore', KEYS[1], '-inf', ARGV[1])
local count = table.maxn(jobs)
local batchsize = 64
if count>0 then
-- Comments: add to the Ready Job list
local i = 1
while i<=count do
local j = 1
local batchJobs={}
while i<=count and j<=batchsize do
batchJobs[j]= jobs[i];
i=i+1
j=j+1
end
redis.call('lpush', KEYS[2], unpack(batchJobs))
end
-- Comments: remove from Sleeping Job sorted set
redis.call('zremrangebyscore', KEYS[1], '-inf', ARGV[1])
-- Comments: incr Dispatch counter
redis.call('incrby', KEYS[3], count);
return count;
end |
--[[
Function Name: CalcView
Syntax: Don't ever call this manually.
Returns: Nothing.
Notes: Used to calculate view angles.
Purpose: Feature
]]--
SWEP.AttachmentViewOffset = Angle(0,0,0)
local blankvecbak = Vector(0,0,0)
local blankvec = Vector(0,0,0)
local blankang = Angle(0,0,0)
function SWEP:CalcView(ply, pos, ang, fov)
if !ang then return end
if ply != LocalPlayer() then return end
local vm = ply:GetViewModel()
if !IsValid(vm) then return end
if !CLIENT then return end
local viewbobintensity = 0.2 * GetConVarNumber("cl_tfa_viewbob_intensity",1)
pos, ang = self:CalculateBob( pos, ang, -viewbobintensity, true )
if self.CameraAngCache then
ang:RotateAroundAxis(ang:Right(),self.CameraAngCache.p*viewbobintensity*5)
ang:RotateAroundAxis(ang:Up(),self.CameraAngCache.y*viewbobintensity*5)
ang:RotateAroundAxis(ang:Forward(),self.CameraAngCache.r*viewbobintensity*3)
end
local vb_d, vb_r
vb_d = GetConVarNumber("cl_tfa_viewbob_drawing",1)
vb_r = GetConVarNumber("cl_tfa_viewbob_reloading",1)
if ( ( ( vb_d==1 and self:GetDrawing() ) or ( vb_r==1 and self:GetReloading() ) ) and self.AllowViewAttachment ) then
local threshold = 0.325 --Time before the animation actually finishes, that we start reverting.
local spd = 260
local attpos,attang
attpos = blankvec
attang = blankang
local att = vm:GetAttachment(self:GetFPMuzzleAttachment())
if att and att.Pos and ( (self:GetReloading() and self:GetReloadingEnd()-CurTime()>threshold and vb_r==1) or (self:GetDrawing() and self:GetDrawingEnd()-CurTime()>threshold and vb_d==1) ) then
if self.DefaultAtt and self.DefaultAtt.Pos then
attpos,attang = WorldToLocal(att.Pos,att.Ang,self.DefaultAtt.Pos,self.DefaultAtt.Ang)
else
attpos,attang = WorldToLocal(att.Pos,att.Ang,self.Owner:GetShootPos(),self.Owner:EyeAngles())
end
--ang:RotateAroundAxis(ang:Forward(),attang.r/10)
end
self.AttachmentViewOffset.p=math.ApproachAngle(self.AttachmentViewOffset.p,attang.p,FrameTime()*spd)
self.AttachmentViewOffset.y=math.ApproachAngle(self.AttachmentViewOffset.y,attang.y,FrameTime()*spd)
self.AttachmentViewOffset.y=math.ApproachAngle(self.AttachmentViewOffset.r,attang.r,FrameTime()*spd)
ang:RotateAroundAxis(ang:Right(),-self.AttachmentViewOffset.p/5*viewbobintensity*(self.CameraAngCache and 0.25 or 1) )
ang:RotateAroundAxis(ang:Up(),-self.AttachmentViewOffset.y/10*viewbobintensity*(self.CameraAngCache and 0.25 or 1) )
ang:RotateAroundAxis(ang:Up(),-self.AttachmentViewOffset.r/20*viewbobintensity*(self.CameraAngCache and 0.25 or 1) )
end
return pos, ang , fov
end |
--- Kaliel's Tracker
--- Copyright (c) 2012-2020, Marouan Sabbagh <mar.sabbagh@gmail.com>
--- All Rights Reserved.
---
--- This file is part of addon Kaliel's Tracker.
local addonName, KT = ...
local M = KT:NewModule(addonName.."_ActiveButton")
KT.ActiveButton = M
local _DBG = function(...) if _DBG then _DBG("KT", ...) end end
-- WoW API
local InCombatLockdown = InCombatLockdown
local db, dbChar
local KTF = KT.frame
local bar = ExtraActionBarFrame
local eventFrame
--------------
-- Internal --
--------------
local function UpdateHotkey()
local key = GetBindingKey("EXTRAACTIONBUTTON1")
local button = KTF.ActiveButton
local hotkey = button.HotKey
local text = db.qiActiveButtonBindingShow and GetBindingText(key, 1) or ""
ClearOverrideBindings(button)
if key then
SetOverrideBindingClick(button, false, key, button:GetName())
end
if text == "" then
hotkey:SetText(RANGE_INDICATOR)
hotkey:Hide()
else
hotkey:SetText(text)
hotkey:Show()
end
end
local function SetFrames()
-- Event frame
if not eventFrame then
eventFrame = CreateFrame("Frame")
eventFrame:SetScript("OnEvent", function(_, event, ...)
_DBG("Event - "..event, true)
if event == "QUEST_WATCH_LIST_CHANGED" or
event == "ZONE_CHANGED" or
event == "QUEST_POI_UPDATE" or
event == "UPDATE_EXTRA_ACTIONBAR" then
M:Update()
elseif event == "UPDATE_BINDINGS" then
UpdateHotkey()
end
end)
end
eventFrame:RegisterEvent("QUEST_WATCH_LIST_CHANGED")
eventFrame:RegisterEvent("ZONE_CHANGED")
eventFrame:RegisterEvent("QUEST_POI_UPDATE")
eventFrame:RegisterEvent("UPDATE_EXTRA_ACTIONBAR")
eventFrame:RegisterEvent("UPDATE_BINDINGS")
-- Button frame
if not KTF.ActiveButton then
local name = addonName.."ActiveButton"
local button = CreateFrame("Button", name, bar, "SecureActionButtonTemplate")
button:SetSize(52, 52)
button:SetPoint("CENTER", 0, 0.5)
button.icon = button:CreateTexture(name.."Icon", "BACKGROUND")
button.icon:SetPoint("TOPLEFT", 0, -1)
button.icon:SetPoint("BOTTOMRIGHT", 0, -1)
button.Style = button:CreateTexture(name.."Style", "OVERLAY")
button.Style:SetSize(256, 128)
button.Style:SetPoint("CENTER", -2, 0)
button.Style:SetTexture("Interface\\ExtraButton\\ChampionLight")
button.Count = button:CreateFontString(name.."Count", "OVERLAY", "NumberFontNormal")
button.Count:SetJustifyH("RIGHT")
button.Count:SetPoint("BOTTOMRIGHT", button.icon, -2, 2)
button.Cooldown = CreateFrame("Cooldown", name.."Cooldown", button, "CooldownFrameTemplate")
button.Cooldown:ClearAllPoints()
button.Cooldown:SetPoint("TOPLEFT", 4, -4)
button.Cooldown:SetPoint("BOTTOMRIGHT", -3, 2)
button.HotKey = button:CreateFontString(name.."HotKey", "ARTWORK", "NumberFontNormalSmallGray")
button.HotKey:SetSize(30, 10)
button.HotKey:SetJustifyH("RIGHT")
button.HotKey:SetText(RANGE_INDICATOR)
button.HotKey:SetPoint("TOPRIGHT", button.icon, -2, -7)
button.text = button:CreateFontString(name.."Text", "ARTWORK", "NumberFontNormalSmall")
button.text:SetSize(20, 10)
button.text:SetJustifyH("LEFT")
button.text:SetPoint("TOPLEFT", button.icon, 4, -7)
button:SetScript("OnEvent", QuestObjectiveItem_OnEvent)
button:SetScript("OnUpdate", QuestObjectiveItem_OnUpdate)
button:SetScript("OnShow", QuestObjectiveItem_OnShow)
button:SetScript("OnHide", QuestObjectiveItem_OnHide)
button:SetScript("OnEnter", QuestObjectiveItem_OnEnter)
button:SetScript("OnLeave", QuestObjectiveItem_OnLeave)
button:RegisterForClicks("AnyUp")
button:SetAttribute("type","item")
button:SetPushedTexture("Interface\\Buttons\\UI-Quickslot-Depress")
do local tex = button:GetPushedTexture()
tex:SetPoint("TOPLEFT", 0, -1)
tex:SetPoint("BOTTOMRIGHT", 0, -1)
end
button:SetHighlightTexture("Interface\\Buttons\\ButtonHilight-Square", "ADD")
do local tex = button:GetHighlightTexture()
tex:SetPoint("TOPLEFT", 0, -1)
tex:SetPoint("BOTTOMRIGHT", 0, -1)
end
button:Hide()
KT:Masque_AddButton(button, 2)
KTF.ActiveButton = button
end
end
--------------
-- External --
--------------
function M:OnInitialize()
_DBG("|cffffff00Init|r - "..self:GetName(), true)
self.timer = 0
self.timerID = nil
db = KT.db.profile
dbChar = KT.db.char
end
function M:OnEnable()
_DBG("|cff00ff00Enable|r - "..self:GetName(), true)
SetFrames()
self:Update()
end
function M:OnDisable()
_DBG("|cffff0000Disable|r - "..self:GetName(), true)
eventFrame:UnregisterAllEvents()
bar.button:SetAlpha(1)
if not HasExtraActionBar() then
bar.intro:Stop()
bar:SetAlpha(0)
bar:Hide()
end
KTF.ActiveButton:Hide()
ClearOverrideBindings(KTF.ActiveButton)
end
function M:Update(id)
if not db.qiActiveButton then return end
local button
local abutton = KTF.ActiveButton
local autoShowTooltip = false
if id then
button = KT:GetFixedButton(id)
if GameTooltip:IsShown() and GameTooltip:GetOwner() == abutton then
QuestObjectiveItem_OnLeave(abutton)
autoShowTooltip = true
end
abutton.block = button.block
abutton.text:SetText(button.num)
if autoShowTooltip then
QuestObjectiveItem_OnEnter(abutton)
end
return
end
if InCombatLockdown() then return end
local closestQuestID
local minDistSqr = 30625
if not dbChar.collapsed then
for questID, button in pairs(KT.fixedButtons) do
if QuestHasPOIInfo(questID) then
local distSqr, onContinent = GetDistanceSqToQuest(button:GetID())
if onContinent and distSqr <= minDistSqr then
minDistSqr = distSqr
closestQuestID = questID
end
end
end
end
if closestQuestID and not HasExtraActionBar() then
button = KT:GetFixedButton(closestQuestID)
if abutton.questID ~= closestQuestID or not bar:IsShown() or not HasExtraActionBar() then
if GameTooltip:IsShown() and GameTooltip:GetOwner() == abutton then
QuestObjectiveItem_OnLeave(abutton)
autoShowTooltip = true
end
bar.outro:Stop()
bar:SetAlpha(1)
bar:Show()
bar.button:SetAlpha(0)
bar.button:Hide()
abutton:Show()
abutton.block = button.block
abutton.questID = closestQuestID
abutton:SetID(button:GetID())
abutton.charges = button.charges
abutton.rangeTimer = button.rangeTimer
SetItemButtonTexture(abutton, button.item)
SetItemButtonCount(abutton, button.charges)
QuestObjectiveItem_UpdateCooldown(abutton)
abutton:SetAttribute("item", button.link)
UpdateHotkey()
UIParent_ManageFramePositions()
if autoShowTooltip then
QuestObjectiveItem_OnEnter(abutton)
end
end
abutton.text:SetText(button.num)
elseif bar:IsShown() then
bar.intro:Stop()
if HasExtraActionBar() then
bar:SetAlpha(1)
bar.button:SetAlpha(1)
bar.button:Show()
else
bar:SetAlpha(0)
bar:Hide()
end
abutton:Hide()
ClearOverrideBindings(abutton)
end
self.timer = 0
end |
-- resty-gitweb@pages/refs.lua
-- Refs page builder
-- Copyright (c) 2020 Joshua 'joshuas3' Stockin
-- <https://git.joshstock.in/resty-gitweb>
-- This software is licensed under the MIT License.
local utils = require("utils/utils")
local git = require("git/git")
local builder = require("utils/builder")
local tabulate = require("utils/tabulate")
local nav = require("utils/nav")
local _M = function(repo, repo_dir, branch)
local build = builder:new()
-- Breadcrumb navigation and repository description
local breadcrumb_nav = {
{string.format("/%s", repo.name), repo.name},
{string.format("/%s/refs", repo.name), "refs"},
}
build{
build.h2{nav(breadcrumb_nav, " / ")},
build.p{repo.description}
}
-- Navigation links
local navlinks = {
{string.format("/%s/download", repo.name), "Download"},
{string.format("/%s/refs", repo.name), "<b>Refs</b>"},
{string.format("/%s/log/%s", repo.name, branch.name), "Commit Log"},
{string.format("/%s/tree/%s", repo.name, branch.name), "Files"}
}
for _, special in pairs(repo.specialfiles) do -- create nav items for special files
local split = string.split(special, " ")
table.insert(navlinks, {
string.format("/%s/blob/%s/%s", repo.name, branch.name, split[2]),
split[1]
})
end
build{
build.div{nav(navlinks)}
}
-- Refs
local all_refs = git.list_refs(repo.obj)
-- Branches
if #all_refs.heads > 0 then
build{build.h3{"Branches"}}
local branches_table_data = {}
branches_table_data.class = "branches"
branches_table_data.headers = {
{"name", "Name"},
{"ref", "Ref"},
{"has", "Hash"}
}
branches_table_data.rows = {}
for _, b in pairs(all_refs.heads) do
table.insert(branches_table_data.rows, {
b.name ~= branch.name and b.name or b.name.." <b>(HEAD)</b>",
string.format([[<a href="/%s/tree/%s">%s</a>]], repo.name, b.name, b.full),
string.format([[<a href="/%s/commit/%s">%s</a>]], repo.name, b.hash, b.shorthash)
})
end
build{tabulate(branches_table_data)}
end
-- Tags
if #all_refs.tags > 0 then
build{build.h3{"Tags"}}
local tags_table_data = {}
tags_table_data.class = "tags"
tags_table_data.headers = {
{"name", "Name"},
{"ref", "Ref"},
{"has", "Hash"}
}
tags_table_data.rows = {}
for _, t in pairs(all_refs.tags) do
table.insert(tags_table_data.rows, {
t.name ~= branch.name and t.name or t.name.." <b>(HEAD)</b>",
string.format([[<a href="/%s/tree/%s">%s</a>]], repo.name, t.name, t.full),
string.format([[<a href="/%s/commit/%s">%s</a>]], repo.name, t.hash, t.shorthash)
})
end
build{tabulate(tags_table_data)}
end
return build
end
return _M
|
--Molotov Cocktail_[rev002]
--base code is from throwing enhanced and potions mods
local MOD_NAME = minetest.get_current_modname()
local MOD_PATH = minetest.get_modpath(MOD_NAME)
local Vec3 = dofile(MOD_PATH..'/lib/Vec3_1-0.lua')
minetest.register_craftitem('more_fire:molotov_cocktail', {
description = 'Molotov Cocktail',
inventory_image = 'more_fire_molotov_cocktail.png',
on_place = function(itemstack, user, pointed_thing)
itemstack:take_item()
minetest.sound_play('more_fire_shatter', {gain = 1.0})
n = minetest.env:get_node(pointed_thing)
if pointed_thing.type == 'node' then
minetest.env:add_node(pointed_thing.above, {name='more_fire:napalm'})
minetest.sound_play('more_fire_ignite', {pos,pos})
end
--Shattered glass Particles
minetest.add_particlespawner({
amount = 40,
time = 0.1,
minpos = pointed_thing.above,
maxpos = pointed_thing.above,
minvel = {x=2, y=0.2, z=2},
maxvel = {x=-2, y=0.5, z=-2},
minacc = {x=0, y=-6, z=0},
maxacc = {x=0, y=-10, z=0},
minexptim = 0.5,
maxexptime = 2,
minsize = 0.2,
maxsize = 5,
collisiondetection = true,
texture = 'more_fire_shatter.png'})
--fire ember particles
minetest.add_particlespawner({
amount = 100,
time = 0.1,
minpos = pointed_thing.above,
maxpos = pointed_thing.above,
minvel = {x=-2, y=0.5, z=-2},
maxvel = {x=2, y=0.5, z=2},
minacc = {x=0, y=-10, z=0},
maxacc = {x=0, y=-6, z=0},
minexptime = 2,
maxexptime = 3,
minsize = 0.25,
maxsize = 0.5,
collisiondetection = true,
texture = 'more_fire_spark.png'})
local dir = Vec3(user:get_look_dir()) *20
minetest.add_particle(
{x=user:getpos().x, y=user:getpos().y+1.5, z=user:getpos().z}, {x=dir.x, y=dir.y, z=dir.z}, {x=0, y=-10, z=0}, 0.2,
6, false, 'more_fire_molotov_cocktail.png')
return itemstack
end,
})
local function throw_cocktail(item, player)
local playerpos = player:getpos()
local obj = minetest.add_entity({x=playerpos.x,y=playerpos.y+1.625,z=playerpos.z}, 'more_fire:molotov_entity')
local dir = player:get_look_dir()
obj:setvelocity({x=dir.x*30, y=dir.y*30, z=dir.z*30})
obj:setacceleration({x=dir.x*-3, y=-dir.y^8*80-10, z=dir.z*-3})
if not minetest.setting_getbool('creative_mode') then
item:take_item()
end
return item
end
local radius = 5.0
local function add_effects(pos, radius)
minetest.add_particlespawner({
amount = 10,
time = 0.2,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x=-2, y=-2, z=-2},
maxvel = {x=2, y=-4, z=2},
minacc = {x=0, y=-4, z=0},
--~ maxacc = {x=-20, y=-50, z=-50},
minexptime = 1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
texture = 'more_fire_spark.png',
})
minetest.add_particlespawner({
amount = 10,
time = 0.2,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x=-1.25, y=-1.25, z=-1.25},
maxvel = {x=0.5, y=-4, z=0.5},
minacc = {x=1.25, y=-1.25, z=1.25},
--~ maxacc = {x=-20, y=-50, z=-50},
minexptime =1,
maxexptime = 1.5,
minsize = 1,
maxsize = 2,
texture = 'more_fire_spark.png',
})
end
local function napalm(pos)
minetest.sound_play('more_fire_ignite', {pos=pos, gain=1})
minetest.set_node(pos, {name='more_fire:napalm'})
minetest.get_node_timer(pos):start(5.0)
add_effects(pos, radius)
end
local MORE_FIRE_MOLOTOV_ENTITY = {
timer=0,
collisionbox = {0,0,0,0,0,0},
physical = false,
textures = {'more_fire_molotov_cocktail.png'},
lastpos={},
}
MORE_FIRE_MOLOTOV_ENTITY.on_step = function(self, dtime)
self.timer = self.timer + dtime
local pos = self.object:getpos()
local node = minetest.get_node(pos)
minetest.add_particlespawner({
amount = 10,
time = 0.5,
minpos = pos,
maxpos = pos,
minvel = {x=-0, y=0, z=-0.5},
maxvel = {x=0, y=0, z=-0.75},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 0.5,
maxexptime = 1,
minsize = 0.25,
maxsize = 0.5,
texture = 'more_fire_smoke.png',
})
minetest.add_particlespawner({
amount = 100,
time = 0.25,
minpos = pos,
maxpos = pos,
minvel = {x=-0, y=0, z=-0.5},
maxvel = {x=0, y=0, z=-0.75},
minacc = {x=0, y=0, z=-0.75},
maxacc = {x=-0, y=0, z=-0.5},
minexptime = 0.25,
maxexptime = 0.5,
minsize = 0.5,
maxsize = 0.75,
texture = 'more_fire_spark.png',
})
if self.timer>0.2 then
local objs = minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1)
for k, obj in pairs(objs) do
if obj:get_luaentity() ~= nil then
if obj:get_luaentity().name ~= 'more_fire:molotov_entity' and obj:get_luaentity().name ~= '__builtin:item' then
if self.node ~= '' then
minetest.sound_play('more_fire_shatter', {gain = 1.0})
for dx=-3,3 do
for dy=-3,3 do
for dz=-3,3 do
local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local n = minetest.env:get_node(pos).name
if minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <= 20 then
minetest.sound_play('more_fire_ignite', {pos = self.lastpos})
minetest.env:set_node(p, {name='more_fire:napalm'})
else
--minetest.env:remove_node(p)
minetest.sound_play('more_fire_ignite', {pos = self.lastpos})
minetest.env:set_node(p, {name='fire:basic_flame'})
end
end
end
end
end
self.object:remove()
end
else
if self.node ~= '' then
minetest.sound_play('more_fire_shatter', {gain = 1.0})
for dx=-2,2 do
for dy=-2,2 do
for dz=-2,2 do
local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local n = minetest.env:get_node(pos).name
if minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <= 20 then
minetest.sound_play('more_fire_ignite', {pos = self.lastpos})
minetest.env:set_node(p, {name='more_fire:napalm'})
else
--minetest.env:remove_node(p)
minetest.sound_play('more_fire_ignite', {pos = self.lastpos})
minetest.env:set_node(p, {name='fire:basic_flame'})
end
end
end
end
end
self.object:remove()
end
end
end
if self.lastpos.x~=nil then
if node.name ~= 'air' then
if self.node ~= '' then
minetest.sound_play('more_fire_shatter', {gain = 1.0})
for dx=-1,1 do
for dy=-1,1 do
for dz=-1,1 do
local p = {x=pos.x+dx, y=pos.y+dy, z=pos.z+dz}
local n = minetest.env:get_node(pos).name
if minetest.registered_nodes[n].groups.flammable or math.random(1, 100) <= 20 then
minetest.sound_play('more_fire_ignite', {pos = self.lastpos})
minetest.env:set_node(p, {name='more_fire:napalm'})
else
--minetest.env:remove_node(p)
minetest.sound_play('more_fire_ignite', {pos = self.lastpos})
minetest.env:set_node(p, {name='fire:basic_flame'})
end
end
end
end
end
self.object:remove()
napalm(self.lastpos)
end
end
self.lastpos={x=pos.x, y=pos.y, z=pos.z}
end
minetest.register_entity('more_fire:molotov_entity', MORE_FIRE_MOLOTOV_ENTITY)
minetest.override_item('more_fire:molotov_cocktail', {on_use = throw_cocktail})
minetest.register_node('more_fire:napalm', {
drawtype = 'firelike',
tiles = {{
name='fire_basic_flame_animated.png',
animation={type='vertical_frames', aspect_w=16, aspect_h=16, length=1},
}},
inventory_image = 'fire_basic_flame.png',
light_source = 14,
groups = {igniter=1,dig_immediate=3, not_in_creative_inventory =1, not_in_craft_guide=1},
drop = '',
walkable = false,
buildable_to = true,
damage_per_second = 4,
})
minetest.register_abm({
nodenames={'more_fire:napalm'},
neighbors={'air'},
interval = 1,
chance = 1,
action = function(pos,node,active_object_count,active_object_count_wider)
minetest.add_particlespawner({
amount = 200,
time = 3,
minpos = pos,
maxpos = pos,
minvel = {x=2, y=-0.2, z=2},
maxvel = {x=-2, y=-0.5, z=-2},
minacc = {x=0, y=-6, z=0},
maxacc = {x=0, y=-10, z=0},
minexptime = 2,
maxexptime = 6,
minsize = 0.05,
maxsize = 0.5,
collisiondetection = false,
texture = 'more_fire_spark.png'})
minetest.add_particlespawner({
amount = 20,
time = 2,
minpos = pos,
maxpos = pos,
minvel = {x=-2, y=2, z=-2},
maxvel = {x=1, y=3, z=1},
minacc = {x=0, y=6, z=0},
maxacc = {x=0, y=2, z=0},
minexptime = 1,
maxexptime = 3,
minsize = 3,
maxsize = 5,
collisiondetection = false,
texture = 'more_fire_smoke.png'})
minetest.add_particlespawner({
amount = 10,
time = 4,
minpos = pos,
maxpos = pos,
minvel = {x=0, y= 3, z=0},
maxvel = {x=0, y=5, z=0},
minacc = {x=0.1, y=0.5, z=-0.1},
maxacc = {x=-0.2, y=2, z=0.2},
minexptime = 1,
maxexptime = 3,
minsize = 1,
maxsize = 3,
collisiondetection = false,
texture = 'more_fire_smoke.png'})
local r = 0-- Radius for destroying
for x = pos.x-r, pos.x+r, 1 do
for y = pos.y-r, pos.y+r, 1 do
for z = pos.z-r, pos.z+r, 1 do
local cpos = {x=x,y=y,z=z}
if minetest.env:get_node(cpos).name == 'more_fire:napalm' then
minetest.env:set_node(cpos,{name='fire:basic_flame'})
end
if math.random(0,1) == 1
or minetest.env:get_node(cpos).name == 'more_fire:napalm'
then
minetest.env:remove_node(cpos)
end
end
end
end
end,
})
minetest.register_abm({
nodenames={'fire:basic_flame'},
neighbors={'air'},
interval = 1,
chance = 2,
action = function(pos, node)
if
minetest.get_node({x=pos.x, y=pos.y+1.0, z=pos.z}).name == 'air' and
minetest.get_node({x=pos.x, y=pos.y+2.0, z=pos.z}).name == 'air'
then
minetest.add_particlespawner({
amount = 30,
time = 2,
minpos = pos,
maxpos = pos,
minvel = {x=-2, y=2, z=-2},
maxvel = {x=1, y=3, z=1},
minacc = {x=0, y=6, z=0},
maxacc = {x=0, y=2, z=0},
minexptime = 1,
maxexptime = 3,
minsize = 10,
maxsize = 20,
collisiondetection = false,
texture = 'more_fire_smoke.png'})
minetest.add_particlespawner({
amount = 15,
time = 4,
minpos = pos,
maxpos = pos,
minvel = {x=0, y= 3, z=0},
maxvel = {x=0, y=5, z=0},
minacc = {x=0.1, y=0.5, z=-0.1},
maxacc = {x=-0.2, y=2, z=0.2},
minexptime = 1,
maxexptime = 3,
minsize = 5,
maxsize = 10,
collisiondetection = false,
texture ='more_fire_smoke.png'})
end
end
})
--crafting recipes
minetest.register_craft( {
output = 'more_fire:molotov_cocktail',
recipe = {
{'farming:cotton'},
{'more_fire:oil'},
{'vessels:glass_bottle'},
}
})
-- fuel recipes
minetest.register_craft({
type = 'fuel',
recipe = 'more_fire:molotov_cocktail',
burntime = 5,
})
|
--- Utility to simplify the mapping of buffer local bindings
-- @param mode str The mode in which the mapping takes place,
-- this will be one of 'n' for normal mode, 'i' for insert mode
-- or 'v' for visual mode.
-- @param key str The key code that will be used in the mapping
function BufMapper(mode, key, result)
vim.api.nvim_buf_set_keymap(0, mode, key, result, { noremap = true, silent = true })
end
--- Utility to simplify the mapping of global bindings
-- @param mode str The mode in which the mapping takes place,
-- this will be one of 'n' for normal mode, 'i' for insert mode
-- or 'v' for visual mode.
-- @param key str The key code that will be used in the mapping
function Mapper(mode, key, result)
vim.api.nvim_set_keymap(mode, key, result, { noremap = true, silent = true })
end
function Command(name, code)
vim.cmd("command! -nargs=0 " .. name .. " " .. code)
end
--- Utility for the creation of autocommand groups
--- @param definitions table A table mapping the name of the group to the
--- definitions that are used within it.
function nvim_create_augroups(definitions)
for group_name, definition in pairs(definitions) do
vim.api.nvim_command("augroup " .. group_name)
vim.api.nvim_command("autocmd!")
for _, def in ipairs(definition) do
local command = table.concat(vim.tbl_flatten({ "autocmd", def }), " ")
vim.api.nvim_command(command)
end
vim.api.nvim_command("augroup END")
end
end
|
return {
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "cannonPower",
number = 250
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "attackRating",
number = 250
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "loadSpeed",
number = 250
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 250
}
},
{
type = "BattleBuffAddBulletAttr",
trigger = {
"onBulletCreate"
},
arg_list = {
attr = "cri",
number = 0.05,
index = {
1
}
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "cannonPower",
number = 300
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "attackRating",
number = 300
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "loadSpeed",
number = 300
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 300
}
},
{
type = "BattleBuffAddBulletAttr",
trigger = {
"onBulletCreate"
},
arg_list = {
attr = "cri",
number = 0.066,
index = {
1
}
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "cannonPower",
number = 350
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "attackRating",
number = 350
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "loadSpeed",
number = 350
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 350
}
},
{
type = "BattleBuffAddBulletAttr",
trigger = {
"onBulletCreate"
},
arg_list = {
attr = "cri",
number = 0.082,
index = {
1
}
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "cannonPower",
number = 400
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "attackRating",
number = 400
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "loadSpeed",
number = 400
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 400
}
},
{
type = "BattleBuffAddBulletAttr",
trigger = {
"onBulletCreate"
},
arg_list = {
attr = "cri",
number = 0.1,
index = {
1
}
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "cannonPower",
number = 450
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "attackRating",
number = 450
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "loadSpeed",
number = 450
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 450
}
},
{
type = "BattleBuffAddBulletAttr",
trigger = {
"onBulletCreate"
},
arg_list = {
attr = "cri",
number = 0.116,
index = {
1
}
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "cannonPower",
number = 500
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "attackRating",
number = 500
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "loadSpeed",
number = 500
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 500
}
},
{
type = "BattleBuffAddBulletAttr",
trigger = {
"onBulletCreate"
},
arg_list = {
attr = "cri",
number = 0.132,
index = {
1
}
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "cannonPower",
number = 550
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "attackRating",
number = 550
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "loadSpeed",
number = 550
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 550
}
},
{
type = "BattleBuffAddBulletAttr",
trigger = {
"onBulletCreate"
},
arg_list = {
attr = "cri",
number = 0.15,
index = {
1
}
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "cannonPower",
number = 600
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "attackRating",
number = 600
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "loadSpeed",
number = 600
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 600
}
},
{
type = "BattleBuffAddBulletAttr",
trigger = {
"onBulletCreate"
},
arg_list = {
attr = "cri",
number = 0.166,
index = {
1
}
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "cannonPower",
number = 650
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "attackRating",
number = 650
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "loadSpeed",
number = 650
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 650
}
},
{
type = "BattleBuffAddBulletAttr",
trigger = {
"onBulletCreate"
},
arg_list = {
attr = "cri",
number = 0.182,
index = {
1
}
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "cannonPower",
number = 700
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "attackRating",
number = 700
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "loadSpeed",
number = 700
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 700
}
},
{
type = "BattleBuffAddBulletAttr",
trigger = {
"onBulletCreate"
},
arg_list = {
attr = "cri",
number = 0.2,
index = {
1
}
}
}
}
},
time = 0,
name = "黛朵QE",
init_effect = "jinengchufared",
picture = "",
desc = "属性提升",
stack = 5,
id = 12942,
icon = 12940,
last_effect = "",
blink = {
1,
0,
0,
0.3,
0.3
},
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "cannonPower",
number = 250
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "attackRating",
number = 250
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "loadSpeed",
number = 250
}
},
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 250
}
},
{
type = "BattleBuffAddBulletAttr",
trigger = {
"onBulletCreate"
},
arg_list = {
attr = "cri",
number = 0.05,
index = {
1
}
}
}
}
}
|
return
{
tiles =
{
{"stone-path", {x = -15, y = -10}},
{"stone-path", {x = -15, y = -8}},
{"concrete", {x = -15, y = -7}},
{"concrete", {x = -15, y = -6}},
{"concrete", {x = -15, y = -5}},
{"concrete", {x = -15, y = -4}},
{"concrete", {x = -15, y = -2}},
{"concrete", {x = -15, y = 4}},
{"concrete", {x = -15, y = 5}},
{"stone-path", {x = -14, y = -10}},
{"stone-path", {x = -14, y = -9}},
{"concrete", {x = -14, y = -8}},
{"concrete", {x = -14, y = -7}},
{"concrete", {x = -14, y = -6}},
{"concrete", {x = -14, y = -5}},
{"concrete", {x = -14, y = -4}},
{"stone-path", {x = -14, y = -3}},
{"concrete", {x = -14, y = -2}},
{"concrete", {x = -14, y = 4}},
{"concrete", {x = -14, y = 5}},
{"stone-path", {x = -13, y = -9}},
{"concrete", {x = -13, y = -3}},
{"concrete", {x = -13, y = -2}},
{"stone-path", {x = -13, y = 4}},
{"concrete", {x = -13, y = 5}},
{"stone-path", {x = -12, y = -9}},
{"concrete", {x = -12, y = -3}},
{"concrete", {x = -12, y = -2}},
{"concrete", {x = -12, y = 4}},
{"stone-path", {x = -12, y = 5}},
{"stone-path", {x = -11, y = -9}},
{"concrete", {x = -11, y = -3}},
{"concrete", {x = -11, y = -2}},
{"stone-path", {x = -11, y = 4}},
{"stone-path", {x = -11, y = 5}},
{"stone-path", {x = -10, y = -10}},
{"stone-path", {x = -10, y = -9}},
{"concrete", {x = -10, y = -3}},
{"concrete", {x = -10, y = -2}},
{"stone-path", {x = -10, y = 4}},
{"stone-path", {x = -10, y = 5}},
{"stone-path", {x = -9, y = -10}},
{"concrete", {x = -9, y = -9}},
{"concrete", {x = -9, y = -3}},
{"stone-path", {x = -9, y = -2}},
{"stone-path", {x = -9, y = -1}},
{"stone-path", {x = -9, y = 0}},
{"stone-path", {x = -9, y = 2}},
{"concrete", {x = -9, y = 3}},
{"stone-path", {x = -9, y = 4}},
{"concrete", {x = -9, y = 5}},
{"concrete", {x = -8, y = -10}},
{"concrete", {x = -8, y = -9}},
{"concrete", {x = -8, y = -3}},
{"concrete", {x = -8, y = -2}},
{"stone-path", {x = -8, y = -1}},
{"stone-path", {x = -8, y = 0}},
{"stone-path", {x = -8, y = 1}},
{"stone-path", {x = -8, y = 2}},
{"concrete", {x = -8, y = 3}},
{"concrete", {x = -8, y = 4}},
{"concrete", {x = -8, y = 5}},
{"concrete", {x = -5, y = -10}},
{"concrete", {x = -5, y = -9}},
{"concrete", {x = -5, y = -8}},
{"stone-path", {x = -5, y = -7}},
{"stone-path", {x = -5, y = -6}},
{"stone-path", {x = -5, y = -5}},
{"stone-path", {x = -5, y = -4}},
{"stone-path", {x = -5, y = 2}},
{"stone-path", {x = -5, y = 3}},
{"concrete", {x = -5, y = 4}},
{"concrete", {x = -5, y = 5}},
{"concrete", {x = -4, y = -10}},
{"stone-path", {x = -4, y = -9}},
{"concrete", {x = -4, y = -8}},
{"concrete", {x = -4, y = -7}},
{"stone-path", {x = -4, y = -6}},
{"stone-path", {x = -4, y = -5}},
{"stone-path", {x = -4, y = -4}},
{"stone-path", {x = -4, y = -2}},
{"stone-path", {x = -4, y = 2}},
{"stone-path", {x = -4, y = 3}},
{"stone-path", {x = -4, y = 4}},
{"concrete", {x = -4, y = 5}},
{"concrete", {x = -3, y = -10}},
{"concrete", {x = -3, y = -9}},
{"stone-path", {x = -3, y = 4}},
{"stone-path", {x = -3, y = 5}},
{"concrete", {x = -2, y = -10}},
{"concrete", {x = -2, y = -9}},
{"stone-path", {x = -2, y = 4}},
{"stone-path", {x = -2, y = 5}},
{"concrete", {x = -1, y = -10}},
{"concrete", {x = -1, y = -9}},
{"concrete", {x = -1, y = 4}},
{"concrete", {x = -1, y = 5}},
{"concrete", {x = 0, y = -10}},
{"concrete", {x = 0, y = -9}},
{"concrete", {x = 0, y = 4}},
{"concrete", {x = 0, y = 5}},
{"stone-path", {x = 1, y = -10}},
{"concrete", {x = 1, y = -9}},
{"concrete", {x = 1, y = -8}},
{"concrete", {x = 1, y = -7}},
{"concrete", {x = 1, y = -6}},
{"stone-path", {x = 1, y = -5}},
{"stone-path", {x = 1, y = -4}},
{"concrete", {x = 1, y = -3}},
{"concrete", {x = 1, y = -2}},
{"concrete", {x = 1, y = -1}},
{"concrete", {x = 1, y = 0}},
{"concrete", {x = 1, y = 1}},
{"concrete", {x = 1, y = 2}},
{"concrete", {x = 1, y = 3}},
{"stone-path", {x = 1, y = 4}},
{"stone-path", {x = 1, y = 5}},
{"stone-path", {x = 2, y = -10}},
{"stone-path", {x = 2, y = -9}},
{"stone-path", {x = 2, y = -8}},
{"stone-path", {x = 2, y = -7}},
{"concrete", {x = 2, y = -6}},
{"concrete", {x = 2, y = -5}},
{"concrete", {x = 2, y = -4}},
{"concrete", {x = 2, y = -3}},
{"concrete", {x = 2, y = -2}},
{"concrete", {x = 2, y = 0}},
{"concrete", {x = 2, y = 1}},
{"concrete", {x = 2, y = 2}},
{"concrete", {x = 2, y = 3}},
{"concrete", {x = 2, y = 4}},
{"stone-path", {x = 2, y = 5}},
{"concrete", {x = 5, y = -10}},
{"stone-path", {x = 5, y = -9}},
{"concrete", {x = 5, y = -8}},
{"concrete", {x = 5, y = -7}},
{"concrete", {x = 5, y = -6}},
{"stone-path", {x = 5, y = -5}},
{"stone-path", {x = 5, y = -4}},
{"stone-path", {x = 5, y = -3}},
{"concrete", {x = 5, y = 4}},
{"concrete", {x = 6, y = -10}},
{"stone-path", {x = 6, y = -9}},
{"concrete", {x = 6, y = -8}},
{"concrete", {x = 6, y = -7}},
{"concrete", {x = 6, y = -6}},
{"concrete", {x = 6, y = -5}},
{"concrete", {x = 6, y = -4}},
{"stone-path", {x = 6, y = -3}},
{"stone-path", {x = 6, y = -2}},
{"concrete", {x = 6, y = 4}},
{"concrete", {x = 6, y = 5}},
{"concrete", {x = 7, y = -10}},
{"concrete", {x = 7, y = -9}},
{"concrete", {x = 7, y = -3}},
{"concrete", {x = 7, y = -2}},
{"stone-path", {x = 7, y = 4}},
{"concrete", {x = 7, y = 5}},
{"concrete", {x = 8, y = -10}},
{"concrete", {x = 8, y = -9}},
{"concrete", {x = 8, y = -3}},
{"concrete", {x = 8, y = -2}},
{"concrete", {x = 8, y = 4}},
{"concrete", {x = 9, y = -10}},
{"concrete", {x = 9, y = -9}},
{"concrete", {x = 9, y = -3}},
{"concrete", {x = 9, y = -2}},
{"concrete", {x = 9, y = 4}},
{"concrete", {x = 10, y = -10}},
{"stone-path", {x = 10, y = -9}},
{"concrete", {x = 10, y = -3}},
{"concrete", {x = 10, y = -2}},
{"concrete", {x = 10, y = 4}},
{"concrete", {x = 10, y = 5}},
{"stone-path", {x = 11, y = -10}},
{"stone-path", {x = 11, y = -9}},
{"concrete", {x = 11, y = -3}},
{"concrete", {x = 11, y = -2}},
{"concrete", {x = 11, y = -1}},
{"concrete", {x = 11, y = 0}},
{"stone-path", {x = 11, y = 1}},
{"stone-path", {x = 11, y = 3}},
{"stone-path", {x = 11, y = 4}},
{"concrete", {x = 11, y = 5}},
{"stone-path", {x = 12, y = -10}},
{"stone-path", {x = 12, y = -3}},
{"concrete", {x = 12, y = -2}},
{"stone-path", {x = 12, y = -1}},
{"stone-path", {x = 12, y = 0}},
{"stone-path", {x = 12, y = 1}},
{"stone-path", {x = 12, y = 4}},
{"concrete", {x = 12, y = 5}},
}
}
|
--[[
This is a rough test implementation of the Language Server Protocol to get
things started.
This only works with absolute input paths which are part of a workspace
configured properly for the clangd LSP server.
Temp files in /tmp/ are not deleted.
To synchronize I/O using stdin/stdout, the script sleeps after each call.
1. Copy this Lua JSON parser to your current directory:
https://github.com/rxi/json.lua
2. Setup your project for clangd (ie provide a compile_flags.txt file)
3. Call the plugin with the project direcory and the source file as
--plug-in-param parameter:
highlight --plug-in plugins/outhtml_lsp_clangd.lua -I keystore.cpp
--plug-in-param '/home/andre/Projekte/git/highlight/src/:/home/andre/Projekte/git/highlight/src/core/keystore.cpp'
> ~/Projekte/test_out/lsp.html
]]
Description="Add tooltips based on clangd LSP output (WIP - very slow - Linux only - see contained info)"
Categories = {"language-server-protocol", "html" }
-- optional parameter: syntax description
function syntaxUpdate(desc)
if (desc ~= "C and C++") then
return
end
if (HL_OUTPUT ~= HL_FORMAT_HTML and HL_OUTPUT ~= HL_FORMAT_XHTML) then
return
end
tmp_file = "/tmp/lsp_client_"..os.time()
json = require "json" -- https://github.com/rxi/json.lua
--inotify = require 'inotify' -- https://github.com/hoelzro/linotify
function html_escape(s)
return (string.gsub(s, "[}{\">/<'&]", {
["&"] = "&",
["<"] = "<",
[">"] = ">",
['"'] = """,
["'"] = "'",
["/"] = "/"
}))
end
function fibonacci(n)
local function inner(m)
if m < 2 then
return m
end
return inner(m-1) + inner(m-2)
end
return inner(n)
end
function sleep(s)
local ntime = os.time() + s
repeat until os.time() > ntime
end
function readResponse(fr)
j = nil
x = fr:read("*line")
if string.find(x, 'Content-Length:', 1, true) then
numBytes = tonumber(x:sub(17))
fr:read("*line")
x = fr:read(numBytes)
j = json.decode(x)
end
return j
end
function initServer(fw, root_uri)
init_request = {}
params = {}
params.processId = 0
params.rootUri = root_uri
params.capabilities = {}
init_request.jsonrpc = "2.0"
init_request.id = 1
init_request.method = "initialize"
init_request.params = params
json_s = json.encode(init_request)
init_cmd = "Content-Length: ".. #json_s.."\n\n"..json_s
fw:write(init_cmd)
fw:flush()
sleep(1)
end
function openDocument(fw, input_file)
fs = io.open(input_file, "r")
if fs==nil then return false end
source_text = fs:read("*a")
fs:close()
doc_request = {}
params = {}
params.textDocument = {}
params.textDocument.uri = "file://"..input_file
params.textDocument.languageId = "cpp"
params.textDocument.version = 1
params.textDocument.text = source_text
doc_request.jsonrpc = "2.0"
doc_request.method = "textDocument/didOpen"
doc_request.params = params
json_s = json.encode(doc_request)
init_cmd = "Content-Length: ".. #json_s.."\n\n"..json_s
fw:write(init_cmd)
fw:flush()
sleep(5) -- TODO maybe wait for textDocument/publishDiagnostics line in stdin
return true
end
function hover(fw, line, col, input_file)
hover_request = {}
params = {}
params.textDocument = {}
params.textDocument.uri = "file://"..input_file
params.position = {}
params.position.line = line
params.position.character = col
hover_request.id = 1
hover_request.jsonrpc = "2.0"
hover_request.method = "textDocument/hover"
hover_request.params = params
json_s = json.encode(hover_request)
init_cmd = "Content-Length: ".. #json_s.."\n\n"..json_s
fw:write(init_cmd)
fw:flush()
fibonacci(32)
return true
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
args=string.split(HL_PLUGIN_PARAM, ':')
if #args~=2 then return end
clangd_cmd= "clangd >"..tmp_file
fw = io.popen(clangd_cmd, "w")
initServer(fw, "file://"..args[1])
fr = io.open(tmp_file, "r+")
init_res = readResponse(fr)
--TODO set in Lua state
input_source = args[2]
if init_res.result.serverInfo.name=='clangd' then
if openDocument(fw, input_source) then
readResponse(fr)
end
end
function Decorate(token, state, kwclass, lcs, line, col)
if ( state ~= HL_STANDARD and state ~= HL_KEYWORD) then
return
end
hover(fw, line-1, col+1, input_source)
hover_res = readResponse(fr)
if hover_res.result then
tooltip = html_escape(hover_res.result.contents.value)
return '<span title="'..tooltip..'">'..token .. '</span>'
end
end
end
Plugins={
{ Type="lang", Chunk=syntaxUpdate },
}
|
local citylights = require("citylights.colors")
local theme = {}
theme.loadSyntax = function()
-- LuaFormatter off
-- Syntax highlight groups
local syntax = {
Type = { fg = citylights.purple }, -- int, long, char, etc.
StorageClass = { fg = citylights.cyan }, -- static, register, volatile, etc.
Structure = { fg = citylights.puple }, -- struct, union, enum, etc.
Constant = { fg = citylights.yellow }, -- any constant
String = { fg = citylights.green, bg = citylights.none, style= 'italic' }, -- Any string
Character = { fg = citylights.orange }, -- any character constant: 'c', '\n'
Number = { fg = citylights.yellow }, -- a number constant: 5
Boolean = { fg = citylights.orange }, -- a boolean constant: TRUE, false
Float = { fg = citylights.orange }, -- a floating point constant: 2.3e10
Statement = { fg = citylights.pink }, -- any statement
Label = { fg = citylights.purple }, -- case, default, etc.
Operator = { fg = citylights.cyan }, -- sizeof", "+", "*", etc.
Exception = { fg = citylights.cyan }, -- try, catch, throw
PreProc = { fg = citylights.purple }, -- generic Preprocessor
Include = { fg = citylights.blue }, -- preprocessor #include
Define = { fg = citylights.pink }, -- preprocessor #define
Macro = { fg = citylights.cyan }, -- same as Define
Typedef = { fg = citylights.red }, -- A typedef
PreCondit = { fg = citylights.cyan }, -- preprocessor #if, #else, #endif, etc.
Special = { fg = citylights.red }, -- any special symbol
SpecialChar = { fg = citylights.pink }, -- special character in a constant
Tag = { fg = citylights.red }, -- you can use CTRL-] on this
Delimiter = { fg = citylights.cyan }, -- character that needs attention like , or .
SpecialComment = { fg = citylights.gray }, -- special things inside a comment
Debug = { fg = citylights.red }, -- debugging statements
Underlined = { fg = citylights.link, bg = citylights.none, style = 'underline' }, -- text that stands out, HTML links
Ignore = { fg = citylights.disabled }, -- left blank, hidden
Error = { fg = citylights.error, bg = citylights.none, style = 'bold,underline' }, -- any erroneous construct
Todo = { fg = citylights.yellow, bg = citylights.none, style = 'bold,italic' }, -- anything that needs extra attention; mostly the keywords TODO FIXME and XXX
htmlLink = { fg = citylights.link, style = "underline" },
htmlH1 = { fg = citylights.cyan, style = "bold" },
htmlH2 = { fg = citylights.red, style = "bold" },
htmlH3 = { fg = citylights.green, style = "bold" },
htmlH4 = { fg = citylights.yellow, style = "bold" },
htmlH5 = { fg = citylights.purple, style = "bold" },
markdownH1 = { fg = citylights.cyan, style = "bold" },
markdownH2 = { fg = citylights.red, style = "bold" },
markdownH3 = { fg = citylights.green, style = "bold" },
markdownH1Delimiter = { fg = citylights.cyan },
markdownH2Delimiter = { fg = citylights.red },
markdownH3Delimiter = { fg = citylights.green },
}
-- Options:
-- Italic comments
if vim.g.citylights_italic_comments == true then
syntax.Comment = {fg = citylights.comments, bg = citylights.none, style = 'italic'} -- italic comments
else
syntax.Comment = {fg = citylights.comments} -- normal comments
end
-- Italic Keywords
if vim.g.citylights_italic_keywords == true then
syntax.Conditional = {fg = citylights.purple, bg = citylights.none, style = 'italic'} -- italic if, then, else, endif, switch, etc.
syntax.Keyword = {fg = citylights.purple, bg = citylights.none, style = 'italic'} -- italic for, do, while, etc.
syntax.Repeat = {fg = citylights.purple, bg = citylights.none, style = 'italic'} -- italic any other keyword
else
syntax.Conditional = {fg = citylights.purple} -- normal if, then, else, endif, switch, etc.
syntax.Keyword = {fg = citylights.purple} -- normal for, do, while, etc.
syntax.Repeat = {fg = citylights.purple} -- normal any other keyword
end
-- Italic Function names
if vim.g.citylights_italic_functions == true then
syntax.Function = {fg = citylights.blue, bg = citylights.none, style = 'italic'} -- italic funtion names
else
syntax.Function = {fg = citylights.blue} -- normal function names
end
if vim.g.citylights_italic_variables == true then
syntax.Identifier = {fg = citylights.variable, bg = citylights.none, style = 'italic'}; -- any variable name
else
syntax.Identifier = {fg = citylights.variable}; -- any variable name
end
return syntax
end
theme.loadEditor = function ()
-- Editor highlight groups
local editor = {
NormalFloat = { fg = citylights.fg, bg = citylights.float }, -- normal text and background color for floating windows
ColorColumn = { fg = citylights.none, bg = citylights.active }, -- used for the columns set with 'colorcolumn'
Conceal = { fg = citylights.disabled }, -- placeholder characters substituted for concealed text (see 'conceallevel')
Cursor = { fg = citylights.cursor, bg = citylights.none, style = 'reverse' }, -- the character under the cursor
CursorIM = { fg = citylights.cursor, bg = citylights.none, style = 'reverse' }, -- like Cursor, but used when in IME mode
Directory = { fg = citylights.blue, bg = citylights.none }, -- directory names (and other special names in listings)
DiffAdd = { fg = citylights.green, bg = citylights.none, style = 'reverse' }, -- diff mode: Added line
DiffChange = { fg = citylights.blue, bg = citylights.none, style = 'reverse' }, -- diff mode: Changed line
DiffDelete = { fg = citylights.red, bg = citylights.none, style = 'reverse' }, -- diff mode: Deleted line
DiffText = { fg = citylights.fg, bg = citylights.none, style = 'reverse' }, -- diff mode: Changed text within a changed line
ErrorMsg = { fg = citylights.error }, -- error messages
Folded = { fg = citylights.disabled, bg = citylights.none, style = 'italic' }, -- line used for closed folds
FoldColumn = { fg = citylights.blue }, -- 'foldcolumn'
IncSearch = { fg = citylights.highlight, bg = citylights.white, style = 'reverse' }, -- 'incsearch' highlighting; also used for the text replaced with ":s///c"
LineNr = { fg = citylights.accent }, -- Line number for ":number" and ":#" commands, and when 'number' or 'relativenumber' option is set.
CursorLineNr = { fg = citylights.blue }, -- Like LineNr when 'cursorline' or 'relativenumber' is set for the cursor line.
MatchParen = { fg = citylights.yellow, bg = citylights.none, style = 'bold' }, -- The character under the cursor or just before it, if it is a paired bracket, and its match. |pi_paren.txt|
ModeMsg = { fg = citylights.accent }, -- 'showmode' message (e.g., "-- INSERT -- ")
MoreMsg = { fg = citylights.accent }, -- |more-prompt|
NonText = { fg = citylights.disabled }, -- '@' at the end of the window, characters from 'showbreak' and other characters that do not really exist in the text (e.g., ">" displayed when a double-wide character doesn't fit at the end of the line). See also |hl-EndOfBuffer|.
Pmenu = { fg = citylights.text, bg = citylights.popupbg }, -- Popup menu: normal item.
PmenuSel = { fg = citylights.text, bg = citylights.active }, -- Popup menu: selected item.
PmenuSbar = { fg = citylights.text, bg = citylights.contrast }, -- Popup menu: scrollbar.
PmenuThumb = { fg = citylights.fg, bg = citylights.border }, -- Popup menu: Thumb of the scrollbar.
Question = { fg = citylights.green }, -- |hit-enter| prompt and yes/no questions
QuickFixLine = { fg = citylights.highlight, bg = citylights.title, style = 'reverse' }, -- Current |quickfix| item in the quickfix window. Combined with |hl-CursorLine| when the cursor is there.
qfLineNr = { fg = citylights.highlight, bg = citylights.title, style = 'reverse' }, -- Line numbers for quickfix lists
Search = { fg = citylights.highlight, bg = citylights.white, style = 'reverse' }, -- Last search pattern highlighting (see 'hlsearch'). Also used for similar items that need to stand out.
SpecialKey = { fg = citylights.purple }, -- Unprintable characters: text displayed differently from what it really is. But not 'listchars' whitespace. |hl-Whitespace|
SpellBad = { fg = citylights.red, bg = citylights.none, style = 'italic,undercurl' }, -- Word that is not recognized by the spellchecker. |spell| Combined with the highlighting used otherwise.
SpellCap = { fg = citylights.blue, bg = citylights.none, style = 'italic,undercurl' }, -- Word that should start with a capital. |spell| Combined with the highlighting used otherwise.
SpellLocal = { fg = citylights.cyan, bg = citylights.none, style = 'italic,undercurl' }, -- Word that is recognized by the spellchecker as one that is used in another region. |spell| Combined with the highlighting used otherwise.
SpellRare = { fg = citylights.purple, bg = citylights.none, style = 'italic,undercurl' }, -- Word that is recognized by the spellchecker as one that is hardly ever used. |spell| Combined with the highlighting used otherwise.
StatusLine = { fg = citylights.accent, bg = citylights.active }, -- status line of current window
StatusLineNC = { fg = citylights.fg, bg = citylights.bg }, -- status lines of not-current windows Note: if this is equal to "StatusLine" Vim will use "^^^" in the status line of the current window.
StatusLineTerm = { fg = citylights.fg, bg = citylights.active }, -- status line of current terminal window
StatusLineTermNC = { fg = citylights.text, bg = citylights.bg }, -- status lines of not-current terminal windows Note: if this is equal to "StatusLine" Vim will use "^^^" in the status line of the current window.
TabLineFill = { fg = citylights.fg }, -- tab pages line, where there are no labels
TablineSel = { fg = citylights.bg, bg = citylights.accent }, -- tab pages line, active tab page label
Tabline = { fg = citylights.fg },
Title = { fg = citylights.title, bg = citylights.none, style = 'bold' }, -- titles for output from ":set all", ":autocmd" etc.
Visual = { fg = citylights.none, bg = citylights.selection }, -- Visual mode selection
VisualNOS = { fg = citylights.none, bg = citylights.selection }, -- Visual mode selection when vim is "Not Owning the Selection".
WarningMsg = { fg = citylights.yellow }, -- warning messages
Whitespace = { fg = citylights.fg }, -- "nbsp", "space", "tab" and "trail" in 'listchars'
WildMenu = { fg = citylights.orange, bg = citylights.none, style = 'bold' }, -- current match in 'wildmenu' completion
CursorColumn = { fg = citylights.none, bg = citylights.active }, -- Screen-column at the cursor, when 'cursorcolumn' is set.
CursorLine = { fg = citylights.none, bg = citylights.cursorLineBG }, -- Screen-line at the cursor, when 'cursorline' is set. Low-priority if foreground (ctermfg OR guifg) is not set.
-- ToolbarLine = { fg = citylights.fg, bg = citylights.bg_alt },
-- ToolbarButton = { fg = citylights.fg, bg = citylights.none, style = 'bold' },
NormalMode = { fg = citylights.accent, bg = citylights.none, style = 'reverse' }, -- Normal mode message in the cmdline
InsertMode = { fg = citylights.green, bg = citylights.none, style = 'reverse' }, -- Insert mode message in the cmdline
ReplacelMode = { fg = citylights.red, bg = citylights.none, style = 'reverse' }, -- Replace mode message in the cmdline
VisualMode = { fg = citylights.purple, bg = citylights.none, style = 'reverse' }, -- Visual mode message in the cmdline
CommandMode = { fg = citylights.gray, bg = citylights.none, style = 'reverse' }, -- Command mode message in the cmdline
Warnings = { fg = citylights.yellow },
healthError = { fg = citylights.error },
healthSuccess = { fg = citylights.green },
healthWarning = { fg = citylights.yellow },
-- Dashboard
DashboardShortCut = { fg = citylights.red },
DashboardHeader = { fg = citylights.comments },
DashboardCenter = { fg = citylights.paleblue },
DashboardFooter = { fg = citylights.orange, style = "italic" },
}
-- Options:
--Set transparent background
if vim.g.citylights_disable_background == true then
editor.Normal = { fg = citylights.fg, bg = citylights.none } -- normal text and background color
editor.SignColumn = { fg = citylights.fg, bg = citylights.none }
else
editor.Normal = { fg = citylights.fg, bg = citylights.bg } -- normal text and background color
editor.SignColumn = { fg = citylights.fg, bg = citylights.bg }
end
-- Remove window split borders
if vim.g.citylights_borders == true then
editor.VertSplit = { fg = citylights.border } -- the column separating vertically split windows
else
editor.VertSplit = { fg = citylights.bg } -- the column separating vertically split windows
end
--Set End of Buffer lines (~)
if vim.g.citylights_hide_eob == true then
editor.EndOfBuffer = { fg = citylights.bg } -- ~ lines at the end of a buffer
else
editor.EndOfBuffer = { fg = citylights.disabled } -- ~ lines at the end of a buffer
end
return editor
end
theme.loadTerminal = function ()
vim.g.terminal_color_0 = citylights.black
vim.g.terminal_color_1 = citylights.red
vim.g.terminal_color_2 = citylights.green
vim.g.terminal_color_3 = citylights.yellow
vim.g.terminal_color_4 = citylights.blue
vim.g.terminal_color_5 = citylights.purple
vim.g.terminal_color_6 = citylights.cyan
vim.g.terminal_color_7 = citylights.white
vim.g.terminal_color_8 = citylights.gray
vim.g.terminal_color_9 = citylights.red
vim.g.terminal_color_10 = citylights.green
vim.g.terminal_color_11 = citylights.yellow
vim.g.terminal_color_12 = citylights.blue
vim.g.terminal_color_13 = citylights.purple
vim.g.terminal_color_14 = citylights.cyan
vim.g.terminal_color_15 = citylights.white
end
theme.loadTreeSitter = function ()
-- TreeSitter highlight groups
local treesitter = {
TSAnnotation = { fg = citylights.red }, -- For C++/Dart attributes, annotations that can be attached to the code to denote some kind of meta information.
TSAttribute = { fg = citylights.yellow }, -- (unstable) TODO: docs
TSBoolean= { fg = citylights.orange }, -- For booleans.
TSCharacter= { fg = citylights.orange }, -- For characters.
TSConstructor = { fg = citylights.paleblue }, -- For constructor calls and definitions: `= { }` in Lua, and Java constructors.
TSConstant = { fg = citylights.yellow }, -- For constants
TSConstBuiltin = { fg = citylights.blue }, -- For constant that are built in the language: `nil` in Lua.
TSConstMacro = { fg = citylights.blue }, -- For constants that are defined by macros: `NULL` in C.
TSError = { fg = citylights.error }, -- For syntax/parser errors.
TSException = { fg = citylights.red }, -- For exception related keywords.
TSField = { fg = citylights.variable }, -- For fields.
TSFloat = { fg = citylights.red }, -- For floats.
TSFuncMacro = { fg = citylights.blue }, -- For macro defined fuctions (calls and definitions): each `macro_rules` in Rust.
TSInclude = { fg = citylights.cyan }, -- For includes: `#include` in C, `use` or `extern crate` in Rust, or `require` in Lua.
TSLabel = { fg = citylights.red }, -- For labels: `label:` in C and `:label:` in Lua.
TSNamespace = { fg = citylights.paleblue }, -- For identifiers referring to modules and namespaces.
TSNumber = { fg = citylights.cyan }, -- For all numbers
TSOperator = { fg = citylights.cyan }, -- For any operator: `+`, but also `->` and `*` in C.
TSParameter = { fg = citylights.paleblue }, -- For parameters of a function.
TSParameterReference= { fg = citylights.paleblue }, -- For references to parameters of a function.
TSProperty = { fg = citylights.paleblue }, -- Same as `TSField`,accesing for struct members in C.
TSPunctDelimiter = { fg = citylights.cyan }, -- For delimiters ie: `.`
TSPunctBracket = { fg = citylights.cyan }, -- For brackets and parens.
TSPunctSpecial = { fg = citylights.cyan }, -- For special punctutation that does not fall in the catagories before.
TSString = { fg = citylights.green }, -- For strings.
TSStringRegex = { fg = citylights.blue }, -- For regexes.
TSStringEscape = { fg = citylights.disabled }, -- For escape characters within a string.
TSSymbol = { fg = citylights.yellow }, -- For identifiers referring to symbols or atoms.
TSType = { fg = citylights.yellow }, -- For types.
TSTypeBuiltin = { fg = citylights.purple }, -- For builtin types.
TSTag = { fg = citylights.red }, -- Tags like html tag names.
TSTagDelimiter = { fg = citylights.cyan }, -- Tag delimiter like `<` `>` `/`
TSText = { fg = citylights.text }, -- For strings considered text in a markup language.
TSTextReference = { fg = citylights.yellow }, -- FIXME
TSEmphasis = { fg = citylights.paleblue }, -- For text to be represented with emphasis.
TSUnderline = { fg = citylights.fg, bg = citylights.none, style = 'underline' }, -- For text to be represented with an underline.
TSStrike = { }, -- For strikethrough text.
TSTitle = { fg = citylights.title, bg = citylights.none, style = 'bold' }, -- Text that is part of a title.
TSLiteral = { fg = citylights.fg }, -- Literal text.
TSURI = { fg = citylights.link }, -- Any URI like a link or email.
--TSNone = { }, -- TODO: docs
}
-- Options:
-- Italic comments
if vim.g.citylights_italic_comments == true then
treesitter.TSComment= { fg = citylights.comments , bg = citylights.none, style = 'italic' } -- For comment blocks.
else
treesitter.TSComment= { fg = citylights.comments } -- For comment blocks.
end
if vim.g.citylights_italic_keywords == true then
treesitter.TSConditional = { fg = citylights.purple, style = 'italic' } -- For keywords related to conditionnals.
treesitter.TSKeyword = { fg = citylights.cyan , style = 'italic' } -- For keywords that don't fall in previous categories.
treesitter.TSRepeat = { fg = citylights.purple, style = 'italic' } -- For keywords related to loops.
treesitter.TSKeywordFunction = { fg = citylights.purple, style = 'italic' } -- For keywords used to define a fuction.
else
treesitter.TSConditional = { fg = citylights.purple } -- For keywords related to conditionnals.
treesitter.TSKeyword = { fg = citylights.cyan } -- For keywords that don't fall in previous categories.
treesitter.TSRepeat = { fg = citylights.purple } -- For keywords related to loops.
treesitter.TSKeywordFunction = { fg = citylights.purple } -- For keywords used to define a fuction.
end
if vim.g.citylights_italic_functions == true then
treesitter.TSFunction = { fg = citylights.blue, style = 'italic' } -- For fuction (calls and definitions).
treesitter.TSMethod = { fg = citylights.blue, style = 'italic' } -- For method calls and definitions.
treesitter.TSFuncBuiltin = { fg = citylights.cyan, style = 'italic' } -- For builtin functions: `table.insert` in Lua.
else
treesitter.TSFunction = { fg = citylights.blue } -- For fuction (calls and definitions).
treesitter.TSMethod = { fg = citylights.blue } -- For method calls and definitions.
treesitter.TSFuncBuiltin = { fg = citylights.cyan } -- For builtin functions: `table.insert` in Lua.
end
if vim.g.citylights_italic_variables == true then
treesitter.TSVariable = { fg = citylights.variable, style = 'italic' } -- Any variable name that does not have another highlight.
treesitter.TSVariableBuiltin = { fg = citylights.variable, style = 'italic' } -- Variable names that are defined by the languages, like `this` or `self`.
else
treesitter.TSVariable = { fg = citylights.variable } -- Any variable name that does not have another highlight.
treesitter.TSVariableBuiltin = { fg = citylights.variable } -- Variable names that are defined by the languages, like `this` or `self`.
end
return treesitter
end
theme.loadLSP = function ()
-- Lsp highlight groups
local lsp = {
LspDiagnosticsDefaultError = { fg = citylights.error }, -- used for "Error" diagnostic virtual text
LspDiagnosticsSignError = { fg = citylights.error }, -- used for "Error" diagnostic signs in sign column
LspDiagnosticsFloatingError = { fg = citylights.error }, -- used for "Error" diagnostic messages in the diagnostics float
LspDiagnosticsVirtualTextError = { fg = citylights.error }, -- Virtual text "Error"
LspDiagnosticsUnderlineError = { style = 'undercurl', sp = citylights.error }, -- used to underline "Error" diagnostics.
LspDiagnosticsDefaultWarning = { fg = citylights.yellow}, -- used for "Warning" diagnostic signs in sign column
LspDiagnosticsSignWarning = { fg = citylights.yellow}, -- used for "Warning" diagnostic signs in sign column
LspDiagnosticsFloatingWarning = { fg = citylights.yellow}, -- used for "Warning" diagnostic messages in the diagnostics float
LspDiagnosticsVirtualTextWarning = { fg = citylights.yellow}, -- Virtual text "Warning"
LspDiagnosticsUnderlineWarning = { style = 'undercurl', sp = citylights.yellow }, -- used to underline "Warning" diagnostics.
LspDiagnosticsDefaultInformation = { fg = citylights.paleblue }, -- used for "Information" diagnostic virtual text
LspDiagnosticsSignInformation = { fg = citylights.paleblue }, -- used for "Information" diagnostic signs in sign column
LspDiagnosticsFloatingInformation = { fg = citylights.paleblue }, -- used for "Information" diagnostic messages in the diagnostics float
LspDiagnosticsVirtualTextInformation = { fg = citylights.paleblue }, -- Virtual text "Information"
LspDiagnosticsUnderlineInformation = { style = 'undercurl', sp = citylights.paleblue }, -- used to underline "Information" diagnostics.
LspDiagnosticsDefaultHint = { fg = citylights.purple }, -- used for "Hint" diagnostic virtual text
LspDiagnosticsSignHint = { fg = citylights.purple }, -- used for "Hint" diagnostic signs in sign column
LspDiagnosticsFloatingHint = { fg = citylights.purple }, -- used for "Hint" diagnostic messages in the diagnostics float
LspDiagnosticsVirtualTextHint = { fg = citylights.purple }, -- Virtual text "Hint"
LspDiagnosticsUnderlineHint = { style = 'undercurl', sp = citylights.paleblue }, -- used to underline "Hint" diagnostics.
LspReferenceText = { fg = citylights.refTextFg, bg = citylights.refTextBg }, -- used for highlighting "text" references
LspReferenceRead = { fg = citylights.refTextFg, bg = citylights.refTextBg }, -- used for highlighting "read" references
LspReferenceWrite = { fg = citylights.refTextFg, bg = citylights.refTextBg }, -- used for highlighting "write" references
}
return lsp
end
theme.loadPlugins = function()
-- Plugins highlight groups
local plugins = {
-- LspTrouble
LspTroubleText = { fg = citylights.text },
LspTroubleCount = { fg = citylights.purple, bg = citylights.active },
LspTroubleNormal = { fg = citylights.fg, bg = citylights.sidebar },
-- Nvim-Compe
CompeDocumentation = { fg = citylights.text, bg = citylights.contrast },
-- Diff
diffAdded = { fg = citylights.green },
diffRemoved = { fg = citylights.red },
diffChanged = { fg = citylights.blue },
diffOldFile = { fg = citylights.text },
diffNewFile = { fg = citylights.title },
diffFile = { fg = citylights.gray },
diffLine = { fg = citylights.cyan },
diffIndexLine = { fg = citylights.purple },
-- Neogit
NeogitBranch = { fg = citylights.paleblue },
NeogitRemote = { fg = citylights.purple },
NeogitHunkHeader = { fg = citylights.fg, bg = citylights.highlight },
NeogitHunkHeaderHighlight = { fg = citylights.blue, bg = citylights.contrast },
NeogitDiffContextHighlight = { fg = citylights.text, bg = citylights.contrast },
NeogitDiffDeleteHighlight = { fg = citylights.red },
NeogitDiffAddHighlight = { fg = citylights.green },
-- GitGutter
GitGutterAdd = { fg = citylights.green }, -- diff mode: Added line |diff.txt|
GitGutterChange = { fg = citylights.blue }, -- diff mode: Changed line |diff.txt|
GitGutterDelete = { fg = citylights.red }, -- diff mode: Deleted line |diff.txt|
-- GitSigns
GitSignsAdd = { fg = citylights.green }, -- diff mode: Added line |diff.txt|
GitSignsAddNr = { fg = citylights.green }, -- diff mode: Added line |diff.txt|
GitSignsAddLn = { fg = citylights.green }, -- diff mode: Added line |diff.txt|
GitSignsChange = { fg = citylights.blue }, -- diff mode: Changed line |diff.txt|
GitSignsChangeNr = { fg = citylights.blue }, -- diff mode: Changed line |diff.txt|
GitSignsChangeLn = { fg = citylights.blue }, -- diff mode: Changed line |diff.txt|
GitSignsDelete = { fg = citylights.red }, -- diff mode: Deleted line |diff.txt|
GitSignsDeleteNr = { fg = citylights.red }, -- diff mode: Deleted line |diff.txt|
GitSignsDeleteLn = { fg = citylights.red }, -- diff mode: Deleted line |diff.txt|
-- Telescope
TelescopeNormal = { fg = citylights.fg, bg = citylights.bg },
TelescopePromptBorder = { fg = citylights.cyan },
TelescopeResultsBorder = { fg = citylights.purple },
TelescopePreviewBorder = { fg = citylights.green },
TelescopeSelectionCaret = { fg = citylights.purple },
TelescopeSelection = { fg = citylights.purple, bg = citylights.active },
TelescopeMatching = { fg = citylights.cyan },
-- NvimTree
NvimTreeRootFolder = { fg = citylights.nvimTreeTxt },
NvimTreeFolderName= { fg = citylights.text },
NvimTreeFolderIcon= { fg = citylights.accent },
NvimTreeEmptyFolderName= { fg = citylights.disabled },
NvimTreeOpenedFolderName= { fg = citylights.accent },
NvimTreeIndentMarker = { fg = citylights.border },
NvimTreeGitDirty = { fg = citylights.blue },
NvimTreeGitNew = { fg = citylights.green },
NvimTreeGitStaged = { fg = citylights.comments },
NvimTreeGitDeleted = { fg = citylights.red },
NvimTreeOpenedFile = { fg = citylights.accent },
NvimTreeImageFile = { fg = citylights.yellow },
NvimTreeMarkdownFile = { fg = citylights.pink },
NvimTreeExecFile = { fg = citylights.green },
NvimTreeSpecialFile = { fg = citylights.purple , style = "underline" },
LspDiagnosticsError = { fg = citylights.error },
LspDiagnosticsWarning = { fg = citylights.yellow },
LspDiagnosticsInformation = { fg = citylights.paleblue },
LspDiagnosticsHint = { fg = citylights.purple },
-- WhichKey
WhichKey = { fg = citylights.blue , style = 'bold'},
WhichKeyGroup = { fg = citylights.text },
WhichKeyDesc = { fg = citylights.cyan, style = 'italic' },
WhichKeySeperator = { fg = citylights.accent },
WhichKeyFloating = { bg = citylights.float },
WhichKeyFloat = { bg = citylights.float },
-- LspSaga
LspFloatWinNormal = { fg = citylights.text, bg = citylights.bg },
LspFloatWinBorder = { fg = citylights.purple },
DiagnosticError = { fg = citylights.error },
DiagnosticWarning = { fg = citylights.yellow },
DiagnosticInformation = { fg = citylights.paleblue },
DiagnosticHint = { fg = citylights.purple },
LspSagaDiagnosticBorder = { fg = citylights.gray },
LspSagaDiagnosticHeader = { fg = citylights.blue },
LspSagaDiagnosticTruncateLine = { fg = citylights.border },
LspLinesDiagBorder = { fg = citylights.contrast },
ProviderTruncateLine = { fg = citylights.border },
LspSagaShTruncateLine = { fg = citylights.border },
LspSagaDocTruncateLine = { fg = citylights.border },
LineDiagTruncateLine = { fg = citylights.border },
LspSagaBorderTitle = { fg = citylights.cyan },
LspSagaHoverBorder = { fg = citylights.paleblue },
LspSagaRenameBorder = { fg = citylights.green },
LspSagaDefPreviewBorder = { fg = citylights.green },
LspSagaCodeActionTitle = { fg = citylights.paleblue },
LspSagaCodeActionContent = { fg = citylights.purple },
LspSagaCodeActionBorder = { fg = citylights.blue },
LspSagaCodeActionTruncateLine = { fg = citylights.border },
LspSagaSignatureHelpBorder = { fg = citylights.pink },
LspSagaFinderSelection = { fg = citylights.green },
-- LspSagaAutoPreview = { fg = citylights.red },
ReferencesCount = { fg = citylights.purple },
DefinitionCount = { fg = citylights.purple },
DefinitionPreviewTitle = { fg = citylights.green },
DefinitionIcon = { fg = citylights.blue },
ReferencesIcon = { fg = citylights.blue },
TargetWord = { fg = citylights.cyan },
-- BufferLine
BufferLineIndicatorSelected = { fg = citylights.accent },
BufferLineFill = { bg = citylights.bg_alt },
-- Sneak
Sneak = { fg = citylights.bg, bg = citylights.accent },
SneakScope = { bg = citylights.selection },
-- Indent Blankline
IndentBlanklineChar = { fg = citylights.indentHlDefault },
IndentBlanklineContextChar = { fg = citylights.indentHlContext },
-- Nvim dap
DapBreakpoint = { fg = citylights.red },
DapStopped = { fg = citylights.green },
-- Illuminate
illuminatedWord = { bg = citylights.highight },
illuminatedCurWord = { bg = citylights.highight },
-- Hop
HopNextKey = { fg = citylights.orange, style = "bold" },
HopNextKey1 = { fg = citylights.blue, style = "bold" },
HopNextKey2 = { fg = citylights.blue },
HopUnmatched = { fg = citylights.comments },
}
-- Options:
-- Disable nvim-tree background
if vim.g.citylights_disable_background == true then
plugins.NvimTreeNormal = { fg = citylights.comments, bg = citylights.none }
else
plugins.NvimTreeNormal = { fg = citylights.comments, bg = citylights.sidebar }
end
return plugins
end
-- LuaFormatter on
return theme
|
--[[
file: app/post/module.lua
desc: Pass module requests on to the module
]]
local oxy, luawa, header, request, user, session, template = oxy, luawa, luawa.header, luawa.request, luawa.user, luawa.session, oxy.template
--try to load the module in question
local module = oxy:loadModule(request.get.module)
--fail? cya!
if not module then
header:redirect('/')
end
--token?
if not request.post.token or not session:checkToken(request.post.token) then
return template:error('Invalid form token')
end
local file, public = false, false
--we have a request & it matches up
if request.get.module_request and module.config.requests.post[request.get.module_request] then
file = module.config.requests.post[request.get.module_request].file
public = module.config.requests.post[request.get.module_request].public
end
--are we logged in or public?
if not user:checkLogin() and not public then
header:redirect('/login')
end
--no file?
if not file then
header:redirect('/' .. request.get.module, 'error', 'Invalid request')
end
return luawa:processFile('modules/' .. request.get.module .. '/' .. file) |
require "defines"
require "util"
require "loader"
loader.addItems "settings/vanilla-items"
loader.addSets "settings/vanilla-sets"
loader.addSets "settings/bob-sets"
loader.addSets "settings/farl-sets"
MOD = { NAME = "Autofill", IF = "af" }
--flying text colors
local RED = {r = 0.9}
local GREEN = {g = 0.7}
local YELLOW = {r = 0.8, g = 0.8}
local order = {
default = 1,
opposite = 2,
itemcount = 3
}
--
--Events
--
script.on_configuration_changed(function()
initMod()
end)
script.on_init(function()
initMod()
end)
script.on_event(defines.events.on_built_entity, function(event)
local player = game.get_player(event.player_index)
local global = global
if global.personalsets[player.name] and global.personalsets[player.name].active then
local fillset = global.personalsets[player.name][event.created_entity.name] or global.defaultsets[event.created_entity.name]
if fillset ~= 0 and fillset ~= nil then
autoFill(event.created_entity, player, fillset)
end
end
end)
script.on_event(defines.events.on_player_created, function(event)
local username = game.get_player(event.player_index).name
if global.personalsets[username] == nil then
global.personalsets[username] = { active = true }
end
end)
--
--Funtions
--
function autoFill(entity, player, fillset)
local textpos = entity.position
local maininv = player.get_inventory(defines.inventory.player_main)
local vehicleinv
local ok, err = pcall(function() vehicleinv = player.vehicle.get_inventory(2) end)
if not ok then vehicleinv = false end
local quickbar = player.get_inventory(defines.inventory.player_quickbar)
local array, item, count, groupsize, slots, totalitemcount, color, inserted, removed
for i=1, #fillset do
array = fillset[i]
item = false
count = 0
color = RED
if fillset.priority == order.itemcount then -- Pick item with highest count
for j = 1, #array do
if vehicleinv then
if maininv.get_item_count(array[j]) + vehicleinv.get_item_count(array[j]) > count then
item = array[j]
count = maininv.get_item_count(array[j]) + vehicleinv.get_item_count(array[j])
end
else
if maininv.get_item_count(array[j]) > count then
item = array[j]
count = maininv.get_item_count(array[j])
end
end
end
elseif fillset.priority == order.opposite then --Pick last available item
for j = #array, 1, -1 do
if maininv.get_item_count(array[j]) > 0 or vehicleinv and vehicleinv.get_item_count(array[j]) > 0 then
item = array[j]
count = maininv.get_item_count(array[j])
count = not vehicleinv and count or count + vehicleinv.get_item_count(array[j])
break
end
end
else --Pick first available item
for j = 1, #array do
if maininv.get_item_count(array[j]) > 0 or vehicleinv and vehicleinv.get_item_count(array[j]) > 0 then
item = array[j]
count = maininv.get_item_count(array[j])
count = not vehicleinv and count or count + vehicleinv.get_item_count(array[j])
break
end
end
end
if not item or count < 1 then
text({"autofill.out-of-item", game.item_prototypes[array[1]].localised_name }, textpos, color)
textpos.y = textpos.y + 1
else
-- Divide stack between group (only items in quickbar are part of group)
if fillset.group then
if player.cursor_stack.valid_for_read then
groupsize = player.cursor_stack.count + 1
else
groupsize = 1
end
for k,v in pairs(global.personalsets[player.name]) do
if type(v) == "table" and v.group == fillset.group then
groupsize = groupsize + quickbar.get_item_count(k)
end
end
for k,v in pairs(global.defaultsets) do
if not global.personalsets[player.name][k] and v.group == fillset.group then
groupsize = groupsize + quickbar.get_item_count(k)
end
end
totalitemcount = 0
for j=1, #array do
totalitemcount = totalitemcount + maininv.get_item_count(array[j])
end
if vehicleinv then
for j=1, #array do
totalitemcount = totalitemcount + vehicleinv.get_item_count(array[j])
end
end
count = math.max( 1, math.min( count, math.floor(totalitemcount / groupsize) ) )
end
-- Limit insertion if has limit value
if fillset.limits and fillset.limits[i] then
if count > fillset.limits[i] then
count = fillset.limits[i]
end
end
-- Determine insertable stack count if has slot count
if fillset.slots and fillset.slots[i] then
slots = fillset.slots[i]
else
slots = 1
end
if count < game.item_prototypes[item].stack_size * slots then
color = YELLOW
else
count = game.item_prototypes[item].stack_size * slots
color = GREEN
end
-- Insert, count the difference and remove the difference
inserted = entity.get_item_count(item)
entity.insert({name=item, count=count})
inserted = entity.get_item_count(item) - inserted
if inserted > 0 then
if vehicleinv then
removed = vehicleinv.get_item_count(item)
vehicleinv.remove({name=item, count=inserted})
removed = removed - vehicleinv.get_item_count(item)
if inserted > removed then
maininv.remove({name=item, count=inserted - removed})
end
else
maininv.remove({name=item, count=inserted})
end
if removed then
text({"autofill.insertion-from-vehicle", inserted, game.item_prototypes[item].localised_name, removed, game.entity_prototypes[player.vehicle.name].localised_name}, textpos, color)
textpos.y = textpos.y + 1
else
text({"autofill.insertion", inserted, game.item_prototypes[item].localised_name }, textpos, color)
textpos.y = textpos.y + 1
end
end
end -- if not item or count < 1 then
end -- for i=1, #fillset do
end
function getDefaultSets()
return {
["car"] = {priority=order.default, global.fuels.all, global.ammo.bullets },
["tank"] = {priority=order.default, slots={2,1,1}, global.fuels.all, global.ammo.bullets, global.ammo.shells },
["diesel-locomotive"] = {priority=order.default, slots={1}, global.fuels.high},
["boiler"] = {priority=order.default, group="burners", limits={5}, global.fuels.high},
["burner-inserter"]= {priority=order.default, group="burners", limits={1}, global.fuels.high},
["burner-mining-drill"] = {priority=order.default, group="burners", limits={5}, global.fuels.high},
["stone-furnace"] = {priority=order.default, group="burners", limits={5}, global.fuels.high},
["steel-furnace"] = {priority=order.default, group="burners", limits={5}, global.fuels.high},
["gun-turret"]= {priority=order.default, group="turrets", limits= {10}, global.ammo.bullets }
} -- if group is defined, then insertable items are divided for buildable
-- items in quickbar (and in hand).
end
function getLiteSets()
return {
["burner-inserter"]= {priority=order.default, group="burners", limits={1}, global.fuels.high},
["gun-turret"]= {priority=order.default, group="turrets", limits= {10}, global.ammo.bullets }
}
end
function makePersonalLiteSets()
local personalsets = {}
for k, v in pairs(global.defaultsets) do
personalsets[k] = 0
end
personalsets["burner-inserter"] = { priority=order.default, group="burners", limits={1}, global.item_arrays["fuels-high"] }
personalsets["gun-turret"] = { priority=order.default, group="turrets", limits= {10}, global.item_arrays["ammo-bullets"] }
return personalsets
end
function globalPrint(msg)
local players = game.players
msg = { "autofill.msg-template", msg }
for i=1, #players do
players[i].print(msg)
end
end
function initMod(reset)
if not global.defaultsets or not global.personalsets or not global.item_arrays or reset then
global = {} -- Clears global
loader.loadBackup()
global.personalsets = {}
for k, player in pairs(game.players) do
global.personalsets[player.name] = { active = true }
end
global.has_init = true
else
loader.updateFuelArrays()
end
end
function isValidEntity(name)
if game.entity_prototypes[name] then
return true
end
globalPrint( {"autofill.invalid-entityname", tostring(name)} )
return false
end
-- This fuction not just verifies the set, but also links strings into item arrays (replaces).
function isValidSet(set)
if set == nil or set == 0 then
return true
elseif type(set) == "table" then
for i = 1, #set do
if type(set[i]) == "string" then
if global.item_arrays[set[i]] then -- replace name with array
set[i] = global.item_arrays[set[i]]
else
if game.item_prototypes[set[i]] then
set[i] = { set[i] }
else
globalPrint( {"autofill.invalid-itemname", tostring(set[i])} )
return false
end
end
elseif type(set[i]) == "table" then
for j = 1, #set[i] do
if game.item_prototypes[set[i][j]] == nil then
globalPrint( {"autofill.invalid-itemname", tostring(set[i][j])} )
return false
end
end
else
globalPrint( {"autofill.invalid-form"} )
return false
end
end -- for i = 1, #set do
return true
end
globalPrint( {"autofill.invalid-parameter"} )
return false
end
function isValidUser(name)
local players = game.players
for i=1, #players do
if players[i].name == name then
return players[i].name
end
end
if game.player then -- for single player game
return game.player.name
end
globalPrint( {"autofill.invalid-username", tostring(name)} )
return false
end
function printToFile(line, path)
path = path or "log"
path = table.concat({ MOD.IF, "/", path, ".txt" })
game.makefile( path, line)
end
function text(line, pos, colour) --colour as optional
local surface = game.get_surface(1)
if colour == nil then
surface.create_entity({name="flying-text", position=pos, text=line})
else
surface.create_entity({name="flying-text", position=pos, text=line, color=colour})
end
end
--
-- Mod interface
--
remote.add_interface(MOD.IF,
{
insertset = function(username, entityname, set)--this fuction is for inserting personal sets.
username = isValidUser(username)
if username and isValidEntity(entityname) and isValidSet(set) then
global.personalsets[username][entityname] = set
end
end,
addToDefaultSets = function(entityname, set)
if isValidEntity(entityname) and isValidSet(set) then
global.defaultsets[entityname] = set
end
end,
getDefaultSets = function()
local sets = table.deepcopy(global.defaultsets)
for entity_name, set in pairs(sets) do
for i=1, #set do
for name, array in pairs(global.item_arrays) do
if global.defaultsets[entity_name][i] == array then
set[i] = name
break
end
end
end
end
return sets
end,
setDefaultSets = function(sets)
for entity_name, set in pairs(sets) do
if not isValidSet(set) then
return
end
end
global.defaultsets = sets
end,
getItemArray = function(name)
return global.item_arrays[name]
end,
setItemArray = function(name, new_array)
if global.item_arrays[name] == nil then
global.item_arrays[name] = new_array
else -- replaces content of table without creating new table to maintain referers
local old_array = global.item_arrays[name]
local max = #old_array < #new_array and #new_array or #old_array
for i=1, max do
old_array[i] = new_array[i]
end
end
end,
globalToFile = function(key)
key = key or "global"
if _G[key] then
printToFile( serpent.block(_G[key]), key )
else
globalPrint("Global not found.")
end
end,
resetMod = function()
initMod(true)
end,
resetUser = function(setname, username)
username = isValidUser(username)
if username then
if setname == "lite" then
global.personalsets[username] = makePersonalLiteSets()
else
global.personalsets[username] = { active = true }
end
end
end,
toggleUsage = function(username)
username = isValidUser(username)
if username then
if global.personalsets[username] then
global.personalsets[username].active = not global.personalsets[username].active
else
global.personalsets[username] = { active = true }
end
end
end
})
|
screenW, screenH = guiGetScreenSize()
gui = {}
gui[1] = guiCreateButton(0.34, 0.73, 0.31, 0.03, "", true)
guiSetAlpha(gui[1], 0.00)
gui[2] = guiCreateGridList(0.34, 0.28, 0.32, 0.44, true)
guiGridListAddColumn(gui[2], "Rule name", 0.5)
guiGridListAddColumn(gui[2], "Punishment", 0.35)
guiGridListAddRow(gui[2], "Deathmatching ", " 10M Jail")
guiGridListAddRow(gui[2], "Respecting Staff Members/Players ", " 1H Jail/mute")
guiGridListAddRow(gui[2], "Abusing/Exploiting Bugs ", " 30")
guiGridListAddRow(gui[2], "Insulting/Flaming/Provoking ", " 20M mute")
guiGridListAddRow(gui[2], "Armed Vehicles Rule ", " Removal of AV")
guiGridListAddRow(gui[2], "Advertising ", " Never ending ban")
guiGridListAddRow(gui[2], "Misusing Support Channel ", " 15M Mute")
guiGridListAddRow(gui[2], "Avoiding IG Situation ", " 20M Jail")
guiGridListAddRow(gui[2], "Nonenglish", "15M Mute")
guiGridListAddRow(gui[2], "Misusing Advert ", " 10M mute")
guiGridListAddRow(gui[2], "Spamming ", " 20M Mute")
guiGridListAddRow(gui[2], "Account Misuage ", " Perm Ban")
guiGridListAddRow(gui[2], "Trolling ", " 30M Mute/Jail")
guiGridListAddRow(gui[2], "HeliTurfing ", " 20M Jail")
guiGridListAddRow(gui[2], "Camping ", " 20M Jail")
guiGridListAddRow(gui[2], "Blackmailing ", " 25M Mute")
guiGridListAddRow(gui[2], "Illegal Programs ", " 30M Mute or 7D Ban")
guiGridListAddRow(gui[2], "Nicknames ", " 30M Mute")
guiGridListAddRow(gui[2], "Misusing report system/advertising outside /advert ", " 15M Mute")
guiGridListAddRow(gui[2], "Behaviour ", " 30M Mute")
function dxPG()
dxDrawRectangle(screenW * 0.3328, screenH * 0.2208, screenW * 0.3344, screenH * 0.5583, tocolor(0, 0, 0, 179), false)
dxDrawRectangle(screenW * 0.3328, screenH * 0.2208, screenW * 0.3344, screenH * 0.0444, tocolor(0, 0, 0, 179), false)
dxDrawText("AuroraRPG ~ Punishment Guidelines", screenW * 0.3320, screenH * 0.2208, screenW * 0.6672, screenH * 0.2653, tocolor(255, 255, 255, 255), 1.30, "default-bold", "center", "center", false, false, false, false, false)
dxDrawRectangle(screenW * 0.3422, screenH * 0.7292, screenW * 0.3141, screenH * 0.0292, tocolor(0, 0, 0, 179), false)
dxDrawText("Close", screenW * 0.3422, screenH * 0.7306, screenW * 0.6563, screenH * 0.7583, tocolor(255, 255, 255, 255), 1.00, "default-bold", "center", "center", false, false, false, false, false)
end
for i, v in ipairs(gui) do
guiSetVisible(v, false)
end
function toggle()
if (not exports.CSGstaff:isPlayerStaff(localPlayer)) then
return false
end
local vis = (not guiGetVisible(gui[1]))
for i, v in ipairs(gui) do
guiSetVisible(v, vis)
end
showCursor(vis)
if (vis) then
addEventHandler("onClientRender", root, dxPG)
else
removeEventHandler("onClientRender", root, dxPG)
end
end
addCommandHandler("pg", toggle)
addEventHandler("onClientGUIClick", gui[1], toggle, false) |
--Minetest
--Copyright (C) 2014 sapier
--
--This program is free software; you can redistribute it and/or modify
--it under the terms of the GNU Lesser General Public License as published by
--the Free Software Foundation; either version 2.1 of the License, or
--(at your option) any later version.
--
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
--GNU Lesser General Public License for more details.
--
--You should have received a copy of the GNU Lesser General Public License along
--with this program; if not, write to the Free Software Foundation, Inc.,
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
mt_color_grey = "#AAAAAA"
mt_color_blue = "#6389FF"
mt_color_green = "#72FF63"
mt_color_dark_green = "#25C191"
local menupath = core.get_mainmenu_path()
local basepath = core.get_builtin_path()
local menustyle = core.settings:get("main_menu_style")
defaulttexturedir = core.get_texturepath_share() .. DIR_DELIM .. "base" ..
DIR_DELIM .. "pack" .. DIR_DELIM
dofile(basepath .. "common" .. DIR_DELIM .. "filterlist.lua")
dofile(basepath .. "fstk" .. DIR_DELIM .. "buttonbar.lua")
dofile(basepath .. "fstk" .. DIR_DELIM .. "dialog.lua")
dofile(basepath .. "fstk" .. DIR_DELIM .. "tabview.lua")
dofile(basepath .. "fstk" .. DIR_DELIM .. "ui.lua")
dofile(menupath .. DIR_DELIM .. "async_event.lua")
dofile(menupath .. DIR_DELIM .. "common.lua")
dofile(menupath .. DIR_DELIM .. "pkgmgr.lua")
dofile(menupath .. DIR_DELIM .. "textures.lua")
dofile(menupath .. DIR_DELIM .. "dlg_config_world.lua")
dofile(menupath .. DIR_DELIM .. "dlg_settings_advanced.lua")
dofile(menupath .. DIR_DELIM .. "dlg_contentstore.lua")
if menustyle ~= "simple" then
dofile(menupath .. DIR_DELIM .. "dlg_create_world.lua")
dofile(menupath .. DIR_DELIM .. "dlg_delete_content.lua")
dofile(menupath .. DIR_DELIM .. "dlg_delete_world.lua")
dofile(menupath .. DIR_DELIM .. "dlg_rename_modpack.lua")
end
local tabs = {}
tabs.settings = dofile(menupath .. DIR_DELIM .. "tab_settings.lua")
tabs.content = dofile(menupath .. DIR_DELIM .. "tab_content.lua")
tabs.credits = dofile(menupath .. DIR_DELIM .. "tab_credits.lua")
if menustyle == "simple" then
tabs.simple_main = dofile(menupath .. DIR_DELIM .. "tab_simple_main.lua")
else
tabs.local_game = dofile(menupath .. DIR_DELIM .. "tab_local.lua")
tabs.play_online = dofile(menupath .. DIR_DELIM .. "tab_online.lua")
end
--------------------------------------------------------------------------------
local function main_event_handler(tabview, event)
if event == "MenuQuit" then
core.close()
end
return true
end
--------------------------------------------------------------------------------
local function init_globals()
-- Init gamedata
gamedata.worldindex = 0
if menustyle == "simple" then
local world_list = core.get_worlds()
local world_index
local found_singleplayerworld = false
for i, world in ipairs(world_list) do
if world.name == "singleplayerworld" then
found_singleplayerworld = true
world_index = i
break
end
end
if not found_singleplayerworld then
core.create_world("singleplayerworld", 1)
world_list = core.get_worlds()
for i, world in ipairs(world_list) do
if world.name == "singleplayerworld" then
world_index = i
break
end
end
end
gamedata.worldindex = world_index
else
menudata.worldlist = filterlist.create(
core.get_worlds,
compare_worlds,
-- Unique id comparison function
function(element, uid)
return element.name == uid
end,
-- Filter function
function(element, gameid)
return element.gameid == gameid
end
)
menudata.worldlist:add_sort_mechanism("alphabetic", sort_worlds_alphabetic)
menudata.worldlist:set_sortmode("alphabetic")
if not core.settings:get("menu_last_game") then
local default_game = core.settings:get("default_game") or "minetest"
core.settings:set("menu_last_game", default_game)
end
mm_texture.init()
end
-- Create main tabview
local tv_main = tabview_create("maintab", {x = 12, y = 5.4}, {x = 0, y = 0})
if menustyle == "simple" then
tv_main:add(tabs.simple_main)
else
tv_main:set_autosave_tab(true)
tv_main:add(tabs.local_game)
tv_main:add(tabs.play_online)
end
tv_main:add(tabs.content)
tv_main:add(tabs.settings)
tv_main:add(tabs.credits)
tv_main:set_global_event_handler(main_event_handler)
tv_main:set_fixed_size(false)
if menustyle ~= "simple" then
local last_tab = core.settings:get("maintab_LAST")
if last_tab and tv_main.current_tab ~= last_tab then
tv_main:set_tab(last_tab)
end
end
ui.set_default("maintab")
tv_main:show()
ui.update()
core.sound_play("main_menu", true)
end
init_globals()
|
local sixam = {}
local animTimer = 1
local animation = {}
function sixam:enter(arg)
animTimer = 1
for i=0, 35 do
animation[i] = {"newImage", "assets/animations/6am/s"..i..".png"}
end
animation.sound = {"newSource", "sounds/sixam_eerie.ogg", "static"}
pushgamestate("quickload", animation)
end
function sixam:resume(arg)
animation = arg
local to = nil
local toArg = nil
timer.after(3, function()
animTimer = 1.1
animation.sound:play()
end)
fade(false, 2.5)
if night < 5 then
if night == 1 then
trophies:achieve("The insanity begins")
to = "cutscene1"
else
to = "minigame"
toArg = night - 1
end
night = night + 1
savedata.level = night
else
if night == 5 then
unlocks.beatgame = true
trophies:achieve("We are just starting")
to = "cutscene3"
end
if night == 6 then
unlocks.sixnight = true
trophies:achieve("Things are getting worse")
to = "cutscene2"
end
if night == 7 then
unlocks.insnight = true
trophies:achieve("Dive into insanity")
to = "payment"
end
if night == 8 then
if currChallenge then
local ch = savedata.cnchallenge
ch[currChallenge] = true
savedata.cnchallenge = ch
local get = true
for i = 1, 8 do
if not ch[i] then
get = false
break
end
end
if get then
trophies:achieve("Challenge accepted")
end
end
if currChallenge == 8 then
to = "whichnight"
night = 9
else
to = "customnight"
end
elseif night == 9 then
to = "menu"
savedata.snight = true
trophies:achieve("The hidden nightmare")
else
savedata.unlocks = unlocks
end
clearResources()
end
timer.after(7, function()
fade(true, 3, to, toArg)
end)
end
function sixam:draw()
lg.draw(animation[0])
lg.draw(animation[floor(animTimer)])
end
function sixam:update()
if animTimer > 1 then
animTimer = min(animTimer+25*dt, 35)
end
end
function sixam:exit()
animation.sound:stop()
animation = {}
end
return sixam |
-- Main for How To Make An RPG.
--
-- By Chris Herborth (https://github.com/Taffer)
-- MIT license, see LICENSE for details.
-- Required external packages.
local push = require "3rdparty.push.push"
-- Tiled maps.
local map = require 'assets.map'
-- Horrible, horrible globals.
gameState = {
-- Texture atlas:
atlas = love.graphics.newImage('assets/' .. map.tilesets[1].image),
quads = {
-- Filled during love.load(). These are similar to the UVs used by the
-- original code.
},
-- Render size (half the size of the window):
gameWidth = 736,
gameHeight = 480,
-- Calculated at runtime based on window size.
tilesPerRow = 0,
tilesPerColumn = 0,
batch = nil,
-- Map constants.
mapWidth = map.width,
mapHeight = map.height
}
-- Love callbacks.
function love.load()
-- Actual window size is 2x the rendering size for that chunky pixels
-- aesthetic.
push:setupScreen(gameState.gameWidth, gameState.gameHeight, love.graphics.getWidth(), love.graphics.getHeight(),
{
canvas = true,
resizable = false,
pixelperfect = true,
vsync = true
})
love.graphics.setDefaultFilter('nearest', 'nearest')
math.randomseed(os.time())
local tile_width = map.tilesets[1].tilewidth
local tile_height = map.tilesets[1].tileheight
local atlas_width = map.tilesets[1].imagewidth
local atlas_height = map.tilesets[1].imageheight
local tile_spacing = map.tilesets[1].spacing
for y = 0, (map.tilesets[1].imageheight / map.tilesets[1].tileheight) - 1 do
for x = 0, map.tilesets[1].columns - 1 do
local atlas_x = x * tile_width + x * tile_spacing
local atlas_y = y * tile_height + y * tile_spacing
gameState.quads[x + y * map.tilesets[1].columns + 1] = love.graphics.newQuad(atlas_x, atlas_y, tile_width, tile_height,
atlas_width, atlas_height)
end
end
-- Calculate the number of tiles we can draw in a row based on the tile
-- size.
gameState.tilesPerRow = math.floor(gameState.gameWidth / map.tilewidth)
gameState.tilesPerColumn = math.floor(gameState.gameHeight / map.tileheight)
gameState.batch = love.graphics.newSpriteBatch(gameState.atlas, gameState.tilesPerRow * gameState.tilesPerColumn * 2)
end
function love.draw()
push:start()
love.graphics.clear(0, 0, 0, 1)
love.graphics.setColor(1, 1, 1, 1)
-- Layer 1 is base textures, layer 2 is the items on top (roads, etc.).
for layer = 1, 2 do
local gameMap = map.layers[layer].data
gameState.batch:clear()
for y = 0, gameState.tilesPerColumn - 1 do
for x = 0, gameState.tilesPerRow - 1 do
local quad = gameMap[x + y * map.width + 1]
if quad > 0 then
gameState.batch:add(gameState.quads[quad], x * map.tilewidth, y * map.tileheight)
end
end
end
gameState.batch:flush()
love.graphics.draw(gameState.batch)
end
-- Draw the mouse position, showing tile co-ordinates.
local x, y = love.mouse.getPosition()
x, y = push:toGame(x, y)
if x ~= nil and y ~= nil then
-- We're on-screen.
local tile_x = math.floor(x / map.tilewidth) + 1
local tile_y = math.floor(y / map.tileheight) + 1
love.graphics.setColor(1, 0, 0, 1)
love.graphics.rectangle("fill", x, y, 2, 2)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.print('X:' .. tile_x .. ' Y:' .. tile_y, x, y)
end
push:finish()
end
-- Event generation.
function love.keypressed(key)
if key == 'escape' then
love.event.quit()
end
end
|
local _M = {}
local lrucache_prueffi = require "resty.lrucache.pureffi"
local ret, err = lrucache_prueffi.new(1000)
if not ret then
ngx.log(ngx.ERR, "failed to create the cache: " .. (err or "unknown"))
return nil
end
function _M.set(key, value, ttl)
ret:set(key, value, ttl)
end
function _M.get(key)
return ret:get(key)
end
function _M.delete(key)
ret:delete(key)
end
return _M
|
local propVFX = script:GetCustomProperty("VFX"):WaitForObject()
local propValueName = script:GetCustomProperty("PropertyName")
local autoStart = script:GetCustomProperty("AutoStart")
local repeatCount = script:GetCustomProperty("RepeatCount")
local bounceOnRepeat = script:GetCustomProperty("BounceOnRepeat")
local propStartDelay = script:GetCustomProperty("StartDelay")
local propSetValueFrom = script:GetCustomProperty("SetValueFrom")
local propSetValueTo = script:GetCustomProperty("SetValueTo")
local propLerpSpeed = script:GetCustomProperty("LerpSpeed")
local t = 0
local canStart = autoStart
local delayTime = propStartDelay
local currentCount = 0
local revert = false
function Tick(deltaTime)
if not canStart then return end
if not Object.IsValid(propVFX) then return end
delayTime = delayTime - deltaTime
if delayTime < 0 then delayTime = 0 end
if delayTime ~= 0 then return end
if currentCount == repeatCount then return end
if revert then
t = t - deltaTime * propLerpSpeed
else
t = t + deltaTime * propLerpSpeed
end
propVFX:SetSmartProperty(propValueName, CoreMath.Lerp(propSetValueFrom, propSetValueTo, t))
if t > 1 then
if bounceOnRepeat then
revert = true
t = 1
else
if repeatCount > -1 then
currentCount = currentCount + 1
end
t = 0
end
elseif t < 0 then
if repeatCount > -1 then
currentCount = currentCount + 1
end
t = 0
revert = false
end
end
function StartLerp(vfx)
if vfx ~= propVFX then return end
canStart = true
currentCount = 0
end
function ResetLerp(vfx)
if vfx ~= propVFX then return end
t = 0
canStart = autoStart
delayTime = propStartDelay
currentCount = 0
propVFX:SetSmartProperty(propValueName, propSetValueFrom)
end
ResetLerp(propVFX)
Events.Connect("TriggerVFX", StartLerp)
Events.Connect("ResetTriggerVFX", ResetLerp) |
#!/usr/bin/env lua
local waldo = {"qux", "quz"}
print(waldo[1]) -- qux
for key,value in ipairs(waldo) do
print(string.format("%s: %s", key, value))
end
-- output
-- 1: qux
-- 2: quz
|
#!/usr/bin/env lua
----
-- Run this on openwrt with lua5.1
--
require "ubus"
require "uloop"
uloop.init()
local conn = ubus.connect()
if not conn then
error("Failed to connect to ubusd")
end
local function print_table(v)
if type(v) ~= 'table' then
print(v)
end
for k, v in pairs(v) do
if type(v) == 'table' then
print("key="..k.." value is:")
print_table(v)
else
print("key=" .. k .. " value=" .. tostring(v))
end
end
end
local function conn_call(method, param)
local status, err = conn:call("focas", method, param)
print("Result of method:", method)
if not status then
print("ERROR", err)
return nil
end
print_table(status)
--[[
for k, v in pairs(status) do
print("key=" .. k .. " value=" .. tostring(v))
end
]]--
return status
end
local ret = conn_call("connect", { ip = "192.168.0.200", port = 8193, timeout=5 })
local handle = ret.handle
conn_call("rdcurrent", {handle=handle})
conn_call("actf", {handle=handle})
conn_call("acts", {handle=handle})
conn_call("acts2", {handle=handle, index=-1})
conn_call("acts2", {handle=handle, index=1})
conn_call("axis", {handle=handle, ['function']="absolute", index=-1})
conn_call("axis", {handle=handle, ['function']="absolute", index=1})
conn_call("axis", {handle=handle, ['function']="machine2", index=-1})
conn_call("axis", {handle=handle, ['function']="machine2", index=1})
conn_call("rdsvmeter", {handle=handle})
conn_call("rdspmeter", {handle=handle, type=-1})
conn_call("rdspdlname", {handle=handle})
conn_call("alarm", {handle=handle})
conn_call("alarm2", {handle=handle})
conn_call("rdalminfo", {handle=handle, type=-1})
conn_call("rdalmmsg", {handle=handle, type=1})
conn_call("rdalmmsg2", {handle=handle, type=0})
conn_call("rdalmmsg2", {handle=handle, type=1})
conn_call("getdtailerr", {handle=handle})
conn_call("rdprgnum", {handle=handle})
conn_call("rdexecprog", {handle=handle, length=1000})
conn_call("rdpmcrng", {handle=handle, addr_type=1,data_type=1,start=100,length=4})
conn_call("disconnect", { handle=handle })
conn:close()
|
-- This is an example that illustrates specifically how to Enable
-- a thermocouple to be read on AIN0 in differential input mode.
-- For the most up to date thermocouple type constants, see the
-- T-Series datasheet page:
-- https://labjack.com/support/datasheets/t-series/ain/extended-features/thermocouple
-- For general assistance with thermocouples, read our general thermocouples
-- App-Note as well as the related device-specific one:
-- https://labjack.com/support/app-notes/thermocouples
tcTypes = {}
tcTypes["E"]=20
tcTypes["J"]=21
tcTypes["K"]=22
tcTypes["R"]=23
tcTypes["T"]=24
tcTypes["S"]=25
tcTypes["C"]=30
tempUnits = {}
tempUnits["K"]=0
tempUnits["C"]=1
tempUnits["F"]=2
function ainEFConfigTC(chNum, tcType, unit, cjcMBAddr, cjcSlope, cjcOffset)
MB.W(9000 + chNum * 2, 1, 0) -- Disable AIN_EF
MB.W(9000 + chNum * 2, 1, tcTypes[tcType]) -- Enable AIN_EF
MB.W(9300 + chNum * 2, 1, tempUnits[tcType]) -- Write to _EF_CONFIG_A
MB.W(9600 + chNum * 2, 1, cjcMBAddr) -- Write to _EF_CONFIG_B
MB.W(10200 + chNum * 2, 3, cjcSlope) -- Write to _EF_CONFIG_D
MB.W(10500 + chNum * 2, 3, cjcOffset) -- Write to _EF_CONFIG_E
end
function ainChConfig(ainChNum, range, resolution, settling, isDifferential)
MB.W(40000 + ainChNum * 2, 3, range) -- Set AIN Range
MB.W(41500 + ainChNum * 1, 0, resolution) -- Set Resolution Index
MB.W(42000 + ainChNum * 2, 3, settling) -- Set Settling US
dt = MB.R(60000, 3) -- Read device type
if isDifferential and (ainChNum%2 == 0) and (dt == 7) then
-- The negative channels setting is only valid for even
-- analog input channels and is not valid for the T4.
if (ainChNum < 14) then
-- The negative channel is 1+ the channel for AIN0-13 on the T7
MB.W(41000 + ainChNum, 0, ainChNum + 1)
elseif (ainChNum > 47) then
-- The negative channel is 8+ the channel for AIN48-127 on the T7
-- when using a Mux80.
-- https://labjack.com/support/datasheets/accessories/mux80
MB.W(41000 + ainChNum, 0, ainChNum + 8)
else
print(string.format("Can not set negative channel for AIN%d",ainChNum))
end
end
end
ainChannels = {0, 2} -- Enable AIN0 and AIN2
tcType = "J"
tempUnit = "K"
cjcAddr = 60052 -- Use the device"s internal temp sensor, TEMPERATURE_DEVICE_K
range = 0.1
resolution = 8
settling = 0 -- Default
isDifferential = true
-- Configure each analog input
for i=1,table.getn(ainChannels) do
-- As per our App-Note, we HIGHLY RECOMMEND configuring the AIN
-- to use the differential input mode instead of single ended.
-- Enable the following line to do so:
ainChConfig(ainChannels[i],range,resolution,settling,isDifferential)
ainEFConfigTC(ainChannels[i],tcType,tempUnit,cjcAddr)
end
LJ.IntervalConfig(0, 500) --Configure interval
local checkInterval=LJ.CheckInterval
while true do
if checkInterval(0) then --interval finished
-- Read & Print out each read AIN channel
for i=1, table.getn(ainChannels) do
temperature = MB.R(7000 + ainChannels[i] * 2, 3)
print(string.format("Temperature: %.3f %s", temperature, tempUnit))
end
end
end
|
require "lua_taival.datasets"
local s = open_dataset(people);
s.first();
local f = io.open("test_02.txt", "w")
while not s.eof() do
f:write(s.get('first_name').." "..s.get('last_name').." "..s.get('born_date').." "..s.get("is_male").."\n")
s.movenext()
end;
s.close()
f:write(tostring(s.is_open()))
s.open()
f:write(tostring(s.is_open()))
s.movenext()
f:write(tostring(s.is_open()))
s.first()
f:write(tostring(s.is_open()))
s.movenext()
f:write(tostring(s.is_open()))
s.close()
f:write(tostring(s.is_open()))
f:close()
|
config = {
t0 = "enum",
t1 = "bonjour"
}
|
-- Copyright 2008 Freifunk Leipzig / Jo-Philipp Wich <jow@openwrt.org>
-- Licensed to the public under the Apache License 2.0.
m = Map("luci_statistics",
translate("CSV Plugin Configuration"),
translate(
"The csv plugin stores collected data in csv file format " ..
"for further processing by external programs."
))
-- collectd_csv config section
s = m:section( NamedSection, "collectd_csv", "luci_statistics" )
-- collectd_csv.enable
enable = s:option( Flag, "enable", translate("Enable this plugin") )
enable.default = 0
-- collectd_csv.datadir (DataDir)
datadir = s:option( Value, "DataDir", translate("Storage directory for the csv files") )
datadir.default = "127.0.0.1"
datadir:depends( "enable", 1 )
-- collectd_csv.storerates (StoreRates)
storerates = s:option( Flag, "StoreRates", translate("Store data values as rates instead of absolute values") )
storerates.default = 0
storerates:depends( "enable", 1 )
return m
|
-- Generated By protoc-gen-lua Do not Edit
local protobuf = require "protobuf"
module('BseTakeUserBiblioReward_pb', package.seeall)
local BSETAKEUSERBIBLIOREWARD = protobuf.Descriptor();
local BSETAKEUSERBIBLIOREWARD_STATUS_FIELD = protobuf.FieldDescriptor();
local BSETAKEUSERBIBLIOREWARD_MESSAGE_FIELD = protobuf.FieldDescriptor();
BSETAKEUSERBIBLIOREWARD_STATUS_FIELD.name = "status"
BSETAKEUSERBIBLIOREWARD_STATUS_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BseTakeUserBiblioReward.status"
BSETAKEUSERBIBLIOREWARD_STATUS_FIELD.number = 1
BSETAKEUSERBIBLIOREWARD_STATUS_FIELD.index = 0
BSETAKEUSERBIBLIOREWARD_STATUS_FIELD.label = 1
BSETAKEUSERBIBLIOREWARD_STATUS_FIELD.has_default_value = true
BSETAKEUSERBIBLIOREWARD_STATUS_FIELD.default_value = 0
BSETAKEUSERBIBLIOREWARD_STATUS_FIELD.type = 5
BSETAKEUSERBIBLIOREWARD_STATUS_FIELD.cpp_type = 1
BSETAKEUSERBIBLIOREWARD_MESSAGE_FIELD.name = "message"
BSETAKEUSERBIBLIOREWARD_MESSAGE_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BseTakeUserBiblioReward.message"
BSETAKEUSERBIBLIOREWARD_MESSAGE_FIELD.number = 2
BSETAKEUSERBIBLIOREWARD_MESSAGE_FIELD.index = 1
BSETAKEUSERBIBLIOREWARD_MESSAGE_FIELD.label = 1
BSETAKEUSERBIBLIOREWARD_MESSAGE_FIELD.has_default_value = false
BSETAKEUSERBIBLIOREWARD_MESSAGE_FIELD.default_value = ""
BSETAKEUSERBIBLIOREWARD_MESSAGE_FIELD.type = 9
BSETAKEUSERBIBLIOREWARD_MESSAGE_FIELD.cpp_type = 9
BSETAKEUSERBIBLIOREWARD.name = "BseTakeUserBiblioReward"
BSETAKEUSERBIBLIOREWARD.full_name = ".com.xinqihd.sns.gameserver.proto.BseTakeUserBiblioReward"
BSETAKEUSERBIBLIOREWARD.nested_types = {}
BSETAKEUSERBIBLIOREWARD.enum_types = {}
BSETAKEUSERBIBLIOREWARD.fields = {BSETAKEUSERBIBLIOREWARD_STATUS_FIELD, BSETAKEUSERBIBLIOREWARD_MESSAGE_FIELD}
BSETAKEUSERBIBLIOREWARD.is_extendable = false
BSETAKEUSERBIBLIOREWARD.extensions = {}
BseTakeUserBiblioReward = protobuf.Message(BSETAKEUSERBIBLIOREWARD)
_G.BSETAKEUSERBIBLIOREWARD_PB_BSETAKEUSERBIBLIOREWARD = BSETAKEUSERBIBLIOREWARD
|
function onCreate()
-- background shit
makeLuaSprite('stagesunset', 'stagesunset', -600, -300);
setScrollFactor('stagesunset', 0.9, 0.9);
makeLuaSprite('stagefrontkapiold', 'stagefrontkapiold', -650, 600);
setScrollFactor('stagefrontkapiold', 0.9, 0.9);
scaleObject('stagefrontkapiold', 1.1, 1.1);
makeAnimatedLuaSprite('audienceBop','upperBop',-550,-250)addAnimationByPrefix('audienceBop','dance','Upper Crowd Bob',18,true)
objectPlayAnimation('audienceBop','dance',false)
setScrollFactor('audienceBop', 0.9, 0.9);
makeAnimatedLuaSprite('spookyBop','littleguys',10,100)addAnimationByPrefix('spookyBop','dance','Bottom Level Boppers',25,true)
objectPlayAnimation('spookyBop','dance',false)
setScrollFactor('spookyBop', 0.9, 0.9);
makeAnimatedLuaSprite('lightBlink','lights',-600,-300)addAnimationByPrefix('lightBlink','dance','lightblink',2,true)
objectPlayAnimation('lightBlink','dance',false)
setScrollFactor('lightBlink', 0.9, 0.9);
addLuaSprite('stagesunset', false);
addLuaSprite('stagefrontkapiold', false);
addLuaSprite('spookyBop', false);
addLuaSprite('lightBlink', false);
addLuaSprite('audienceBop', true);
close(true); --For performance reasons, close this script once the stage is fully loaded, as this script won't be used anymore after loading the stage
end |
dofile'../../include.lua'
-- Libraries
local unix = require 'unix'
local lD = require'libDynamixel'
if not one_chain then
if OPERATING_SYSTEM=='darwin' then
chain = lD.new_bus()
else
rarm = lD.new_bus(Config.chain.rarm.ttyname)
larm = lD.new_bus(Config.chain.larm.ttyname)
rleg = lD.new_bus(Config.chain.rleg.ttyname)
lleg = lD.new_bus(Config.chain.lleg.ttyname)
end
end
local lleg_ids = Config.chain.lleg.m_ids
local rleg_ids = Config.chain.rleg.m_ids
local larm_ids = Config.chain.larm.m_ids
local rarm_ids = Config.chain.rarm.m_ids
local chain_ids = {lleg_ids, rleg_ids, larm_ids, rarm_ids}
local chains = {lleg, rleg, larm, rarm}
local names = {'lleg', 'rleg', 'larm', 'rarm'}
local indirects = {
{'position', 'temperature', 'data', 'command_position', 'position_p'},
{'position', 'temperature', 'data', 'command_position', 'position_p'},
{'position', 'temperature', 'data', 'command_position', 'position_p'},
{'position', 'temperature', 'data', 'command_position', 'position_p'}
}
-- Identifiers
local is_gripper = {}
for _,id in ipairs(Config.parts.LGrip) do is_gripper[id] = true end
for _,id in ipairs(Config.parts.RGrip) do is_gripper[id] = true end
local m_to_j, j_to_m = Config.servo.motor_to_joint, Config.servo.joint_to_motor
local max_rad = Config.servo.max_rad
local min_rad = Config.servo.min_rad
for i, ids in ipairs(chain_ids) do
print('Checking', names[i], unpack(ids))
local chain = chains[i]
-- First, ping verify, to see the firmware
print('Verifying...', chain:ping_verify(ids))
-- Status return level to 1
for _, id in ipairs(ids) do
local jid = m_to_j[id]
if chain.has_mx_cmd_id[id] then
local status = lD.get_mx_status_return_level(id, self)
local level = (type(status)=='table') and lD.parse_mx('status_return_level', status)
if type(level)=='number' and level~=1 then
print('Updating MX status_return_level', id)
lD.set_mx_status_return_level(id, 1, chain)
end
elseif chain.has_nx_cmd_id[id] then
local status = lD.get_nx_status_return_level(id, self)
local level = (type(status)=='table') and lD.parse('status_return_level', status)
if type(level)=='number' and level~=1 then
print('Updating NX status_return_level', id)
lD.set_nx_status_return_level(id, 1, chain)
end
end
end
-- Next, set the return delay
for _, id in ipairs(ids) do
local jid = m_to_j[id]
if chain.has_mx_cmd_id[id] then
local status = lD.get_mx_return_delay_time(id, self)
local delay = (type(status)=='table') and lD.parse_mx('return_delay_time', status)
if type(delay)=='number' and delay~=0 then
print('Updating MX return_delay_time', id)
lD.set_mx_return_delay_time(id, 0, chain)
end
elseif chain.has_nx_cmd_id[id] then
local status = lD.get_nx_return_delay_time(id, self)
local delay = (type(status)=='table') and lD.parse('return_delay_time', status)
if type(delay)=='number' and delay~=0 then
print('Updating NX return_delay_time', id)
lD.set_nx_return_delay_time(id, 0, chain)
end
end
end
-- Now, Check the indirect addressing
if false then
local indirect = indirects[i]
local indirect_ok = lD.check_indirect_address(ids, indirect, chain)
if not indirect_ok then
print('Updating indirect addressing')
lD.set_indirect_address(ids, indirect, chain)
end
else
print('Skipping indirect - please take off any MX motors before doing indrect!!')
end
-- Set the modes
for _, id in ipairs(ids) do
local jid = m_to_j[id]
if is_gripper[jid] and chain.has_mx_cmd_id[id] then
local status = lD.get_mx_alarm_shutdown(id, self)
local alarm = (type(status)=='table') and lD.parse_mx('alarm_shutdown', status)
-- Zero alarams :P
if type(alarm)=='number' and alarm~=0 then
print('Updating MX alarm_shutdown', id)
lD.set_mx_alarm_shutdown(id, 0, chain)
end
elseif id==37 and chain.has_mx_cmd_id[id] then
-- lidar
local status = lD.get_mx_mode(id, self)
local mode = type(status)=='table' and lD.parse_mx('mode', status)
elseif chain.has_nx_cmd_id[id] and
min_rad[jid]==-180*DEG_TO_RAD and max_rad[jid]==180*DEG_TO_RAD then
-- 4
local status = lD.get_nx_mode(id, self)
local alarm = (type(status)=='table') and lD.parse_nx('mode', status)
if type(alarm)=='number' and alarm~=4 then
print('Updating NX mode', id, 4)
lD.set_nx_mode(id, 4, chain)
end
-- Also set the shutdown
local status = lD.get_nx_alarm_shutdown(id, self)
local alarm = (type(status)=='table') and lD.parse_nx('alarm_shutdown', status)
print('NX Alarm', id, jid, ':', alarm)
if type(alarm)=='number' and alarm~=0 then
print('Updating NX alarm_shutdown', id)
lD.set_nx_alarm_shutdown(id, 0, chain)
end
elseif chain.has_nx_cmd_id[id] then
-- 4
local status = lD.get_nx_mode(id, self)
local alarm = (type(status)=='table') and lD.parse_nx('mode', status)
if type(alarm)=='number' and alarm~=3 then
print('Updating NX mode', id, 3)
lD.set_nx_mode(id, 3, chain)
end
end
-- end of mode loop
end
-- end of chain loop
end
|
local DebugOutput = require"Toolbox.Debug.Registry".GetDefaultPipe()
local Tools = require"Toolbox.Tools"
local Import = require"Toolbox.Import"
local Vlpeg = Import.Module.Relative"Vlpeg"
local Object = Import.Module.Relative"Object"
return Object(
"Nested.PEG.Capture", {
Construct = function(self, SubPattern)
self.SubPattern = SubPattern
end;
Decompose = function(self, Canonical)
return Vlpeg.Select(
Vlpeg.Sequence(
Vlpeg.Immediate(
Vlpeg.Pattern(0),
function(Subject, Pos)
DebugOutput:Format"trying to match %s"(self.SubPattern)
DebugOutput:Format" At `\27[4m\27[30m%s\27[0m..`"(Subject:sub(Pos, Pos+20):gsub("\n","\27[4m\27[7m \27[0m\27[30m\27[4m"))
DebugOutput:Push()
return Pos
end
),
self.SubPattern(Canonical),
Vlpeg.Immediate(
Vlpeg.Pattern(0),
function(_,Pos)
DebugOutput:Pop()
DebugOutput:Add"Success"
return Pos
end
)
),
Vlpeg.Immediate(
Vlpeg.Pattern(0),
function()
DebugOutput:Pop()
DebugOutput:Add"Failed"
return false
end
) * (Vlpeg.Pattern(1) - Vlpeg.Pattern(1))
)
end;
Copy = function(self)
return -self.SubPattern
end;
ToString = function(self)
return "`".. tostring(self.SubPattern)
end;
}
)
|
local debugMode = false
if debugMode then print("VendorPrice: Debug Mode enabled.") end
local OptionTable = {}
local SetTooltipTable = {
SetBagItem = function(self, bagID, slot)
self.count = select(2, GetContainerItemInfo(bagID, slot))
end,
SetInventoryItem = function(self, unit, slot)
self.count = GetInventoryItemCount(unit, slot)
end,
SetAuctionItem = function(self, type, index)
self.count = select(3, GetAuctionItemInfo(type, index))
end,
SetAuctionSellItem = function(self)
self.count = select(3, GetAuctionSellItemInfo())
end,
SetQuestLogItem = function(self, _, index)
self.count = select(3, GetQuestLogRewardInfo(index))
end,
SetInboxItem = function(self, index, itemIndex)
if itemIndex then
self.count = select(4, GetInboxItem(index, itemIndex))
else
self.count = select(1, select(14, GetInboxHeaderInfo(index)))
end
end,
SetSendMailItem = function(self, index)
self.count = select(4, GetSendMailItem(index))
end,
SetTradePlayerItem = function(self, index)
self.count = select(3, GetTradePlayerItemInfo(index))
end,
SetTradeTargetItem = function(self, index)
self.count = select(3, GetTradeTargetItemInfo(index))
end,
}
for functionName, hookfunc in pairs (SetTooltipTable) do
hooksecurefunc(GameTooltip, functionName, hookfunc)
end
local IfHasShowedMoneyLine = function(self, name, class)
if class == "Recipe" then
if string.find(name, "Recipe") or string.find(name, "Pattern")
or string.find(name, "Plans") or string.find(name, "Schematic")
or string.find(name, "Manual") then
self.hasShowedMoneyLine = not self.hasShowedMoneyLine
return self.hasShowedMoneyLine
end
end
-- return false
end
local OnTooltipSetItem = function(self, ...)
-- immediately return if the player is interacting with a vendor
if MerchantFrame:IsShown() then return end
local name, link = self:GetItem()
if not link then return end
local class = select(6, GetItemInfo(link))
local vendorPrice = select(11, GetItemInfo(link))
if not vendorPrice then return end
if debugMode and self.count then print ("".. name .." (".. self.count ..")", self.hasShowedMoneyLine) end
if vendorPrice == 0 then
self:AddLine(NO_SELL_PRICE_TEXT, 255, 255, 255)
else
if not IfHasShowedMoneyLine(self, name, class) then
self.count = self.count or 1
if self.count == 0 then
self.count = 1
end
self:AddLine(GetCoinTextureString(vendorPrice * self.count), 255, 255, 255)
end
end
self.count = nil
end
for _, Tooltip in pairs {GameTooltip, ItemRefTooltip} do
Tooltip:HookScript("OnTooltipSetItem", OnTooltipSetItem)
end |
local fn = vim.fn
local install_path = fn.stdpath('data')..'/site/pack/packer/start/packer.nvim'
if fn.empty(fn.glob(install_path)) > 0 then
packer_bootstrap = fn.system({'git', 'clone', '--depth', '1', 'https://github.com/wbthomason/packer.nvim', install_path})
end
--require("logger_config")
require("editor_settings")
require("plugins")
--require("lsp_config")
require("cmp_config")
require("treesitter")
require("color_scheme_config")
require("autopairs_config")
require("comment")
require("keymaps")
require("terminal_config")
require("lualine_config")
require("nvim_tree_config")
--require("rust-tools-config")
require("formatter_config")
--require("telescope_config")
require("which_key_config")
|
---@class CfgskillsdatasTable
local CfgskillsdatasTable ={
[1] = {script = 'SkillAttack',name = '普通攻击',id = 1,icon = 0,descr = '',HP = 0,MP = 0,speed = 0.0},
[1000101] = {script = 'SkillAttack',name = '普通攻击',id = 1000101,icon = 0,descr = '',HP = 0,MP = 0,speed = 0.0},
[2000101] = {script = 'SkillAttack',name = '普通攻击',id = 2000101,icon = 0,descr = '',HP = 0,MP = 0,speed = 0.0},
[3000101] = {script = 'SkillAttack',name = '普通攻击',id = 3000101,icon = 0,descr = '',HP = 0,MP = 0,speed = 0.0},
[4000101] = {script = 'SkillAttack',name = '普通攻击',id = 4000101,icon = 0,descr = '',HP = 0,MP = 0,speed = 0.0},
[5000101] = {script = 'SkillAttack',name = '普通攻击',id = 5000101,icon = 0,descr = '',HP = 0,MP = 0,speed = 0.0},
[6000101] = {script = 'SkillAttack',name = '普通攻击',id = 6000101,icon = 0,descr = '',HP = 0,MP = 0,speed = 0.0},
[7000101] = {script = 'SkillAttack',name = '普通攻击',id = 7000101,icon = 0,descr = '',HP = 0,MP = 0,speed = 0.0}
}
---@class Cfgskillsdatas
local Cfgskillsdatas = BaseClass('Cfgskillsdatas')
function Cfgskillsdatas:__init(data)
self.script = data.script
self.name = data.name
self.id = data.id
self.icon = data.icon
self.descr = data.descr
self.HP = data.HP
self.MP = data.MP
self.speed = data.speed
data = nil
end
----not overwrite>> the class custom ----
--可在这里写一些自定义函数
----<<not overwrite----
--->>>>--->>>>--->>>>--------我是分割线--------<<<<---<<<<---<<<<---
---@type table<number, Cfgskillsdatas>
local _cfgInstDict = {}
---@class CfgskillsdatasHelper
local CfgskillsdatasHelper = BaseClass('CfgskillsdatasHelper')
function CfgskillsdatasHelper:InitAll()
if table.count(CfgskillsdatasTable) > 0 then
for k, v in pairs(CfgskillsdatasTable) do
_cfgInstDict[k] = Cfgskillsdatas.New(v)
CfgskillsdatasTable[k] = nil
end
end
end
---@return table<number, Cfgskillsdatas>
function CfgskillsdatasHelper:GetTable()
self:InitAll()
return _cfgInstDict
end
---@return Cfgskillsdatas
function CfgskillsdatasHelper:GetByKey(key)
if CfgskillsdatasTable[key] == nil and _cfgInstDict[key] == nil then
Logger.LogError('CfgskillsdatasTable 配置没有key=%s对应的行!',key) return
end
if _cfgInstDict[key] == nil then
_cfgInstDict[key] = Cfgskillsdatas.New(CfgskillsdatasTable[key])
CfgskillsdatasTable[key] = nil
end
return _cfgInstDict[key]
end
----not overwrite>> the helper custom ----
--可在这里写一些自定义函数
----<<not overwrite----
return CfgskillsdatasHelper |
coSetCppProjectDefaults("debug")
|
local DEFLATE = require('compress.deflatelua')
local LZW = require('opus.compress.lzw')
local Tar = require('opus.compress.tar')
local Util = require('opus.util')
local io = _G.io
local shell = _ENV.shell
local args = { ... }
if not args[2] then
error('Syntax: tar FILE DESTDIR')
end
local inFile = shell.resolve(args[1])
local outDir = shell.resolve(args[2])
if inFile:match('(.+)%.[gG][zZ]$') then
-- uncompress a file created with: tar czf ...
local fh = io.open(inFile, 'rb') or error('Error opening ' .. inFile)
local t = { }
local function writer(b)
table.insert(t, b)
end
DEFLATE.gunzip {input=fh, output=writer, disable_crc=true}
fh:close()
local s, m = Tar.untar_string(string.char(table.unpack(t)), outDir, true)
if not s then
error(m)
end
elseif inFile:match('(.+)%.tar%.lzw$') then
local c = Util.readFile(inFile, 'rb')
if not c then
error('Unable to open ' .. inFile)
end
local s, m = Tar.untar_string(LZW.decompress(c), outDir, true)
if not s then
error(m)
end
else
local s, m = Tar.untar(inFile, outDir, true)
if not s then
error(m)
end
end
|
Interface = {
zoomLevel = 4,
defaultZoom = 4,
zoomLevels = {
8,
16,
24,
32,
48,
64,
96,
128,
192,
256,
384,
512,
768,
1024,
1536,
2048,
3072,
4096,
8192
},
navigating = false,
showZones = g_settings.getBoolean("Interface.showZones", true),
showHouses = g_settings.getBoolean("Interface.showHouses", true),
isPushed = false
}
function updateCursor(pos)
if pos.x > mapWidget:getX() and pos.x < (mapWidget:getWidth() + mapWidget:getX())
and pos.y > mapWidget:getY() and pos.y < (mapWidget:getHeight() + mapWidget:getY()) then
if not Interface.isPushed then
Interface.isPushed = true
g_mouse.pushCursor('target')
end
else
if Interface.isPushed then
g_mouse.popCursor('target')
Interface.isPushed = false
end
end
end
function updateBottomItem(itemId)
itemLabel:setText("Actual item: " .. itemId .. " Name: " .. Item.create(itemId):getName())
end
function updateBottomCreature(name)
itemLabel:setText("Creature name: " .. name)
end
function updateBottomBar(pos)
local pos = mapWidget:getPosition(g_window.getMousePosition()) or pos
if pos then
positionLabel:setText(string.format('X: %d Y: %d Z: %d', pos.x, pos.y, pos.z))
local tile = g_map.getTile(pos)
if tile and tile:getTopThing() then
local topThing = tile:getTopThing()
if topThing:isItem() then
updateBottomItem(topThing:getId())
elseif topThing:isCreature() then
updateBottomCreature(topThing:getName())
end
else
itemLabel:setText('Actual Item: None')
end
end
local tileSize = Interface.zoomLevels[Interface.zoomLevel]
zoomLabel:setText("Zoom Level: " .. Interface.zoomLevel .. " (" .. tileSize .. "x" .. tileSize .. " tiles shown.)")
end
function resetZoom()
mapWidget:setZoom(Interface.zoomLevels[Interface.defaultZoom])
updateBottomBar(pos)
Interface.zoomLevel = Interface.defaultZoom
end
function updateZoom(delta)
local zoomedTile = mapWidget:getPosition(g_window.getMousePosition())
if zoomedTile == nil then
return false
end
if delta then
Interface.zoomLevel = math.min(#Interface.zoomLevels, math.max(Interface.zoomLevel + delta, 1))
end
mapWidget:setZoom(Interface.zoomLevels[Interface.zoomLevel])
if delta then
mapWidget:setCameraPosition(zoomedTile)
local tmp = mapWidget:getPosition(g_window.getMousePosition())
local i = 1
repeat
local pos = mapWidget:getPosition(g_window.getMousePosition())
if pos == nil then
return false
end
if pos.x ~= zoomedTile.x then
local change = 1
if math.abs(pos.x - zoomedTile.x) > 10 then
change = math.ceil(math.abs(pos.x - zoomedTile.x))
end
if pos.x > zoomedTile.x then
tmp.x = tmp.x - change
elseif pos.x < zoomedTile.x then
tmp.x = tmp.x + change
end
end
if pos.y ~= zoomedTile.y then
local change = 1
if math.abs(pos.y - zoomedTile.y) > 10 then
change = math.ceil(math.abs(pos.y - zoomedTile.y))
end
if pos.y > zoomedTile.y then
tmp.y = tmp.y - change
elseif pos.y < zoomedTile.y then
tmp.y = tmp.y + change
end
end
i = i + 1
if i == 5000 then
break
end
mapWidget:setCameraPosition(tmp)
until mapWidget:getPosition(g_window.getMousePosition()).x == zoomedTile.x and mapWidget:getPosition(g_window.getMousePosition()).y == zoomedTile.y
end
updateBottomBar(pos)
end
function moveCameraByDirection(dir, amount)
local amount = amount or 1
local pos = mapWidget:getCameraPosition()
if dir == North then
pos.y = pos.y - amount
elseif dir == East then
pos.x = pos.x + amount
elseif dir == South then
pos.y = pos.y + amount
elseif dir == West then
pos.x = pos.x - amount
end
mapWidget:setCameraPosition(pos)
updateBottomBar(pos)
end
function updateFloor(value)
local pos = mapWidget:getCameraPosition()
pos.z = math.min(math.max(pos.z + value, 0), 15)
mapWidget:setCameraPosition(pos)
updateBottomBar(pos)
if g_settings.get("visiblefloor", "true") then
mapWidget:lockVisibleFloor(pos.z)
else
mapWidget:unlockVisibleFloor()
end
end
function toggleZones()
if Interface.showZones then
g_map.setInterface.showZones(false)
Interface.showZones = false
Interface.showHouses = false
else
g_map.setInterface.showZones(true)
Interface.showZones = true
Interface.showHouses = true
end
-- Workaround - Map widget isn't updating when you toggle showing zones (it's updating only on first 2 zoom levels)
mapWidget:setCameraPosition(mapWidget:getCameraPosition())
end
function toggleHouses()
if Interface.showHouses then
g_map.setShowZone(TILESTATE_HOUSE, false)
Interface.showHouses = false
else
Interface.showHouses = true
g_map.setShowZone(TILESTATE_HOUSE, true)
end
-- Workaround - Map widget isn't updating when you toggle showing zones (it's updating only on first 2 zoom levels)
mapWidget:setCameraPosition(mapWidget:getCameraPosition())
end
function Interface.initDefaultZoneOptions()
g_map.setShowZones(Interface.showZones)
g_map.setZoneOpacity(0.7)
for i, v in pairs(defaultZoneFlags) do
if Interface.showZones then -- only enable if showing is enabled
g_map.setShowZone(i, true)
end
g_map.setZoneColor(i, type(v) == "string" and tocolor(v) or v)
end
end
function Interface.init()
rootPanel = g_ui.displayUI('interface.otui')
mapWidget = rootPanel:getChildById('map')
positionLabel = rootPanel:recursiveGetChildById('positionLabel')
itemLabel = rootPanel:recursiveGetChildById('itemLabel')
zoomLabel = rootPanel:recursiveGetChildById('zoomLabel')
-- both undoAction and redoAction functions are defined in uieditablemap.lua
undoButton = modules.mapeditor_topmenu.addLeftButton('undoButton', tr('Undo last action') .. ' (CTRL+Z)',
'/images/topbuttons/undo', undoAction)
redoButton = modules.mapeditor_topmenu.addLeftButton('redoButton', tr('Redo last undone action') .. ' (CTRL+Y)',
'/images/topbuttons/redo', redoAction)
g_keyboard.bindKeyPress('Ctrl+Z', undoAction, mapWidget)
g_keyboard.bindKeyPress('Ctrl+Y', redoAction, mapWidget)
undoStack = UndoStack.create()
mapWidget:setKeepAspectRatio(false)
mapWidget:setZoom(30)
mapWidget:setMaxZoomOut(4096)
updateZoom()
Interface.initDefaultZoneOptions()
mapWidget.onMouseMove = function(self, mousePos, mouseMoved)
if SelectionTool.pasting and ToolPalette.getCurrentTool().id == ToolSelect then
SelectionTool.mousePressMove(mousePos, mouseMoved)
end
updateBottomBar()
if ToolPalette.getCurrentTool().drawTool then
updateGhostThings(mousePos)
else
updateCursor(mousePos)
end
end
mapWidget.onMouseWheel = function(self, mousePos, direction)
if g_keyboard.isAltPressed() then
local tool = ToolPalette.getCurrentTool()
if tool.sizes then
if direction == MouseWheelDown then
ToolPalette.decBrushSize()
else
ToolPalette.incBrushSize()
end
end
return
end
if direction == MouseWheelDown then
if g_keyboard.isCtrlPressed() then
updateFloor(-1)
else
updateZoom(1)
end
else
if g_keyboard.isCtrlPressed() then
updateFloor(1)
else
updateZoom(-1)
end
end
end
g_mouse.bindPressMove(mapWidget,
function(self, mousePos, mouseMoved)
if g_mouse.isPressed(MouseLeftButton) and ToolPalette.getCurrentTool().id == ToolSelect then
SelectionTool.mousePressMove(mousePos, mouseMoved)
return
end
if g_mouse.isPressed(MouseMidButton) then
Interface.navigating = true
mapWidget:movePixels(mousePos.x * Interface.zoomLevel, mousePos.y * Interface.zoomLevel)
return
end
end
)
mapWidget.onMousePress = function(self, mousePos, mouseButton)
if ToolPalette.getCurrentTool().id == ToolSelect then
SelectionTool.mousePress()
end
end
mapWidget.onMouseRelease = function(self, mousePos, mouseButton)
SelectionTool.mouseRelease()
if Interface.navigating then
Interface.navigating = false
return true
end
if mouseButton == MouseMidButton then
local pos = self:getPosition(mousePos)
if pos then
self:setCameraPosition(pos)
updateBottomBar()
end
return true
end
return false
end
-- TODO: Make it more RME-like
g_mouse.bindAutoPress(mapWidget,
function(self, mousePos, mouseButton, elapsed)
if g_keyboard.isCtrlPressed() then
Interface.navigating = true
resetZoom()
return
end
end
, nil, MouseMidButton)
g_mouse.bindAutoPress(mapWidget, handleMousePress, 100, MouseLeftButton)
g_mouse.bindPress(mapWidget,
function(mousePos)
if ToolPalette.getCurrentTool().id == ToolSelect then
SelectionTool.unselectAll()
if SelectionTool.pasting then
removeGhostThings()
SelectionTool.pasting = false
end
else
ToolPalette.setTool(ToolSelect)
end
local pos = mapWidget:getPosition(mousePos)
if not pos then
return false
end
local tile = g_map.getTile(pos)
if tile then
local topThing = tile:getTopThing()
if topThing and topThing:isContainer() then
openContainer(topThing, nil)
end
end
return true
end, MouseRightButton)
local newRect = {x = 500, y = 500, width = 1000, height = 1000}
local startPos = {x = 500, y = 500, z = 7}
mapWidget:setRect(newRect)
mapWidget:setCameraPosition(startPos)
updateBottomBar(startPos)
g_keyboard.bindKeyPress('Up', function() moveCameraByDirection(North, 2) end, rootPanel)
g_keyboard.bindKeyPress('Down', function() moveCameraByDirection(South, 2) end, rootPanel)
g_keyboard.bindKeyPress('Left', function() moveCameraByDirection(West, 2) end, rootPanel)
g_keyboard.bindKeyPress('Right', function() moveCameraByDirection(East, 2) end, rootPanel)
g_keyboard.bindKeyPress('Ctrl+Up', function() moveCameraByDirection(North, 10) end, rootPanel)
g_keyboard.bindKeyPress('Ctrl+Down', function() moveCameraByDirection(South, 10) end, rootPanel)
g_keyboard.bindKeyPress('Ctrl+Left', function() moveCameraByDirection(West, 10) end, rootPanel)
g_keyboard.bindKeyPress('Ctrl+Right', function() moveCameraByDirection(East, 10) end, rootPanel)
g_keyboard.bindKeyPress('PageUp', function() updateFloor(-1) end, rootPanel)
g_keyboard.bindKeyPress('PageDown', function() updateFloor(1) end, rootPanel)
g_keyboard.bindKeyPress('Ctrl+PageUp', function() updateZoom(1) end, rootPanel)
g_keyboard.bindKeyPress('Ctrl+PageDown', function() updateZoom(-1) end, rootPanel)
end
function Interface.sync()
local firstTown = g_towns.getTown(1)
if firstTown then
local templePos = firstTown:getTemplePos()
if templePos ~= nil then
mapWidget:setCameraPosition(templePos)
end
end
local mapSize = g_map.getSize()
mapWidget:setRect({x = 0, y = 0, width = mapSize.x, height = mapSize.y})
end
function Interface.terminate()
g_settings.set("show-zones", Interface.showZones)
g_settings.set("show-houses", Interface.showHouses)
end
|
local socket = require"socket"
local group = "225.0.0.37"
local port = 12345
local c = assert(socket.udp())
print(assert(c:setoption("reuseport", true)))
print(assert(c:setsockname("*", port)))
--print("loop:", c:getoption("ip-multicast-loop"))
--print(assert(c:setoption("ip-multicast-loop", false)))
--print("loop:", c:getoption("ip-multicast-loop"))
--print("if:", c:getoption("ip-multicast-if"))
--print(assert(c:setoption("ip-multicast-if", "127.0.0.1")))
--print("if:", c:getoption("ip-multicast-if"))
--print(assert(c:setoption("ip-multicast-if", "10.0.1.4")))
--print("if:", c:getoption("ip-multicast-if"))
print(assert(c:setoption("ip-add-membership", {multiaddr = group, interface = "*"})))
while 1 do
print(c:receivefrom())
end
|
-- System
System = Class()
function System:Init(name)
self.Entity = {}
self.Name = name
end
function System:AddEntity(entity)
table.insert(self.Entity, entity)
end
function System:RemoveEntity(name, id)
for k, v in pairs(self.Entity) do
if v.Name == name then
if id and v.__id ~= id then
break
end
end
table.remove(self.Entity, k)
end
end
function System:GetEntity(name, id)
local t
for k, v in pairs(self.Entity) do
if v.Name == name then
t = v
if id then
if id == v.__id then
t = v
else
t = nil
end
end
end
end
return t
end
function System:Update()
for k, v in ipairs(self.Entity) do
v:Update()
end
end
|
local util = {}
function util.isTable(tbl)
return type(tbl) == "table"
end
local function printTableInternal(tbl, indent, internal)
local ind = ("\t"):rep(indent)
print(ind .. "{")
for index, value in pairs(tbl) do
if util.isTable(value) then
printTableInternal(value, indent + 1, true)
else
print(ind .. "\t" .. tostring(index) .. " = " .. tostring(value) .. ",")
end
end
print(ind .. "}" .. (internal and "," or ""))
end
function util.printTable(tbl)
printTableInternal(tbl, 0, false)
end
function util.fArray(tbl)
if not util.isTable(tbl[1]) then
return ffi.new("float[" .. #tbl .. "]", tbl)
end
return ffi.new("float[" .. #tbl .. "][" .. #tbl[1] .. "]", tbl)
end
return util
|
object_tangible_collection_publish_gift_comlink_component_09 = object_tangible_collection_shared_publish_gift_comlink_component_09:new {
gameObjectType = 8211,}
ObjectTemplates:addTemplate(object_tangible_collection_publish_gift_comlink_component_09, "object/tangible/collection/publish_gift_comlink_component_09.iff") |
pg = pg or {}
pg.world_chapter_template_reset = {
[8000] = {
id = 8000,
transport = 1,
transport_colormask = 1,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>NY港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
800
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8030] = {
id = 8030,
transport = 1,
transport_colormask = 1,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>NY港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
803
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8060] = {
id = 8060,
transport = 1,
transport_colormask = 1,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>NY港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
806
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8090] = {
id = 8090,
transport = 0,
transport_colormask = 0,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>NY港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
809
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8200] = {
id = 8200,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
820
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8230] = {
id = 8230,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
823
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8260] = {
id = 8260,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
826
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8290] = {
id = 8290,
transport = 0,
transport_colormask = 0,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
829
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8400] = {
id = 8400,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
840,
841
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8410] = {
id = 8410,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
840,
841
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8430] = {
id = 8430,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
843,
844
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8440] = {
id = 8440,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
843,
844
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8460] = {
id = 8460,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
846,
847
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8470] = {
id = 8470,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
846,
847
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8490] = {
id = 8490,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
849,
850
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8500] = {
id = 8500,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
849,
850
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8600] = {
id = 8600,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
860
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8630] = {
id = 8630,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
863
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[8660] = {
id = 8660,
transport = 2,
transport_colormask = 2,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
866
},
reset_trigger = {
866000,
866010,
866011,
866001
},
reset_item = {},
reset_buff = {}
},
[8690] = {
id = 8690,
transport = 0,
transport_colormask = 0,
tip = "是否确定离开塞壬实验场,返回<color=#92fc63>利维浦港</color>近海?(离开后实验场入口依然存在,再次挑战时会重置为初始状态)",
reset_map = {
869
},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[110000] = {
id = 110000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3110000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[110010] = {
id = 110010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3110010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[110020] = {
id = 110020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3110020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[110030] = {
id = 110030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3110030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[110040] = {
id = 110040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3110040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[110050] = {
id = 110050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3110050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[110060] = {
id = 110060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3110060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[110070] = {
id = 110070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3110070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[110080] = {
id = 110080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3110080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[110090] = {
id = 110090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3110090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[111000] = {
id = 111000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3111000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[111010] = {
id = 111010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3111010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[111020] = {
id = 111020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3111020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[111030] = {
id = 111030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3111030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[111040] = {
id = 111040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3111040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[111050] = {
id = 111050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3111050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[111060] = {
id = 111060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3111060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[111070] = {
id = 111070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3111070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[111080] = {
id = 111080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3111080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[111090] = {
id = 111090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3111090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[112000] = {
id = 112000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3112000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[112010] = {
id = 112010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3112010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[112020] = {
id = 112020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3112020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[112030] = {
id = 112030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3112030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[112040] = {
id = 112040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3112040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[112050] = {
id = 112050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3112050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[112060] = {
id = 112060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3112060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[112070] = {
id = 112070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3112070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[112080] = {
id = 112080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3112080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[112090] = {
id = 112090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3112090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[113000] = {
id = 113000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3113000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[113010] = {
id = 113010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3113010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[113020] = {
id = 113020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3113020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[113030] = {
id = 113030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3113030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[113040] = {
id = 113040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3113040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[113050] = {
id = 113050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3113050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[113060] = {
id = 113060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3113060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[113070] = {
id = 113070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3113070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[113080] = {
id = 113080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3113080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[113090] = {
id = 113090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3113090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[114000] = {
id = 114000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3114000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[114010] = {
id = 114010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3114010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[114020] = {
id = 114020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3114020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[114030] = {
id = 114030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3114030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[114040] = {
id = 114040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3114040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[114050] = {
id = 114050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3114050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[114060] = {
id = 114060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3114060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[114070] = {
id = 114070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3114070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[114080] = {
id = 114080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3114080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[114090] = {
id = 114090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3114090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[115000] = {
id = 115000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3115000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[115010] = {
id = 115010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3115010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[115020] = {
id = 115020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3115020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[115030] = {
id = 115030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3115030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[115040] = {
id = 115040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3115040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[115050] = {
id = 115050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3115050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[115060] = {
id = 115060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3115060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[115070] = {
id = 115070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3115070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[115080] = {
id = 115080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3115080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[115090] = {
id = 115090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
21,
3115090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[120000] = {
id = 120000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3120000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[120010] = {
id = 120010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3120010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[120020] = {
id = 120020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3120020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[120030] = {
id = 120030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3120030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[120040] = {
id = 120040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3120040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[120050] = {
id = 120050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3120050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[120060] = {
id = 120060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3120060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[120070] = {
id = 120070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3120070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[120080] = {
id = 120080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3120080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[120090] = {
id = 120090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3120090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[121000] = {
id = 121000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3121000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[121010] = {
id = 121010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3121010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[121020] = {
id = 121020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3121020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[121030] = {
id = 121030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3121030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[121040] = {
id = 121040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3121040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[121050] = {
id = 121050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3121050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[121060] = {
id = 121060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3121060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[121070] = {
id = 121070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3121070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[121080] = {
id = 121080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3121080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[121090] = {
id = 121090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3121090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[122000] = {
id = 122000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3122000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[122010] = {
id = 122010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3122010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[122020] = {
id = 122020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3122020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[122030] = {
id = 122030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3122030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[122040] = {
id = 122040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3122040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[122050] = {
id = 122050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3122050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[122060] = {
id = 122060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3122060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[122070] = {
id = 122070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3122070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[122080] = {
id = 122080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3122080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[122090] = {
id = 122090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3122090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[123000] = {
id = 123000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3123000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[123010] = {
id = 123010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3123010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[123020] = {
id = 123020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3123020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[123030] = {
id = 123030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3123030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[123040] = {
id = 123040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3123040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[123050] = {
id = 123050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3123050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[123060] = {
id = 123060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3123060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[123070] = {
id = 123070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3123070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[123080] = {
id = 123080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3123080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[123090] = {
id = 123090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3123090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[124000] = {
id = 124000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3124000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[124010] = {
id = 124010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3124010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[124020] = {
id = 124020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3124020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[124030] = {
id = 124030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3124030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[124040] = {
id = 124040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3124040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[124050] = {
id = 124050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3124050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[124060] = {
id = 124060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3124060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[124070] = {
id = 124070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3124070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[124080] = {
id = 124080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3124080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[124090] = {
id = 124090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3124090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[125000] = {
id = 125000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3125000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[125010] = {
id = 125010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3125010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[125020] = {
id = 125020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3125020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[125030] = {
id = 125030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3125030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[125040] = {
id = 125040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3125040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[125050] = {
id = 125050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3125050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[125060] = {
id = 125060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3125060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[125070] = {
id = 125070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3125070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[125080] = {
id = 125080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3125080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[125090] = {
id = 125090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
22,
3125090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[130000] = {
id = 130000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3130000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[130010] = {
id = 130010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3130010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[130020] = {
id = 130020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3130020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[130030] = {
id = 130030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3130030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[130040] = {
id = 130040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3130040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[130050] = {
id = 130050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3130050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[130060] = {
id = 130060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3130060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[130070] = {
id = 130070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3130070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[130080] = {
id = 130080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3130080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[130090] = {
id = 130090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3130090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[131000] = {
id = 131000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3131000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[131010] = {
id = 131010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3131010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[131020] = {
id = 131020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3131020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[131030] = {
id = 131030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3131030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[131040] = {
id = 131040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3131040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[131050] = {
id = 131050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3131050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[131060] = {
id = 131060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3131060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[131070] = {
id = 131070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3131070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[131080] = {
id = 131080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3131080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[131090] = {
id = 131090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3131090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[132000] = {
id = 132000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3132000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[132010] = {
id = 132010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3132010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[132020] = {
id = 132020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3132020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[132030] = {
id = 132030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3132030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[132040] = {
id = 132040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3132040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[132050] = {
id = 132050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3132050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[132060] = {
id = 132060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3132060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[132070] = {
id = 132070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3132070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[132080] = {
id = 132080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3132080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[132090] = {
id = 132090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3132090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[133000] = {
id = 133000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3133000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[133010] = {
id = 133010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3133010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[133020] = {
id = 133020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3133020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[133030] = {
id = 133030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3133030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[133040] = {
id = 133040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3133040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[133050] = {
id = 133050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3133050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[133060] = {
id = 133060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3133060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[133070] = {
id = 133070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3133070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[133080] = {
id = 133080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3133080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[133090] = {
id = 133090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3133090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[134000] = {
id = 134000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3134000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[134010] = {
id = 134010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3134010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[134020] = {
id = 134020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3134020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[134030] = {
id = 134030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3134030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[134040] = {
id = 134040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3134040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[134050] = {
id = 134050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3134050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[134060] = {
id = 134060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3134060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[134070] = {
id = 134070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3134070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[134080] = {
id = 134080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3134080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[134090] = {
id = 134090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3134090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[135000] = {
id = 135000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3135000,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[135010] = {
id = 135010,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3135010,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[135020] = {
id = 135020,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3135020,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[135030] = {
id = 135030,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3135030,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[135040] = {
id = 135040,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3135040,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[135050] = {
id = 135050,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3135050,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[135060] = {
id = 135060,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3135060,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[135070] = {
id = 135070,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3135070,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[135080] = {
id = 135080,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3135080,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[135090] = {
id = 135090,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {
23,
3135090,
100000,
100001,
100003,
100004,
100005,
100006,
100007,
100008,
100010,
100011,
100012,
100013,
100014,
100021,
100022,
100023,
100024,
100025,
100031,
100032,
100033,
100034,
100041,
100042,
100043,
100044,
100045
},
reset_item = {},
reset_buff = {}
},
[140000] = {
id = 140000,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[140004] = {
id = 140004,
transport = 0,
transport_colormask = 0,
tip = "是否确定从深渊海域离开?\n(警告:离开后将无法再次返回挑战强敌!)",
reset_map = {},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[140005] = {
id = 140005,
transport = 0,
transport_colormask = 0,
tip = "是否确定从深渊海域离开?\n(警告:离开后将无法再次返回挑战强敌!)",
reset_map = {},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[140006] = {
id = 140006,
transport = 0,
transport_colormask = 0,
tip = "是否确定从深渊海域离开?\n(警告:离开后将无法再次返回挑战强敌!)",
reset_map = {},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[890140] = {
id = 890140,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[890150] = {
id = 890150,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[890160] = {
id = 890160,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
[890170] = {
id = 890170,
transport = 0,
transport_colormask = 0,
tip = "是否确定从该处隐秘海域离开?\n(离开后将无法再次返回)",
reset_map = {},
reset_trigger = {},
reset_item = {},
reset_buff = {}
},
all = {
8000,
8030,
8060,
8090,
8200,
8230,
8260,
8290,
8400,
8410,
8430,
8440,
8460,
8470,
8490,
8500,
8600,
8630,
8660,
8690,
110000,
110010,
110020,
110030,
110040,
110050,
110060,
110070,
110080,
110090,
111000,
111010,
111020,
111030,
111040,
111050,
111060,
111070,
111080,
111090,
112000,
112010,
112020,
112030,
112040,
112050,
112060,
112070,
112080,
112090,
113000,
113010,
113020,
113030,
113040,
113050,
113060,
113070,
113080,
113090,
114000,
114010,
114020,
114030,
114040,
114050,
114060,
114070,
114080,
114090,
115000,
115010,
115020,
115030,
115040,
115050,
115060,
115070,
115080,
115090,
120000,
120010,
120020,
120030,
120040,
120050,
120060,
120070,
120080,
120090,
121000,
121010,
121020,
121030,
121040,
121050,
121060,
121070,
121080,
121090,
122000,
122010,
122020,
122030,
122040,
122050,
122060,
122070,
122080,
122090,
123000,
123010,
123020,
123030,
123040,
123050,
123060,
123070,
123080,
123090,
124000,
124010,
124020,
124030,
124040,
124050,
124060,
124070,
124080,
124090,
125000,
125010,
125020,
125030,
125040,
125050,
125060,
125070,
125080,
125090,
130000,
130010,
130020,
130030,
130040,
130050,
130060,
130070,
130080,
130090,
131000,
131010,
131020,
131030,
131040,
131050,
131060,
131070,
131080,
131090,
132000,
132010,
132020,
132030,
132040,
132050,
132060,
132070,
132080,
132090,
133000,
133010,
133020,
133030,
133040,
133050,
133060,
133070,
133080,
133090,
134000,
134010,
134020,
134030,
134040,
134050,
134060,
134070,
134080,
134090,
135000,
135010,
135020,
135030,
135040,
135050,
135060,
135070,
135080,
135090,
140000,
140004,
140005,
140006,
890140,
890150,
890160,
890170
}
}
return
|
meta.name = "Cells Interlinked"
meta.version = "1.0"
meta.author = "Dregu"
meta.description = "Cellular automaton (Game of Life) based level gen with some enemies and traps thrown in from the randomizer. It's endless. You can't win. You have no purpose."
register_option_float("_enemy", "Enemy chance", 10, 0, 100)
register_option_float("_trap", "Trap chance", 5, 0, 100)
register_option_float("alive", "Cell alive chance", 39, 0, 100)
register_option_float("alive_variance", "Cell alive variance", 3, 0, 100)
register_option_int("simstep", "Cell automaton steps", 4, 0, 10)
register_option_bool("start_compass", "Start with compass", true)
register_option_bool("start_cape", "Start with Vlad's cape", true)
register_option_bool("start_gifts", "Start with goodies", true)
register_option_int("xmin", "Level min width", 2, 2, 8)
register_option_int("xmax", "Level max width", 6, 2, 8)
register_option_int("ymin", "Level min height", 2, 2, 8)
register_option_int("ymax", "Level max height", 6, 2, 15)
local map = { level={}, alt={}, back={} }
local mapwidth, mapheight = 40, 32
local entrance, exit
local themes = {}
local current = nil
local function in_level()
return state.screen == SCREEN.LEVEL
end
local function join(a, b)
local result = {table.unpack(a)}
table.move(b, 1, #b, #result + 1, result)
return result
end
local function has(arr, item)
for i, v in pairs(arr) do
if v == item then
return true
end
end
return false
end
local function pick(from)
return from[prng:random(#from)]
end
local function kil(uid)
local ent = get_entity(uid)
ent.flags = set_flag(ent.flags, ENT_FLAG.DEAD)
ent:destroy()
end
local theme_types = {THEME.DWELLING, THEME.JUNGLE, THEME.VOLCANA, THEME.OLMEC, THEME.TIDE_POOL, THEME.TEMPLE, THEME.ICE_CAVES, THEME.SUNKEN_CITY}
local floor_types = {ENT_TYPE.FLOOR_GENERIC, ENT_TYPE.FLOOR_JUNGLE, ENT_TYPE.FLOORSTYLED_MINEWOOD, ENT_TYPE.FLOORSTYLED_STONE, ENT_TYPE.FLOORSTYLED_TEMPLE, ENT_TYPE.FLOORSTYLED_PAGODA, ENT_TYPE.FLOORSTYLED_BABYLON, ENT_TYPE.FLOORSTYLED_SUNKEN, ENT_TYPE.FLOORSTYLED_BEEHIVE, ENT_TYPE.FLOORSTYLED_VLAD, ENT_TYPE.FLOORSTYLED_MOTHERSHIP, ENT_TYPE.FLOORSTYLED_DUAT, ENT_TYPE.FLOORSTYLED_PALACE, ENT_TYPE.FLOORSTYLED_GUTS, ENT_TYPE.FLOOR_SURFACE, ENT_TYPE.FLOOR_ICE}
local valid_floors = floor_types
local enemies_small = {ENT_TYPE.MONS_SNAKE, ENT_TYPE.MONS_SPIDER,
ENT_TYPE.MONS_CAVEMAN, ENT_TYPE.MONS_SKELETON, ENT_TYPE.MONS_SCORPION, ENT_TYPE.MONS_HORNEDLIZARD,
ENT_TYPE.MONS_MOLE, ENT_TYPE.MONS_MANTRAP, ENT_TYPE.MONS_TIKIMAN, ENT_TYPE.MONS_WITCHDOCTOR,
ENT_TYPE.MONS_MONKEY, ENT_TYPE.MONS_MAGMAMAN, ENT_TYPE.MONS_ROBOT,
ENT_TYPE.MONS_FIREBUG_UNCHAINED,
ENT_TYPE.MONS_CROCMAN, ENT_TYPE.MONS_COBRA, ENT_TYPE.MONS_SORCERESS,
ENT_TYPE.MONS_CATMUMMY, ENT_TYPE.MONS_NECROMANCER, ENT_TYPE.MONS_JIANGSHI, ENT_TYPE.MONS_FEMALE_JIANGSHI,
ENT_TYPE.MONS_FISH, ENT_TYPE.MONS_OCTOPUS, ENT_TYPE.MONS_HERMITCRAB, ENT_TYPE.MONS_HERMITCRAB, ENT_TYPE.MONS_HERMITCRAB, ENT_TYPE.MONS_HERMITCRAB, ENT_TYPE.MONS_ALIEN,
ENT_TYPE.MONS_YETI, ENT_TYPE.MONS_PROTOSHOPKEEPER,
ENT_TYPE.MONS_OLMITE_HELMET, ENT_TYPE.MONS_OLMITE_BODYARMORED, ENT_TYPE.MONS_OLMITE_NAKED,
ENT_TYPE.MONS_AMMIT, ENT_TYPE.MONS_FROG, ENT_TYPE.MONS_FIREFROG,
ENT_TYPE.MONS_JUMPDOG, ENT_TYPE.MONS_LEPRECHAUN, ENT_TYPE.MOUNT_TURKEY,
ENT_TYPE.MOUNT_ROCKDOG, ENT_TYPE.MOUNT_AXOLOTL}
local enemies_big = {ENT_TYPE.MONS_CAVEMAN_BOSS, ENT_TYPE.MONS_LAVAMANDER, ENT_TYPE.MONS_MUMMY, ENT_TYPE.MONS_ANUBIS,
ENT_TYPE.MONS_GIANTFISH, ENT_TYPE.MONS_YETIKING, ENT_TYPE.MONS_YETIQUEEN, ENT_TYPE.MONS_ALIENQUEEN,
ENT_TYPE.MONS_LAMASSU, ENT_TYPE.MONS_QUEENBEE, ENT_TYPE.MONS_GIANTFLY, ENT_TYPE.MONS_CRABMAN,
ENT_TYPE.MOUNT_MECH}
local enemies_climb = {ENT_TYPE.MONS_FIREBUG, ENT_TYPE.MONS_MONKEY}
local enemies_ceiling = {ENT_TYPE.MONS_BAT, ENT_TYPE.MONS_SPIDER, ENT_TYPE.MONS_BAT, ENT_TYPE.MONS_SPIDER, ENT_TYPE.MONS_BAT, ENT_TYPE.MONS_SPIDER, ENT_TYPE.MONS_VAMPIRE, ENT_TYPE.MONS_VAMPIRE, ENT_TYPE.MONS_VLAD, ENT_TYPE.MONS_HANGSPIDER, ENT_TYPE.MONS_HANGSPIDER}
local enemies_air = {ENT_TYPE.MONS_MOSQUITO, ENT_TYPE.MONS_BEE, ENT_TYPE.MONS_GRUB, ENT_TYPE.MONS_IMP, ENT_TYPE.MONS_UFO, ENT_TYPE.MONS_SCARAB}
local friends = {ENT_TYPE.CHAR_ANA_SPELUNKY, ENT_TYPE.CHAR_MARGARET_TUNNEL, ENT_TYPE.CHAR_COLIN_NORTHWARD, ENT_TYPE.CHAR_ROFFY_D_SLOTH, ENT_TYPE.CHAR_BANDA, ENT_TYPE.CHAR_GREEN_GIRL, ENT_TYPE.CHAR_AMAZON, ENT_TYPE.CHAR_LISE_SYSTEM, ENT_TYPE.CHAR_COCO_VON_DIAMONDS, ENT_TYPE.CHAR_MANFRED_TUNNEL, ENT_TYPE.CHAR_OTAKU, ENT_TYPE.CHAR_TINA_FLAN, ENT_TYPE.CHAR_VALERIE_CRUMP, ENT_TYPE.CHAR_AU, ENT_TYPE.CHAR_DEMI_VON_DIAMONDS, ENT_TYPE.CHAR_PILOT, ENT_TYPE.CHAR_PRINCESS_AIRYN, ENT_TYPE.CHAR_DIRK_YAMAOKA, ENT_TYPE.CHAR_GUY_SPELUNKY, ENT_TYPE.CHAR_CLASSIC_GUY, ENT_TYPE.CHAR_HIREDHAND, ENT_TYPE.CHAR_EGGPLANT_CHILD}
local traps_ceiling = {ENT_TYPE.FLOOR_SPIKEBALL_CEILING, ENT_TYPE.FLOOR_FACTORY_GENERATOR, ENT_TYPE.FLOOR_SPIKEBALL_CEILING, ENT_TYPE.FLOOR_FACTORY_GENERATOR, ENT_TYPE.FLOOR_SHOPKEEPER_GENERATOR}
local traps_floor = {ENT_TYPE.FLOOR_JUNGLE_SPEAR_TRAP, ENT_TYPE.FLOOR_JUNGLE_SPEAR_TRAP, ENT_TYPE.FLOOR_SPARK_TRAP, ENT_TYPE.FLOOR_TIMED_FORCEFIELD, ENT_TYPE.ACTIVEFLOOR_CRUSH_TRAP, ENT_TYPE.ACTIVEFLOOR_ELEVATOR}
local traps_wall = {ENT_TYPE.FLOOR_ARROW_TRAP, ENT_TYPE.FLOOR_ARROW_TRAP, ENT_TYPE.FLOOR_POISONED_ARROW_TRAP, ENT_TYPE.FLOOR_JUNGLE_SPEAR_TRAP, ENT_TYPE.FLOOR_LASER_TRAP, ENT_TYPE.FLOOR_SPARK_TRAP}
local traps_flip = {ENT_TYPE.FLOOR_ARROW_TRAP, ENT_TYPE.FLOOR_POISONED_ARROW_TRAP, ENT_TYPE.FLOOR_LASER_TRAP}
local traps_generic = {ENT_TYPE.FLOOR_JUNGLE_SPEAR_TRAP, ENT_TYPE.FLOOR_JUNGLE_SPEAR_TRAP, ENT_TYPE.FLOOR_SPARK_TRAP, ENT_TYPE.ACTIVEFLOOR_CRUSH_TRAP}
local traps_item = {ENT_TYPE.FLOOR_SPRING_TRAP, ENT_TYPE.ITEM_LANDMINE, ENT_TYPE.ITEM_SNAP_TRAP, ENT_TYPE.ACTIVEFLOOR_POWDERKEG}
local traps_totem = {ENT_TYPE.FLOOR_TOTEM_TRAP, ENT_TYPE.FLOOR_LION_TRAP}
local function enemy_small_spawn(x, y, l)
local enemy = pick(enemies_small)
local uid = spawn_entity_snapped_to_floor(enemy, x, y, l)
end
local function enemy_small_valid(x, y, l)
local floor = get_grid_entity_at(x, y-1, l)
local air = get_grid_entity_at(x, y, l)
if floor ~= -1 and air == -1 then
floor = get_entity(floor)
return has(valid_floors, floor.type.id)
end
return false
end
local function enemy_big_spawn(x, y, l)
local id = pick(enemies_big)
local uid = spawn_entity_snapped_to_floor(id, x, y, l)
local ent = get_entity(uid)
if id == ENT_TYPE.MOUNT_MECH then
local rider = spawn_entity(pick({ENT_TYPE.MONS_CAVEMAN, ENT_TYPE.MONS_ALIEN}), x, y, l, 0, 0)
carry(uid, rider)
end
end
local function enemy_big_valid(x, y, l)
if state.theme == THEME.TIDE_POOL and state.level == 3 and y >= 82 and y <= 90 then return false end
local floor = get_grid_entity_at(x, y-1, l)
local air = get_grid_entity_at(x, y, l)
local air2 = get_grid_entity_at(x-1, y, l)
local air3 = get_grid_entity_at(x, y+1, l)
local air4 = get_grid_entity_at(x-1, y+1, l)
if floor ~= -1 and air == -1 and air2 == -1 and air3 == -1 and air4 == -1 then
floor = get_entity(floor)
return has(valid_floors, floor.type.id)
end
return false
end
local function enemy_climb_spawn(x, y, l)
local ladder = get_grid_entity_at(x, y, l)
if ladder ~= -1 then
ladder = get_entity(ladder)
if not test_flag(ladder.flags, ENT_FLAG.CLIMBABLE) then
return
end
local uid = spawn_entity_over(pick(enemies_climb), ladder.uid, 0, 0)
local ent = get_entity(uid)
end
end
local function enemy_climb_valid(x, y, l)
local ladder = get_grid_entity_at(x, y, l)
if ladder ~= -1 then
ladder = get_entity(ladder)
return test_flag(ladder.flags, ENT_FLAG.CLIMBABLE)
end
return false
end
local function enemy_ceiling_spawn(x, y, l)
local uid = spawn_entity(pick(enemies_ceiling), x, y, l, 0, 0)
local ent = get_entity(uid)
end
local function enemy_ceiling_valid(x, y, l)
local floor = get_grid_entity_at(x, y+1, l)
local air = get_grid_entity_at(x, y, l)
if floor ~= -1 and air == -1 then
floor = get_entity(floor)
return has(valid_floors, floor.type.id)
end
return false
end
local function enemy_air_spawn(x, y, l)
local uid = spawn_entity(pick(enemies_air), x, y, l, 0, 0)
local ent = get_entity(uid)
end
local function enemy_air_valid(x, y, l)
if state.theme == THEME.TIDE_POOL and state.level == 3 and y >= 82 and y <= 90 then return false end
if state.theme == THEME.TIAMAT then return false end
local air = get_grid_entity_at(x, y, l)
return air == -1
end
local friend_spawned = false
local function friend_spawn(x, y, l)
if not friend_spawned then
local uid = spawn_companion(pick(friends), x, y, l)
local ent = get_entity(uid)
friend_spawned = true
end
end
local function friend_valid(x, y, l)
local floor = get_grid_entity_at(x, y-1, l)
local air = get_grid_entity_at(x, y, l)
if floor ~= -1 and air == -1 then
floor = get_entity(floor)
return has(valid_floors, floor.type.id)
end
return false
end
local function trap_ceiling_spawn(x, y, l)
local item = pick(traps_ceiling)
local floor = get_grid_entity_at(x, y, l)
if floor ~= -1 then
kil(floor)
end
spawn_grid_entity(item, x, y, l)
end
local function trap_ceiling_valid(x, y, l)
if state.theme == THEME.TIDE_POOL and state.level == 3 and y >= 80 and y <= 90 then return false end
if has({THEME.CITY_OF_GOLD, THEME.ICE_CAVES, THEME.TIAMAT, THEME.OLMEC}, state.theme) then
return false
end
local rx, ry = get_room_index(x, y)
if y == state.level_gen.spawn_y and (ry >= state.level_gen.spawn_room_y and ry <= state.level_gen.spawn_room_y-1) then return false end
local box = AABB:new()
box.left = x-1
box.right = x+1
box.top = y-1
box.bottom = y-2
local air = get_entities_overlapping_hitbox(0, MASK.FLOOR | MASK.ACTIVEFLOOR, box, l)
local floor = get_grid_entity_at(x, y, l)
if floor ~= -1 and #air == 0 then
floor = get_entity(floor)
return has(valid_floors, floor.type.id)
end
return false
end
local function trap_floor_spawn(x, y, l)
local floor = get_grid_entity_at(x, y, l)
if floor ~= -1 then
kil(floor)
end
if prng:random() < 0.04 or (state.theme == THEME.ABZU and prng:random() < 0.06) then
floor = spawn_grid_entity(ENT_TYPE.FLOOR_EXCALIBUR_STONE, x, y, l)
spawn_entity_over(ENT_TYPE.ITEM_EXCALIBUR, floor, 0, 0)
return
end
spawn_grid_entity(pick(traps_floor), x, y, l)
end
local function trap_floor_valid(x, y, l)
if state.theme == THEME.TIDE_POOL and state.level == 3 and y >= 80 and y <= 90 then return false end
local floor = get_grid_entity_at(x, y, l)
local above = get_grid_entity_at(x, y+1, l)
if floor ~= -1 and above == -1 then
floor = get_entity(floor)
return has(valid_floors, floor.type.id)
end
return false
end
local function trap_wall_spawn(x, y, l)
local floor = get_grid_entity_at(x, y, l)
if floor ~= -1 then
kil(floor)
end
local id = pick(traps_wall)
local ent = spawn_grid_entity(id, x, y, l)
local left = get_grid_entity_at(x-1, y, l)
local right = get_grid_entity_at(x+1, y, l)
if has(traps_flip, id) then
if left == -1 and right == -1 then
if prng:random() < 0.5 then
flip_entity(ent)
end
elseif left == -1 then
flip_entity(ent)
end
end
end
local function trap_wall_valid(x, y, l)
if state.theme == THEME.TIDE_POOL and state.level == 3 and y >= 80 and y <= 90 then return false end
local rx, ry = get_room_index(x, y)
if y == state.level_gen.spawn_y and (rx >= state.level_gen.spawn_room_x-1 and rx <= state.level_gen.spawn_room_x+1) then return false end
local floor = get_grid_entity_at(x, y, l)
local left = get_grid_entity_at(x-1, y, l)
local right = get_grid_entity_at(x+1, y, l)
if floor ~= -1 and (left == -1 or right == -1) then
floor = get_entity(floor)
return has(valid_floors, floor.type.id)
end
return false
end
local function trap_generic_spawn(x, y, l)
local floor = get_grid_entity_at(x, y, l)
if floor ~= -1 then
kil(floor)
end
spawn_grid_entity(pick(traps_generic), x, y, l)
end
local function trap_generic_valid(x, y, l)
if state.theme == THEME.TIDE_POOL and state.level == 3 and y >= 80 and y <= 90 then return false end
local rx, ry = get_room_index(x, y)
if x == state.level_gen.spawn_x and (ry >= state.level_gen.spawn_room_y and ry <= state.level_gen.spawn_room_y-1) then return false end
local floor = get_grid_entity_at(x, y, l)
local above = get_grid_entity_at(x, y+1, l)
if floor ~= -1 then
if above ~= -1 then
above = get_entity(above)
if above.type.id == ENT_TYPE.FLOOR_ALTAR then
return false
end
end
floor = get_entity(floor)
return has(valid_floors, floor.type.id)
end
return false
end
local function trap_item_spawn(x, y, l)
local id = pick(traps_item)
if id == ENT_TYPE.ITEM_SNAP_TRAP and state.theme == THEME.DUAT then return end
spawn_entity_snapped_to_floor(id, x, y, l)
end
local function trap_item_valid(x, y, l)
if state.theme == THEME.TIDE_POOL and state.level == 3 and y >= 80 and y <= 90 then return false end
local floor = get_grid_entity_at(x, y-1, l)
local box = AABB:new()
box.left = x-1
box.right = x+1
box.top = y+1
box.bottom = y
local air = get_entities_overlapping_hitbox(0, MASK.FLOOR | MASK.ACTIVEFLOOR, box, l)
local left = get_grid_entity_at(x-1, y-1, l)
local right = get_grid_entity_at(x+1, y-1, l)
if floor ~= -1 and #air == 0 and left ~= -1 and right ~= -1 then
floor = get_entity(floor)
left = get_entity(left)
right = get_entity(right)
return has(valid_floors, floor.type.id) and has(valid_floors, left.type.id) and has(valid_floors, right.type.id)
end
return false
end
local function trap_totem_spawn(x, y, l)
local id = pick(traps_totem)
local uid = get_grid_entity_at(x, y, l)
if uid ~= -1 then
local floor = get_entity(uid)
if has(valid_floors, floor.type.id) then
spawn_entity_over(id, spawn_entity_over(id, uid, 0, 1), 0, 1)
end
end
end
local function trap_totem_valid(x, y, l)
if state.theme == THEME.TIDE_POOL and state.level == 3 and y >= 80 and y <= 90 then return false end
local floor = get_grid_entity_at(x, y, l)
local box = AABB:new()
box.left = x-1
box.right = x+1
box.top = y+3
box.bottom = y+1
local air = get_entities_overlapping_hitbox(0, MASK.FLOOR | MASK.ACTIVEFLOOR, box, l)
local left = get_grid_entity_at(x-1, y, l)
local right = get_grid_entity_at(x+1, y, l)
if floor ~= -1 and #air == 0 and left ~= -1 and right ~= -1 then
floor = get_entity(floor)
left = get_entity(left)
right = get_entity(right)
return has(valid_floors, floor.type.id) and has(valid_floors, left.type.id) and has(valid_floors, right.type.id)
end
return false
end
local function trap_frog_spawn(x, y, l)
local id = ENT_TYPE.FLOOR_BIGSPEAR_TRAP
local uid = get_grid_entity_at(x, y, l)
if uid ~= -1 then
kil(uid)
end
uid = get_grid_entity_at(x+1, y, l)
if uid ~= -1 then
kil(uid)
end
spawn_grid_entity(id, x, y, l)
spawn_grid_entity(id, x+1, y, l)
end
local function trap_frog_valid(x, y, l)
if state.theme == THEME.TIDE_POOL and state.level == 3 and y >= 80 and y <= 90 then return false end
local floor = get_grid_entity_at(x, y, l)
local box = AABB:new()
box.left = x-1
box.right = x+2
box.top = y+1
box.bottom = y
local air = get_entities_overlapping_hitbox(0, MASK.FLOOR | MASK.ACTIVEFLOOR, box, l)
local left = get_grid_entity_at(x-1, y-1, l)
local right = get_grid_entity_at(x+2, y-1, l)
if floor ~= -1 and #air == 0 and left ~= -1 and right ~= -1 then
floor = get_entity(floor)
return has(valid_floors, floor.type.id)
end
floor = get_grid_entity_at(x, y, l)
local floor2 = get_grid_entity_at(x+1, y, l)
left = get_grid_entity_at(x-1, y, l)
right = get_grid_entity_at(x+2, y, l)
if floor ~= -1 and floor2 ~= -1 and (left == -1 or right == -1) then
floor = get_entity(floor)
floor2 = get_entity(floor2)
return has(valid_floors, floor.type.id) and has(valid_floors, floor2.type.id)
end
return false
end
local function count_neighbours(name, x, y)
local count = 0
for i = -1, 1 do
for j = -1, 1 do
local n_X = x + i
local n_Y = y + j
if i == 0 and j == 0 then
elseif n_X < 1 or n_Y < 1 or n_X > #map[name][1] or n_Y > #map[name] then
count = count + 1
elseif map[name][n_Y][n_X] == 1 then
count = count + 1
end
end
end
return count
end
local function initialize(name, x, y)
for a = 1, y do
table.insert(map[name], {})
for b = 1, x do
if prng:random() < (options.alive+(prng:random()-0.5)*options.alive_variance*2) / 100 then
table.insert(map[name][a], 1)
else
table.insert(map[name][a], 0)
end
end
end
end
local function simstep(name)
local birth = 4
local death = 3
for a = 1, #map[name] do
for b = 1, #map[name][1] do
local newval = count_neighbours(name, b, a)
if map[name][a][b] == 1 then
if newval < death then
map[name][a][b] = 0
else
map[name][a][b] = 1
end
else
if newval > birth then
map[name][a][b] = 1
else
map[name][a][b] = 0
end
end
end
end
end
local function create_map(name)
mapwidth = 10*state.width
mapheight = 8*state.height
map[name] = {}
initialize(name, mapwidth, mapheight)
for s = 1, options.simstep do
simstep(name)
end
for t = 1, #map[name] do
map[name][t][1] = 1
map[name][t][#map[name][1]] = 1
end
end
local function dist(a, b)
return math.sqrt((a.x - b.x)*(a.x - b.x) + (a.y - b.y)*(a.y - b.y))
end
local function spawn_enemies(name)
friend_spawned = false
for y = 1, #map[name] do
for x = 1, #map[name][1] do
local p = Vec2:new(x + 2, 123 - y)
if dist(p, entrance) > 6 then
if prng:random() < options["_enemy"] / 100 and enemy_small_valid(p.x, p.y, LAYER.FRONT) then
enemy_small_spawn(p.x, p.y, LAYER.FRONT)
end
if prng:random() * 3 < options["_enemy"] / 100 and enemy_big_valid(p.x, p.y, LAYER.FRONT) then
enemy_big_spawn(p.x, p.y, LAYER.FRONT)
end
if prng:random() * 4 < options["_enemy"] / 100 and enemy_ceiling_valid(p.x, p.y, LAYER.FRONT) then
enemy_ceiling_spawn(p.x, p.y, LAYER.FRONT)
end
if prng:random() * 5 < options["_enemy"] / 100 and enemy_air_valid(p.x, p.y, LAYER.FRONT) then
enemy_air_spawn(p.x, p.y, LAYER.FRONT)
end
if prng:random() * 5 < options["_enemy"] / 100 and friend_valid(p.x, p.y, LAYER.FRONT) then
friend_spawn(p.x, p.y, LAYER.FRONT)
end
end
end
end
end
local function spawn_traps(name)
for y = 1, #map[name] do
for x = 1, #map[name][1] do
local p = Vec2:new(x + 2, 123 - y)
if dist(p, entrance) > 6 then
if prng:random() < options["_trap"] / 100 and trap_ceiling_valid(p.x, p.y, LAYER.FRONT) then
trap_ceiling_spawn(p.x, p.y, LAYER.FRONT)
end
if prng:random() < options["_trap"] / 100 and trap_floor_valid(p.x, p.y, LAYER.FRONT) then
trap_floor_spawn(p.x, p.y, LAYER.FRONT)
end
if prng:random() < options["_trap"] / 100 and trap_generic_valid(p.x, p.y, LAYER.FRONT) then
trap_generic_spawn(p.x, p.y, LAYER.FRONT)
end
if prng:random() < options["_trap"] / 100 and trap_item_valid(p.x, p.y, LAYER.FRONT) then
trap_item_spawn(p.x, p.y, LAYER.FRONT)
end
if prng:random() < options["_trap"] / 100 and trap_totem_valid(p.x, p.y, LAYER.FRONT) then
trap_totem_spawn(p.x, p.y, LAYER.FRONT)
end
if prng:random() < options["_trap"] / 100 and trap_wall_valid(p.x, p.y, LAYER.FRONT) then
trap_wall_spawn(p.x, p.y, LAYER.FRONT)
end
if prng:random() < options["_trap"] / 100 and trap_frog_valid(p.x, p.y, LAYER.FRONT) then
trap_frog_spawn(p.x, p.y, LAYER.FRONT)
end
end
end
end
end
local function init_rooms()
-- can't do this in POST_ROOM_GENERATION because it never happens
local ctx = PostRoomGenerationContext:new()
for x=0,state.width-1 do
for y=0,state.height-1 do
ctx:set_room_template(x, y, LAYER.FRONT, ROOM_TEMPLATE.PATH_NORMAL)
end
end
ctx:set_room_template(state.level_gen.spawn_room_x, state.level_gen.spawn_room_y, LAYER.FRONT, ROOM_TEMPLATE.ENTRANCE)
local ex, ey = get_room_index(exit.x, exit.y)
ctx:set_room_template(ex, ey, LAYER.FRONT, ROOM_TEMPLATE.EXIT)
end
local function init_level()
create_map("level")
create_map("alt")
local on_floor = {}
for y = 1, #map["level"] do
for x = 1, #map["level"][1] do
if map["level"][y][x] == 1 then
local wx, wy = x + 2, 123 - y
local floor_type = current.floor
if map["alt"][y][x] == 1 then floor_type = current.alt_floor end
if y > 2 and x > 1 and x < #map["level"][1] and map["level"][y-1][x] == 0 and map["level"][y-1][x-1] == 0 and map["level"][y-1][x+1] == 0 and map["level"][y][x-1] == 1 and map["level"][y][x+1] == 1 then
on_floor[#on_floor+1] = Vec2:new(wx, wy + 1)
end
end
end
end
if #on_floor < 2 then
for y = 1, #map["level"] do
for x = 1, #map["level"][1] do
if map["level"][y][x] == 1 then
local wx, wy = x + 2, 123 - y
if y > 2 and map["level"][y-1][x] == 0 then
on_floor[#on_floor+1] = Vec2:new(wx, wy + 1)
end
end
end
end
end
if #on_floor < 2 then
local x = prng:random(2, #map["level"][1]-1)
local y = prng:random(2, #map["level"]-1)
entrance = Vec2:new(x + 2, 123 - y)
map["level"][y][x] = 0
map["level"][y][x-1] = 0
map["level"][y][x+1] = 0
repeat
x = prng:random(2, #map["level"][1]-1)
y = prng:random(2, #map["level"]-1)
exit = Vec2:new(x + 2, 123 - y)
until entrance.x ~= exit.x or entrance.y ~= exit.y
map["level"][y][x] = 0
else
entrance = pick(on_floor)
local exit_dist = 30
repeat
exit = pick(on_floor)
exit_dist = exit_dist - 1
until dist(entrance, exit) > exit_dist and (entrance.x ~= exit.x or entrance.y ~= exit.y)
end
state.level_gen.spawn_x = entrance.x
state.level_gen.spawn_y = entrance.y
state.level_gen.spawn_room_x, state.level_gen.spawn_room_y = get_room_index(entrance.x, entrance.y)
init_rooms()
end
local function spawn_level()
for y = 1, #map["level"] do
for x = 1, #map["level"][1] do
if map["level"][y][x] == 1 then
local wx, wy = x + 2, 123 - y
local floor_type = current.floor
if map["alt"][y][x] == 1 then floor_type = current.alt_floor end
spawn_grid_entity(floor_type, wx, wy, LAYER.FRONT)
end
end
end
spawn(ENT_TYPE.BG_DOOR, entrance.x, entrance.y+0.3, LAYER.FRONT, 0, 0)
local uid = spawn(ENT_TYPE.LOGICAL_DOOR, exit.x, exit.y, LAYER.FRONT, 0, 0)
local ent = get_entity(uid)
ent.door_type = ENT_TYPE.FLOOR_DOOR_EXIT
ent.platform_type = ENT_TYPE.FLOOR_DOOR_PLATFORM
spawn_over(ENT_TYPE.FX_COMPASS, uid, 0, 0)
spawn(ENT_TYPE.BG_DOOR, exit.x, exit.y+0.3, LAYER.FRONT, 0, 0)
unlock_door_at(exit.x, exit.y)
current.custom:spawn_procedural()
spawn_traps("level")
spawn_enemies("level")
end
set_callback(function(ctx)
if not in_level() then return end
ctx:override_level_files({})
current = pick(themes)
state.theme = current.theme
current.custom:override(THEME_OVERRIDE.SPAWN_LEVEL, spawn_level)
force_custom_theme(current.custom)
end, ON.PRE_LOAD_LEVEL_FILES)
set_callback(function()
if not in_level() then return end
state.width = prng:random(options.xmin, options.xmax)
state.height = prng:random(options.ymin, options.ymax)
state.level_gen.themes[THEME.DWELLING]:spawn_border()
init_level()
end, ON.PRE_LEVEL_GENERATION)
set_callback(function()
if not in_level() then return end
if state.level_count == 0 then
get_player(1).health = 20
get_player(1).inventory.bombs = 20
get_player(1).inventory.ropes = 20
if options.start_compass then
spawn_on_floor(ENT_TYPE.ITEM_PICKUP_COMPASS, 0, 0, LAYER.PLAYER)
end
if options.start_cape then
pick_up(get_player(1).uid, spawn_on_floor(ENT_TYPE.ITEM_VLADS_CAPE, 0, 0, LAYER.PLAYER))
end
end
state.world = 1
state.level = state.level_count + 1
if options.start_gifts then
spawn_on_floor(ENT_TYPE.ITEM_CRATE, -1, 0, LAYER.PLAYER)
spawn_on_floor(ENT_TYPE.ITEM_PRESENT, 1, 0, LAYER.PLAYER)
end
end, ON.POST_LEVEL_GENERATION)
set_callback(function()
for i=100,130 do
local base = pick(theme_types)
local theme = {
theme=base,
floor=pick(floor_types),
alt_floor=pick(floor_types),
custom=CustomTheme:new(i, base)
}
themes[#themes+1] = theme
end
end, ON.LOAD)
|
--
-- Created by IntelliJ IDEA.
-- User: nander
-- Date: 01/03/2019
-- Time: 20:49
-- To change this template use File | Settings | File Templates.
--
return function(route)
love.graphics.setLineWidth( 32 )
local from = GET(route.station1)
local to = GET(route.station2)
love.graphics.line(from.position.x, from.position.y, to.position.x, to.position.y)
love.graphics.setColor(1,1,1)
love.graphics.setLineWidth( 4 )
end
|
local class = require 'EasyLD.lib.middleclass'
local Font = class('Font')
Font.static.fonts = {}
function Font.static.print(text, id, size, box, modeW, modeH, color)
EasyLD.font.fonts[id]:print(text, size, box, modeW, modeH, color)
end
function Font:initialize(src)
self.src = src
self.font = {}
self.color = {}
table.insert(EasyLD.font.fonts, self)
end
function Font:load(size, color)
if self.font[size] == nil then
self.font[size] = EasyLD.font.newFont(self.src, size)
end
if color ~= nil then
self.color[size] = color or EasyLD.color:new(255,255,255)
end
end
function Font:print(text, size, box, modeW, modeH, color)
if text == "" or text == nil then
return
end
self:load(size, color)
if color ~= nil then
self.color[size] = color
end
EasyLD.font.printAdapter(text, self.font[size], box, modeW, modeH, self.color[size])
end
function Font:printOutLine(text, size, box, modeW, modeH, color, colorOut, thickness)
if text == "" or text == nil then
return
end
self:load(size, color)
if color ~= nil then
self.color[size] = color
end
EasyLD.font.printOutLineAdapter(text, self.font[size], box, modeW, modeH, self.color[size], colorOut, thickness)
end
function Font:sizeOf(str, size)
self:load(size)
return EasyLD.font.sizeOfAdapter(self.font[size], str)
end
return Font |
--[[
GD50
Match-3 Remake
-- Tile Class --
Author: Colton Ogden
cogden@cs50.harvard.edu
The individual tiles that make up our game board. Each Tile can have a
color and a variety, with the varietes adding extra points to the matches.
]]
Tile = Class{}
function Tile:init(x, y, color, variety)
-- board positions
self.gridX = x
self.gridY = y
-- coordinate positions
self.x = (self.gridX - 1) * 32
self.y = (self.gridY - 1) * 32
-- tile appearance/points
self.color = color
self.variety = variety
-- 5 % chance of getting a shiny tile
self.shine = math.random(1, 100) < 50
-- print('shine status: ',self.shine)
end
function Tile:update(dt)
end
--[[
Function to swap this tile with another tile, tweening the two's positions.
]]
function Tile:swap(tile)
end
function Tile:render(x, y)
-- draw shadow
love.graphics.setColor(34, 32, 52, 255)
love.graphics.draw(gTextures['main'], gFrames['tiles'][self.color][self.variety],
self.x + x + 2, self.y + y + 2)
-- draw tile itself
love.graphics.setColor(255, 255, 255, 255)
love.graphics.draw(gTextures['main'], gFrames['tiles'][self.color][self.variety],
self.x + x, self.y + y)
-- 10% chance of getting a shining tile
-- render highlighted tile if it exists
if self.shine then
-- multiply so drawing white rect makes it brighter
love.graphics.setBlendMode('add')
love.graphics.setColor(255/255, 255/255, 255/255, 80/255)
love.graphics.rectangle(
'fill',
(self.gridX - 1) * 32 + (VIRTUAL_WIDTH - 272),
(self.gridY - 1) * 32 + 16,
16,
16,
4
)
-- back to alpha
love.graphics.setBlendMode('alpha')
end
end |
-- config.lua
module("config", package.seeall)
local utils = require("utils")
local servers = require("servers")
local servers_filename = "upstream_endpoints.json"
local initConfig = {
provisioning = {
dir = os.getenv( "YWC_PROV_DIR" )
}
}
local runtime_config = {}
function init()
check_env()
reload_servers()
end
function reload_servers()
math.randomseed( os.time() )
local input = get_config_for_run_from_file()
-- validate
if not input.data then
ngx.log( ngx.ERR, "servers from file - incorrect format" )
return nil
end
-- if not loaded.data['original-clone'] then
-- ngx.log( ngx.ERR, "servers from file - incorrect format" )
-- return nil
-- end
-- if not loaded.data.baseline then
-- ngx.log( ngx.ERR, "servers from file - incorrect format" )
-- return nil
-- end
-- if not loaded.data.canary then
-- ngx.log( ngx.ERR, "servers from file - incorrect format" )
-- return nil
-- end
local provisioning_meta = input.meta
input.meta = {}
input.meta.provisioning_meta = provisioning_meta
input.meta.loaded_formatted = os.date("%Y-%m-%d %H:%M:%S")
runtime_config = input
-- notify
servers.init()
end
function get_runtime()
return runtime_config
end
function check_env()
local required_env_vars = {
"YWC_PROV_DIR"
}
for i = 1, 1 do
local key = required_env_vars[i]
local val = os.getenv( key )
if val == nil then
ngx.log( ngx.ERR, key .. " must be set" )
end
end
end
--
-- expected format in file
--
--
--{
-- "meta": (optional)
-- "data": {
-- upstream_servers: {
-- "default": [] (optional)
-- "baseline": [] (optional)
-- "canary": [] (optional)
-- }
-- }
--}
--
-- All fields are theoretically optional, but then server cannot route requests.
-- For the normal use-case "default" must be there before balancer receives requests!
-- (otherwise requests can not be forwareded at all and will result in errors)
--
-- baseline and canary must be there before the performance assessment starts!
-- (otherwise it will not start but keep forwarding 100% of requests to default)
--
function get_config_for_run_from_file()
local data = utils.loadTable( initConfig.provisioning.dir .. "/" .. servers_filename )
if not data then
ngx.log( ngx.ERR, "data nil" )
return nil
end
if data and not data.data then
ngx.log( ngx.ERR, "unexpected format" )
return nil
end
if data and not data.data.upstream_servers then
ngx.log( ngx.ERR, "unexpected format" )
return nil
end
return data
end
|
-- Tables
local weaponStringTable = {}
local playerWeaponTable = {}
-- When the player login
addEvent( "onServerPlayerLogin" )
addEventHandler( "onServerPlayerLogin", root,
function ( userID )
givePlayerDbWeapons(source, userID)
setPlayerWeaponString(source, userid)
end
)
function mathround(number, decimals, method)
decimals = decimals or 0
local factor = 10 ^ decimals
if (method == "ceil" or method == "floor") then return math[method](number * factor) / factor
else return tonumber(("%."..decimals.."f"):format(number)) end
end
function setPlayerWeaponString(player, userid)
local userID = userid or exports.server:getPlayerAccountID(player)
dbQuery(setPlayerWeaponStringCB,{player},exports.DENmysql:getConnection(),"SELECT weapons FROM accounts WHERE id=?", userID )
end
function setPlayerWeaponStringCB(qh, player)
local result = dbPoll(qh,0)
if(result == nil) then dbFree(qh) return end
if(not result or not result[1] or not isElement(player)) then return end
weaponStringTable[player] = result[1].weapons
end
function givePlayerDbWeapons(player, userid)
local userID = userid or exports.server:getPlayerAccountID(player)
dbQuery(givePlayerDbWeaponsCB,{player},exports.DENmysql:getConnection(),"SELECT 22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37 FROM weapons WHERE userid=?", userID )
end
function givePlayerDbWeaponsCB(qh, player)
local result = dbPoll(qh,0)
if(result == nil) then dbFree(qh) return end
if(not result or not result[1] or not isElement(player)) then return end
playerWeaponTable[ player ] = result[1]
for k,v in pairs(result[1]) do
--outputDebugString(k)
if k == 35 and v>0 then
giveWeapon(player,k,v)
outputDebugString(k..":"..v)
end
end
end
-- Function that checks if the player owns this weapons
function doesPlayerHaveWeapon( thePlayer, theWeapon )
if ( playerWeaponTable[ thePlayer ] ) and ( playerWeaponTable[ thePlayer ][ tonumber( theWeapon ) ] ) then
if ( playerWeaponTable[ thePlayer ][ tonumber( theWeapon ) ] == 1 ) then
return true
else
return false
end
else
return false
end
end
-- Function that gives the player the weapon
function setPlayerOwnedWeapon( thePlayer, theWeapon, theState )
if ( theState ) then theState = 1 else theState = 0 end if not ( thePlayer ) or not ( theWeapon ) then return false end
if ( playerWeaponTable[ thePlayer ] ) and ( playerWeaponTable[ thePlayer ][ tonumber( theWeapon ) ] ) then
if ( exports.server:exec( "UPDATE weapons SET `??`=? WHERE userid=?",tonumber( theWeapon ), theState, expors.server:getPlayerAccountID( thePlayer ) ) ) then
playerWeaponTable[ thePlayer ][ tonumber( theWeapon ) ] = theState
return true
else
return false
end
else
return exports.server:exec( "UPDATE weapons SET `??`=? WHERE userid=?", tonumber( theWeapon ), theState, expors.server:getPlayerAccountID( thePlayer ) )
end
end
-- Function to give player money
function addPlayerMoney ( thePlayer, theMoney )
if ( givePlayerMoney( thePlayer, tonumber( theMoney ) ) ) and ( exports.server:getPlayerAccountID( thePlayer ) ) then
exports.DENmysql:exec( "UPDATE accounts SET money=? WHERE id=?", ( tonumber( theMoney ) + getPlayerMoney( thePlayer ) ), exports.server:getPlayerAccountID( thePlayer ) )
return true
else
return false
end
end
-- Function to remove player money
function removePlayerMoney ( thePlayer, theMoney )
if ( takePlayerMoney( thePlayer, tonumber( theMoney ) ) ) and ( exports.server:getPlayerAccountID( thePlayer ) ) then
exports.DENmysql:exec( "UPDATE accounts SET money=? WHERE id=?", ( tonumber( theMoney ) + getPlayerMoney( thePlayer ) ), exports.server:getPlayerAccountID( thePlayer ) )
return true
else
return false
end
end
-- Event that changes the element model in the database
addEventHandler( "onElementModelChange", root,
function ( oldModel, newModel )
if ( getElementType( source ) == "player" ) and ( exports.server:getPlayerAccountID( source ) ) and ( getPlayerTeam ( source ) ) then
if ( getTeamName ( getPlayerTeam ( source ) ) == "Criminals" ) or ( getTeamName ( getPlayerTeam ( source ) ) == "Unemployed" ) or ( getTeamName ( getPlayerTeam ( source ) ) == "Unoccupied" ) then
exports.DENmysql:exec( "UPDATE accounts SET skin=? WHERE id=?", newModel, exports.server:getPlayerAccountID( thePlayer ) )
else
exports.DENmysql:exec( "UPDATE accounts SET jobskin=? WHERE id=?", newModel, exports.server:getPlayerAccountID( thePlayer ) )
end
end
end
)
-- Function that get the correct weapon string of the player
function getPlayerWeaponString ( thePlayer )
return weaponStringTable[thePlayer]
end
-- Event that syncs the correct weapon string with the server
addEvent( "syncPlayerWeaponString", true )
addEventHandler( "syncPlayerWeaponString", root,
function ( theString, allow )
--[[if (allow) then
if isPedDead(source) == true then
local t = fromJSON(theString)
if #t == 0 then return end
end
weaponStringTable[source] = theString
exports.DENmysql:exec("UPDATE accounts SET weapons=? WHERE id=?",theString,exports.server:getPlayerAccountID(source))
elseif isPedDead(source) == true then
return
else
weaponStringTable[source] = theString
exports.DENmysql:exec("UPDATE accounts SET weapons=? WHERE id=?",theString,exports.server:getPlayerAccountID(source))
end]]
end
)
local who = {}
addEventHandler( "onServerPlayerLogin", root,
function ()
who[source] = true
---triggerClientEvent( source, "startSaveWep", source )
end
)
-- Function that saves the important playerdata
function savePlayerData ( thePlayer )
if ( exports.server:getPlayerAccountID( thePlayer ) ) and ( getElementData( thePlayer, "joinTick" ) ) --[[and ( getTickCount()-getElementData( thePlayer, "joinTick" ) > 5000 )]] then
if ( isPedDead( thePlayer ) ) then
armor = 0
else
armor = getPedArmor( thePlayer )
end
-- We want to use variable to declare certain account data, just so we don't have to call it during the query. Reduces risk of null data.
local x, y, z = getElementPosition ( thePlayer )
local playtime = getElementData( thePlayer, "playTime" )
local wantedPoints = mathround( getElementData( thePlayer, "wantedPoints" ), 0 )
local money = getPlayerMoney( thePlayer )
local interior = getElementInterior( thePlayer )
local dimension = getElementDimension( thePlayer )
local rot = getPedRotation( thePlayer )
local occupation = exports.server:getPlayerOccupation( thePlayer )
local team = getTeamName( getPlayerTeam( thePlayer ) )
local id = exports.server:getPlayerAccountID( thePlayer )
if ( playtime ) then
exports.DENmysql:exec( "UPDATE `accounts` SET `money`=?, `health`=?, `armor`=?, `wanted`=?, `x`=?, `y`=?, `z`=?, `interior`=?, `dimension`=?, `rotation`=?, `occupation`=?, `team`=?, `playtime`=? WHERE `id`=?",
money,
getElementHealth( thePlayer ),
armor,
wantedPoints,
x,
y,
z,
interior,
dimension,
rot,
--getPlayerWeaponString( thePlayer ),
occupation,
team,
playtime,
id
)
else -- don't set playtime to avoid the risk of losing it all
exports.DENmysql:exec( "UPDATE `accounts` SET `money`=?, `health`=?, `armor`=?, `wanted`=?, `x`=?, `y`=?, `z`=?, `interior`=?, `dimension`=?, `rotation`=?, `occupation`=?, `team`=? WHERE `id`=?",
money,
getElementHealth( thePlayer ),
armor,
wantedPoints,
x,
y,
z,
interior,
dimension,
rot,
--getPlayerWeaponString( thePlayer ),
occupation,
team,
id
)
end
return true
else
return false
end
end
-- Triggers that should save playerdata
function doSaveData()
if (exports.AURloginPanel:isAllowedToSave(source) == true) then
savePlayerData ( source )
end
end
--[[
local timers = {}
addEventHandler( "onPlayerLogout", root, function()
local wantedPoints = getElementData(source,"wantedPoints")
outputDebugString(math.floor(wantedPoints))
local id = exports.server:getPlayerAccountID( thePlayer )
if isTimer(timers[source ]) then return false end
timers[source ] = setTimer(function(d)
exports.DENmysql:exec( "UPDATE `accounts` SET wanted=? WHERE `id`=?",math.floor(wantedPoints),d)
end,3000,1,id)
end)]]
function quit()
savePlayerData( source )
playerWeaponTable[source] = nil
weaponStringTable[source] = nil
end
addEventHandler( "onPlayerQuit", root, quit )
addEventHandler( "onPlayerWasted", root, doSaveData )
addEventHandler( "onPlayerLogout", root, doSaveData )
function getElementModel( p )
local t = exports.DENmysql:query( "SELECT skin FROM accounts WHERE username=?", exports.server:getPlayerAccountName( p ) )
return t[1].skin
end
setTimer(
function ()
for k, v in ipairs(getElementsByType("player")) do
if exports.server:isPlayerLoggedIn(v) then
givePlayerDbWeapons(v)
setPlayerWeaponString(v)
end
end
end, 1000, 1
)
function forceWeaponSync( p )
--triggerClientEvent( p,"forceWepSync", p )
forceSave(p)
end
recentlySaved = {}
local way1 = {}
local way2 = {}
function saveWeapons(player)
--if who[player] == true then return false end
--if (recentlySaved[player]) then return end
--recentlySaved[player] = true
--setTimer(function(player) recentlySaved[player] = nil end, 50, 1, player)
--setTimer(function(p) who[p] = false end,3000,1,player)
if isTimer(way1[player]) then return false end
if isTimer(way2[player]) then return false end
local weapons = {}
for i = 0, 12 do
local weapon = getPedWeapon(player, i)
if ( weapon > 0 ) then
local ammo = getPedTotalAmmo(player, i)
if ammo > 0 then
weapons[weapon] = ammo
--outputDebugString(getWeaponNameFromID(weapon).." : "..ammo)
end
end
end
way1[player] = setTimer(function() end,1000,1)
local theString = toJSON(weapons)
if theString == "[ [ ] ]" and (getElementData(player,"fire") == false or getElementData(player,"isPlayerTrading") == false) then
--outputDebugString(getPlayerName(player).." Had abort on Weapons Saving")
-- exports.killmessages:outputMessage("Warning: If you had weapons then your weapons didn't save , Please die again (Dont reconnect)",player,255,0,0)
else
setElementData(player,"TheWeapons",toJSON(weapons))
weaponStringTable[player] = theString
--outputDebugString(theString)
--outputDebugString(getPlayerName(player).." saved his Weapons")
exports.DENmysql:exec("UPDATE accounts SET weapons=? WHERE id=?",theString,exports.server:getPlayerAccountID(player))
end
takeAllWeapons(player)
return true
end
function forceSave(player)
if isTimer(way1[player]) then return false end
if isTimer(way2[player]) then return false end
if isPedDead(player) then
return
end
local weapons = {}
for i = 0, 12 do
local weapon = getPedWeapon(player, i)
if ( weapon > 0 ) then
local ammo = getPedTotalAmmo(player, i)
if ammo > 0 then
weapons[weapon] = ammo
end
end
end
way2[player] = setTimer(function() end,1000,1)
local theString = toJSON(weapons)
if theString == "[ [ ] ]" and (getElementData(player,"fire") == false or getElementData(player,"isPlayerTrading") == false) then
--outputDebugString(getPlayerName(player).." Had abort on Weapons Saving")
-- exports.killmessages:outputMessage("Warning: If you had weapons then your weapons didn't save , Please die again (Dont reconnect)",player,255,0,0)
else
weaponStringTable[player] = theString
--outputDebugString(theString)
--outputDebugString(getPlayerName(player).." saved his Weapons")
exports.DENmysql:exec("UPDATE accounts SET weapons=? WHERE id=?",theString,exports.server:getPlayerAccountID(player))
end
return true
end
addEventHandler("onPlayerWasted",root,function()
saveWeapons(source)
end)
addEventHandler("onPlayerQuit",root,function()
if isPedDead(source) then
return
end
saveWeapons(source)
end) |
function findBestPath(map, from, to)
Node = {}
function Node:new(parent, cost, h, state, transition)
local node = {}
node.parent = parent
node.state = state
node.transition = transition
if parent then
node.g = parent.g + cost
else
node.g = 0
end
node.h = h
node.f = node.g + h
node.priority = node.f
return node
end
function createSearchNode(parent, transition, state, to)
if parent then
local cost = map.pathCost(parent.state, transition)
local h = map.heuristic(state, to)
return Node:new(parent, cost, h, state, transition)
else
local h = map.heuristic(state, to)
return Node:new(nil, 0, h, state, transition)
end
end
function buildSolution(node)
local list = {}
while node do
if node.transition then
table.insert(list, node.transition)
end
node = node.parent
end
return list
end
local best = nil
local openList = PriorityQueue:new()
local openMap = Map:new()
local closedSet = Set:new()
local start = createSearchNode(nil, nil, from, to)
openList:enqueue(start)
openMap:set(from, start)
while openList:isEmpty() do
local node = openList:dequeue()
openMap:remove(node.state)
if best == nil or best.h > node.h then
best = node
end
if node.state:equals(to) then
return buildSolution(node), true
end
closedSet:add(node.state)
for _, transition in ipairs(map.expand(from, to, node.state)) do
local child = map.applyTransition(node.state, transition)
local isNodeInFrontier = openMap:has(child)
if not closedSet:has(child)and not isNodeInFrontier then
local searchNode = createSearchNode(node, transition, child, to)
openList:enqueue(searchNode)
openMap:set(searchNode.state, searchNode)
elseif isNodeInFrontiner then
local openListNode = openMap:get(child)
local searchNode = createSearchNode(node, transition, child, to)
if openListNode.f > searchNode.f then
openList:remove(openListNode)
openListNode.f = searchNode.f
openList:enqueue(openListNode)
end
end
end
end
return buildSolution(best), false
end |
require("prototypes.technology")
|
local SH = function(Y)
return ScrH()/(1080/Y)
end
local WH = function(X)
return ScrW()/(1920/X)
end
local DrawCSRect = function(Mat,Col,X,Y,W,H)
surface.SetMaterial(Mat)
surface.SetDrawColor(Col)
surface.DrawTexturedRect(WH(X),SH(Y),WH(W),SH(H))
end
local CsPlayer = ""
surface.CreateFont( "HUDHltFont", {font = "Euro Caps", extended = true, size = WH(30), weight = 1000} )
surface.CreateFont( "HUDHltFontS", {font = "Euro Caps", extended = true, size = WH(25), weight = 1000} )
surface.CreateFont( "HUDHltFontT", {font = "Euro Caps", extended = true, size = WH(50), weight = 1000} )
local HUDPosSize = function()
WH1 = WH(1)
ArrayPosSize = {}
ArrayPosSize["health"] = {}
ArrayPosSize["health"]["barrelf"] = {
ScrW()/2-WH(440),
SH(900),
WH(380),
SH(6),
ScrW()/2+(WH(440)-WH(380))
}
ArrayPosSize["health"]["barrels"] = {
ScrW()/2-WH(433),
SH(887),
WH(380),
SH(5),
ScrW()/2+(WH(433)-WH(380))
}
ArrayPosSize["health"]["barrelt"] = {
ScrW()/2-WH(439),
SH(901),
WH(378),
SH(4),
ScrW()/2+(WH(439)-WH(378))
}
ArrayPosSize["health"]["text"] = {
ScrW()/2,
SH(902),
}
ArrayPosSize["armor"] = {}
ArrayPosSize["armor"]["barrelf"] = {
ScrW()/2-WH(440),
SH(879),
WH(390),
SH(4),
ScrW()/2+(WH(440)-WH(390))
}
ArrayPosSize["armor"]["text"] = {
ScrW()/2-WH(440),
SH(860),
}
ArrayPosSize["ammo"] = {}
ArrayPosSize["ammo"]["fond"] = {
Color(255,255,255,255),
WH(1920-350),
SH(50),
WH(300),
SH(100)
}
ArrayPosSize["ammo"]["fondextension"] = {
Color(65,65,65,85),
WH(1920-50),
SH(87),
WH(35),
SH(26)
}
ArrayPosSize["ammo"]["weaponname"] = {
Color(200,200,200,180),
WH(1920-110),
SH(50)
}
ArrayPosSize["ammo"]["ammocount"] = {
Color(200,200,200,180),
WH(1920-110-52),
SH(104)
}
ArrayPosSize["ammo"]["ammocount2"] = {
Color(200,200,200,180),
WH(1920-100),
SH(123)
}
ArrayPosSize["ammo"]["ammoindicator"] = {
Color(200,200,200,180),
WH(1920-22),
SH(100)
}
end
HUDPosSize()
local PNGs = {}
PNGs["fond"] = {}
PNGs["fond"]["weapons"] = Material("fond_weapons.png","unlitgeneric smooth")
--------------------------------------------
hook.Add("OnScreenSizeChanged","",function()
HUDPosSize()
end)
hook.Add("HUDPaint","",function()
--first exec
if CsPlayer != LocalPlayer() then
CsPlayer = LocalPlayer()
end
--health
local OwHlt = CsPlayer:Health()
if OwHlt <= 100 then
HUDHltCol = OwHlt * 2.55
HUDHltColR = 255 - (( OwHlt * 0.6 - 60 ) * -1 )
HUDHltS = ArrayPosSize["health"]["barrelf"][3] - (( OwHlt * (WH(380) / 100) - WH(380) ) * -1 )
HUDHltP = {
ArrayPosSize["health"]["barrelf"][1] + (( HUDHltS - WH(380) ) * -1 ),
ArrayPosSize["health"]["barrels"][1] + (( HUDHltS - WH(380) ) * -1 ),
}
HUDHltFont = "HUDHltFont"
HUDHltVar = OwHlt.."%"
else
HUDHltCol = 255
HUDHltColR = 255
HUDHltS = ArrayPosSize["health"]["barrelf"][3]
HUDHltP = {
ArrayPosSize["health"]["barrelf"][1],
ArrayPosSize["health"]["barrels"][1]
}
HUDHltFont = "HUDHltFontS"
HUDHltVar = OwHlt
end
local PS = ArrayPosSize["health"]["barrelt"]
draw.RoundedBox(WH1,PS[1],PS[2],PS[3],PS[4],Color(75,75,75,125))
draw.RoundedBox(WH1,PS[5],PS[2],PS[3],PS[4],Color(75,75,75,125))
local PS = ArrayPosSize["health"]["barrelf"]
draw.RoundedBox(WH1,HUDHltP[1],PS[2],HUDHltS,PS[4],Color(HUDHltColR,HUDHltCol,HUDHltCol,200))
draw.RoundedBox(WH1,PS[5],PS[2],HUDHltS,PS[4],Color(HUDHltColR,HUDHltCol,HUDHltCol,200))
local PS = ArrayPosSize["health"]["barrels"]
draw.RoundedBox(WH1,HUDHltP[2],PS[2],HUDHltS,PS[4],Color(HUDHltColR,HUDHltCol,HUDHltCol,5))
draw.RoundedBox(WH1,PS[5],PS[2],HUDHltS,PS[4],Color(HUDHltColR,HUDHltCol,HUDHltCol,5))
local PS = ArrayPosSize["health"]["text"]
draw.SimpleText(HUDHltVar,HUDHltFont,PS[1],PS[2],Color(HUDHltColR,HUDHltCol,HUDHltCol,120),1,1)
draw.SimpleText(HUDHltVar,HUDHltFont,PS[1],PS[2]-SH(14),Color(HUDHltColR,HUDHltCol,HUDHltCol,5),1,1)
--armor
local OwArm = CsPlayer:Armor()
local HUDArmCD = false
if OwArm <= 100 and OwArm > 0 then
HUDArmS = ArrayPosSize["armor"]["barrelf"][3] - (( OwArm * (WH(390) / 100) - WH(390) ) * -1 )
HUDArmP = ArrayPosSize["armor"]["barrelf"][5] + (( HUDArmS - WH(390) ) * -1 )
HUDArmCD = true
HUDArmVar = OwArm.."%"
elseif OwArm > 100 then
HUDArmS = ArrayPosSize["armor"]["barrelf"][3] - (( OwArm * (WH(390) / 100) - WH(390) ) * -1 )
HUDArmP = ArrayPosSize["armor"]["barrelf"][5] + (( HUDArmS - WH(390) ) * -1 )
HUDArmCD = true
HUDArmVar = OwArm
end
if HUDArmCD == true then
local PS = ArrayPosSize["armor"]["barrelf"]
draw.RoundedBox(WH1,PS[1],PS[2],HUDArmS,PS[4],Color(100,180,160,200))
draw.RoundedBox(WH1,HUDArmP,PS[2],HUDArmS,PS[4],Color(100,180,160,200))
draw.RoundedBox(WH1,PS[1]+WH(7),PS[2]-SH(12),HUDArmS,PS[4],Color(100,180,160,8))
draw.RoundedBox(WH1,HUDArmP-WH(7),PS[2]-SH(12),HUDArmS,PS[4],Color(100,180,160,8))
local PS = ArrayPosSize["armor"]["text"]
draw.SimpleText("ARMOR : "..HUDArmVar,"HUDHltFontS",PS[1]+WH(10),PS[2]-SH(10),Color(100,180,160,8),0,1)
draw.SimpleText("ARMOR : "..HUDArmVar,"HUDHltFontS",PS[1],PS[2],Color(100,180,160,120),0,1)
end
--ammo
local OwAWeap = CsPlayer:GetActiveWeapon()
if OwAWeap:IsValid() and ( CsPlayer:GetAmmoCount(OwAWeap:GetPrimaryAmmoType()) > 0 or OwAWeap:GetMaxClip1() > 0 or ( OwAWeap:GetMaxClip1() == -1 and OwAWeap:GetPrimaryAmmoType() != -1 ) ) then
local PS = ArrayPosSize["ammo"]["fond"]
DrawCSRect(PNGs["fond"]["weapons"],PS[1],PS[2],PS[3],PS[4],PS[5])
local PS = ArrayPosSize["ammo"]["weaponname"]
draw.SimpleText(OwAWeap:GetPrintName(),"HUDHltFontS",PS[2],PS[3],PS[1],2,0)
draw.SimpleText(OwAWeap:GetPrintName(),"HUDHltFontS",PS[2]-WH(14),PS[3]+SH(14),Color(200,200,200,10),2,0)
local PS = ArrayPosSize["ammo"]["fondextension"]
draw.RoundedBox(WH1,PS[2],PS[3],PS[4],PS[5],PS[1])
if type(game.GetAmmoName(OwAWeap:GetPrimaryAmmoType())) != "no value" then
if OwAWeap:GetMaxClip1() != -1 then
HUDCurrentAmmo = OwAWeap:Clip1()
HUDCurrentMaxClip = OwAWeap:Clip1() / OwAWeap:GetMaxClip1() * 100
HUDCurrentReserve = CsPlayer:GetAmmoCount(OwAWeap:GetPrimaryAmmoType())
else
if CsPlayer:GetAmmoCount(OwAWeap:GetPrimaryAmmoType()) > 0 then
HUDCurrentAmmo = 1
HUDCurrentMaxClip = 100
HUDCurrentReserve = CsPlayer:GetAmmoCount(OwAWeap:GetPrimaryAmmoType())-1
else
HUDCurrentAmmo = 0
HUDCurrentMaxClip = 100
HUDCurrentReserve = 0
end
end
else
HUDCurrentAmmo = OwAWeap:Clip1()
HUDCurrentMaxClip = OwAWeap:Clip1() / OwAWeap:GetMaxClip1() * 100
HUDCurrentReserve = CsPlayer:GetAmmoCount(OwAWeap:GetPrimaryAmmoType())
end
local PS = ArrayPosSize["ammo"]["ammocount"]
draw.SimpleText(HUDCurrentAmmo,"HUDHltFontT",PS[2],PS[3],PS[1],2,2)
draw.SimpleText(HUDCurrentAmmo,"HUDHltFontT",PS[2]-WH(14),PS[3]+SH(14),Color(200,200,200,10),2,2)
local PS = ArrayPosSize["ammo"]["ammocount2"]
draw.SimpleText("/"..HUDCurrentReserve,"HUDHltFontS",PS[2],PS[3],PS[1],2,2)
draw.SimpleText("/"..HUDCurrentReserve,"HUDHltFontS",PS[2]-WH(14),PS[3]+SH(14),Color(200,200,200,10),2,2)
local PS = ArrayPosSize["ammo"]["ammoindicator"]
draw.SimpleText(math.ceil(HUDCurrentMaxClip).."%","HUDHltFontS",PS[2],PS[3],PS[1],2,1)
draw.SimpleText(math.ceil(HUDCurrentMaxClip).."%","HUDHltFontS",PS[2]-WH(14),PS[3]+SH(14),Color(200,200,200,10),2,1)
end
end)
hook.Add("HUDShouldDraw","HideHBASA",function(name)
if ( name == "CHudHealth" or name == "CHudBattery" or name == "CHudAmmo" or name == "CHudSecondaryAmmo" ) then
return false
end
end) |
cs_spkeys = {'LeftShift'}
mem_read_ubyte = memory.read_u8
mem_read_uword = memory.read_u16_be
mem_read_ulong = memory.read_u32_be
mem_write_ubyte = memory.write_u8
mem_write_uword = memory.write_u16_be
mem_write_ulong = memory.write_u32_be
get_game_size = function()
cli_screenwidth = client.screenwidth()
cli_screenheight = client.screenheight()
gam_xnat = 320 -- Natural x-resolution, defaulted to Genesis
gam_ynat = 224 -- Natural y-resolution, defaulted to Genesis
gam_up = 0
gam_down = cli_screenheight
gam_xport = cli_screenheight * gam_xnat/gam_ynat
gam_yport = cli_screenheight
gam_left = (cli_screenwidth - gam_xport)/2
gam_right = gam_left + gam_xport
gam_xscale = gam_xport/gam_xnat
gam_yscale = gam_yport/gam_ynat
margin = 40
x_left = margin
x_right = cli_screenwidth - margin - fnt_width*34
y_1 = 10
y_2 = y_1 + fnt_height*5
y_sh = 160 --Sonic HUD offset
y_limit = cli_screenheight - fnt_height*2
end
table.insert(persistent_functions, get_game_size)
fnt_width = 10
fnt_height = 14
sav_load = savestate.load
sav_create = savestate.create
sav_save = savestate.save
gui_register = function(instructions) while true do
instructions()
emu.frameadvance()
end
end
print("---\nWARNING: If you need to restart Minerva on BizHawk (due to an error or some other reason), please reopen the Lua console before doing that. Attempting to restart Minerva on the same session may lead to unexpected errors.\n---") |
--[[
Scripter: Mistiik (XRHTech)
]]--
local spring = {}
spring.__index = spring
function spring.new(dampling, friction)
local self = setmetatable({
-- Hooks Constants
k = dampling or 0.3,
f = friction or 0.5,
-- Vectors
position = Vector3.new(),
velocity = Vector3.new(),
target = Vector3.new()
}, spring)
return self
end
function spring:set_target(v3)
self.target = v3
end
function spring:update()
local d = self.target - self.position
local force = d * self.k
self.velocity = (self.velocity * (1-self.f)) + force;
self.position += self.velocity
return self.position
end
return spring
|
#!/usr/bin/env gt
--[[
Author: Sascha Steinbiss <ss34@sanger.ac.uk>
Copyright (c) 2015 Genome Research Ltd
Permission to use, copy, modify, and distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
]]
function usage()
io.stderr:write("Add preferred product terms to protein sequence headers.\n")
io.stderr:write(string.format("Usage: %s <GFF annotation> <protein seqs>\n" , arg[0]))
os.exit(1)
end
if #arg < 2 then
usage()
end
function gff3_extract_structure(str)
ret = {}
for _,v in ipairs(split(str, ", ?")) do
res = {}
v = gff3_decode(v)
for _,pair in ipairs(split(v, ";")) do
if string.len(pair) > 0 then
key, value = unpack(split(pair, "="))
res[key] = value
end
end
table.insert(ret, res)
end
return ret
end
function split(str, pat)
local t = {}
local fpat = "(.-)" .. pat
local last_end = 1
local s, e, cap = str:find(fpat, 1)
while s do
if s ~= 1 or cap ~= "" then
table.insert(t,cap)
end
last_end = e+1
s, e, cap = str:find(fpat, last_end)
end
if last_end <= #str then
cap = str:sub(last_end)
table.insert(t, cap)
end
return t
end
function gff3_decode(s)
if not s then
return s
end
s = string.gsub(s, "%%([0-9a-fA-F][1-9a-fA-F])", function (n)
return string.char(tonumber("0x" .. n))
end)
return s
end
function get_fasta(filename, sep)
local keys = {}
local seqs = {}
local cur_hdr = nil
local cur_seqs = {}
for l in io.lines(filename) do
hdr = l:match(">(.*)")
if hdr then
table.insert(keys, hdr)
if #cur_seqs > 0 and cur_hdr then
if not seqs[cur_hdr] then
seqs[cur_hdr] = table.concat(cur_seqs, sep)
end
end
cur_hdr = hdr
cur_seqs = {}
else
table.insert(cur_seqs, l)
end
end
if cur_hdr and not seqs[cur_hdr] then
seqs[cur_hdr] = table.concat(cur_seqs, sep)
end
return keys, seqs
end
function get_fasta_nosep(filename)
return get_fasta(filename, "")
end
function print_max_width(str, ioo, width)
local i = 1
while (i + width - 1) < str:len() do
ioo:write(str:sub(i, i + width - 1))
ioo:write("\n")
i = i + width
end
ioo:write(str:sub(i))
ioo:write("\n")
end
products = {}
visitor = gt.custom_visitor_new()
visitor.last_seqid = nil
function visitor:visit_feature(fn)
for node in fn:children() do
if node:get_type() == "polypeptide" then
local dfrom = node:get_attribute("Derives_from")
local product = node:get_attribute("product")
if (dfrom and product) then
local p_data = gff3_extract_structure(product)
local mterm = p_data[1].term
for _,v in ipairs(p_data) do
if v.is_preferred then
mterm = v.term
end
end
products[dfrom] = mterm
end
end
end
return 0
end
visitor_stream = gt.custom_stream_new_unsorted()
function visitor_stream:next_tree()
local node = self.instream:next_tree()
if node then
node:accept(self.vis)
end
return node
end
visitor_stream.instream = gt.gff3_in_stream_new_sorted(arg[1])
visitor_stream.vis = visitor
local gn = visitor_stream:next_tree()
while (gn) do
gn = visitor_stream:next_tree()
end
keys, seqs = get_fasta_nosep(arg[2])
for i,k in ipairs(keys) do
local rid = split(k, "%s+")[1]
if products[rid] then
print(">".. rid .. " " .. products[rid])
else
print(">".. rid)
end
print_max_width(seqs[k], io.stdout, 60)
end
|
return {
_fold = false,
_id = "shaderTest1",
_type = "ShaderTest",
height = "$fill",
width = "$fill",
_children = { {
_id = "label1",
_type = "cc.Label",
fontSize = 18,
height = 0,
scaleX = "$minScale",
scaleY = "$minScale",
string = "None",
width = 0,
x = 60,
y = 680,
anchor = {
x = 0,
y = 0.5},
fontFile = {
en = "Arial"},
scaleXY = {
x = "$scaleX",
y = "$scaleY"}}}} |
-- Translation support
local S = minetest.get_translator("virtual_key")
local MTGS = minetest.get_translator("keys")
local KS = minetest.get_translator("keyring")
virtual_key.craft_common = {}
virtual_key.craft_common.base_form_def = {
translator = S,
title_tab_management = S("Virtual keys management"),
title_tab_settings = S("Registerer settings"),
virtual_symbol = "", -- all keys are virtual, no need to print this
msg_not_allowed_edit = S("You are not allowed to edit settings of this registerer."),
msg_is_public = S("This registerer is public."),
msg_you_own = S("You own this registerer."),
msg_is_owned_by = "This registerer is owned by @1.",
msg_is_shared_with = S("This registerer is shared with:"),
msg_not_use_allowed = S("You are not allowed to use this registerer."),
msg_not_shared = S("This registerer is not shared."),
msg_list_of_keys = S("List of virtual keys in the registerer:"),
msg_no_key = S("There is no virtual key in the registerer."),
remove_key = true,
rename_key = true,
set_owner = true,
share = false,
}
--[[
-- Adds a virtual key to a registerer. There is no owning check in this function.
--]]
virtual_key.craft_common.import_virtual_key = function(itemstack,
secret, description, user_desc)
local meta = itemstack:get_meta()
local krs = minetest.deserialize(meta:get_string(keyring.fields.KRS)) or {}
if not keyring.fields.utils.KRS.in_keyring(krs, secret) then
krs[secret] = {
number = 0,
virtual = true,
description = description,
user_description = user_desc or nil,
}
meta:set_string(keyring.fields.KRS, minetest.serialize(krs))
end
return itemstack
end
virtual_key.craft_common.base_craft_def = {
inventory_image = "virtual_key_virtual_keys_registerer.png",
-- mimic a key
groups = {virtual_key = 1, key_container = 1},
stack_max = 1,
-- on left click
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local pos = pointed_thing.under
local node = minetest.get_node(pos)
if not node then
return itemstack
end
local on_skeleton_key_use = minetest.registered_nodes[node.name].on_skeleton_key_use
if not on_skeleton_key_use then
return itemstack
end
local name = user:get_player_name()
local keyring_owner = itemstack:get_meta():get_string("owner")
local keyring_access = keyring.fields.utils.owner.is_edit_allowed(keyring_owner, name)
if not keyring_access then
virtual_key.log("action", "Player "..name
.." tryed to use personal virtual keys registerer of "
..(keyring_owner or "unkwown player"))
minetest.chat_send_player(name,
S("You are not allowed to use this personal virtual keys registerer."))
return itemstack
end
-- make a new key secret in case the node callback needs it
local random = math.random
local newsecret = string.format(
"%04x%04x%04x%04x",
random(2^16) - 1, random(2^16) - 1,
random(2^16) - 1, random(2^16) - 1)
local secret, _, _ = on_skeleton_key_use(pos, user, newsecret)
if secret then
-- add virtual key
return virtual_key.craft_common.import_virtual_key(itemstack, secret,
MTGS("Key to @1's @2", name, minetest.registered_nodes[node.name].description))
end
return itemstack
end,
on_secondary_use = function(itemstack, placer, pointed_thing)
return keyring.form.formspec(itemstack, placer)
end,
-- mod doc
_doc_items_usagehelp = S("Use it like a regular skeleton key. "
.."Click pointing no node to access virtual-key-management interface "
.."(keys can be renamed or removed).\n"
.."To use your registered virtual keys, add them to a keyring."),
}
--[[
-- Returns a table with:
-- - consumme
-- - is_craft_forbidden
-- - is_result_owned
-- - return_list
-- - result_name
--]]
virtual_key.craft_common.get_craft_properties = function(itemstack, player_name,
old_craft_grid)
local props = {
consumme = false,
is_craft_forbidden = false,
is_result_owned = false,
return_list = {},
result_name = itemstack:get_name(),
}
for position, item in pairs(old_craft_grid) do
local item_name = item:get_name()
if item_name == "basic_materials:padlock" then
props.consumme = true
end
local owner = item:get_meta():get_string("owner")
if owner ~= "" then
props.is_craft_forbidden = not keyring.fields.utils.owner.is_edit_allowed(owner,
player_name)
if props.is_craft_forbidden then
return props
end
if props.result_name == item_name then
props.is_result_owned = true
end
end
if minetest.get_item_group(item_name, "virtual_key") == 1 then
table.insert(props.return_list, position, item)
end
end
for position, item in pairs(props.return_list) do
local item_name = item:get_name()
if (props.consumme and (minetest.get_item_group(item_name, "virtual_key") == 1))
or (item_name == props.result_name
and props.is_result_owned == (item:get_meta():get_string("owner") ~= "")) then
props.return_list[position] = nil
break
end
end
return props
end
-- manage virtual keys copy
minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv)
local name = itemstack:get_name()
-- guard
if (name ~= "virtual_key:virtual_keys_registerer")
and (name ~= "virtual_key:personal_virtual_keys_registerer") then
return
end
local play_name = player:get_player_name()
local properties = virtual_key.craft_common.get_craft_properties(itemstack,
play_name, old_craft_grid)
if properties.is_craft_forbidden then
virtual_key.log("action", "Player "..play_name.." used a virtual key owned by "
.."an other player in a craft")
for p, i in pairs(old_craft_grid) do
craft_inv:set_stack("craft", p, i)
end
return ItemStack(nil)
end
-- merge virtual keys in 1 KRS
local r_krs = {}
for p, i in pairs(old_craft_grid) do
if minetest.get_item_group(i:get_name(), "virtual_key") == 1 then
local meta = i:get_meta()
local krs = minetest.deserialize(meta:get_string(keyring.fields.KRS)) or {}
for s, vk in pairs(krs) do
r_krs[s] = vk
end
end
end
-- resulting krs
local ser_r_krs = minetest.serialize(r_krs)
itemstack:get_meta():set_string(keyring.fields.KRS, ser_r_krs)
-- set back return_list
for p, i in pairs(properties.return_list) do
i:get_meta():set_string(keyring.fields.KRS, ser_r_krs)
craft_inv:set_stack("craft", p, i)
end
if properties.consumme then
return itemstack
end
if not properties.is_result_owned then
return itemstack
end
local meta = itemstack:get_meta()
meta:set_string("description", itemstack:get_description()
.." ("..KS("owned by @1", play_name)..")")
meta:set_string("owner", play_name)
return itemstack
end)
-- craft predictions
minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv)
local name = itemstack:get_name()
if (name ~= "virtual_key:virtual_keys_registerer")
and (name ~= "virtual_key:personal_virtual_keys_registerer") then
return
end
local play_name = player:get_player_name()
local properties = virtual_key.craft_common.get_craft_properties(itemstack,
play_name, old_craft_grid)
if properties.is_craft_forbidden then
return ItemStack(nil)
end
if properties.consumme or (not properties.is_result_owned) then
return
end
local meta = itemstack:get_meta()
meta:set_string("description", itemstack:get_description()
.." ("..KS("owned by @1", play_name)..")")
meta:set_string("owner", play_name)
return itemstack
end)
|
local class = require "xgame.class"
local Array = require "xgame.Array"
local runtime = require "xgame.runtime"
local Dispatcher = require "xgame.event.Dispatcher"
local LogCat = class('LogCat', Dispatcher)
function LogCat:ctor(context)
self.context = context
self.logs = Array.new()
self.logFile = io.open(runtime.logPath, "r")
self.maxIndex = 0
self.list = context.view:resolve('panel.logList')
self.list.itemRenderer = function (idx, item)
idx = idx + 1
if item.customData == self.maxIndex and item.customData ~= idx then
self.maxIndex = self.maxIndex - 1
end
item:getChild('title').text = self.logs[idx]
item.customData = idx
self.maxIndex = math.max(self.maxIndex, idx)
end
self.list.virtual = true
local btnClear = context.view:resolve('panel.btnClear')
btnClear:addClickListener(function ()
self.logs:clear()
self.maxIndex = 0
self.list.numItems = #self.logs
end)
local btnSend = context.view:resolve('panel.btnSend')
btnSend:addClickListener(function ()
print('todo: handle cmd')
end)
end
function LogCat:_readLog()
local scrollToBottom = self.maxIndex == #self.logs
for value in string.gmatch(self.logFile:read("*a"), "[^\n\r]+") do
self.logs:pushBack(value)
end
self.list.numItems = #self.logs
if scrollToBottom then
self.list:scrollToView(#self.logs - 1)
end
end
function LogCat:start()
self.context:unschedule(self._updateHandler)
self._updateHandler = self.context:schedule(0.2, function ()
self:_readLog()
end)
self:_readLog()
end
function LogCat:stop()
self.context:unschedule(self._updateHandler)
end
return LogCat |
--[[ Arena ]]--
ROT=require 'src.rot'
function love.load()
f=ROT.Display:new(80,24)
m=ROT.Map.Arena:new(f:getWidth(), f:getHeight())
function callbak(x,y,val)
f:write(val == 1 and '#' or '.', x, y)
end
m:create(callbak)
end
function love.draw() f:draw() end
--]]
|
-- Dumps your equipment items
abotEquipmentResult = "["
for a = 0, 23 do
abId = GetInventoryItemID("player", a)
if (string.len(tostring(abId or "")) > 0) then
abotItemLink = GetInventoryItemLink("player", a)
abCount = GetInventoryItemCount("player", a)
abCurrentDurability, abMaxDurability = GetInventoryItemDurability(a)
abCooldownStart, abCooldownEnd = GetInventoryItemCooldown("player", a)
abName, abLink, abRarity, abLevel, abMinLevel, abType, abSubType, abStackCount, abEquipLoc, abIcon, abSellPrice = GetItemInfo(abotItemLink)
stats={};
abStats=GetItemStats(abotItemLink, stats);
statsResult={};
for key, value in pairs(stats) do
table.insert(statsResult, string.format("\"%s\":\"%s\"", key, value))
end
abotEquipmentResult = abotEquipmentResult..
'{'..
'"id": "'..tostring(abId or 0)..'",'..
'"count": "'..tostring(abCount or 0)..'",'..
'"quality": "'..tostring(abRarity or 0)..'",'..
'"curDurability": "'..tostring(abCurrentDurability or 0)..'",'..
'"maxDurability": "'..tostring(abMaxDurability or 0)..'",'..
'"cooldownStart": "'..tostring(abCooldownStart or 0)..'",'..
'"cooldownEnd": '..tostring(abCooldownEnd or 0)..','..
'"name": "'..tostring(abName or 0)..'",'..
'"link": "'..tostring(abLink or 0)..'",'..
'"level": "'..tostring(abLevel or 0)..'",'..
'"minLevel": "'..tostring(abMinLevel or 0)..'",'..
'"type": "'..tostring(abType or 0)..'",'..
'"subtype": "'..tostring(abSubType or 0)..'",'..
'"maxStack": "'..tostring(abStackCount or 0)..'",'..
'"equiplocation": "'..tostring(a or 0)..'",'..
'"stats": '.."{" .. table.concat(statsResult, ",").."}"..','..
'"sellprice": "'..tostring(abSellPrice or 0)..'"'..
'}';
if a < 23 then
abotEquipmentResult = abotEquipmentResult .. ","
end
end
end
abotEquipmentResult = abotEquipmentResult .. "]"
|
return {
fusion_superblast2 = {
areaofeffect = 4000,
craterboost = 1.5,
cratermult = 1,
edgeeffectiveness = 0.5,
explosiongenerator = "custom:EXPLOSIONHUGE_BUILDING",
impulseboost = 1,
impulsefactor = 1,
name = "Matter/AntimatterExplosion",
soundhit = "explosionbig",
soundstart = "explosionbig",
turret = 1,
weaponvelocity = 150,
damage = {
commanders = 10000,
default = 90000,
},
},
}
|
require "snd"
require "timer"
require "fmt"
local sfxr = require("sfxr")
local last = true
local wav -- to cache sound
room {
nam = 'main';
timer = function()
if snd.playing() then
p [[PLAYING]]
last = true
return
elseif last then
last = false
pn [[Нажмите на {button|кнопку} для эффекта.]];
p (fmt.em [[Внимание! Программа генерирует случайный звук, который может оказаться слишком громким!]])
end
return false
end
}:with{
obj {
nam = 'button';
act = function(s)
local sound = sfxr.newSound()
sound:randomize(rnd(32768))
local sounddata = sound:generateSoundData(22050)
wav = snd.new(22050, 1, sounddata)
wav:play()
end
}
}
function start()
timer:set(100)
end
|
--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:29' using the latest game version.
NOTE: This file should only be used as IDE support; it should NOT be distributed with addons!
****************************************************************************
CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC.
****************************************************************************
]]
-----------------------------------------
-- Shared Account Options Panel Functions and Data
-----------------------------------------
-------------------------
-- Utility Functions
-------------------------
local g_serviceType = GetPlatformServiceType()
function ZO_OptionsPanel_IsAccountManagementAvailable()
if g_serviceType == PLATFORM_SERVICE_TYPE_DMM then
return false
end
return ZO_IsConsolePlatform() or IsInUI("pregame")
end
local function HasActivatedEmail()
if IsInUI("pregame") then
return HasActivatedEmailInPregame()
elseif ZO_IsConsolePlatform() then
return HasActivatedEmailOnConsole()
else
return false
end
end
function ZO_OptionsPanel_GetAccountEmail()
if IsInUI("pregame") or ZO_IsConsolePlatform() then
return GetSecureSetting(SETTING_TYPE_ACCOUNT, ACCOUNT_SETTING_ACCOUNT_EMAIL)
else
return ""
end
end
function ZO_OptionsPanel_Account_CanResendActivation()
return IsDeferredSettingLoaded(SETTING_TYPE_ACCOUNT, ACCOUNT_SETTING_ACCOUNT_EMAIL) and not HasActivatedEmail() and ZO_OptionsPanel_GetAccountEmail() ~= ""
end
-------------------------------------
-- Setup Account Settings Data
-------------------------------------
local ZO_Panel_Account_ControlData =
{
[SETTING_TYPE_CUSTOM] =
{
[OPTIONS_CUSTOM_SETTING_RESEND_EMAIL_ACTIVATION] =
{
controlType = OPTIONS_INVOKE_CALLBACK,
panel = SETTING_PANEL_ACCOUNT,
text = SI_INTERFACE_OPTIONS_ACCOUNT_RESEND_ACTIVATION,
gamepadCustomTooltipFunction = function(tooltip, text)
GAMEPAD_TOOLTIPS:LayoutSettingAccountResendActivation(tooltip, HasActivatedEmail(), ZO_OptionsPanel_GetAccountEmail())
end,
callback = function()
RequestResendAccountEmailVerification()
end,
exists = ZO_OptionsPanel_IsAccountManagementAvailable,
visible = ZO_OptionsPanel_Account_CanResendActivation,
},
},
[SETTING_TYPE_ACCOUNT] =
{
[ACCOUNT_SETTING_ACCOUNT_EMAIL] =
{
controlType = OPTIONS_INVOKE_CALLBACK,
system = SETTING_TYPE_ACCOUNT,
settingId = ACCOUNT_SETTING_ACCOUNT_EMAIL,
panel = SETTING_PANEL_ACCOUNT,
text = SI_INTERFACE_OPTIONS_ACCOUNT_CHANGE_EMAIL,
gamepadCustomTooltipFunction = function(tooltip, text)
GAMEPAD_TOOLTIPS:LayoutSettingAccountResendActivation(tooltip, HasActivatedEmail(), ZO_OptionsPanel_GetAccountEmail())
end,
exists = ZO_OptionsPanel_IsAccountManagementAvailable,
callback = function()
if IsInGamepadPreferredMode() then
local data =
{
finishedCallback = function()
GAMEPAD_OPTIONS:RefreshOptionsList()
end,
}
ZO_Dialogs_ShowGamepadDialog("ZO_OPTIONS_GAMEPAD_EDIT_EMAIL_DIALOG", data)
else
ZO_Dialogs_ShowDialog("ZO_OPTIONS_KEYBOARD_EDIT_EMAIL_DIALOG")
end
end,
},
[ACCOUNT_SETTING_GET_UPDATES] =
{
controlType = OPTIONS_CHECKBOX,
system = SETTING_TYPE_ACCOUNT,
settingId = ACCOUNT_SETTING_GET_UPDATES,
panel = SETTING_PANEL_ACCOUNT,
text = SI_INTERFACE_OPTIONS_ACCOUNT_GET_UPDATES,
tooltipText = function()
if not IsConsoleUI() then
if HasActivatedEmail() then
return GetString(SI_INTERFACE_OPTIONS_ACCOUNT_GET_UPDATES_TOOLTIP_TEXT)
else
return zo_strformat(SI_KEYBOARD_INTERFACE_OPTIONS_ACCOUNT_GET_UPDATES_TOOLTIP_WARNING_FORMAT, GetString(SI_INTERFACE_OPTIONS_ACCOUNT_GET_UPDATES_TOOLTIP_TEXT), GetString(SI_INTERFACE_OPTIONS_ACCOUNT_NEED_ACTIVE_ACCOUNT_WARNING))
end
end
end,
exists = ZO_OptionsPanel_IsAccountManagementAvailable,
SetSettingOverride = function(control, value)
SetSecureSetting(control.data.system, control.data.settingId, tostring(value))
end,
GetSettingOverride = function(control)
return GetSecureSetting_Bool(control.data.system, control.data.settingId)
end,
gamepadCustomTooltipFunction = function(tooltip, text)
GAMEPAD_TOOLTIPS:LayoutSettingAccountGetUpdates(tooltip, HasActivatedEmail())
end,
enabled = function()
return HasActivatedEmail()
end,
gamepadIsEnabledCallback = function()
return HasActivatedEmail()
end,
}
}
}
ZO_SharedOptions.AddTableToPanel(SETTING_PANEL_ACCOUNT, ZO_Panel_Account_ControlData)
------------------------------------------
-- Register for account settings events
------------------------------------------
if ZO_OptionsPanel_IsAccountManagementAvailable() then
local function OnAccountManagementRequestUnsuccessful(eventId, resultMessage)
ZO_Dialogs_ShowPlatformDialog("ACCOUNT_MANAGEMENT_REQUEST_FAILED", { mainText = resultMessage })
end
EVENT_MANAGER:RegisterForEvent("AccountManagement", EVENT_UNSUCCESSFUL_REQUEST_RESULT, OnAccountManagementRequestUnsuccessful)
local function OnAccountManagementActivationEmailSent(eventId, resultMessage)
ZO_Dialogs_ShowPlatformDialog("ACCOUNT_MANAGEMENT_ACTIVATION_EMAIL_SENT")
end
EVENT_MANAGER:RegisterForEvent("AccountManagement", EVENT_ACCOUNT_EMAIL_ACTIVATION_EMAIL_SENT, OnAccountManagementActivationEmailSent)
end |
function hello()
print("Hello There!")
end |
-- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture)
mobs:register_mob("mobs:spider", {
docile_by_day = true,
type = "monster",
-- agressive, does 6 damage to player when hit
passive = false,
attack_type = "dogfight",
pathfinding = false,
reach = 2,
damage = 4,
-- health & armor
hp_min = 25,
hp_max = 35,
armor = 200,
-- textures and model
collisionbox = {-0.9, -0.01, -0.7, 0.7, 0.6, 0.7},
visual = "mesh",
mesh = "mobs_spider.x",
textures = {
{"mobs_spider.png"},
},
visual_size = {x = 7, y = 7},
blood_texture = "mobs_blood.png",
-- sounds
makes_footstep_sound = true,
sounds = {
random = "mobs_spider",
war_cry = "mobs_eerie",
death = "mobs_howl",
attack = "mobs_spider_attack",
},
-- speed and jump, sinks in water
walk_velocity = 1,
run_velocity = 3,
jump = true,
view_range = 16,
floats = 0,
-- drops string with a chance of sandstone or crystal spike if Ethereal installed
drops = {
{name = "farming:string", chance = 2, min = 1, max = 3,},
{name = "mobs:meat_raw", chance = 4, min = 1, max = 2,},
{name = "maptools:silver_coin", chance = 3, min = 1, max = 1,},
},
-- damaged by
water_damage = 5,
lava_damage = 5,
light_damage = 0,
-- model animation
animation = {
speed_normal = 15,
speed_run = 15,
stand_start = 1,
stand_end = 1,
walk_start = 20,
walk_end = 40,
run_start = 20,
run_end = 40,
punch_start = 50,
punch_end = 90,
},
})
-- spawn on jungleleaves/jungletree, between 0 and 5 light, 1 in 10000 chance, 1 in area up to 31000 in height
mobs:spawn_specific("mobs:spider", {"default:jungleleaves", "default:jungletree"}, {"air"}, -1, 20, 30, 10000, 1, -31000, 31000, false)
-- register spawn egg
mobs:register_egg("mobs:spider", "Spider", "mobs_spider_inv.png", 1)
-- ethereal crystal spike compatibility
if not minetest.get_modpath("ethereal") then
minetest.register_alias("ethereal:crystal_spike", "default:sandstone")
end
-- spider cobweb
minetest.register_node("mobs:spider_cobweb", {
description = "Spider Cobweb", --Description changé pour éviter conflit avec homedecor_modpack
drawtype = "plantlike",
visual_scale = 1.1,
tiles = {"mobs_cobweb.png"},
inventory_image = "mobs_cobweb.png",
paramtype = "light",
sunlight_propagates = true,
liquid_viscosity = 11,
liquidtype = "source",
liquid_alternative_flowing = "mobs:spider_cobweb", --Modif MFF
liquid_alternative_source = "mobs:spider_cobweb", --Modif MFF
liquid_renewable = false,
liquid_range = 0,
walkable = false,
groups = {snappy = 1, liquid = 3},
drop = "farming:cotton",
sounds = default.node_sound_leaves_defaults(),
})
-- spider cobweb craft (MFF : indentation modifié)
minetest.register_craft( {
output = "mobs:spider_cobweb",
recipe = {
{ "", "", "farming:string"},
{ "farming:string", "", "" },
{ "", "", "farming:string"}
},
})
|
for line in io.lines(arg[1]) do
local a = {}
for i in line:gmatch("%S+") do
local x, y, z = i:match("(%d)(%a+)(%d)")
a[#a+1] = z .. y .. x
end
print(table.concat(a, " "))
end
|
local f = string.format
My.Translator:register("de", {
side_mission_repair = "Techniker ist verständigt",
side_mission_repair_description = function(captainPerson, fromCallSign, toCallSign, crewCount, payment)
return Util.random({
f("Hey, ich bin %s, Captain eines Raumschiffs", captainPerson:getFormalName())
}) .. ".\n\n" .. Util.random({"Aufgrund", "Wegen"}) .. " " .. Util.random({
"eines Kurzschlusses im System",
"einer Überlastung des Reaktors",
"des Auslaufs von Kühlmittel",
}) .. " " .. Util.random({
"ist ein Großteil meiner Systeme ausgefallen",
}) .. ". " .. Util.random({
"Ich benötige professionelle Hilfe bei der Reparatur",
"Allein schaffe ich es nicht den Fehler zu beheben",
"Ich habe keine Ahnung von Raumschiffreparatur und bin auf Hilfe angewiesen",
"Die Schäden übersteigen meine technischen Fähigkeiten"
}) .. ". " .. Util.random({
f("Ich bin auf dem Flug von %s nach %s stecken geblieben.", fromCallSign, toCallSign),
f("Ich war auf dem Flug von %s nach %s, als das Problem auftrat.", fromCallSign, toCallSign),
f("Eigentlich wollte ich entspannt von %s nach %s fliegen und dann passiert so etwas.", fromCallSign, toCallSign),
f("Ich war noch nicht lange von %s abgedockt als ich die Probleme bemerkte. Jetzt komme ich nicht bis %s.", fromCallSign, toCallSign),
}) .. "\n\n" .. Util.random({
f("Könnt ihr mir %d eurer Techniker ausleihen?", crewCount),
f("Mit Unterstützung von %d Technikern bekomme ich das Problem sicher in Griff.", crewCount),
f("Könnt ihr zeitweise %d eurer Techniker entbehren, um mich zu unterstützen?", crewCount),
}) .. " " .. Util.random({
f("%0.2fRP zahle ich für Hilfe.", payment),
f("Eure Hilfe ist mir %0.2fRP wert.", payment),
f("Sobald das Problem behoben ist, bekommt ihr eure Techniker zurück und ich lege %0.2fRP drauf.", payment),
f("Für %0.2fRP?", payment),
})
end,
side_mission_repair_small_crew = "Öhm, eure Crew erscheint mir etwas mickrig. Ich denke, ich suche jemand anderes.",
side_mission_repair_accept = function()
return Util.random({
"Hervorragend",
"Ganz ausgezeichnet",
"Großartig",
}) .. ". " .. Util.random({
"Kommt zum Rendezvous Punkt",
"Trefft mich auf meinem Schiff",
}) .. ". " .. Util.random({
"Ich, ähm... warte hier auf euch.",
"Keine Angst, ich fliege nicht weg.",
"Ich werde einfach hier auf euch warten - gezwungenermaßen.",
})
end,
side_mission_repair_start_hint = function(callSign, sectorName)
return f("Fliegen Sie sehr dicht an %s in Sektor %s. Ihr Engineer kann die Crew dann herüber senden.", callSign, sectorName)
end,
side_mission_repair_hail = function()
return Util.random({
"Ihr habt die Techniker für mein Problem an Board?",
"Ihr bringt die Techniker für das Problem?",
"Ah, ihr habt die Techniker an Board.",
}) .. " Fliegt bitte " .. Util.random({
"bis auf 1u",
"dicht",
"sehr nah",
}) .. " an mein Schiff heran, dann kann euer Engineer die " .. Util.random({"Kollegen", "Techniker", "Ingenieure", "Reparaturmitarbeiter"}) .. " rüberschicken."
end,
side_mission_repair_send_crew_label = function(crewCount)
return f("%d Techniker schicken", crewCount)
end,
side_mission_repair_send_crew_failure = function(crewCount)
return f("Eure Crew ist zu klein. Mindestens %d Techniker werden benötigt.", crewCount)
end,
side_mission_repair_crew_arrived_comms = function()
return Util.random({
"Super. Die Techniker sind an Board eingetroffen.",
"Hervorragend. Eure Techniker sind so eben eingetroffen.",
"Vielen Dank. Die Techniker sind da.",
}) .. "\n\n" .. Util.random({
"Ich verstehe allerdings nicht, warum sie sofort meinen Lagerraum aufgesucht haben.",
"Irgendwie sind sie zielstrebig in den Lagerraum marschiert. Ich verstehe das nicht, aber ich bin ja auch kein Experte.",
"Sie sind jetzt erst mal im Lagerraum zur \"Inspektion\", wie sie sagen.",
}) .. " Aber wie auch immer... " .. Util.random({
"ich informiere euch, wenn die Arbeit erledigt ist",
"ich sage Bescheid, sobald die Maschine wieder läuft",
"ich melde mich, wenn alles fertig ist"
}) .. ". " .. Util.random({
"Das kann mehrere Minuten dauern.",
"Wahrscheinlich dauert das eine gute Weile.",
})
end,
side_mission_repair_crew_arrived_hint = function(callSign)
return f("Warten Sie, bis die Reparaturen auf %s abgeschlossen sind. Das kann mehrere Minuten dauern. ", callSign)
end,
side_mission_repair_crew_ready_comms = function(captainPerson, stationCallSign)
return Util.random({
f("Hier ist nochmal %s.", captainPerson:getFormalName()),
f("Ich bin es noch einmal, Captain %s.", captainPerson:getFormalName()),
}) .. "\n\n" .. Util.random({
"Eure Techniker haben volle Arbeit geleistet",
"Eine fähige Crew, die ihr da habt",
}) .. " - " .. Util.random({
"mein Schiff ist wieder voll funktionsfähig",
"alle Systeme laufen wieder",
"die alte Mühle ist fast wieder wie neu",
"sie haben das Problem behoben",
}) .. ". " .. Util.random({
f("Ich mache mich wieder auf den Weg nach %s", stationCallSign),
f("Ich fliege weiter zur Station %s", stationCallSign),
f("Die Station %s wird sich freuen, dass ich mich jetzt wieder auf den Weg mache", stationCallSign),
}) .. ". " .. Util.random({
"Fangt mich unterwegs ab",
"Wir können uns unterwegs treffen",
}) .. " oder " .. Util.random({
"wir treffen uns an der Station",
"wir treffen uns da",
"ich warte an der Station auf euch"
}) .. ". " .. Util.random({
"Bitte beeilt euch",
"Lasst euch nicht zu viel Zeit",
}) .. ", denn " .. Util.random({
"der Alkohol geht zur Neige",
"mein selbstgebrannter Alkohol wird knapp",
"meine Alkoholvorräte sind fast leer"
}) .. " und ich " .. Util.random({"habe Angst", "befürchte"}) .. ", dass " .. Util.random({
"die Stimmung kippt",
"die Stimmung nicht mehr lange hält",
"die Stimmung demnächst umschwingt",
}) .. "."
end,
side_mission_repair_crew_ready_hint = function(callSign, stationCallSign)
return f("Holen Sie ihre Techniker von %s ab. Das Schiff befindet sich auf dem Weg zur Station %s.", callSign, stationCallSign)
end,
side_mission_repair_crew_returned_hail = function()
return Util.random({
"Danke noch einmal für eure Hilfe.",
"Eure Techniker haben gute Arbeit geleistet",
}) .. ". " .. Util.random({
"Das Schiff flutscht wieder wie ein schleimiger Finanzberater"
}) .. "."
end,
side_mission_repair_crew_returned_comms = function(payment)
return Util.random({
"Eure Techniker haben ganze Arbeit geleistet",
"Ihr habt da eine feine Crew",
}) .. ". " .. Util.random({
f("Hier habt ihr wie versprochen die %0.2fRP.", payment),
})
end,
side_mission_repair_failure_comms_crew_lost = "Das Schiff, auf das ihr eure Techniker ausgeliehen habt, ist von unserem Schirm verschwunden. Eure Crew wird wohl nicht wieder auftauchen. Ist scheiße, aber so ist das Leben hier draußen. Leben und Sterben liegen dicht bei einander.",
side_mission_repair_failure_comms = "Das Schiff, auf das ihr eure Techniker ausleihen solltet, ist von unserem Schirm verschwunden. Die Crew wird wohl nicht wieder auftauchen.",
side_mission_repair_comms_label = "Wie laufen die Reparaturen?",
side_mission_repair_comms_1 = "Ist ja super, dass ihr euren Technikern so vertraut, aber sie sind gerade erst angekommen. So sehr viel ist bislang nicht passiert.",
side_mission_repair_comms_2 = "Ich habe euren Technikern das Problem gezeigt und ich denke, sie haben verstanden, was zu tun ist. Jetzt machen sie erst einmal eine Pause und bedienen sich am Alkohol aus meinem Lagerraum bevor sie mit der Arbeit anfangen.",
side_mission_repair_comms_3 = "Eure Techniker sind hart an der Arbeit und trinken Selbstgebrannten. Aber für mich als Laien ist da nicht so viel zu erkennen. Die Reparatur wird wohl noch ein ganzes Weilchen dauern.",
side_mission_repair_comms_4 = "Es geht mühsam voran. Ich glaube, die Techniker haben die Ursache für den Defekt entdeckt, aber die meiste Zeit trinken Sie. Die Hälfte der Arbeit sieht aber gemacht aus.",
side_mission_repair_comms_5 = "Die wichtigsten Systeme laufen wieder. Eure Techniker machen guten Fortschritt - und hin und wieder ein Päuschen im Lager.",
side_mission_repair_comms_6 = "Die meisten Probleme sind behoben. Hin und wieder flackert noch ein Lämpchen, aber das System funktioniert wieder. Eure Techniker feiern im Lager - sollte also demnächst mit fertig sein.",
side_mission_repair_comms_7 = "Es sieht wieder alles gut aus. Eure Techniker waschen sich gerade noch die Hände und stoßen mit Selbstgebranntem an. Sie sollten jeden Augenblick fertig sein.",
side_mission_repair_comms_completed = function(stationCallSign)
return f("Eure Techniker haben gute Arbeit geleistet. Alle Systeme sind wieder online.\n\nIhr könnt eure Techniker jederzeit wieder abholen.\n\nIch bin auf dem Weg zur Station %s. Fliegt bis auf 1u an mein Schiff heran, damit euer Engineer eure Kollegen zurückholen kann.", stationCallSign)
end,
side_mission_repair_return_crew_label = function(crewCount)
return f("%d Techniker holen", crewCount)
end,
side_mission_repair_ship_description = "Ein Schiff älteren Baujahrs.",
side_mission_repair_ship_description_broken = "Es scheint sich nicht zu bewegen.",
side_mission_repair_ship_description_extended = "Die Scans des Laderaums zeigen erhöhte Ethanolwerte an Board.",
side_mission_repair_ship_description_crew = "Die Stimmung an Board scheint ausgelassen zu sein und der Verdacht liegt nahe, dass die Abnahme der Ethanolkonzentration an Board in Verbindung steht.",
side_mission_repair_ship_description_repaired = "Die Systeme scheinen jedoch erst vor kurzem überholt worden zu sein.",
}) |
AttackStyleName = AttackRun
Data = {
howToBreakFormation = ClimbAndPeelOff,
maxBreakDistance = 1900,
distanceFromTargetToBreak = 1100,
safeDistanceFromTargetToDoActions = 3000,
coordSysToUse = Target,
horizontalMin = 0.1,
horizontalMax = 0.4,
horizontalFlip = 1,
verticalMin = 0.6,
verticalMax = 0.7,
verticalFlip = 0,
RandomActions = {
{
Type = PickNewTarget,
Weighting = 1,
},
{
Type = NoAction,
Weighting = 2,
},
},
BeingAttackedActions = {},
FiringActions = {
{
Type = NoAction,
Weighting = 13,
},
{
Type = FlightManeuver,
Weighting = 1,
FlightManeuverName = "RollCW_slow",
},
{
Type = FlightManeuver,
Weighting = 1,
FlightManeuverName = "RollCCW_slow",
},
},
}
|
--时穿剑·太初剑
local m=14000001
local cm=_G["c"..m]
function cm.initial_effect(c)
--direct attack
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_DIRECT_ATTACK)
e1:SetCondition(cm.dircon)
c:RegisterEffect(e1)
--battle damage to effect damage
local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_SINGLE)
e2:SetCode(EFFECT_BATTLE_DAMAGE_TO_EFFECT)
c:RegisterEffect(e2)
--actlimit
local e3=Effect.CreateEffect(c)
e3:SetType(EFFECT_TYPE_FIELD)
e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
e3:SetCode(EFFECT_CANNOT_ACTIVATE)
e3:SetRange(LOCATION_MZONE)
e3:SetTargetRange(0,1)
e3:SetValue(cm.aclimit)
e3:SetCondition(cm.actcon)
c:RegisterEffect(e3)
--spsummon
local e4=Effect.CreateEffect(c)
e4:SetDescription(aux.Stringid(m,1))
e4:SetCategory(CATEGORY_SPECIAL_SUMMON)
e4:SetType(EFFECT_TYPE_QUICK_O)
e4:SetCode(EVENT_FREE_CHAIN)
e4:SetHintTiming(0,TIMING_BATTLE_START+TIMING_BATTLE_END)
e4:SetRange(LOCATION_MZONE)
e4:SetCountLimit(1)
e4:SetCondition(cm.spcon)
e4:SetTarget(cm.sptg)
e4:SetOperation(cm.spop)
c:RegisterEffect(e4)
end
function cm.dircon(e)
return e:GetHandler():GetColumnGroupCount()==0
end
function cm.aclimit(e,re,tp)
return not re:GetHandler():IsImmuneToEffect(e)
end
function cm.actcon(e)
return Duel.GetAttacker()==e:GetHandler() or Duel.GetAttackTarget()==e:GetHandler()
end
function cm.spcon(e,tp,eg,ep,ev,re,r,rp)
local ph=Duel.GetCurrentPhase()
return ph==PHASE_MAIN1 or (ph>=PHASE_BATTLE_START and ph<=PHASE_BATTLE) or ph==PHASE_MAIN2
end
function cm.spfilter(c,e,tp)
return c:IsSetCard(0x1404) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function cm.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE,tp,LOCATION_REASON_CONTROL)>0 and Duel.IsExistingMatchingCard(cm.spfilter,tp,LOCATION_HAND,0,1,nil,e,tp) end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND)
end
function cm.spop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if not c:IsRelateToEffect(e) or Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOZONE)
local s=Duel.SelectDisableField(tp,1,LOCATION_MZONE,0,0)
local nseq=math.log(s,2)
if Duel.MoveSequence(c,nseq) then return true end
Duel.BreakEffect()
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
local g=Duel.SelectMatchingCard(tp,cm.spfilter,tp,LOCATION_HAND,0,1,1,nil,e,tp)
if g:GetCount()>0 then
Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP)
end
end |
ys = ys or {}
slot1 = ys.Battle.BattleConst.UnitType
ys.Battle.BattleStrayBulletFactory = singletonClass("BattleStrayBulletFactory", ys.Battle.BattleCannonBulletFactory)
ys.Battle.BattleStrayBulletFactory.__name = "BattleStrayBulletFactory"
ys.Battle.BattleStrayBulletFactory.Ctor = function (slot0)
slot0.super.Ctor(slot0)
end
ys.Battle.BattleStrayBulletFactory.MakeBullet = function (slot0)
return slot0.Battle.BattleStrayBullet.New()
end
return
|
local function fib(n)
if n < 3 then
return 1
else
return fib(n - 1) + fib(n - 2)
end
end
print(fib(30))
|
local T, C, L, G = unpack(select(2, ...))
G.Dungeons[777] = {
{ -- 测试1
id = 34696,
alerts = {
AlertIcon = { -- 图标提示
["1544_cast_no_164862"] = {}, -- 地图_类型(cast施法 com对我施法 aura光环 auras多人光环 log战斗记录 bmsg首领讯息)_是否高亮(no/hl)_法术ID
["1544_cast_no_20473"] = {},
["1544_com_no_19750"] = {},
},
PlateAlert = { -- 姓名板图标
[774] = "PlateAuras", -- 光环
[69607] = "PlateSpells", -- 技能
[1] = "PlatePower", -- 能量
},
ChatMsg = {
[8936] = "ChatMsgAuras", -- 受到DEBUFF喊话
["8936"] = "ChatMsgBossWhispers", -- 被BOSS密语汉化
},
},
cd = {
[69607] = 5, -- 姓名板技能的CD
},
},
{ -- 测试2
id = 34689,
alerts = {
AlertIcon = {
["1544_cast_hl_774"] = {},
["1544_com_hl_8936"] = {},
},
HLOnRaid = { -- 团队图标高亮
["1544_8936"] = "HL_Auras", -- 光环
["1544_774_5"] = "HL_Cast", -- 瞬发法术
["1544_19750"] = "HL_Casting", -- 读条法术
},
PlateAlert = {
[8936] = "PlateAuras",
[69608] = "PlateSpells",
},
},
cd = {
[69608] = 5,
},
},
{ -- 测试3
id = 96444,
alerts = {
AlertIcon = {
["1544_aura_hl_774"] = {"HELPFUL", "player"},
["1544_auras_hl_774"] = {"HELPFUL"},
["1544_log_hl_48438"] = {"SPELL_CAST_START", nil, 3},
["1544_bmsg_hl_48438"] = {"CHAT_MSG_SAY", "48438", 3},
},
},
},
{ -- 测试4
id = 112575,
alerts = {
PlateAlert = {
[224098] = "PlateSpells",
},
},
cd = {
[224098] = 5,
},
},
}
|
--[[ BaseLua
https://github.com/dejayc/BaseLua
Copyright 2012 Dejay Clayton
All use of this file must comply with the Apache License,
Version 2.0, under which this file is licensed:
http://www.apache.org/licenses/LICENSE-2.0 --]]
--[[
-------------------------------------------------------------------------------
-- Convenience functions for performing math manipulation.
module "MathHelper"
-------------------------------------------------------------------------------
--]]
local CLASS = {}
--- Returns the simply rounded representation of the specified number.
-- @name roundNumber
-- @param number The number to round.
-- @param decimalPlaces The number of decimal places to which to round
-- the specified number. Defaults to 0.
-- @return The simply rounded representation of the specified number.
-- @usage roundNumber( 98.4 ) -- 98
-- @usage roundNumber( 98.6 ) -- 99
-- @usage roundNumber( 98.625, 1 ) -- 98.6
-- @usage roundNumber( 98.625, 2 ) -- 98.63
-- @see http://lua-users.org/wiki/SimpleRound
function CLASS.roundNumber( number, decimalPlaces )
local multiplier = 10^( decimalPlaces or 0 )
return math.floor( number * multiplier + 0.5 ) / multiplier
end
return CLASS
|
--[[
Copyright The Snabb Authors.
Licensed under the Apache License, Version 2.0 (the "License").
See LICENSE or https://www.apache.org/licenses/LICENSE-2.0
Modifications by Fabian Bonk.
--]]
local mod = {}
local ffi = require "ffi"
local config = require "core.config"
local link = require "core.link"
local log = require "log"
local lm = require "libmoon"
local device = require "device"
-- not defined in the snabb API but still used by pcap.lua
mod.pull_npackets = math.floor(link.max / 10)
local c = config.new()
-- pointers to app objects created by class:new()
local app_table = {}
-- pointers to link objects created by link.new()
local link_table = {}
local breathe_pull_order = {}
local breathe_push_order = {}
local running = false
monotonic_now = false -- snabb makes this public even though it's not defined in the API
function mod.now() -- util.lua in libmoon
return (running and monotonic_now) or lm.getTime()
end
function update_cached_time()
monotonic_now = lm.getTime()
end
function mod.configure(config)
local actions = compute_config_actions(c, config)
apply_config_actions(actions)
end
function compute_config_actions(old, new)
-- actions to be performed: remove old links/apps, start new apps, connect new apps
local actions = {}
for linkspec, _ in pairs(old.links) do
if not new.links[linkspec] then -- old link doesn't exist in new config
local fa, fl, ta, tl = config.parse_link(linkspec)
table.insert(actions, {"unlink_output", {fa, fl}})
table.insert(actions, {"unlink_input", {ta, tl}})
table.insert(actions, {"free_link", {linkspec}})
end
end
for appname, _ in pairs(old.apps) do
if not new.apps[appname] then -- old app doesn't exist in new config
table.insert(actions, {"stop_app", {appname}})
end
end
local fresh_apps = {}
for appname, info in pairs(new.apps) do
local class, arg, old_app = info.class, info.arg, old.apps[appname]
if not old_app then -- app is not present in old config
table.insert(actions, {"start_app", {appname, class, arg}})
fresh_apps[appname] = true
elseif old_app.class ~= class then -- app has different class
table.insert(actions, {"stop_app", {appname}})
table.insert(actions, {"start_app", {appname, class, arg}})
fresh_apps[appname] = true
elseif not equal(old_app.arg, arg) then -- app has new arguments
if class.reconfig then -- we can reconfigure the app
table.insert(actions, {"reconfig_app", {appname, arg}})
else -- we have to kill the app and restart it
table.insert(actions, {"stop_app", {appname}})
table.insert(actions, {"start_app", {appname, class, arg}})
fresh_apps[appname] = true
end
end
end
for linkspec, _ in pairs(new.links) do
local fa, fl, ta, tl = config.parse_link(linkspec)
if not new.apps[fa] then
log:fatal("no such app: %s", fa)
elseif not new.apps[ta] then
log:fatal("no such app: %s", ta)
end
local fresh_link = not old.links[linkspec] -- link doesn't exist in old config
if fresh_link then
table.insert(actions, {"new_link", {linkspec}})
end
if fresh_link or fresh_apps[fa] then
table.insert(actions, {"link_output", {fa, fl, linkspec}})
end
if fresh_link or fresh_apps[ta] then
table.insert(actions, {"link_input", {ta, tl, linkspec}})
end
end
local s = "config actions:"
for k, v in pairs(actions) do
s = s .. "\n\t" .. k .. " " .. v[1]
for _, arg in pairs(v[2]) do
if type(arg) ~= "table" then
s = s .. " " .. arg
else
s = s .. " {...}"
end
end
end
log:debug(s)
return actions
end
function equal(x, y) -- copy from snabb/src/core/lib.lua
if type(x) ~= type(y) then return false end
if type(x) == "table" then
for k, v in pairs(x) do
if not equal(v, y[k]) then return false end
end
for k, _ in pairs(y) do
if x[k] == nil then return false end
end
return true
elseif type(x) == "cdata" then
if x == y then return true end
if ffi.typeof(x) ~= ffi.typeof(y) then return false end
local size = ffi.sizeof(x)
if ffi.sizeof(y) ~= size then return false end
return C.memcmp(x, y, size) == 0
else
return x == y
end
end
function apply_config_actions(actions)
local ops = {}
function ops.unlink_output(appname, linkname)
local app = app_table[appname]
local output = app.output[linkname]
-- we're not adding links by index unlike snabb
-- adding by index isn't defined in the snabb API (anymore?)
-- according to snabb/src/core/app.lua:284 this may have been the case at some point
app.output[linkname] = nil
if app.link then app:link() end
end
function ops.unlink_input(appname, linkname)
local app = app_table[appname]
local input = app.input[linkname]
app.input[linkname] = nil
if app.link then app:link() end
end
function ops.free_link(linkspec)
link.free(link_table[linkspec])
link_table[linkspec] = nil
c.links[linkspec] = nil
end
function ops.new_link(linkspec)
link_table[linkspec] = link.new(linkspec)
c.links[linkspec] = true
end
function ops.link_output(appname, linkname, linkspec)
local app = app_table[appname]
app.output[linkname] = assert(link_table[linkspec])
if app.link then app:link() end
end
function ops.link_input(appname, linkname, linkspec)
local app = app_table[appname]
app.input[linkname] = assert(link_table[linkspec])
if app.link then app:link() end
end
function ops.stop_app(appname)
local app = app_table[appname]
if app.stop then
app:stop()
log:debug("stopped " .. appname)
else
log:debug(appname .. " doesn't have :stop()")
end
app_table[appname] = nil
c.apps[appname] = nil
end
function ops.start_app(appname, class, arg)
local app = class:new(arg)
if type(app) ~= "table" then
log:fatal("bad return value from app '%s' start () method: %s", appname, tostring(app))
end
-- no profile zone yet
app.appname = appname
app.input, app.output = {}, {}
app_table[appname] = app
c.apps[appname] = {class = class, arg = arg}
end
function ops.reconfig_app(appname, arg) -- snabb passes class here but doesn't use it
local app = app_table[appname]
if app.reconfig then
app:reconfig(arg)
log:debug("reconfigured " .. appname)
end
c.apps[appname].arg = arg
end
for _, action in ipairs(actions) do
local name, args = unpack(action)
ops[name](unpack(args))
end
compute_breathe_order()
end
function compute_breathe_order() -- copy from snabb/src/core/app.lua
breathe_pull_order, breathe_push_order = {}, {}
local entries = {} -- tracks links outputting to apps that can pull from them
local inputs = {} -- tracks which app each link outputs to
local successors = {}
for _, app in pairs(app_table) do
if app.pull and next(app.output) then
table.insert(breathe_pull_order, app)
for _, link in pairs(app.output) do
entries[link] = true
successors[link] = {}
end
end
for _, link in pairs(app.input) do inputs[link] = app end
end
local s = "breathe_pull_order: "
for _, app in pairs(breathe_pull_order) do
s = s .. "\n\t" .. app.appname
end
log:debug(s)
for link, app in pairs(inputs) do
successors[link] = {}
if not app.pull then
for _, succ in pairs(app.output) do
successors[link][succ] = true
if not successors[succ] then successors[succ] = {} end
end
end
end
for link, succs in pairs(successors) do
for succ, _ in pairs(succs) do
if not successors[succ] then successors[succ] = {} end
end
end
local link_order = tsort(inputs, entries, successors)
for _, link in ipairs(link_order) do
if breathe_push_order[#breathe_push_order] ~= inputs[link] then
table.insert(breathe_push_order, inputs[link])
end
end
s = "breathe_push_order: "
for _, app in pairs(breathe_push_order) do
s = s .. "\n\t" .. app.appname
end
log:debug(s)
end
function tsort(nodes, entries, successors) -- copy from snabb/src/core/app.lua
local visited = {}
local post_order = {}
local maybe_visit
local function visit(node)
visited[node] = true
for succ, _ in pairs(successors[node]) do
maybe_visit(succ)
end
table.insert(post_order, node)
end
function maybe_visit(node)
if not visited[node] then visit(node) end
end
for node, _ in pairs(entries) do
maybe_visit(node)
end
for node, _ in pairs(nodes) do
maybe_visit(node)
end
local ret = {}
while #post_order > 0 do
table.insert(ret, table.remove(post_order))
end
return ret
end
local breathe_count = 0
function breathe()
running = true
update_cached_time()
for i = 1, #breathe_pull_order do
-- only apps with :pull() defined will be in breathe_pull_order
local app = breathe_pull_order[i]
if app.pull then app:pull() end
end
for i = 1, #breathe_push_order do
-- only apps with :push() defined will be in breathe_push_order
local app = breathe_push_order[i]
if app.push then app:push() end
end
breathe_count = breathe_count + 1
running = false
end
function mod.main(options)
options = options or {}
local done = options.done
if options.measure_latency or options.report then
log:warn("options other than 'done' or 'no_report' not yet supported in snabb-libmoon-compat")
end
if options.duration then
if done then
log:warn("you can't have both 'duration' and 'done'; duration will be used")
end -- done > duration
log:info("duration set to %f seconds", options.duration)
lm.setRuntime(options.duration)
end
device.waitForLinks()
log:info("starting snabb main loop")
while lm.running() do
breathe()
if done and done() then break end -- snabb only calls done after the first breath
end
log:info("snabb main loop terminated")
log:debug("breathe_count: " .. breathe_count)
if not options.no_report then
for _, app in pairs(app_table) do
if app.report then app:report() end
end
end
main.exit()
end
return mod
|
local Task = require 'CompileMe.task'
local Command = require 'CompileMe.command'
local upfind = require 'CompileMe.upfind'
local M = {}
M.compile = function ()
local makefilePath = upfind('Makefile')[1]
local makefileDir = vim.fn.fnamemodify(makefilePath, ':h')
local make = Command()
make.args = {'make'}
make.working_directory = makefileDir
make.is_vim_command = not require('CompileMe').last_terminal
return Task{make}
end
M.run = function ()
local makefilePath = upfind('Makefile')[1]
local makefileDir = vim.fn.fnamemodify(makefilePath, ':h')
local make = Command()
make.args = {'make', 'run'}
make.working_directory = makefileDir
return Task{make}
end
M.compile_and_run = function ()
return M.run()
end
return M
|
local M = {}
local ExecuteScope = {}
ExecuteScope.__index = ExecuteScope
M.ExecuteScope = ExecuteScope
function ExecuteScope.new(scope_type)
vim.validate({ scope_type = { scope_type, "string", true } })
local cursor
if scope_type == "cursor" then
cursor = vim.api.nvim_win_get_cursor(0)
end
local tbl = { _type = scope_type, cursor = cursor }
return setmetatable(tbl, ExecuteScope)
end
return M
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.