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, "[}{\">/<'&]", { ["&"] = "&amp;", ["<"] = "&lt;", [">"] = "&gt;", ['"'] = "&quot;", ["'"] = "&#39;", ["/"] = "&#47;" })) 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