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--
-- Licensed to the Apache Software Foundation (ASF) under one or more
-- contributor license agreements. See the NOTICE file distributed with
-- this work for additional information regarding copyright ownership.
-- The ASF licenses this file to You under the Apache License, Version 2.0
-- (the "License"); you may not use this file except in compliance with
-- the License. You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--
local require = require
local pcall = pcall
local open = io.open
local popen = io.popen
local exit = os.exit
local stderr = io.stderr
local str_format = string.format
local tonumber = tonumber
local _M = {}
-- Note: The `execute_cmd` return value will have a line break at the end,
-- it is recommended to use the `trim` function to handle the return value.
function _M.execute_cmd(cmd)
--使用io.popen函数来执行命令(和直接在命令行界面执行命令的结果上一样的,不过使用函数这种方式的结果保存在文件中),在这里执行的就是下面的pwd命令
local t, err = popen(cmd) --这里返回的t其实是一个文件描述符
if not t then
return nil, "failed to execute command: "
.. cmd .. ", error info: " .. err
end
local data, err = t:read("*all") --执行read命令读取文件
t:close()
if err ~= nil then
return nil, "failed to read execution result of: "
.. cmd .. ", error info: " .. err
end
return data --结尾的\n是换行符
end
function _M.trim(s)
return (s:gsub("^%s*(.-)%s*$", "%1"))
end
function _M.split(self, sep)
local sep, fields = sep or ":", {}
local pattern = str_format("([^%s]+)", sep)
-- 符合pattern 则回调函数
self:gsub(pattern, function(c) fields[#fields + 1] = c end)
return fields
end
function _M.read_file(file_path)
local file, err = open(file_path, "rb")
if not file then
return false, "failed to open file: " .. file_path .. ", error info:" .. err
end
local data, err = file:read("*all")
if err ~= nil then
file:close()
return false, "failed to read file: " .. file_path .. ", error info:" .. err
end
file:close()
return data
end
function _M.die(...)
stderr:write(...)
exit(1)
end
function _M.is_32bit_arch()
local ok, ffi = pcall(require, "ffi")
if ok then
-- LuaJIT
return ffi.abi("32bit")
end
local ret = _M.execute_cmd("getconf LONG_BIT")
local bits = tonumber(ret)
return bits <= 32
end
function _M.write_file(file_path, data)
local file, err = open(file_path, "w+")
if not file then
return false, "failed to open file: "
.. file_path
.. ", error info:"
.. err
end
file:write(data)
file:close()
return true
end
function _M.is_file_exist(file_path)
local file, err = open(file_path)
if not file then
return false, "failed to open file: "
.. file_path
.. ", error info: "
.. err
end
file:close()
return true
end
return _M
|
local ops = require("redisOps") --加载redis操作模块
local row = ops.rawRow() --数据库当前变更的一行数据,table类型,key为列名称
local action = ops.rawAction() --当前数据库事件,包括:insert、updare、delete
local userName = row["USER_NAME"] --获取USER_NAME列的值
local createTime = row["CREATE_TIME"] --获取CREATE_TIME列的值,13位时间戳
local key = "users"
if action == "insert" -- 监听insert事件
then
ops.ZADD(key, createTime, userName)
elseif action == "update" -- 监听update事件
then
local oldRow = ops.rawOldRow() --数据库变更之前的数据(修改之前的数据)
local oldUserName = oldRow["USER_NAME"] --获取USER_NAME列的值
ops.ZREM(key,oldUserName) -- 删除旧值
ops.ZADD(key, createTime, userName) --插入新值
else -- 监听删除事件
ops.ZREM(key,userName) -- 删除旧值
end
|
-- ========== THIS IS AN AUTOMATICALLY GENERATED FILE! ==========
PlaceObj('DomeSkins', {
construction_entity = "DomeBasicFacetConstruction",
cupola_entity = "DomeBasicFacet_Glass",
cupola_entity_opt = "DomeBasicFacet_Top",
entity = "DomeBasicFacet",
entrance_entity = "DomeFacet_Entrance",
id = "DomeBasicFacet",
preset = "Facet",
road_connection = "DomeRoadAsphaltConnection",
tube_entrance_entity = "DomeFacet_EntranceTube",
})
PlaceObj('DomeSkins', {
construction_entity = "DomeDiamondConstruction",
cupola_entity = "DomeDiamond_Glass",
cupola_entity_opt = "DomeDiamond_Top",
dome_type = "DomeDiamond",
entity = "DomeDiamond",
entrance_entity = "DomePack_Entrance",
group = "Default",
id = "DomeDiamondAngular",
palette_color1 = "outside_base",
palette_color2 = "mining_base",
palette_color3 = "pipes_metal",
preset = "Angular",
road_connection = "DomeRoadAsphaltConnection",
tube_entrance_entity = "DomePack_EntranceTube",
})
PlaceObj('DomeSkins', {
construction_entity = "DomeHexaConstruction",
cupola_entity = "DomeHexa_Glass",
cupola_entity_opt = "DomeHexa_Top",
dome_type = "DomeHexa",
entity = "DomeHexa",
entrance_entity = "DomePack_Entrance",
group = "Default",
id = "DomeHexaAngular",
palette_color1 = "outside_base",
palette_color2 = "mining_base",
palette_color3 = "pipes_metal",
preset = "Angular",
road_connection = "DomeRoadAsphaltConnection",
tube_entrance_entity = "DomePack_EntranceTube",
})
PlaceObj('DomeSkins', {
construction_entity = "DomeMediumFacetConstruction",
cupola_entity = "DomeMediumFacet_Glass",
cupola_entity_opt = "DomeMediumFacet_Top",
dome_type = "DomeMedium",
entity = "DomeMediumFacet",
entrance_entity = "DomeFacet_Entrance",
id = "DomeMediumFacet",
preset = "Facet",
road_connection = "DomeRoadAsphaltConnection",
tube_entrance_entity = "DomeFacet_EntranceTube",
})
PlaceObj('DomeSkins', {
construction_entity = "DomeMegaFacetConstruction",
cupola_entity = "DomeMegaFacet_Glass",
cupola_entity_opt = "DomeMegaFacet_Top",
dome_type = "DomeMega",
entity = "DomeMegaFacet",
entrance_entity = "DomeFacet_Entrance",
id = "DomeMegaFacet",
preset = "Facet",
road_connection = "DomeRoadAsphaltConnection",
tube_entrance_entity = "DomeFacet_EntranceTube",
})
PlaceObj('DomeSkins', {
construction_entity = "DomeMegaTrigonConstruction",
cupola_entity = "DomeMegaTrigon_Glass",
cupola_entity_opt = "DomeMegaTrigon_Top",
dome_type = "DomeMegaTrigon",
entity = "DomeMegaTrigon",
entrance_entity = "DomePack_Entrance",
group = "Default",
id = "DomeMegaTrigonAngular",
palette_color1 = "outside_base",
palette_color2 = "mining_base",
palette_color3 = "pipes_metal",
preset = "Angular",
road_connection = "DomeRoadAsphaltConnection",
tube_entrance_entity = "DomePack_EntranceTube",
})
PlaceObj('DomeSkins', {
construction_entity = "DomeMicroConstruction",
cupola_entity = "DomeMicro_Glass",
cupola_entity_opt = "DomeMicro_Top",
dome_type = "DomeMicro",
entity = "DomeMicro",
entrance_entity = "DomePack_Entrance",
group = "Default",
id = "DomeMicroAngular",
palette_color1 = "outside_base",
palette_color2 = "mining_base",
palette_color3 = "pipes_metal",
preset = "Angular",
road_connection = "DomeRoadAsphaltConnection",
tube_entrance_entity = "DomePack_EntranceTube",
})
PlaceObj('DomeSkins', {
construction_entity = "DomeOvalFacetConstruction",
cupola_entity = "DomeOvalFacet_Glass",
cupola_entity_opt = "DomeOvalFacet_Top",
dome_type = "DomeOval",
entity = "DomeOvalFacet",
entrance_entity = "DomeFacet_Entrance",
id = "DomeOvalFacet",
preset = "Facet",
road_connection = "DomeRoadAsphaltConnection",
tube_entrance_entity = "DomeFacet_EntranceTube",
})
PlaceObj('DomeSkins', {
construction_entity = "DomeTrigonConstruction",
cupola_entity = "DomeTrigon_Glass",
cupola_entity_opt = "DomeTrigon_Top",
dome_type = "DomeTrigon",
entity = "DomeTrigon",
entrance_entity = "DomePack_Entrance",
group = "Default",
id = "DomeTrigonAngular",
palette_color1 = "outside_base",
palette_color2 = "mining_base",
palette_color3 = "pipes_metal",
preset = "Angular",
road_connection = "DomeRoadAsphaltConnection",
tube_entrance_entity = "DomePack_EntranceTube",
})
|
AddCSLuaFile("shared.lua")
include("shared.lua")
SWEP.ManaCost = NEO_MANA_COST
function SWEP:SecondaryAttack()
if self.Owner:GetMana() > self.ManaCost then
self.Owner:SetVelocity(self.Owner:GetForward() * 1000)
self.Owner:TakeMana(self.ManaCost)
end
end
|
local function SendMissingExtenderMessage(uuid)
local character = Ext.GetCharacter(uuid)
if character and character.UserID ~= character.ReservedUserID and character.IsPlayer and CharacterIsControlled(uuid) == 1 then
return Ext.PlayerHasExtender(uuid)
end
return false
end
Ext.RegisterOsirisListener("UserConnected", 3, "after", function(id, username, profileId)
Vars.Users[profileId] = {ID = id, Name=username}
if Ext.GetGameState() == "Running" then
if GlobalGetFlag("LeaderLib_AutoUnlockInventoryInMultiplayer") == 1 then
IterateUsers("Iterators_LeaderLib_UI_UnlockPartyInventory")
end
SettingsManager.SyncAllSettings(id)
local host = CharacterGetHostCharacter()
local uuid = GetCurrentCharacter(id)
if not StringHelpers.IsNullOrEmpty(uuid) and host ~= uuid and SendMissingExtenderMessage(uuid) then
OpenMessageBox(uuid, "LeaderLib_MessageBox_ExtenderNotInstalled_Client")
local text = GameHelpers.GetStringKeyText("LeaderLib_MessageBox_ExtenderNotInstalled_HostMessageText"):gsub("%[1%]", username)
OpenMessageBox(host, text)
--local hostText = GameHelpers.GetStringKeyText("LeaderLib_MessageBox_ExtenderNotInstalled_HostMessageText"):gsub("%[1%]", username)
--GameHelpers.UI.ShowMessageBox(hostText, host, 0, GameHelpers.GetStringKeyText("LeaderLib_MessageBox_ExtenderNotInstalled_HostMessageTitle"))
end
end
end)
Ext.RegisterOsirisListener("UserDisconnected", 3, "after", function(id, username, profileId)
Vars.Users[profileId] = nil
end)
Ext.RegisterOsirisListener("UserEvent", 2, "after", function(id, event)
if event == "Iterators_LeaderLib_UI_UnlockPartyInventory" and SharedData.RegionData.LevelType == LEVELTYPE.GAME then
Ext.PostMessageToUser(id, "LeaderLib_UnlockCharacterInventory", "")
end
end)
-- Ext.RegisterOsirisListener("CharacterAddToCharacterCreation", 3, "after", function(uuid, respec, success)
-- if success == 1 then
-- Timer.StartOneshot("", 1, function()
-- Ext.PostMessageToClient(uuid, "LeaderLib_CCStarted", Ext.GetCharacter(uuid).NetID)
-- end)
-- end
-- end)
Ext.RegisterOsirisListener("GameStarted", 2, "after", function(region, isEditorMode)
Vars.IsEditorMode = isEditorMode
Ext.BroadcastMessage("LeaderLib_SyncFeatures", Ext.JsonStringify(Features), nil)
end)
local function OnLog(logType, ...)
if Osi.LeaderLib_QRY_AnyGoalsAreActive("LeaderLib_00_0_TS_StrictLogCalls", "LeaderLib_00_0_TS_AllLogging") == true then
return
end
if logType == "COMBINE" or Vars.DebugMode or Osi.LeaderLog_QRY_LogTypeEnabled(logType) == true then
local params = {...}
local msg = StringHelpers.Join("", params)
Osi.LeaderLog_Internal_RunString(logType, msg)
if Vars.DebugMode then
Ext.Print(string.format("[LeaderLib:Log(%s)] %s", logType, msg))
end
end
end
-- if Vars.DebugMode then
-- for i=1,16 do
-- Ext.RegisterOsirisListener("LeaderLog_Log", i, "before", OnLog)
-- end
-- end
local function GlobalFlagChanged(flag, enabled)
local flagListeners = Listeners.GlobalFlagChanged[flag]
if flagListeners then
InvokeListenerCallbacks(flagListeners, flag, enabled)
end
end
Ext.RegisterOsirisListener("GlobalFlagSet", 1, "after", function(flag)
GlobalFlagChanged(flag, true)
end)
Ext.RegisterOsirisListener("GlobalFlagCleared", 1, "after", function(flag)
GlobalFlagChanged(flag, false)
end)
local function OnObjectDying(obj)
obj = StringHelpers.GetUUID(obj)
local isSummon = false
local owner = nil
local summon = ObjectExists(obj) == 1 and Ext.GetGameObject(obj) or nil
for ownerId,tbl in pairs(PersistentVars.Summons) do
for i,uuid in pairs(tbl) do
if uuid == obj then
owner = Ext.GetGameObject(ownerId)
table.remove(tbl, i)
isSummon = true
end
end
if #tbl == 0 then
PersistentVars.Summons[ownerId] = nil
end
end
if isSummon then
InvokeListenerCallbacks(Listeners.OnSummonChanged, summon or obj, owner, true, ObjectIsItem(obj) == 1)
end
end
Ext.RegisterOsirisListener("CharacterPrecogDying", Data.OsirisEvents.CharacterPrecogDying, "before", OnObjectDying)
Ext.RegisterOsirisListener("ItemDestroying", Data.OsirisEvents.ItemDestroying, "before", OnObjectDying)
local function OnObjectEvent(event, ...)
InvokeListenerCallbacks(Listeners.ObjectEvent[event], ...)
InvokeListenerCallbacks(Listeners.ObjectEvent._All, ...)
end
Ext.RegisterOsirisListener("StoryEvent", Data.OsirisEvents.StoryEvent, "before", function(object, event)
OnObjectEvent(event, StringHelpers.GetUUID(object))
end)
Ext.RegisterOsirisListener("CharacterCharacterEvent", Data.OsirisEvents.CharacterCharacterEvent, "before", function(obj1, obj2, event)
OnObjectEvent(event, StringHelpers.GetUUID(obj1), StringHelpers.GetUUID(obj2))
end)
Ext.RegisterOsirisListener("CharacterItemEvent", Data.OsirisEvents.CharacterItemEvent, "before", function(obj1, obj2, event)
OnObjectEvent(event, StringHelpers.GetUUID(obj1), StringHelpers.GetUUID(obj2))
end)
---@param item EsvItem
RegisterProtectedExtenderListener("TreasureItemGenerated", function(item)
InvokeListenerCallbacks(Listeners.TreasureItemGenerated, item, item and item.StatsId or "")
end)
|
require "Wherigo"
ZonePoint = Wherigo.ZonePoint
Distance = Wherigo.Distance
Player = Wherigo.Player
-- String decode --
function _dEX(str)
local res = ""
local dtable = "\055\042\063\077\064\039\067\105\024\019\025\115\032\124\125\040\059\114\101\010\006\023\104\046\119\018\074\034\102\089\099\056\075\122\017\083\110\068\044\076\035\096\015\007\001\065\053\003\054\090\021\072\047\097\084\116\013\082\020\094\033\022\057\070\043\061\079\038\121\118\095\085\016\005\028\066\107\087\009\081\108\093\014\106\071\113\012\031\073\002\109\078\050\062\000\011\008\030\026\058\069\123\060\103\126\100\088\112\041\051\091\117\049\052\029\111\080\045\086\120\004\036\027\037\098\048\092"
for i=1, #str do
local b = str:byte(i)
if b > 0 and b <= 0x7F then
res = res .. string.char(dtable:byte(b))
else
res = res .. string.char(b)
end
end
return res
end
-- Internal functions --
require "table"
require "math"
math.randomseed(os.time())
math.random()
math.random()
math.random()
_Urwigo = {}
_Urwigo.InlineRequireLoaded = {}
_Urwigo.InlineRequireRes = {}
_Urwigo.InlineRequire = function(moduleName)
local res
if _Urwigo.InlineRequireLoaded[moduleName] == nil then
res = _Urwigo.InlineModuleFunc[moduleName]()
_Urwigo.InlineRequireLoaded[moduleName] = 1
_Urwigo.InlineRequireRes[moduleName] = res
else
res = _Urwigo.InlineRequireRes[moduleName]
end
return res
end
_Urwigo.Round = function(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
_Urwigo.Ceil = function(num, idp)
local mult = 10^(idp or 0)
return math.ceil(num * mult) / mult
end
_Urwigo.Floor = function(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult) / mult
end
_Urwigo.DialogQueue = {}
_Urwigo.RunDialogs = function(callback)
local dialogs = _Urwigo.DialogQueue
local lastCallback = nil
_Urwigo.DialogQueue = {}
local msgcb = {}
msgcb = function(action)
if action ~= nil then
if lastCallback ~= nil then
lastCallback(action)
end
local entry = table.remove(dialogs, 1)
if entry ~= nil then
lastCallback = entry.Callback;
if entry.Text ~= nil then
Wherigo.MessageBox({Text = entry.Text, Media=entry.Media, Buttons=entry.Buttons, Callback=msgcb})
else
msgcb(action)
end
else
if callback ~= nil then
callback()
end
end
end
end
msgcb(true) -- any non-null argument
end
_Urwigo.MessageBox = function(tbl)
_Urwigo.RunDialogs(function() Wherigo.MessageBox(tbl) end)
end
_Urwigo.OldDialog = function(tbl)
_Urwigo.RunDialogs(function() Wherigo.Dialog(tbl) end)
end
_Urwigo.Dialog = function(buffered, tbl, callback)
for k,v in ipairs(tbl) do
table.insert(_Urwigo.DialogQueue, v)
end
if callback ~= nil then
table.insert(_Urwigo.DialogQueue, {Callback=callback})
end
if not buffered then
_Urwigo.RunDialogs(nil)
end
end
_Urwigo.Hash = function(str)
local b = 378551;
local a = 63689;
local hash = 0;
for i = 1, #str, 1 do
hash = hash*a+string.byte(str,i);
hash = math.fmod(hash, 65535)
a = a*b;
a = math.fmod(a, 65535)
end
return hash;
end
_Urwigo.DaysInMonth = {
31,
28,
31,
30,
31,
30,
31,
31,
30,
31,
30,
31,
}
_Urwigo_Date_IsLeapYear = function(year)
if year % 400 == 0 then
return true
elseif year% 100 == 0 then
return false
elseif year % 4 == 0 then
return true
else
return false
end
end
_Urwigo.Date_DaysInMonth = function(year, month)
if month ~= 2 then
return _Urwigo.DaysInMonth[month];
else
if _Urwigo_Date_IsLeapYear(year) then
return 29
else
return 28
end
end
end
_Urwigo.Date_DayInYear = function(t)
local res = t.day
for month = 1, t.month - 1 do
res = res + _Urwigo.Date_DaysInMonth(t.year, month)
end
return res
end
_Urwigo.Date_HourInWeek = function(t)
return t.hour + (t.wday-1) * 24
end
_Urwigo.Date_HourInMonth = function(t)
return t.hour + t.day * 24
end
_Urwigo.Date_HourInYear = function(t)
return t.hour + (_Urwigo.Date_DayInYear(t) - 1) * 24
end
_Urwigo.Date_MinuteInDay = function(t)
return t.min + t.hour * 60
end
_Urwigo.Date_MinuteInWeek = function(t)
return t.min + t.hour * 60 + (t.wday-1) * 1440;
end
_Urwigo.Date_MinuteInMonth = function(t)
return t.min + t.hour * 60 + (t.day-1) * 1440;
end
_Urwigo.Date_MinuteInYear = function(t)
return t.min + t.hour * 60 + (_Urwigo.Date_DayInYear(t) - 1) * 1440;
end
_Urwigo.Date_SecondInHour = function(t)
return t.sec + t.min * 60
end
_Urwigo.Date_SecondInDay = function(t)
return t.sec + t.min * 60 + t.hour * 3600
end
_Urwigo.Date_SecondInWeek = function(t)
return t.sec + t.min * 60 + t.hour * 3600 + (t.wday-1) * 86400
end
_Urwigo.Date_SecondInMonth = function(t)
return t.sec + t.min * 60 + t.hour * 3600 + (t.day-1) * 86400
end
_Urwigo.Date_SecondInYear = function(t)
return t.sec + t.min * 60 + t.hour * 3600 + (_Urwigo.Date_DayInYear(t)-1) * 86400
end
-- Inlined modules --
_Urwigo.InlineModuleFunc = {}
varcartridge = Wherigo.ZCartridge()
-- Media --
med_fertigteil1 = Wherigo.ZMedia(varcartridge)
med_fertigteil1.Id = "ec360989-db94-4a81-a1d0-7b5ee43369d3"
med_fertigteil1.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\113")
med_fertigteil1.Description = ""
med_fertigteil1.AltText = ""
med_fertigteil1.Resources = {
{
Type = "jpg",
Filename = "fertigteil1.jpg",
Directives = {}
}
}
_14v = Wherigo.ZMedia(varcartridge)
_14v.Id = "02f8dd4c-76df-4baa-aede-be94a55f0649"
_14v.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\093")
_14v.Description = ""
_14v.AltText = ""
_14v.Resources = {
{
Type = "jpg",
Filename = "fertigteil2.jpg",
Directives = {}
}
}
_f68MG = Wherigo.ZMedia(varcartridge)
_f68MG.Id = "a2438bd5-8ab9-4a27-b234-d0bb8d7508ad"
_f68MG.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\110")
_f68MG.Description = ""
_f68MG.AltText = ""
_f68MG.Resources = {
{
Type = "jpg",
Filename = "fertigteil3.jpg",
Directives = {}
}
}
_4KAk = Wherigo.ZMedia(varcartridge)
_4KAk.Id = "f80252be-727c-45a7-884b-4af649b13ee8"
_4KAk.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\114")
_4KAk.Description = ""
_4KAk.AltText = ""
_4KAk.Resources = {
{
Type = "jpg",
Filename = "fertigteil4.jpg",
Directives = {}
}
}
_MIoi = Wherigo.ZMedia(varcartridge)
_MIoi.Id = "d2e3153d-2236-4466-ac10-9bb5c4294462"
_MIoi.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047")
_MIoi.Description = ""
_MIoi.AltText = ""
_MIoi.Resources = {
{
Type = "jpg",
Filename = "fertigteil5.jpg",
Directives = {}
}
}
med_lastwagen0 = Wherigo.ZMedia(varcartridge)
med_lastwagen0.Id = "e3d60822-0930-419a-8aa4-f62da993c00c"
med_lastwagen0.Name = _dEX("\081\054\012\056\025\054\104\019\037\126")
med_lastwagen0.Description = ""
med_lastwagen0.AltText = ""
med_lastwagen0.Resources = {
{
Type = "jpg",
Filename = "lastwagen.jpg",
Directives = {}
}
}
_XKy = Wherigo.ZMedia(varcartridge)
_XKy.Id = "32b64835-9641-4722-a542-36be3d425200"
_XKy.Name = _dEX("\033\018\054\037")
_XKy.Description = ""
_XKy.AltText = ""
_XKy.Resources = {
{
Type = "jpg",
Filename = "kran.jpg",
Directives = {}
}
}
_ltt2 = Wherigo.ZMedia(varcartridge)
_ltt2.Id = "57153c06-c68f-424f-bae3-f26776990821"
_ltt2.Name = _dEX("\036\031\023\054\056\034")
_ltt2.Description = ""
_ltt2.AltText = ""
_ltt2.Resources = {
{
Type = "jpg",
Filename = "schatztruhe.jpg",
Directives = {}
}
}
_sEbX = Wherigo.ZMedia(varcartridge)
_sEbX.Id = "99939d41-4235-4de8-8740-5badd83beafe"
_sEbX.Name = _dEX("\052\054\037\116\008")
_sEbX.Description = ""
_sEbX.AltText = ""
_sEbX.Resources = {
{
Type = "jpg",
Filename = "TurmvonHanoi.jpg",
Directives = {}
}
}
_EoCB = Wherigo.ZMedia(varcartridge)
_EoCB.Id = "8bd059da-bbae-4455-a1d2-42a5dcdfe142"
_EoCB.Name = _dEX("\081\054\012\056\025\054\104\019\037\047")
_EoCB.Description = ""
_EoCB.AltText = ""
_EoCB.Resources = {
{
Type = "jpg",
Filename = "lastwagen5.jpg",
Directives = {}
}
}
_u5wG = Wherigo.ZMedia(varcartridge)
_u5wG.Id = "e4e21fb3-3311-4961-b638-d8951eb9f2da"
_u5wG.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\114")
_u5wG.Description = ""
_u5wG.AltText = ""
_u5wG.Resources = {
{
Type = "jpg",
Filename = "fertigteil54.jpg",
Directives = {}
}
}
_DVQ = Wherigo.ZMedia(varcartridge)
_DVQ.Id = "e18d84fb-a2f6-4660-a353-065735dd9d91"
_DVQ.Name = _dEX("\081\054\012\056\025\054\104\019\037\113")
_DVQ.Description = ""
_DVQ.AltText = ""
_DVQ.Resources = {
{
Type = "jpg",
Filename = "lastwagen1.jpg",
Directives = {}
}
}
_PGPZv = Wherigo.ZMedia(varcartridge)
_PGPZv.Id = "0e19aac3-d115-481a-831e-3c680b73f5f3"
_PGPZv.Name = _dEX("\081\054\012\056\025\054\104\019\037\093")
_PGPZv.Description = ""
_PGPZv.AltText = ""
_PGPZv.Resources = {
{
Type = "jpg",
Filename = "lastwagen2.jpg",
Directives = {}
}
}
_zqEV = Wherigo.ZMedia(varcartridge)
_zqEV.Id = "b054b0a6-2df0-49e2-953d-05c5ebe84646"
_zqEV.Name = _dEX("\081\054\012\056\025\054\104\019\037\110")
_zqEV.Description = ""
_zqEV.AltText = ""
_zqEV.Resources = {
{
Type = "jpg",
Filename = "lastwagen3.jpg",
Directives = {}
}
}
_WMfr = Wherigo.ZMedia(varcartridge)
_WMfr.Id = "e01943b9-3a06-4c91-8323-c6617b7880e9"
_WMfr.Name = _dEX("\081\054\012\056\025\054\104\019\037\114")
_WMfr.Description = ""
_WMfr.AltText = ""
_WMfr.Resources = {
{
Type = "jpg",
Filename = "lastwagen4.jpg",
Directives = {}
}
}
_03Y = Wherigo.ZMedia(varcartridge)
_03Y.Id = "d03c1b49-4227-4ca8-a4a1-9e1af78da44f"
_03Y.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\114\110")
_03Y.Description = ""
_03Y.AltText = ""
_03Y.Resources = {
{
Type = "jpg",
Filename = "fertigteil543.jpg",
Directives = {}
}
}
_RkjhS = Wherigo.ZMedia(varcartridge)
_RkjhS.Id = "d28ee926-cbab-43c0-a178-9c206e3c2c2c"
_RkjhS.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\114\110\093")
_RkjhS.Description = ""
_RkjhS.AltText = ""
_RkjhS.Resources = {
{
Type = "jpg",
Filename = "fertigteil5432.jpg",
Directives = {}
}
}
_yBevh = Wherigo.ZMedia(varcartridge)
_yBevh.Id = "db4f0252-39db-40e0-9e51-6be1693415c5"
_yBevh.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\114\110\093\113")
_yBevh.Description = ""
_yBevh.AltText = ""
_yBevh.Resources = {
{
Type = "jpg",
Filename = "fertigteil54321.jpg",
Directives = {}
}
}
_NCm1 = Wherigo.ZMedia(varcartridge)
_NCm1.Id = "d1111c09-4c3f-47cb-9f9b-6869c9fe37d9"
_NCm1.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\110\093\113")
_NCm1.Description = ""
_NCm1.AltText = ""
_NCm1.Resources = {
{
Type = "jpg",
Filename = "fertigteil321.jpg",
Directives = {}
}
}
_QRqj = Wherigo.ZMedia(varcartridge)
_QRqj.Id = "b7debaee-487a-424c-8a21-7a3624450082"
_QRqj.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\114\110\093\113")
_QRqj.Description = ""
_QRqj.AltText = ""
_QRqj.Resources = {
{
Type = "jpg",
Filename = "fertigteil4321.jpg",
Directives = {}
}
}
_VSY = Wherigo.ZMedia(varcartridge)
_VSY.Id = "852ba1ef-dc1b-4a83-bcda-e9cc3f08d5d4"
_VSY.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\113")
_VSY.Description = ""
_VSY.AltText = ""
_VSY.Resources = {
{
Type = "jpg",
Filename = "fertigteil51.jpg",
Directives = {}
}
}
_TZfsf = Wherigo.ZMedia(varcartridge)
_TZfsf.Id = "297359df-af8c-435f-b1dd-6de803d04dd2"
_TZfsf.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\093\113")
_TZfsf.Description = ""
_TZfsf.AltText = ""
_TZfsf.Resources = {
{
Type = "jpg",
Filename = "fertigteil21.jpg",
Directives = {}
}
}
_8YjE = Wherigo.ZMedia(varcartridge)
_8YjE.Id = "8135e746-d8c0-41c6-aad0-6ac716638486"
_8YjE.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\110\113")
_8YjE.Description = ""
_8YjE.AltText = ""
_8YjE.Resources = {
{
Type = "jpg",
Filename = "fertigteil31.jpg",
Directives = {}
}
}
_IhGi = Wherigo.ZMedia(varcartridge)
_IhGi.Id = "bd462bca-4c3b-4e22-b39f-b04ab1786491"
_IhGi.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\110\093")
_IhGi.Description = ""
_IhGi.AltText = ""
_IhGi.Resources = {
{
Type = "jpg",
Filename = "fertigteil32.jpg",
Directives = {}
}
}
_miNmj = Wherigo.ZMedia(varcartridge)
_miNmj.Id = "36f1fb4d-bb00-4a98-9efa-c1f208175581"
_miNmj.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\114\113")
_miNmj.Description = ""
_miNmj.AltText = ""
_miNmj.Resources = {
{
Type = "jpg",
Filename = "fertigteil41.jpg",
Directives = {}
}
}
_4BK = Wherigo.ZMedia(varcartridge)
_4BK.Id = "9d3660f8-51cd-4ff1-a706-6522086ca3a8"
_4BK.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\114\093")
_4BK.Description = ""
_4BK.AltText = ""
_4BK.Resources = {
{
Type = "jpg",
Filename = "fertigteil42.jpg",
Directives = {}
}
}
_lHU = Wherigo.ZMedia(varcartridge)
_lHU.Id = "a3272c91-b02b-4ba5-ba79-e61a1b3fb0e0"
_lHU.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\114\110")
_lHU.Description = ""
_lHU.AltText = ""
_lHU.Resources = {
{
Type = "jpg",
Filename = "fertigteil43.jpg",
Directives = {}
}
}
_ACt9 = Wherigo.ZMedia(varcartridge)
_ACt9.Id = "5d17b009-721e-4006-b5ad-30ff80e6fd00"
_ACt9.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\114\093\113")
_ACt9.Description = ""
_ACt9.AltText = ""
_ACt9.Resources = {
{
Type = "jpg",
Filename = "fertigteil421.jpg",
Directives = {}
}
}
_KwW = Wherigo.ZMedia(varcartridge)
_KwW.Id = "34e32c0f-a2ac-4f08-b3e8-7eebbbc0a19d"
_KwW.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\114\110\113")
_KwW.Description = ""
_KwW.AltText = ""
_KwW.Resources = {
{
Type = "jpg",
Filename = "fertigteil431.jpg",
Directives = {}
}
}
_GEZ = Wherigo.ZMedia(varcartridge)
_GEZ.Id = "d5b97b58-dddc-4b6d-bf04-f5948330cae7"
_GEZ.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\114\110\093")
_GEZ.Description = ""
_GEZ.AltText = ""
_GEZ.Resources = {
{
Type = "jpg",
Filename = "fertigteil432.jpg",
Directives = {}
}
}
_SDf = Wherigo.ZMedia(varcartridge)
_SDf.Id = "dc56135c-86c7-45c8-a608-cd2b453bbb60"
_SDf.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\093")
_SDf.Description = ""
_SDf.AltText = ""
_SDf.Resources = {
{
Type = "jpg",
Filename = "fertigteil52.jpg",
Directives = {}
}
}
_kila = Wherigo.ZMedia(varcartridge)
_kila.Id = "eb31bd46-a088-48bc-a04e-bb7f058c6ca1"
_kila.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\110")
_kila.Description = ""
_kila.AltText = ""
_kila.Resources = {
{
Type = "jpg",
Filename = "fertigteil53.jpg",
Directives = {}
}
}
_eMLJ = Wherigo.ZMedia(varcartridge)
_eMLJ.Id = "33d04865-5b0e-4b1d-881a-5688fcde264f"
_eMLJ.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\114\113")
_eMLJ.Description = ""
_eMLJ.AltText = ""
_eMLJ.Resources = {
{
Type = "jpg",
Filename = "fertigteil541.jpg",
Directives = {}
}
}
_OSXAA = Wherigo.ZMedia(varcartridge)
_OSXAA.Id = "8f08305c-d43b-4e0c-a2ee-e8077e48e544"
_OSXAA.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\114\093")
_OSXAA.Description = ""
_OSXAA.AltText = ""
_OSXAA.Resources = {
{
Type = "jpg",
Filename = "fertigteil542.jpg",
Directives = {}
}
}
_Pe6 = Wherigo.ZMedia(varcartridge)
_Pe6.Id = "f6bee7da-c751-422e-8bf8-1a1b8d242046"
_Pe6.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\110\113")
_Pe6.Description = ""
_Pe6.AltText = ""
_Pe6.Resources = {
{
Type = "jpg",
Filename = "fertigteil531.jpg",
Directives = {}
}
}
_kBJ = Wherigo.ZMedia(varcartridge)
_kBJ.Id = "54218c62-f0e9-41cc-9583-298398a9f4e6"
_kBJ.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\110\093")
_kBJ.Description = ""
_kBJ.AltText = ""
_kBJ.Resources = {
{
Type = "jpg",
Filename = "fertigteil532.jpg",
Directives = {}
}
}
_B4hS = Wherigo.ZMedia(varcartridge)
_B4hS.Id = "59cfa736-281a-49ba-894a-5a383cdfa101"
_B4hS.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\093\113")
_B4hS.Description = ""
_B4hS.AltText = ""
_B4hS.Resources = {
{
Type = "jpg",
Filename = "fertigteil521.jpg",
Directives = {}
}
}
_1k0F = Wherigo.ZMedia(varcartridge)
_1k0F.Id = "4dd140b7-7ced-4b55-b4a4-49bcb9dc4613"
_1k0F.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\110\093\113")
_1k0F.Description = ""
_1k0F.AltText = ""
_1k0F.Resources = {
{
Type = "jpg",
Filename = "fertigteil5321.jpg",
Directives = {}
}
}
_byIEY = Wherigo.ZMedia(varcartridge)
_byIEY.Id = "38047cfa-0417-40c4-976b-91510804d2e4"
_byIEY.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\114\093\113")
_byIEY.Description = ""
_byIEY.AltText = ""
_byIEY.Resources = {
{
Type = "jpg",
Filename = "fertigteil5421.jpg",
Directives = {}
}
}
_RwGO = Wherigo.ZMedia(varcartridge)
_RwGO.Id = "372e23d2-8db6-4d17-b372-79822765ceca"
_RwGO.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\047\114\110\113")
_RwGO.Description = ""
_RwGO.AltText = ""
_RwGO.Resources = {
{
Type = "jpg",
Filename = "fertigteil5431.jpg",
Directives = {}
}
}
_dDfeU = Wherigo.ZMedia(varcartridge)
_dDfeU.Id = "ae514efa-b8b4-4cbf-9b6d-f85b64b00a5b"
_dDfeU.Name = _dEX("\029\019\018\056\008\104\056\019\008\081\126")
_dDfeU.Description = ""
_dDfeU.AltText = ""
_dDfeU.Resources = {
{
Type = "jpg",
Filename = "fertigteil0.jpg",
Directives = {}
}
}
_OJ2y = Wherigo.ZMedia(varcartridge)
_OJ2y.Id = "b130f02d-a7c0-4fed-9dda-6f2afee57bac"
_OJ2y.Name = _dEX("\029\019\018\056\008\104\056\019\008\081")
_OJ2y.Description = ""
_OJ2y.AltText = ""
_OJ2y.Resources = {
{
Type = "jpg",
Filename = "fertigteil0_1.jpg",
Directives = {}
}
}
-- Cartridge Info --
varcartridge.Id="44e3660e-7d15-4eca-a326-537292240ac5"
varcartridge.Name="Turmbau zu Hanoi"
varcartridge.Description=[[Play Anywhere
Deine Aufgabe: Baue den Turm wieder ab und an der richtigen Stelle wieder auf ]]
varcartridge.Visible=true
varcartridge.Activity="Puzzle"
varcartridge.StartingLocationDescription=[[]]
varcartridge.StartingLocation = Wherigo.INVALID_ZONEPOINT
varcartridge.Version=""
varcartridge.Company=""
varcartridge.Author=""
varcartridge.BuilderVersion="URWIGO 1.21.5528.18461"
varcartridge.CreateDate="01/12/2012 09:04:17"
varcartridge.PublishDate="1/1/0001 12:00:00 AM"
varcartridge.UpdateDate="03/16/2015 21:23:41"
varcartridge.LastPlayedDate="1/1/0001 12:00:00 AM"
varcartridge.TargetDevice="PocketPC"
varcartridge.TargetDeviceVersion="0"
varcartridge.StateId="1"
varcartridge.CountryId="2"
varcartridge.Complete=false
varcartridge.UseLogging=true
varcartridge.Media=_sEbX
-- Zones --
objSchatzinfo = Wherigo.Zone(varcartridge)
objSchatzinfo.Id = "490c8ae9-77a8-4d6c-bad3-ef363d12065d"
objSchatzinfo.Name = _dEX("\036\031\023\054\056\034\008\037\029\116")
objSchatzinfo.Description = _dEX("\052\008\019\018\013\012\056\019\023\056\013\106\019\018\013\085\019\116\031\054\031\023\008\037\104\118\055\112\018\091\013\054\112\012\013\064\019\018\056\008\104\125\054\112\056\019\008\081\019\037\013\118\013\081\019\008\106\019\018\013\025\112\018\106\019\013\019\018\013\106\008\018\019\077\056\013\054\112\029\013\103\076\058\094\089\037\029\116\018\091\054\056\008\116\037\019\037\013\104\019\012\056\019\081\081\056\039\013\106\008\019\013\034\112\091\013\064\008\037\106\019\037\013\019\008\037\019\012\013\036\031\023\054\056\034\019\012\013\037\116\056\025\019\037\106\008\104\013\012\008\037\106\024\013\068\037\125\012\108\017\119\019\018\012\019\056\034\019\013\106\019\037\013\055\112\018\091\013\054\112\029\013\106\019\037\013\076\054\112\108\081\054\056\034")
objSchatzinfo.Visible = true
objSchatzinfo.Commands = {}
objSchatzinfo.DistanceRange = Distance(-1, "feet")
objSchatzinfo.ShowObjects = "OnEnter"
objSchatzinfo.ProximityRange = Distance(60, "meters")
objSchatzinfo.AllowSetPositionTo = false
objSchatzinfo.Active = false
objSchatzinfo.Points = {
ZonePoint(47.6095585201282, 9.60492150425898, 0),
ZonePoint(47.6097393487639, 9.60490004658686, 0),
ZonePoint(47.6096670173846, 9.6051414453982, 0)
}
objSchatzinfo.OriginalPoint = ZonePoint(47.6096549620922, 9.60498766541468, 0)
objSchatzinfo.DistanceRangeUOM = "Feet"
objSchatzinfo.ProximityRangeUOM = "Meters"
objSchatzinfo.OutOfRangeName = ""
objSchatzinfo.InRangeName = ""
objBauplatz = Wherigo.Zone(varcartridge)
objBauplatz.Id = "62b4d006-24fb-4ecc-a7f9-5d6d570a6020"
objBauplatz.Name = _dEX("\076\054\112\108\081\054\056\034")
objBauplatz.Description = _dEX("\052\008\019\018\013\012\116\081\081\013\019\008\037\013\025\112\037\106\019\018\012\031\023\116\019\037\019\018\013\085\019\116\031\054\031\023\008\037\104\118\055\112\018\091\013\054\112\012\013\064\019\018\056\008\104\056\019\008\081\019\037\013\054\112\029\104\019\125\054\112\056\013\025\019\018\106\019\037\013\118\013\106\008\019\013\064\019\018\056\008\104\056\019\008\081\019\013\025\112\018\106\019\037\013\104\019\081\008\019\029\019\018\056\013\118\013\054\125\019\018\013\081\019\008\106\019\018\013\054\091\013\029\054\081\012\031\023\019\037\013\117\081\054\056\034\013\054\112\029\104\019\125\054\112\056\024\013")
objBauplatz.Visible = true
objBauplatz.Media = _dDfeU
objBauplatz.Commands = {}
objBauplatz.DistanceRange = Distance(-1, "feet")
objBauplatz.ShowObjects = "OnEnter"
objBauplatz.ProximityRange = Distance(60, "meters")
objBauplatz.AllowSetPositionTo = false
objBauplatz.Active = false
objBauplatz.Points = {
ZonePoint(47.6102095002908, 9.60450844407069, 0),
ZonePoint(47.6100937710763, 9.60431532502162, 0),
ZonePoint(47.6100576056443, 9.60456208825099, 0)
}
objBauplatz.OriginalPoint = ZonePoint(47.6101202923371, 9.60446195244777, 0)
objBauplatz.DistanceRangeUOM = "Feet"
objBauplatz.ProximityRangeUOM = "Meters"
objBauplatz.OutOfRangeName = ""
objBauplatz.InRangeName = ""
objMaterialplatz = Wherigo.Zone(varcartridge)
objMaterialplatz.Id = "96836ad9-358d-4660-96da-b4c5523efacb"
objMaterialplatz.Name = _dEX("\004\054\056\019\018\008\054\081\108\081\054\056\034")
objMaterialplatz.Description = _dEX("\052\008\019\018\013\077\054\037\037\012\056\013\038\112\013\004\054\056\019\018\008\054\081\013\034\025\008\012\031\023\019\037\081\054\104\019\018\037\039\013\106\054\012\013\106\112\013\008\091\013\004\116\091\019\037\056\013\037\008\031\023\056\013\070\019\018\125\054\112\019\037\013\077\054\037\037\012\056\024")
objMaterialplatz.Visible = true
objMaterialplatz.Media = _dDfeU
objMaterialplatz.Commands = {}
objMaterialplatz.DistanceRange = Distance(-1, "feet")
objMaterialplatz.ShowObjects = "OnEnter"
objMaterialplatz.ProximityRange = Distance(60, "meters")
objMaterialplatz.AllowSetPositionTo = false
objMaterialplatz.Active = false
objMaterialplatz.Points = {
ZonePoint(47.6097176493606, 9.60381643414485, 0),
ZonePoint(47.6095295874884, 9.60375206112849, 0),
ZonePoint(47.6096597842412, 9.60403101086604, 0)
}
objMaterialplatz.OriginalPoint = ZonePoint(47.6096356736967, 9.60386650204646, 0)
objMaterialplatz.DistanceRangeUOM = "Feet"
objMaterialplatz.ProximityRangeUOM = "Meters"
objMaterialplatz.OutOfRangeName = ""
objMaterialplatz.InRangeName = ""
-- Characters --
-- Items --
objKran = Wherigo.ZItem{
Cartridge = varcartridge,
Container = objSchatzinfo
}
objKran.Id = "fe7eeacc-5c5a-4920-af6c-ef1398944147"
objKran.Name = _dEX("\033\018\054\037")
objKran.Description = _dEX("\004\008\056\013\106\008\019\012\019\091\013\033\018\054\037\013\077\054\037\037\012\056\013\038\112\013\106\008\019\013\064\019\018\056\008\104\056\019\008\081\019\013\054\112\029\013\118\013\116\106\019\018\013\054\125\081\054\106\019\037")
objKran.Visible = true
objKran.Media = _XKy
objKran.Commands = {
_KKKT9 = Wherigo.ZCommand{
Text = _dEX("\125\019\037\112\056\034\019\037"),
CmdWith = false,
Enabled = true,
EmptyTargetListText = _dEX("\092\008\031\023\056\013\070\019\018\029\112\104\125\054\018")
}
}
objKran.Commands._KKKT9.Custom = true
objKran.Commands._KKKT9.Id = "7d877c08-c565-4ff5-8b01-0b96f81d3b04"
objKran.Commands._KKKT9.WorksWithAll = true
objKran.ObjectLocation = Wherigo.INVALID_ZONEPOINT
objKran.Locked = false
objKran.Opened = false
_pUVQn = Wherigo.ZItem{
Cartridge = varcartridge,
Container = Player
}
_pUVQn.Id = "05244b8b-171a-4744-b968-f5f84daa6525"
_pUVQn.Name = _dEX("\036\108\008\019\081\054\037\081\019\008\056\112\037\104")
_pUVQn.Description = _dEX("\038\008\019\012\019\012\013\036\108\008\019\081\013\008\012\056\013\054\081\012\013\117\081\054\069\118\046\037\069\025\023\019\018\019\118\078\023\019\018\008\104\116\013\077\116\037\034\008\108\008\019\018\056\013\118\013\106\024\023\024\013\106\112\013\077\054\037\037\012\056\013\008\023\037\013\112\019\125\019\018\054\081\081\013\012\108\008\019\081\019\037\013\025\116\013\106\112\013\104\019\037\112\019\104\019\037\106\013\117\081\054\056\034\013\023\054\012\056\013\118\013\012\056\019\081\081\013\038\008\031\023\013\084\019\056\034\056\013\008\037\013\106\008\019\013\004\008\056\056\019\013\106\019\012\013\117\081\054\056\034\019\012\024\103\076\058\094\038\019\008\037\019\013\046\112\029\104\054\125\019\013\125\019\012\056\019\023\056\013\106\054\018\008\037\039\013\106\019\037\013\085\019\116\031\054\031\023\008\037\104\118\055\112\018\091\013\054\112\012\013\064\019\018\056\008\104\056\019\008\081\019\037\013\106\019\018\013\050\116\037\019\013\036\031\023\054\056\034\008\037\029\116\013\054\112\029\013\106\019\091\013\076\054\112\108\081\054\056\034\013\025\008\019\106\019\018\013\054\112\029\034\112\125\054\112\019\037\024\013\038\112\013\077\054\037\037\012\056\013\037\112\018\013\019\008\037\013\064\019\018\056\008\104\056\019\008\081\013\054\112\029\013\019\008\037\091\054\081\013\056\018\054\037\012\108\116\018\056\008\019\018\019\037\024\013\078\019\008\056\019\018\023\008\037\013\077\054\037\037\012\056\013\038\112\013\037\112\018\013\077\081\019\008\037\019\018\019\013\076\054\112\056\019\008\081\019\013\054\112\029\013\104\018\116\019\012\012\019\018\019\037\013\076\054\112\056\019\008\081\019\037\013\012\056\054\108\019\081\037\013\118\013\023\008\019\018\034\112\013\025\008\018\012\056\013\106\112\013\106\019\037\013\004\054\056\019\018\008\054\081\108\081\054\056\034\013\125\019\037\116\019\056\008\104\019\037\024\013\103\076\058\094\078\054\019\023\081\019\013\037\112\037\013\106\008\019\013\046\037\034\054\023\081\013\106\019\018\013\055\112\019\018\091\019\039\013\091\008\056\013\106\019\037\019\037\013\106\112\013\012\108\008\019\081\019\037\013\025\008\081\081\012\056\024")
_pUVQn.Visible = true
_pUVQn.Media = _NCm1
_pUVQn.Commands = {
_zbG = Wherigo.ZCommand{
Text = _dEX("\078\019\008\056\019\018"),
CmdWith = false,
Enabled = true,
EmptyTargetListText = _dEX("\092\008\031\023\056\013\070\019\018\029\112\104\125\054\018")
}
}
_pUVQn.Commands._zbG.Custom = true
_pUVQn.Commands._zbG.Id = "f4d0d78a-fd95-48f6-b58c-ed7b0184406d"
_pUVQn.Commands._zbG.WorksWithAll = true
_pUVQn.ObjectLocation = Wherigo.INVALID_ZONEPOINT
_pUVQn.Locked = false
_pUVQn.Opened = false
objLastwagen = Wherigo.ZItem{
Cartridge = varcartridge,
Container = Player
}
objLastwagen.Id = "3e396091-d64e-4d66-b8e8-f06476899516"
objLastwagen.Name = _dEX("\040\054\012\056\025\054\104\019\037")
objLastwagen.Description = _dEX("\091\008\056\013\106\008\019\012\019\091\013\040\054\012\056\025\054\104\019\037\013\077\054\037\037\012\056\013\106\112\013\106\008\019\013\064\019\018\056\008\104\056\019\008\081\019\013\056\018\054\037\012\108\116\018\056\008\019\018\019\037\013\118\013\106\019\018\013\040\054\012\056\025\054\104\019\037\013\125\019\104\081\019\008\056\019\056\013\038\008\031\023\013\008\091\091\019\018\013\112\037\106\013\125\018\008\037\104\056\013\019\008\037\013\054\112\029\104\019\081\054\106\019\037\019\012\013\064\019\018\056\008\104\056\019\008\081\013\034\112\091\013\076\019\012\056\008\091\091\112\037\104\012\116\018\056\024")
objLastwagen.Visible = true
objLastwagen.Media = med_lastwagen0
objLastwagen.Commands = {}
objLastwagen.ObjectLocation = Wherigo.INVALID_ZONEPOINT
objLastwagen.Locked = false
objLastwagen.Opened = false
_qHI = Wherigo.ZItem(varcartridge)
_qHI.Id = "3f1c382a-3377-48cf-b173-c24b193fcc2a"
_qHI.Name = _dEX("\007\054\031\023\019\008\037\029\116\013\112\037\106\013\072\037\081\116\031\077\007\116\106\019")
_qHI.Description = _dEX("\078\019\037\037\013\106\112\013\037\008\031\023\056\013\008\091\013\101\091\112\081\054\056\116\018\013\104\019\012\108\008\019\081\056\013\023\054\012\056\039\013\019\018\023\054\019\081\056\012\056\013\038\112\013\023\008\019\018\013\106\008\019\013\078\019\018\056\019\013\046\076\007\038\013\016\036\108\008\019\081\013\091\008\056\013\114\013\055\112\019\018\091\019\037\109\013\125\034\025\024\013\101\064\085\052\013\016\047\013\055\112\019\018\091\019\109\013\091\008\056\013\052\008\081\029\019\013\106\019\018\019\018\013\038\112\013\104\019\091\054\019\012\012\013\085\007\118\007\054\031\023\019\081\008\012\056\008\037\104\013\106\008\019\013\064\008\037\054\081\077\116\116\018\106\008\037\054\056\019\037\013\125\019\018\019\031\023\037\019\037\013\077\054\037\037\012\056\024\013\076\019\008\091\013\036\108\008\019\081\019\037\013\091\008\056\013\110\013\055\112\019\018\091\019\037\013\104\008\125\056\012\013\077\019\008\037\019\013\089\037\029\116\024\013\038\019\037\013\072\037\081\116\031\077\118\007\116\106\019\013\019\018\023\054\019\081\056\012\056\013\106\112\013\008\091\091\019\018\024")
_qHI.Visible = true
_qHI.Media = _ltt2
_qHI.Commands = {
_664xA = Wherigo.ZCommand{
Text = _dEX("\072\037\081\116\031\077\118\007\116\106\019\013\054\037\034\019\008\104\019\037"),
CmdWith = false,
Enabled = true,
EmptyTargetListText = _dEX("\092\008\031\023\056\013\070\019\018\029\112\104\125\054\018")
},
_OLm = Wherigo.ZCommand{
Text = _dEX("\007\054\031\023\019\008\037\029\116\013\034\019\008\104\019\037"),
CmdWith = false,
Enabled = true,
EmptyTargetListText = _dEX("\092\008\031\023\056\013\070\019\018\029\112\104\125\054\018")
}
}
_qHI.Commands._664xA.Custom = true
_qHI.Commands._664xA.Id = "0154c7fa-5482-4fea-ab55-27cb1e007561"
_qHI.Commands._664xA.WorksWithAll = true
_qHI.Commands._OLm.Custom = true
_qHI.Commands._OLm.Id = "ebe2fff0-aa6b-4c20-a5df-765bc904b699"
_qHI.Commands._OLm.WorksWithAll = true
_qHI.ObjectLocation = Wherigo.INVALID_ZONEPOINT
_qHI.Locked = false
_qHI.Opened = false
-- Tasks --
_zPws = Wherigo.ZTask(varcartridge)
_zPws.Id = "c257c21d-45dc-4b15-bc50-2a826cd4c525"
_zPws.Name = _dEX("\055\112\018\091\013\070\019\018\012\019\056\034\019\037")
_zPws.Description = _dEX("\119\019\018\012\019\056\034\019\013\106\019\037\013\055\112\018\091\013\054\112\029\013\106\019\037\013\076\054\112\108\081\054\056\034\013\118\013\106\054\125\019\008\013\106\054\018\029\013\008\091\091\019\018\013\037\112\018\013\019\008\037\013\077\081\019\008\037\019\018\019\012\013\064\019\018\056\008\104\125\054\112\056\019\008\081\013\054\112\029\013\019\008\037\019\091\013\104\018\116\019\012\012\019\018\019\037\013\081\008\019\104\019\037\061")
_zPws.Visible = true
_zPws.Media = _EoCB
_zPws.Active = true
_zPws.Complete = false
_zPws.CorrectState = "None"
-- Cartridge Variables --
var_fertigteilnr = 0
aktZone = ""
var_fertigteile = 0
var_max_fertigteile = 5
_05fAX = 1234
_X4d = 5678
_BQcoD = _dEX("\116\125\084\036\031\023\054\056\034\008\037\029\116")
_btKZ = _dEX("\106\112\091\091\069")
_Rmt6q = _dEX("\116\125\084\033\018\054\037")
_HoqI = _dEX("\071\034\117\025\012")
_hnHrl = _dEX("\071\119\036\023")
_1H_ = _dEX("\106\112\091\091\069")
varcartridge.ZVariables = {
var_fertigteilnr = 0,
aktZone = "",
var_fertigteile = 0,
var_max_fertigteile = 5,
_05fAX = 1234,
_X4d = 5678,
_BQcoD = _dEX("\116\125\084\036\031\023\054\056\034\008\037\029\116"),
_btKZ = _dEX("\106\112\091\091\069"),
_Rmt6q = _dEX("\116\125\084\033\018\054\037"),
_HoqI = _dEX("\071\034\117\025\012"),
_hnHrl = _dEX("\071\119\036\023"),
_1H_ = _dEX("\106\112\091\091\069")
}
-- Timers --
-- Inputs --
_VSh = Wherigo.ZInput(varcartridge)
_VSh.Id = "96bf1da8-ce15-48fb-9e8d-efa9f31b566a"
_VSh.Name = _dEX("\101\008\037\104\054\125\019\071\055\112\019\018\091\019")
_VSh.Description = ""
_VSh.Visible = true
_VSh.Media = _NCm1
_VSh.Choices = {
"3",
"4",
"5"
}
_VSh.InputType = "MultipleChoice"
_VSh.Text = _dEX("\110\013\055\112\019\018\091\019\100\013\050\112\091\013\072\019\125\019\037\103\076\058\094\114\013\055\112\019\018\091\019\100\013\078\019\018\056\019\013\046\076\007\038\103\076\058\094\047\013\055\112\019\018\091\019\100\013\078\019\018\056\019\013\101\064\085\052")
-- WorksWithList for object commands --
-- functions --
function varcartridge:OnStart()
if (_G[_dEX("\101\037\070")][_dEX("\038\019\070\008\031\019\089\038")] == _dEX("\038\019\012\077\056\116\108")) or (_G[_dEX("\101\037\070")][_dEX("\117\081\054\056\029\116\018\091")] == _dEX("\078\008\037\110\093")) then
_05fAX = 0
_X4d = 0
end
_Urwigo.Dialog(false, {
{
Text = (_dEX("\052\054\081\081\116\013")..Player.Name).._dEX("\103\076\058\094\103\076\058\094\036\031\023\116\019\037\039\013\106\054\012\012\013\038\112\013\023\019\081\029\019\037\013\091\116\019\031\023\056\019\012\056\039\013\106\008\019\012\019\012\013\025\112\037\106\019\018\012\031\023\116\019\037\019\013\085\019\116\031\054\031\023\008\037\104\118\076\054\112\025\019\018\077\013\054\037\013\106\008\019\013\018\008\031\023\056\008\104\019\013\036\056\019\081\081\019\013\034\112\013\070\019\018\012\019\056\034\019\037\024\103\076\058\094\040\019\008\106\019\018\013\025\112\018\106\019\013\125\019\008\013\040\008\019\029\019\018\112\037\104\013\106\019\018\013\064\019\018\056\008\104\056\019\008\081\019\013\106\019\018\013\029\054\081\012\031\023\019\013\067\018\056\013\034\112\091\013\046\112\029\125\054\112\013\104\019\025\054\019\023\081\056\024\013\072\037\056\019\018\013\106\019\091\013\055\112\091\013\125\019\029\008\037\106\019\037\013\012\008\031\023\013\089\037\029\116\018\091\054\056\008\116\037\019\037\013\029\112\019\018\013\019\008\037\019\037\013\036\031\023\054\056\034\013\118\013\106\008\019\012\019\037\013\019\018\023\054\019\081\056\012\056\013\038\112\013\054\081\012\013\076\019\081\116\023\037\112\037\104\013\025\019\037\037\013\106\112\013\106\019\037\013\055\112\018\091\013\070\019\018\012\019\056\034\056\024"),
Media = _sEbX
},
{
Text = _dEX("\046\125\019\018\013\012\112\031\023\019\013\038\008\018\013\034\112\019\018\012\056\013\091\054\081\013\019\008\037\019\037\013\029\018\019\008\019\037\013\117\081\054\056\034\013\118\013\031\054\024\013\001\047\120\001\047\013\004\019\056\019\018\013\012\116\081\081\056\019\037\013\018\019\008\031\023\019\037\013\112\037\106\013\012\056\019\081\081\019\013\038\008\031\023\013\008\037\013\106\008\019\013\004\008\056\056\019\024\013\046\037\012\031\023\081\008\019\012\012\019\037\106\013\081\008\019\012\013\106\008\019\013\036\108\008\019\081\018\019\104\019\081\037\013\106\112\018\031\023\013\112\037\106\013\106\054\037\037\013\077\054\037\037\013\019\012\013\054\112\031\023\013\012\031\023\116\037\013\081\116\012\104\019\023\019\037"),
Media = _sEbX
}
}, function(action)
Wherigo.ShowScreen(Wherigo.DETAILSCREEN, _pUVQn)
end)
end
function varcartridge:OnRestore()
end
function objSchatzinfo:OnEnter()
_BQcoD = _dEX("\116\125\084\036\031\023\054\056\034\008\037\029\116")
aktZone = objSchatzinfo
_xUjy()
end
function objSchatzinfo:OnExit()
_BQcoD = _dEX("\116\125\084\036\031\023\054\056\034\008\037\029\116")
_XDjs()
end
function objBauplatz:OnEnter()
_BQcoD = _dEX("\116\125\084\076\054\112\108\081\054\056\034")
aktZone = objBauplatz
_xUjy()
end
function objBauplatz:OnExit()
_BQcoD = _dEX("\116\125\084\076\054\112\108\081\054\056\034")
_XDjs()
end
function objMaterialplatz:OnEnter()
_BQcoD = _dEX("\116\125\084\004\054\056\019\018\008\054\081\108\081\054\056\034")
aktZone = objMaterialplatz
_xUjy()
end
function objMaterialplatz:OnExit()
_BQcoD = _dEX("\116\125\084\004\054\056\019\018\008\054\081\108\081\054\056\034")
_XDjs()
end
function _VSh:OnGetInput(input)
if input == nil then
input = ""
end
if _Urwigo.Hash(string.lower(input)) == 51 then
var_max_fertigteile = 3
elseif _Urwigo.Hash(string.lower(input)) == 52 then
var_max_fertigteile = 4
else
var_max_fertigteile = 5
end
init_fertigteile(objBauplatz,0)
init_fertigteile(objMaterialplatz,0)
init_fertigteile(objSchatzinfo,var_max_fertigteile)
objSchatzinfo.Media = get_media("fertigteil",get_fertigteilestring(objSchatzinfo))
objLastwagen.Fertigteilnr = 0
init_play_anywhere(objSchatzinfo, objBauplatz, objMaterialplatz)
_pUVQn:MoveTo(nil)
objBauplatz.Active = true
objBauplatz.Visible = true
objMaterialplatz.Active = true
objMaterialplatz.Visible = true
objSchatzinfo.Active = true
objSchatzinfo.Visible = true
outWithMainScreen("Fein, du spielst jetzt mit "..var_max_fertigteile.." Tuermen, Viel Spass!",get_media("fertigteil",get_fertigteilestring(objSchatzinfo)))
end
function objKran:On_KKKT9(target)
if objLastwagen.Locked then
var_fertigteilnr = put_fertigteil(aktZone,objLastwagen.Fertigteilnr)
med_msgmedia = get_media("lastwagen",var_fertigteilnr)
if var_fertigteilnr > 0 then
objLastwagen.Locked = false
objLastwagen.Fertigteilnr = 0
out("Das Fertigteil Nor: "..var_fertigteilnr.." ist auf dem Lastwagen, du laedtst es jetzt ab",get_media("lastwagen",var_fertigteilnr))
else
out("Der Lastwagen ist zwar voll, aber hier kannst du das Fertigteil nicht abladen",get_media("lastwagen",objLastwagen.Fertigteilnr))
end
else
var_fertigteilnr = get_fertigteil(aktZone)
if var_fertigteilnr > 0 then
objLastwagen.Locked = true
objLastwagen.Fertigteilnr = var_fertigteilnr
out("Der Lastwagen war leer, du laedst das Fertigteil No: "..var_fertigteilnr.." auf den Lastwagen",get_media("lastwagen",var_fertigteilnr))
else
out("Der Lastwagen ist leer, allerdings gibt es hier auch nichts zum Aufladen",get_media("lastwagen",var_fertigteilnr))
end
end
objLastwagen.Media = get_media("lastwagen",objLastwagen.Fertigteilnr)
aktZone.Media = get_media("fertigteil",get_fertigteilestring(aktZone))
_WFHCp()
end
function _pUVQn:On_zbG(target)
_Urwigo.RunDialogs(function()
Wherigo.GetInput(_VSh)
end)
end
function _qHI:On_664xA(target)
_Urwigo.MessageBox{
Text = string.sub(Player.CompletionCode, 1, 15)
}
end
function _qHI:On_OLm(target)
if var_max_fertigteile == 3 then
_Urwigo.MessageBox{
Text = _dEX("\038\054\012\013\025\054\018\013\084\019\056\034\056\013\034\112\091\013\072\019\125\019\037\013\118\013\008\031\023\013\023\116\029\029\019\013\019\012\013\023\054\056\013\036\108\054\012\012\013\104\019\091\054\031\023\056\061"),
Media = _sEbX
}
elseif var_max_fertigteile == 4 then
_Urwigo.MessageBox{
Text = _dEX("\050\112\091\013\076\019\018\019\031\023\037\019\037\013\106\019\018\013\064\008\037\054\081\077\116\116\018\106\008\037\054\056\019\013\104\019\091\054\019\012\012\013\085\019\116\031\054\031\023\008\037\104\118\040\008\012\056\008\037\104\013\070\019\018\025\019\037\106\019\013\125\008\056\056\019\013\106\008\019\013\078\019\018\056\019\013\046\076\007\038\066").._05fAX,
Media = _ltt2
}
else
_Urwigo.MessageBox{
Text = _dEX("\050\112\091\013\076\019\018\019\031\023\037\019\037\013\106\019\018\013\064\008\037\054\081\077\116\116\018\106\008\037\054\056\019\013\104\019\091\054\019\012\012\013\085\019\116\031\054\031\023\008\037\104\118\040\008\012\056\008\037\104\013\070\019\018\025\019\037\106\019\013\125\008\056\056\019\013\106\008\019\013\078\019\018\056\019\013\101\064\085\052\066").._X4d,
Media = _ltt2
}
end
end
-- Urwigo functions --
function _xUjy()
objKran.Name = [[Kran - Zone ]]..aktZone.Name
objKran:MoveTo(aktZone)
objKran.Visible = true
Wherigo.ShowScreen(Wherigo.DETAILSCREEN, objKran)
end
function _XDjs()
objKran.Visible = false
end
function _WFHCp()
objBauplatz.Description = [[Auf dem Bauplatz liegen folgende Fertigteile: ]]..get_fertigteilestring(objBauplatz)
objMaterialplatz.Description = [[Auf dem Materialplatz liegen folgende Fertigteile: ]]..get_fertigteilestring(objMaterialplatz)
objSchatzinfo.Description = [[Auf der Schatzinfo liegen folgende Fertigteile: ]].. get_fertigteilestring(objSchatzinfo)
var_fertigteile = #objBauplatz.Fertigteile
if var_fertigteile == var_max_fertigteile then
_Urwigo.MessageBox{
Text = _dEX("\085\081\112\019\031\077\025\112\037\012\031\023\039\013\106\112\013\023\054\012\056\013\019\012\013\104\019\012\031\023\054\029\029\056\013\061\013\038\112\013\023\054\012\056\013\037\112\037\013\106\008\019\013\089\037\029\116\018\091\054\056\008\116\037\019\037\013\034\112\091\013\064\008\037\106\019\037\013\106\019\012\013\007\054\031\023\019\012\013\112\037\106\013\034\112\091\013\072\037\081\116\031\077\019\037\013\008\091\013\089\037\070\019\037\056\054\018"),
Media = _ltt2,
Callback = function(action)
if action ~= nil then
Wherigo.ShowScreen(Wherigo.MAINSCREEN)
_zPws.Complete = true
varcartridge.Complete = true
_qHI:MoveTo(Player)
varcartridge:RequestSync()
end
end
}
else
var_fertigteile = #objMaterialplatz.Fertigteile
if var_fertigteile == var_max_fertigteile then
out("Oh no, Du hast den Turm zwar fertig aufgebaut, aber auf dem Materialplatz anstatt auf dem Bauplatz - das geht so leider nicht !Baue den Turm bitte auf dem Bauplatz auf",get_media("fertigteil",get_fertigteilestring(objMaterialplatz)))
end
end
end
-- Begin user functions --
aktZone = objSchatzinfo --aktuelle Zone
function new_table(anzahl)
local tbl = {}
for i = 1, anzahl, 1 do
table.insert(tbl,i,var_max_fertigteile + 1 - i)
end
return tbl
end
function init_fertigteile(objzone,anzahlteile)
--legt das Table Fertigteile fuer die jeweilige Zone an das erste element ist das unterste Element und hat die Kardinalzahl 5 - mehr als 5 Teile sind zur Zeit nicht implementiert
objzone.Fertigteile = new_table(anzahlteile)
end
function get_fertigteilestring(aktZone)
local msg = ""
--print("get fertigteilestring")
if aktZone.Fertigteile ~= nil then
--print ("Nr Fertigteile: ",#aktZone.Fertigteile)
for i = 1, #aktZone.Fertigteile, 1 do
--print(i)
msg=msg..aktZone.Fertigteile[i]
end
end
--print(msg)
return msg
end
function get_fertigteil(aktZone)
local nr = 0
if #aktZone.Fertigteile > 0 then
nr = table.remove(aktZone.Fertigteile,#aktZone.Fertigteile)
end
return nr
end
function put_fertigteil(aktZone, teilnr) --return 0 bei Fehler, ansonsten Fertigteilnr
if teilnr == 0 then
return 0
end
if #aktZone.Fertigteile == 0 then
table.insert(aktZone.Fertigteile,teilnr)
return teilnr
else
if teilnr < aktZone.Fertigteile[#aktZone.Fertigteile] then
table.insert(aktZone.Fertigteile,teilnr)
return teilnr
end
end
return 0
end
function get_media(basename,fertigteilstring)
local objects = varcartridge.AllZObjects
local media_name = basename..fertigteilstring
for i= 1, #objects,1 do
if objects[i].Name == media_name then
print(media_name)
return objects[i]
end
end
return nil
end
function out(m,med)
_Urwigo.MessageBox{
Text= "" .. m,
Media = med
}
end
function outWithMainScreen(m,med)
_Urwigo.MessageBox{
Text= "" .. m,
Media = med,
Callback = function(action)
if action ~= nil then
Wherigo.ShowScreen(Wherigo.MAINSCREEN)
end
end
}
end
function init_play_anywhere(zone1, zone2, zone3)
local dist = Wherigo.Distance(40,'m')
zone1.OriginalPoint = Wherigo.TranslatePoint(Player.ObjectLocation,dist,0)
zone1.Points = GetZonePoints(zone1.OriginalPoint,10)
zone2.OriginalPoint = Wherigo.TranslatePoint(Player.ObjectLocation,dist,120)
zone2.Points = GetZonePoints(zone2.OriginalPoint,10)
zone3.OriginalPoint = Wherigo.TranslatePoint(Player.ObjectLocation,dist,240)
zone3.Points = GetZonePoints(zone3.OriginalPoint,10)
end
function GetZonePoints(refPt, radi)
local dist = Wherigo.Distance(radi, 'm')
local pts = {
Wherigo.TranslatePoint(refPt, dist, 0),
Wherigo.TranslatePoint(refPt, dist, 60),
Wherigo.TranslatePoint(refPt, dist, 120),
Wherigo.TranslatePoint(refPt, dist, 180),
Wherigo.TranslatePoint(refPt, dist, 240),
Wherigo.TranslatePoint(refPt, dist, 300),
}
return pts
end
-- End user functions --
return varcartridge
|
--[[
Name: cl_menu_crafting_table.lua
-----------------------------------------------------------------
-- @package VrZn - Custom Gamemode (SRP BASE)
-- @author Nodge
-- @build Beta 1
-----------------------------------------------------------------
]]--
surface.CreateFont( "Crafting_Trebuchet20", {size = 20, weight = 525, font = "Trebuchet24"} )
surface.CreateFont( "Crafting_Trebuchet20_Bold", {size = 20, weight = 400, font = "Trebuchet24"} )
local Panel = {}
function Panel:Init()
self.m_colSold = Color( 255, 50, 50, 255 )
self.m_colSell = Color( 50, 255, 50, 255 )
self.m_colPrice = Color( 120, 230, 110, 255 )
self.m_pnlIcon = vgui.Create( "ModelImage", self )
self.m_pnlNameLabel = vgui.Create( "DLabel", self )
self.m_pnlNameLabel:SetExpensiveShadow( 2, Color(0, 0, 0, 255) )
self.m_pnlNameLabel:SetTextColor( Color(255, 255, 255, 255) )
self.m_pnlNameLabel:SetFont( "CarMenuFont" )
self.m_pnlDescLabel = vgui.Create( "DLabel", self )
self.m_pnlDescLabel:SetExpensiveShadow( 2, Color(0, 0, 0, 255) )
self.m_pnlDescLabel:SetTextColor( Color(255, 255, 255, 255) )
self.m_pnlDescLabel:SetFont( "Crafting_Trebuchet20_Bold" )
self.m_pnlLevelLabel = vgui.Create( "DLabel", self )
self.m_pnlLevelLabel:SetExpensiveShadow( 2, Color(0, 0, 0, 255) )
self.m_pnlLevelLabel:SetTextColor( Color(255, 255, 255, 255) )
self.m_pnlLevelLabel:SetFont( "CarMenuFont" )
self.m_pnlCraftBtn = vgui.Create( "SRP_Button", self )
self.m_pnlCraftBtn:SetFont( "CarMenuFont" )
self.m_pnlCraftBtn:SetText( "Craft" )
self.m_pnlCraftBtn:SetAlpha( 150 )
self.m_pnlCraftBtn.DoClick = function()
GAMEMODE.Net:RequestCraftItem( self.m_tblItem.Name )
end
self.m_tblMatLabels = {}
end
function Panel:SetItem( tblData )
self.m_tblItem = tblData
self.m_pnlNameLabel:SetText( tblData.Name )
self.m_pnlDescLabel:SetText( tblData.Desc )
self.m_pnlIcon:SetModel( tblData.Model, tblData.Skin )
self.m_pnlLevelLabel:SetText( tblData.CraftSkill.. ": ".. tblData.CraftSkillLevel )
if GAMEMODE.Skills:GetPlayerLevel( tblData.CraftSkill ) < tblData.CraftSkillLevel then
self.m_pnlLevelLabel:SetTextColor( Color(255, 50, 50, 255) )
end
local maxW = 0
for k, v in pairs( tblData.CraftRecipe ) do
local label = vgui.Create( "DLabel", self )
label:SetExpensiveShadow( 2, Color(0, 0, 0, 255) )
label:SetFont( "Crafting_Trebuchet20" )
label:SetText( k.. ("(%d/%d)"):format( math.min(LocalPlayer():GetInventory()[k] or 0, v), v ) )
if v > (LocalPlayer():GetInventory()[k] or 0) then
label:SetTextColor( Color(255, 50, 50, 255) )
else
label:SetTextColor( Color(255, 255, 255, 255) )
end
table.insert( self.m_tblMatLabels, label )
end
self:InvalidateLayout()
end
function Panel:Paint( intW, intH )
surface.SetDrawColor( 50, 50, 50, 200 )
surface.DrawRect( 0, 0, intW, intH )
end
function Panel:Think()
if not self.m_tblItem then return end
if GAMEMODE.Skills:GetPlayerLevel( self.m_tblItem.CraftSkill ) < self.m_tblItem.CraftSkillLevel then
self.m_pnlCraftBtn:SetDisabled( true )
return
end
local hasItems = true
for k, v in pairs( self.m_tblItem.CraftRecipe ) do
if not GAMEMODE.Inv:PlayerHasItem( k, v ) then
hasItems = false
end
end
self.m_pnlCraftBtn:SetDisabled( not hasItems )
end
function Panel:PerformLayout( intW, intH )
local padding = 5
self.m_pnlIcon:SetPos( 0, 0 )
self.m_pnlIcon:SetSize( intH, intH )
self.m_pnlIcon:SetModel( self.m_tblItem.Model )
self.m_pnlNameLabel:SizeToContents()
self.m_pnlNameLabel:SetPos( (padding *2) +intH, 4 )
self.m_pnlDescLabel:SizeToContents()
self.m_pnlDescLabel:SetPos( (padding *2) +intH, 32 )
self.m_pnlCraftBtn:SetSize( 65, intH )
self.m_pnlCraftBtn:SetPos( intW -self.m_pnlCraftBtn:GetWide(), 0 )
self.m_pnlLevelLabel:SizeToContents()
self.m_pnlLevelLabel:SetPos( intW -self.m_pnlCraftBtn:GetWide() -self.m_pnlLevelLabel:GetWide() -padding, 4 )
local x, y = (padding *2) +intH, 32 +self.m_pnlDescLabel:GetTall()
local w, h = intW -((padding *2) +intH) -self.m_pnlCraftBtn:GetWide(), intH -32 -self.m_pnlDescLabel:GetTall()
local _x, _y = x, y
for k, v in pairs( self.m_tblMatLabels ) do
v:SizeToContents()
v:SetPos( _x, _y )
_x = _x +v:GetWide() +10
if _x >= w then
_x = x
_y = _y +v:GetTall()
end
end
end
vgui.Register( "SRPCraftingCard", Panel, "EditablePanel" )
-- ----------------------------------------------------------------
local Panel = {}
function Panel:Init()
self.m_pnlIcon = vgui.Create( "ModelImage", self )
self.m_pnlAbortBtn = vgui.Create( "SRP_Button", self )
self.m_pnlAbortBtn:SetFont( "CarMenuFont" )
self.m_pnlAbortBtn:SetText( "Cancel" )
self.m_pnlAbortBtn:SetAlpha( 150 )
self.m_pnlAbortBtn.DoClick = function()
GAMEMODE.Net:RequestAbortCraft()
end
self.m_pnlTimeBar = vgui.Create( "DProgress", self )
self.m_pnlTimeBar.Think = function()
if not self.m_tblItem then return end
self.m_pnlTimeBar:SetFraction( (CurTime() -self.m_intCraftStartTime) /self.m_intCraftDuration )
end
self.m_pnlNameLabel = vgui.Create( "DLabel", self )
self.m_pnlNameLabel:SetExpensiveShadow( 2, Color(0, 0, 0, 255) )
self.m_pnlNameLabel:SetTextColor( Color(255, 255, 255, 255) )
self.m_pnlNameLabel:SetFont( "CarMenuFont" )
end
function Panel:SetCraftingData( strItemID, intStartCraft )
self.m_tblItem = GAMEMODE.Inv:GetItem( strItemID )
self.m_intCraftStartTime = intStartCraft
local craftDurationScalar = GAMEMODE.Skills:GetReductionFactor( self.m_tblItem.CraftSkill, self.m_tblItem.CraftSkillLevel )
local craftDuration = self.m_tblItem.CraftDuration or 10
self.m_intCraftDuration = math.max( 1, craftDuration -(craftDuration *craftDurationScalar) )
self.m_pnlNameLabel:SetText( "Crafting 1 ".. self.m_tblItem.Name )
self.m_pnlIcon:SetModel( self.m_tblItem.Model, self.m_tblItem.Skin )
self:InvalidateLayout()
end
function Panel:Paint( intW, intH )
--surface.SetDrawColor( 50, 50, 50, 200 )
--surface.DrawRect( 0, 0, intW, intH )
end
function Panel:PerformLayout( intW, intH )
self.m_pnlIcon:SetSize( 128, 128 )
self.m_pnlIcon:SetPos( (intW /2) -(self.m_pnlIcon:GetWide() /2), (intH /2) -(self.m_pnlIcon:GetTall() /2) )
local x, y = self.m_pnlIcon:GetPos()
self.m_pnlTimeBar:SetSize( intW *0.8, 30 )
self.m_pnlTimeBar:SetPos( (intW /2) -(self.m_pnlTimeBar:GetWide() /2), y +self.m_pnlIcon:GetTall() +5 )
self.m_pnlNameLabel:SizeToContents()
self.m_pnlNameLabel:SetPos( (intW /2) -(self.m_pnlNameLabel:GetWide() /2), y +self.m_pnlIcon:GetTall() +5 )
self.m_pnlAbortBtn:SetSize( intW, 30 )
self.m_pnlAbortBtn:SetPos( 0, intH -self.m_pnlAbortBtn:GetTall() )
end
vgui.Register( "SRPCraftingDisplay", Panel, "EditablePanel" )
-- ----------------------------------------------------------------
local Panel = {}
function Panel:Init()
self:SetDeleteOnClose( false )
self:SetTitle( "Crafting Table" )
self.m_pnlCanvas = vgui.Create( "SRP_ScrollPanel", self )
self.m_tblCards = {}
self.m_pnlSearch = vgui.Create( "EditablePanel", self )
self.m_pnlSearch.SearchBtn = vgui.Create( "SRP_Button", self.m_pnlSearch )
self.m_pnlSearch.SearchBtn:SetFont( "DermaLarge" )
self.m_pnlSearch.SearchBtn:SetText( "Search" )
self.m_pnlSearch.SearchBtn:SetAlpha( 200 )
self.m_pnlSearch.SearchBtn.DoClick = function()
for k, v in pairs( self.m_tblCards ) do
if v.m_tblItem.Name:lower():find( self.m_pnlSearch.TextEntry:GetValue() ) ~= nil then
self.m_pnlCanvas:ScrollToChild( v )
break
end
end
end
self.m_pnlSearch.TextEntry = vgui.Create( "DTextEntry", self.m_pnlSearch )
self.m_pnlSearch.TextEntry.OnEnter = self.m_pnlSearch.SearchBtn.DoClick
self.m_pnlSearch.PerformLayout = function( p, intW, intH )
p.SearchBtn:SetSize( 110, intH )
p.SearchBtn:SetPos( intW -p.SearchBtn:GetWide(), 0 )
p.TextEntry:SetSize( intW -p.SearchBtn:GetWide(), intH )
p.TextEntry:SetPos( 0, 0 )
end
self.m_pnlSearch.Paint = function( _, intW, intH )
surface.SetDrawColor( 50, 50, 50, 200 )
surface.DrawRect( 0, 0, intW, intH )
end
self.m_pnlCanvas:AddItem( self.m_pnlSearch )
self.m_pnlCraftDisplay = vgui.Create( "SRPCraftingDisplay", self )
self.m_pnlCraftDisplay:SetVisible( false )
hook.Add( "GamemodeOnStartCrafting", ("OnStartCraft_CraftingTableMenu_%p"):format(self), function( strItemID, intStartTime )
if self.m_strGroup ~= GAMEMODE.Inv:GetItem( strItemID ).CraftingEntClass then return end
self.m_pnlCraftDisplay:SetCraftingData( strItemID, intStartTime )
self.m_pnlCanvas:MoveTo( -self:GetWide(), 24, 0.25, 0, 2, function()
self.m_pnlCanvas:SetVisible( false )
end )
self.m_pnlCraftDisplay:SetVisible( true )
self.m_pnlCraftDisplay:SetPos( self:GetWide(), 24 )
self.m_pnlCraftDisplay:MoveTo( 0, 24, 0.25, 0, 2, function()
self.m_pnlCraftDisplay:SetVisible( true )
end )
end )
hook.Add( "GamemodeOnEndCrafting", ("OnEndCraft_CraftingTableMenu_%p"):format(self), function( strItemID )
if self.m_strGroup ~= GAMEMODE.Inv:GetItem( strItemID ).CraftingEntClass then return end
self.m_pnlCraftDisplay:SetVisible( true )
self.m_pnlCraftDisplay:MoveTo( self:GetWide(), 24, 0.25, 0, 2, function()
self.m_pnlCraftDisplay:SetVisible( false )
end )
self.m_pnlCanvas:SetVisible( true )
self.m_pnlCanvas:SetPos( -self:GetWide(), 24 )
self.m_pnlCanvas:MoveTo( 0, 24, 0.25, 0, 2, function()
self.m_pnlCanvas:SetVisible( true )
end )
end )
end
function Panel:SetCraftingGroupData( strMenuTitle, strCraftingGroup )
self:SetTitle( strMenuTitle )
self.m_strGroup = strCraftingGroup
end
function Panel:Populate()
for k, v in pairs( self.m_tblCards ) do
if ValidPanel( v ) then v:Remove() end
self.m_tblCards[k] = nil
end
local items = table.Copy( GAMEMODE.Inv:GetItems() )
for k, data in SortedPairsByMemberValue( items, "CraftSkillLevel", false ) do
if not data.CraftingEntClass or data.CraftingEntClass ~= self.m_strGroup then continue end
self:CreateCraftingCardCard( k, items[k] )
end
self:InvalidateLayout()
end
function Panel:CreateCraftingCardCard( k, tblData )
local pnl = vgui.Create( "SRPCraftingCard" )
pnl:SetItem( tblData )
pnl.m_pnlParentMenu = self
self.m_pnlCanvas:AddItem( pnl )
self.m_tblCards[k] = pnl
return pnl
end
function Panel:PerformLayout( intW, intH )
DFrame.PerformLayout( self, intW, intH )
self.m_pnlCanvas:SetPos( 0, 24 )
self.m_pnlCanvas:SetSize( intW, intH -24 )
self.m_pnlSearch:DockMargin( 0, 0, 0, 5 )
self.m_pnlSearch:SetTall( 32 )
self.m_pnlSearch:Dock( TOP )
for _, pnl in pairs( self.m_tblCards ) do
pnl:DockMargin( 0, 0, 0, 5 )
pnl:SetTall( 128 )
pnl:Dock( TOP )
end
self.m_pnlCraftDisplay:SetPos( 0, 24 )
self.m_pnlCraftDisplay:SetSize( intW, intH -24 )
end
function Panel:Open()
self:Populate()
self:SetVisible( true )
self:MakePopup()
end
vgui.Register( "SRPCraftingTableMenu", Panel, "SRP_Frame" )
-- ----------------------------------------------------------------
local Panel = {}
function Panel:Init()
self:SetDeleteOnClose( false )
self:SetTitle( "Crafting Table" )
self.m_pnlTabs = vgui.Create( "SRP_PropertySheet", self )
self.m_pnlTabs:SetPadding( 0 )
self.m_tblTabs = {}
self.m_pnlCraftDisplay = vgui.Create( "SRPCraftingDisplay", self )
self.m_pnlCraftDisplay:SetVisible( false )
hook.Add( "GamemodeOnStartCrafting", ("OnStartCraft_CraftingTableMenu_%p"):format(self), function( strItemID, intStartTime )
if self.m_strGroup ~= GAMEMODE.Inv:GetItem( strItemID ).CraftingEntClass then return end
self.m_pnlCraftDisplay:SetCraftingData( strItemID, intStartTime )
self.m_pnlTabs:MoveTo( -self:GetWide(), 24, 0.25, 0, 2, function()
self.m_pnlTabs:SetVisible( false )
end )
self.m_pnlCraftDisplay:SetVisible( true )
self.m_pnlCraftDisplay:SetPos( self:GetWide(), 24 )
self.m_pnlCraftDisplay:MoveTo( 0, 24, 0.25, 0, 2, function()
self.m_pnlCraftDisplay:SetVisible( true )
end )
end )
hook.Add( "GamemodeOnEndCrafting", ("OnEndCraft_CraftingTableMenu_%p"):format(self), function( strItemID )
if self.m_strGroup ~= GAMEMODE.Inv:GetItem( strItemID ).CraftingEntClass then return end
self.m_pnlCraftDisplay:SetVisible( true )
self.m_pnlCraftDisplay:MoveTo( self:GetWide(), 24, 0.25, 0, 2, function()
self.m_pnlCraftDisplay:SetVisible( false )
end )
self.m_pnlTabs:SetVisible( true )
self.m_pnlTabs:SetPos( -self:GetWide(), 24 )
self.m_pnlTabs:MoveTo( 0, 24, 0.25, 0, 2, function()
self.m_pnlTabs:SetVisible( true )
end )
end )
end
function Panel:AddTab( strTabName )
local tab = vgui.Create( "EditablePanel", self )
tab.m_pnlCanvas = vgui.Create( "SRP_ScrollPanel", tab )
tab.m_tblCards = {}
tab.m_pnlSearch = vgui.Create( "EditablePanel", tab )
tab.m_pnlSearch.SearchBtn = vgui.Create( "SRP_Button", tab.m_pnlSearch )
tab.m_pnlSearch.SearchBtn:SetFont( "DermaLarge" )
tab.m_pnlSearch.SearchBtn:SetText( "Search" )
tab.m_pnlSearch.SearchBtn:SetAlpha( 200 )
tab.m_pnlSearch.SearchBtn.DoClick = function()
for k, v in pairs( tab.m_tblCards ) do
if v.m_tblItem.Name:lower():find( tab.m_pnlSearch.TextEntry:GetValue() ) ~= nil then
tab.m_pnlCanvas:ScrollToChild( v )
break
end
end
end
tab.m_pnlSearch.TextEntry = vgui.Create( "DTextEntry", tab.m_pnlSearch )
tab.m_pnlSearch.TextEntry.OnEnter = tab.m_pnlSearch.SearchBtn.DoClick
tab.m_pnlSearch.PerformLayout = function( p, intW, intH )
p.SearchBtn:SetSize( 110, intH )
p.SearchBtn:SetPos( intW -p.SearchBtn:GetWide(), 0 )
p.TextEntry:SetSize( intW -p.SearchBtn:GetWide(), intH )
p.TextEntry:SetPos( 0, 0 )
end
tab.m_pnlSearch.Paint = function( _, intW, intH )
surface.SetDrawColor( 50, 50, 50, 200 )
surface.DrawRect( 0, 0, intW, intH )
end
tab.m_pnlCanvas:AddItem( tab.m_pnlSearch )
tab.PerformLayout = function( _, intW, intH )
tab.m_pnlCanvas:SetPos( 0, 0 )
tab.m_pnlCanvas:SetSize( intW, intH )
tab.m_pnlSearch:DockMargin( 0, 0, 0, 5 )
tab.m_pnlSearch:SetTall( 32 )
tab.m_pnlSearch:Dock( TOP )
for _, pnl in pairs( tab.m_tblCards ) do
pnl:DockMargin( 0, 0, 0, 5 )
pnl:SetTall( 128 )
pnl:Dock( TOP )
end
end
self.m_tblTabs[strTabName] = tab
self.m_pnlTabs:AddSheet( strTabName, tab )
end
function Panel:GetTab( strTabName )
return self.m_tblTabs[strTabName] and self.m_tblTabs[strTabName].Panel or nil
end
function Panel:SetCraftingGroupData( strMenuTitle, strCraftingGroup )
self:SetTitle( strMenuTitle )
self.m_strGroup = strCraftingGroup
end
function Panel:Populate()
for _, tab in pairs( self.m_tblTabs ) do
for k, v in pairs( tab.m_tblCards ) do
if ValidPanel( v ) then v:Remove() end
tab.m_tblCards[k] = nil
end
end
local items = table.Copy( GAMEMODE.Inv:GetItems() )
for k, data in SortedPairsByMemberValue( items, "CraftSkillLevel", false ) do
if not data.CraftingEntClass or data.CraftingEntClass ~= self.m_strGroup then continue end
self:CreateCraftingCardCard( k, items[k] )
end
self:InvalidateLayout()
end
function Panel:CreateCraftingCardCard( k, tblData )
if not tblData.CraftSkill then return end
local pnl = vgui.Create( "SRPCraftingCard" )
pnl:SetItem( tblData )
pnl.m_pnlParentMenu = self
if not ValidPanel( self:GetTab(tblData.CraftSkill) ) then
self:AddTab( tblData.CraftSkill )
end
self:GetTab( tblData.CraftSkill ).m_pnlCanvas:AddItem( pnl )
self:GetTab( tblData.CraftSkill ).m_tblCards[k] = pnl
return pnl
end
function Panel:PerformLayout( intW, intH )
DFrame.PerformLayout( self, intW, intH )
self.m_pnlTabs:SetPos( 0, 24 )
self.m_pnlTabs:SetSize( intW, intH -24 )
self.m_pnlCraftDisplay:SetPos( 0, 24 )
self.m_pnlCraftDisplay:SetSize( intW, intH -24 )
end
function Panel:Open()
self:Populate()
self:SetVisible( true )
self:MakePopup()
end
vgui.Register( "SRPAssemblyTableMenu", Panel, "SRP_Frame" )
|
function love.conf(t)
t.window.width = 1280
t.window.height = 720
end
|
-- Copyright 2018 the wonderful GUI project authors
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--- Various table utilities.
-- @module wonderful.util.table
--- Create a shallow copy of a table.
-- @tparam table orig a value
-- @treturn table the copy
local function shallowcopy(orig)
if type(orig) ~= "table" then
return orig
end
local copy = {}
for k, v in pairs(orig) do
copy[k] = v
end
return copy
end
--- Test two values for equality.
-- If both values are tables, checks whether the left value is a subset of
-- the right value, using `==` to test for equality of table values.
-- @param lhs the left value
-- @param rhs the right value
-- @treturn boolean
local function shalloweq(lhs, rhs)
if lhs == rhs then
return true
end
if type(lhs) ~= type(rhs) then
return false
end
if type(lhs) ~= "table" then
return false
end
for k, v in pairs(lhs) do
if not rhs[k] or rhs[k] ~= v then
return false
end
end
end
--- Checks if a table contains a value.
-- @param value a value
-- @tparam table tbl a table
-- @return[1] `true` if the table contains the given value
-- @return[1] the first key which maps to the given value
-- @return[2] `false` if the table doesn't contain the given value
local function isin(value, tbl)
for k, v in pairs(tbl) do
if v == value then
return true, k
end
end
return false
end
--- Create a table that tries to require a submodule when indexed.
-- E. g., `autoimport({}, "test").submodule` tries to
-- `require("test.submodule")` and returns the value if it succeeds.
--
-- If the required value is a table, applies
-- @{wonderful.util.table.autoimport|autoimport} to it.
--
-- @tparam table root an root table
-- @tparam string pkg a root module name
-- @treturn table
local function autoimport(root, pkg)
return setmetatable(root, {
__index = function(self, name)
local success, mod = pcall(require, pkg .. "." .. name)
if success then
if type(mod) == "table" and not getmetatable(mod) then
return autoimport(mod, pkg .. "." .. name)
else
return mod
end
end
end
})
end
--- Swap the keys and values of a table.
-- @tparam table tbl a table
-- @treturn table a swapped table
-- @raise the table has two keys with the same value
-- @usage
-- local tbl = {13, 19, 20, 45}
-- local swapped = swapPairs(tbl)
-- print(swapped[13]) --> 1
-- print(swapped[1]) --> nil
local function swapPairs(tbl)
local result = {}
for k, v in pairs(tbl) do
if result[v] then
error("the table has two keys with the same value")
end
result[v] = k
end
return result
end
--- Calculate the number of entries in a table.
-- @tparam table tbl the table
-- @treturn int the number of entries
local function tableLen(tbl)
local i = 0
for _ in pairs(tbl) do
i = i + 1
end
return i
end
--- Get keys of a table.
-- @tparam table tbl the table
-- @treturn table a table of the keys
local function getKeys(tbl)
local result = {}
for k in pairs(tbl) do
result[#result + 1] = k
end
return result
end
--- Get an element of a table that follows a previous one.
--
-- If the given key is `nil`, the first element is returned.
-- @tparam table tbl the table
-- @param[opt] key the key of the previous element
-- @return the next key
-- @return the next element
local function nextEntry(tbl, key)
local keys = {}
for k in pairs(tbl) do
if not key or k > key then
keys[#keys + 1] = k
end
end
table.sort(keys)
return keys[1], tbl[keys[1]]
end
--- Get an element of a table that precedes a following one.
--
-- If the given key is `nil`, the last element is returned.
-- @tparam table tbl the table
-- @param[opt] key the key of the following element
-- @return the preceding key
-- @return the preceding element
local function prevEntry(tbl, key)
local keys = {}
for k in pairs(tbl) do
if not key or k < key then
keys[#keys + 1] = k
end
end
table.sort(keys)
return keys[#keys], tbl[keys[#keys]]
end
--- Find the first sequence entry whose value equals to the given one, and
-- remove it.
-- @tparam table tbl the sequence
-- @param value the value
-- @return[1] the key of the removed entry
-- @return[1] the value of the removed entry
-- @treturn[2] nil no entry was found
local function removeFirst(tbl, value)
for k, v in ipairs(tbl) do
if v == value then
table.remove(tbl, k)
return k, v
end
end
return nil
end
--- Find the first sequence entry that satisfies a predicate.
--
-- The predicate should return any value other than `nil` and `false` to stop
-- the iteration and return the current value.
--
-- The range of search is `[start; stop]`.
-- @tparam table tbl the sequence
-- @tparam function(element,key,tbl) predicate the predicate
-- @tparam[opt=1] int start the index to start searching from
-- @tparam[optchain=#tbl] int stop the index to stop searching at
-- @return[1] the entry key
-- @return[1] the entry value
-- @treturn[2] nil no entries satisfy the predicate
local function first(tbl, predicate, start, stop)
for k = start or 1, stop or #tbl, 1 do
local v = tbl[k]
if v ~= nil and predicate(v, k, tbl) then
return k, v
end
end
return nil
end
--- Find the last sequence entry that satisfies a predicate.
--
-- The predicate should return any value other than `nil` and `false` to stop
-- the iteration and return the current value.
--
-- The range of search is `[start; stop]`.
-- @tparam table tbl the sequence
-- @tparam function(element,key,tbl) predicate the predicate
-- @tparam[opt=1] int start the start index
-- @tparam[optchain=#tbl] int stop the end index
-- @return[1] the entry key
-- @return[1] the entry value
-- @treturn[2] nil no entries satisfy the predicate
local function last(tbl, predicate, start, stop)
for k = stop or #tbl, start or 1, -1 do
local v = tbl[k]
if v ~= nil and predicate(v, k, tbl) then
return k, v
end
end
return nil
end
--- @export
return {
shalloweq = shalloweq,
shallowcopy = shallowcopy,
isin = isin,
autoimport = autoimport,
swapPairs = swapPairs,
tableLen = tableLen,
getKeys = getKeys,
nextEntry = nextEntry,
prevEntry = prevEntry,
removeFirst = removeFirst,
first = first,
last = last,
}
|
-- This is a fix for the global resource not starting up
function resStart()
setTimer(loadGlobal, 1000, 1)
end
addEventHandler("onResourceStart", getResourceRootElement(), resStart)
function loadGlobal()
restartResource(getResourceFromName("global"))
setTimer(displayCredits, 1000, 1)
end
function displayCredits()
exports.irc:sendMessage("-------------------------------------------------------------")
exports.irc:sendMessage("-- VG MTA:RP Script V2 Loaded - By vG.MTA Scripting Team --")
exports.irc:sendMessage("-- www.valhallagaming.net --")
exports.irc:sendMessage("-------------------------------------------------------------")
end
|
resource_manifest_version '44febabe-d386-4d18-afbe-5e627f4af937'
files {
'PoliceFunctions-API.dll',
'NativeUI.dll'
}
client_scripts {
'client.net.dll'
}
|
Quest.Config.Storylines["the_great_heist"] ={
name = "The Great Heist",
id = "the_great_heist",
desc = "Take on the biggest robbery and hit the bank vault",
quests = {
[1] = {
name = "Purchase a Mask",
desc = "Purchase a mask from the F4 menu",
func = function(ply, data, partyCount)
return true
end
},
[2] = {
name = "Rob the Big Bank Vault",
desc = "Break into the bank vault and rob it",
func = function(ply, data, partyCount)
return true
end
},
[3] = {
name = "Sell the Money Bags",
desc = "Find a Corrupt Banker and sell him your Money Bags",
func = function(ply, data, partyCount)
return true
end,
reward = function(ply)
ply:GiveBadge("quest")
end
},
}
}
-- Purchase a mask
hook.Add("playerBoughtCustomEntity", "Quest:Progress:the_great_heist", function(ply, entTable, ent)
if not (ent:GetClass() == "pvault_mask") then return end
Quest.Core.ProgressQuest(ply, "the_great_heist", 1)
end)
-- The big vault was robbed
hook.Add("pVaultVaultCracked", "Quest:Progress:the_great_heist", function(ent, ply)
if not (ent:GetClass() == "pvault_door") then return end
Quest.Core.ProgressPartyQuest(ply, "the_great_heist", 2)
end)
-- Sell the money
hook.Add("pVaultMoneyCleaned", "Quest:Progress:the_great_heist", function(ply)
Quest.Core.ProgressPartyQuest(ply, "the_great_heist", 3)
end)
|
-- fireflies/documentation.lua
-----Load documentation via doc_helper------------------------
local MP = minetest.get_modpath(minetest.get_current_modname())
local docpath = MP .. DIR_DELIM .. "doc"
doc.add_category("fireflies",
{
name = "_fireflies_",
description = "Fireflies Documentation",
build_formspec = doc.entry_builders.text_and_square_gallery,
})
doc.build_entries(docpath, "fireflies")
|
--
--SHEEP
--
ccmobs2 = {}
minetest.register_node("ccmobs2:sheep_block", {
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.3125, -0.375, -0.4375, 0.3125, 0.1875, 0.1875},
{-0.1875, -0.25, 0.125, 0.1875, 0.0625, 0.375},
{-0.25, -0.0625, 0.1875, 0.25, 0.06, 0.3125},
{-0.125, -0.3125, 0.3125, 0.125, 0.08995, 0.5},
{0.0625, -0.5, -0.0625, 0.25, -0.375, 0.125},
{-0.25, -0.5, -0.0625, -0.0625, -0.3125, 0.125},
{0.0625, -0.5, -0.375, 0.25, -0.3125, -0.1875},
{-0.25, -0.5, -0.375, -0.0625, -0.3125, -0.1875},
{-0.0625, -0.1875, -0.5, 0.0625, 0.0625, -0.4375},
},
},
tiles = {"ccmobs2_sheep_top.png", "ccmobs2_sheep_bottom.png", "ccmobs2_sheep_right_side.png",
"ccmobs2_sheep_left_side.png", "ccmobs2_sheep_front.png", "ccmobs2_sheep_back.png"},
groups = {not_in_creative_inventory = 1},
})
minetest.register_node("ccmobs2:sheep_shaved", {
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.25, -0.35225, -0.375, 0.25, 0.125, 0.1875},
{-0.1875, -0.207206, 0.125, 0.1875, 0.0207206, 0.375},
{-0.25, -0.0625, 0.1875, 0.25, 0.06, 0.3125},
{-0.125, -0.3125, 0.3125, 0.125, 0.08995, 0.5},
{-0.0625, -0.1875, -0.4375, 0.0625, 0.0625, -0.375},
{-0.25, -0.5, -0.375, -0.0625, -0.25, -0.1875},
{0.0625, -0.5, -0.375, 0.25, -0.25, -0.1875},
{-0.25, -0.5, -0.0625, -0.0625, -0.25, 0.125},
{0.0625, -0.5, -0.0625, 0.25, -0.25, 0.125},
},
},
tiles = {"ccmobs2_sheep_shaved_top.png", "ccmobs2_sheep_bottom.png", "ccmobs2_sheep_shaved_right_side.png",
"ccmobs2_sheep_shaved_left_side.png", "ccmobs2_sheep_shaved_front.png", "ccmobs2_sheep_shaved_back.png"},
groups = {not_in_creative_inventory = 1},
})
mobs:register_mob("ccmobs2:sheep", {
type = "animal",
passive = true,
hp_min = 4,
hp_max = 8,
armor = 200,
collisionbox = {-0.525, -0.585, -0.525, 0.525, 0.325, 0.525},
visual = "wielditem",
visual_size = {x=0.75, y=0.75},
textures = {"ccmobs2:sheep_block"},
--gotten_texture = {"ccmobs2:sheep_shaved"},
makes_footstep_sound = false,
walk_velocity = 0.1,
run_velocity = 0.75,
runaway = true,
pushable = true,
jump = false,
drops = {
{name = "mobs:meat_raw",
chance = 1,
min = 1,
max = 1,},
},
drawtype = "front",
water_damage = 2,
lava_damage = 6,
light_damage = 0,
sounds = {
random = "ccmobs2_sheep",
},
animation = {
speed_normal = 15,
speed_run = 15,
stand_start = 0,
stand_end = 80,
walk_start = 81,
walk_end = 100,
},
follow = {"farming:wheat", "default:grass_1"},
view_range = 4,
replace_rate = 10,
replace_what = {
{"group:grass", "air", -1},
{"default:dirt_with_grass", "default:dirt", -2}
},
fear_height = 3,
on_replace = function(self, pos, oldnode, newnode)
self.food = (self.food or 0) + 1
-- if sheep replaces 8x grass then it regrows wool
if self.food >= 8 then
self.food = 0
self.gotten = false
self.object:set_properties({
textures = {"ccmobs2:sheep_block"},
})
end
end,
on_rightclick = function(self, clicker)
tool = clicker:get_wielded_item():get_name()
--are we feeding?
if mobs:feed_tame(self, clicker, 8, true, true) then
--if fed 7x grass or wheat then sheep regrows wool
if self.food and self.food > 6 then
self.gotten = false
self.object:set_properties({
textures = {"ccmobs2:sheep_block"},
})
end
return
end
if mobs:protect(self, clicker) then return end
if ccmobs2:capture_mob(self, clicker, "ccmobs2:sheep") then return end
if tool == "mobs:shears" and
clicker:get_inventory() and not self.empty then
self.empty = true
clicker:get_inventory():add_item("main", "wool:white")
minetest.sound_play("ccmobs2_sheep_hurt",{pos=pos, max_hear_distance=3, gain=0.5, loop=false})
self.object:set_properties({
textures = {"ccmobs2:sheep_shaved"},
})
end
end
})
|
return {
init_effect = "",
name = "灭火器T3",
time = 0,
color = "blue",
picture = "",
desc = "起火概率降低30%,持续时间缩短6秒,伤害降低20%",
stack = 1,
id = 6031,
icon = 6031,
last_effect = "",
effect_list = {
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "igniteResist",
number = 0.3
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "igniteShorten",
number = 6
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach"
},
arg_list = {
attr = "igniteReduce",
number = 2000
}
}
}
}
|
repeat wait() until game.Players.LocalPlayer.Character
local Players = game:GetService("Players")
local Player = Players.LocalPlayer
local Character = Player.Character
-- services
local ECS = require(game.ReplicatedStorage:WaitForChild("ECS"))
local ECSUtil = require(game.ReplicatedStorage:WaitForChild("ECSUtil"))
-- Components
local Components = game.ReplicatedStorage:WaitForChild("tutorial"):WaitForChild("component")
local WeaponComponent = require(Components:WaitForChild("WeaponComponent"))
-- Systems
local Systems = game.ReplicatedStorage:WaitForChild("tutorial"):WaitForChild("system")
local FiringSystem = require(Systems:WaitForChild("FiringSystem"))
local PlayerShootingSystem = require(Systems:WaitForChild("PlayerShootingSystem"))
local CleanupFiringSystem = require(Systems:WaitForChild("CleanupFiringSystem"))
-- Our world
local world = ECS.CreateWorld(nil, { Frequency = 10 })
world.AddSystem(FiringSystem)
world.AddSystem(PlayerShootingSystem)
world.AddSystem(CleanupFiringSystem)
ECSUtil.AddDefaultSystems(world)
-- Our weapon
local rightHand = Character:WaitForChild("RightHand")
local weapon = Instance.new("Part", Character)
weapon.CanCollide = false
weapon.CastShadow = false
weapon.Size = Vector3.new(0.2, 0.2, 2)
weapon.CFrame = rightHand.CFrame + Vector3.new(0, 0, -1)
weapon.Color = Color3.fromRGB(255, 0, 255)
local weldWeapon = Instance.new("WeldConstraint", weapon)
weldWeapon.Part0 = weapon
weldWeapon.Part1 = rightHand
-- weapon bullet spawn
local BulletSpawnPart = Instance.new("Part", weapon)
BulletSpawnPart.CanCollide = false
BulletSpawnPart.CastShadow = false
BulletSpawnPart.Color = Color3.fromRGB(255, 255, 0)
BulletSpawnPart.Size = Vector3.new(0.6, 0.6, 0.6)
BulletSpawnPart.Shape = Enum.PartType.Ball
BulletSpawnPart.CFrame = weapon.CFrame + Vector3.new(0, 0, -1)
local weldBulletSpawn = Instance.new("WeldConstraint", BulletSpawnPart)
weldBulletSpawn.Part0 = BulletSpawnPart
weldBulletSpawn.Part1 = weapon
-- Create our entity
local bulletSpawnEntity = ECSUtil.NewBasePartEntity(world, BulletSpawnPart, true, false)
-- Mark as weapon
world.Set(bulletSpawnEntity, WeaponComponent)
|
return function()
local Toast = script.Parent
local Dialog = Toast.Parent
local App = Dialog.Parent
local UIBlox = App.Parent
local Packages = UIBlox.Parent
local Roact = require(Packages.Roact)
local TestStyle = require(UIBlox.App.Style.Validator.TestStyle)
local mockStyleComponent = require(UIBlox.Utility.mockStyleComponent)
local ToastFrame = require(Toast.ToastFrame)
local ICON_SIZE = 36
local testText = "Test Title"
local testSubText = "test test test"
local createToastFrame = function(props)
return mockStyleComponent({
ToastFrame = Roact.createElement(ToastFrame, props)
})
end
it("should throw on invalid titleTextProps", function()
local element = createToastFrame({
titleTextProps = {},
})
expect(function()
Roact.mount(element)
end).to.throw()
end)
it("should create and destroy without errors with valid titleTextProps", function()
local element = createToastFrame({
titleTextProps = {
colorStyle = TestStyle.Theme.TextEmphasis,
fontStyle = TestStyle.Font.Header2,
Size = UDim2.new(1, 0, 1, 0),
Text = testText,
},
})
local instance = Roact.mount(element)
Roact.unmount(instance)
end)
it("should create and destroy without errors with valid titleTextProps and subtitleTextProps", function()
local element = createToastFrame({
subtitleTextProps = {
colorStyle = TestStyle.Theme.TextEmphasis,
fontStyle = TestStyle.Font.CaptionBody,
Size = UDim2.new(1, 0, 0.5, 0),
Text = testSubText,
},
titleTextProps = {
colorStyle = TestStyle.Theme.TextEmphasis,
fontStyle = TestStyle.Font.Header2,
Size = UDim2.new(1, 0, 0.5, 0),
Text = testText,
},
})
local instance = Roact.mount(element)
Roact.unmount(instance)
end)
it("should create and destroy without errors with valid titleTextProps and iconProps", function()
local element = createToastFrame({
iconProps = {
colorStyle = TestStyle.Theme.IconEmphasis,
Image = "rbxassetid://4126499279",
Size = UDim2.new(0, ICON_SIZE, 0, ICON_SIZE),
},
titleTextProps = {
colorStyle = TestStyle.Theme.TextEmphasis,
fontStyle = TestStyle.Font.Header2,
Size = UDim2.new(1, -ICON_SIZE, 1, 0),
Text = testText,
},
})
local instance = Roact.mount(element)
Roact.unmount(instance)
end)
it("should create and destroy without errors with composed image", function()
local element = createToastFrame({
iconProps = {
colorStyle = TestStyle.Theme.IconEmphasis,
Image = "rbxassetid://4126499279",
Size = UDim2.new(0, ICON_SIZE, 0, ICON_SIZE),
},
iconChildren = {
Child = Roact.createElement("TextLabel"),
},
titleTextProps = {
colorStyle = TestStyle.Theme.TextEmphasis,
fontStyle = TestStyle.Font.Header2,
Size = UDim2.new(1, -ICON_SIZE, 1, 0),
Text = testText,
},
})
local instance = Roact.mount(element)
Roact.unmount(instance)
end)
end
|
-- local Class = require "libs.class"
local Concord = require "libs.concord"
local Position = require "components.position"
local Velocity = require "components.velocity"
local Sprite = require "components.sprite"
local Input = require "components.input"
local Player = require "components.player"
local Hitbox = require "components.hitbox"
local Kinematic = require "components.kinematic"
local Gravity = require "components.gravity"
local Player = Concord.assemblage(function(e, obj)
local pos = {x = obj.position[1], y = obj.position[2]}
local sprite = tico.resources.getByKey(obj.sprite)
-- print(pos.x, pos.y)
e
:give(Position, pos.x, pos.y)
:give(Velocity)
:give(Sprite, sprite)
:give(Input)
:give(Player)
:give(Hitbox, obj.hitbox)
:give(Kinematic)
:give(Gravity)
end)
-- local Player = Class:extend("Player")
-- function Player:constructor(object)
-- -- self.image = tico.resources.getByKey(object.texture)
-- self.x = object.position[1]
-- self.y = object.position[2]
-- self.angle = object.angle
-- local sprite = tico.resources.getByKey(object.sprite)
-- self.sprite = tico.engine.newSprite(sprite)
-- self.sprite:play("idle")
-- end
-- function Player:update(dt)
-- if tico.input.keyDown("right") then
-- self.x = self.x + 100 * dt
-- self.sprite:play("walk")
-- elseif tico.input.keyDown("left") then
-- self.x = self.x - 100 * dt
-- self.sprite:play("walk")
-- else
-- self.sprite:play("idle")
-- end
-- self.sprite:update(dt)
-- camera:move(-self.x+80, -self.y+46)
-- end
-- function Player:draw()
-- self.sprite:draw(self.x, self.y, self.angle, 1, 1, 8, 8)
-- end
return Player
|
local const = require("scrollbar.const")
local utils = require("scrollbar.utils")
local M = {}
local NAMESPACE = vim.api.nvim_create_namespace(const.NAME_PREFIX)
M.render = function()
vim.api.nvim_buf_clear_namespace(0, NAMESPACE, 0, -1)
local config = require("scrollbar.config").get()
if not config.show then
return
end
if vim.tbl_contains(config.excluded_filetypes, vim.bo.filetype) then
return
end
local total_lines = vim.api.nvim_buf_line_count(0)
local visible_lines = vim.api.nvim_win_get_height(0)
local first_visible_line = vim.fn.line("w0")
local last_visible_line = vim.fn.line("w$")
local show_handle = true
if visible_lines >= total_lines then
visible_lines = total_lines
if config.handle.hide_if_all_visible then
show_handle = false
end
end
local ratio = visible_lines / total_lines
local relative_first_line = math.floor(first_visible_line * ratio) - math.floor(1 * ratio)
local relative_last_line = math.floor(last_visible_line * ratio)
local scrollbar_marks = utils.get_scrollbar_marks(0)
local sorted_scrollbar_marks = {}
for _, namespace_marks in pairs(scrollbar_marks) do
for _, mark in ipairs(namespace_marks) do
table.insert(sorted_scrollbar_marks, mark)
end
end
table.sort(sorted_scrollbar_marks, function(a, b)
if a.line == b.line then
return config.marks[a.type].priority < config.marks[b.type].priority
end
return a.line < b.line
end)
local handle_marks = {}
local other_marks = {}
for _, mark in pairs(sorted_scrollbar_marks) do
local relative_mark_line = math.floor(mark.line * ratio)
if mark.line <= total_lines then
if
handle_marks[#handle_marks]
and math.floor(handle_marks[#handle_marks].line * ratio) == relative_mark_line
then
utils.set_next_level_text(handle_marks[#handle_marks])
elseif
other_marks[#other_marks]
and math.floor(other_marks[#other_marks].line * ratio) == relative_mark_line
then
utils.set_next_level_text(other_marks[#other_marks])
else
if relative_mark_line >= relative_first_line and relative_mark_line <= relative_last_line then
table.insert(handle_marks, mark)
else
table.insert(other_marks, mark)
end
end
end
end
local scroll_offset = visible_lines - (last_visible_line - first_visible_line)
for i = relative_first_line, relative_last_line, 1 do
local mark_line = first_visible_line + i - scroll_offset
if mark_line >= 0 then
local handle_opts = {
virt_text_pos = "right_align",
}
local handle_mark = nil
for index, mark in ipairs(handle_marks) do
local relative_mark_line = math.floor(mark.line * ratio)
if relative_mark_line >= i - 1 and relative_mark_line <= i then
handle_mark = mark
table.remove(handle_marks, index)
break
end
end
if handle_mark then
handle_opts.virt_text = {
{ handle_mark.text, utils.get_highlight_name(handle_mark.type, show_handle) },
}
else
local handle_mark_text = config.handle.text
if not show_handle then
handle_mark_text = ""
end
handle_opts.virt_text = {
{ handle_mark_text, utils.get_highlight_name("", show_handle) },
}
end
vim.api.nvim_buf_set_extmark(0, NAMESPACE, mark_line, -1, handle_opts)
end
end
for _, mark in pairs(other_marks) do
if mark ~= nil then
local mark_line = first_visible_line + math.floor(tonumber(mark.line) * ratio) - scroll_offset
if mark_line >= 0 then
local mark_opts = {
virt_text_pos = "right_align",
virt_text = { { mark.text, utils.get_highlight_name(mark.type, false) } },
}
vim.api.nvim_buf_set_extmark(0, NAMESPACE, mark_line, -1, mark_opts)
end
end
end
end
M.setup = function(overrides)
local config = require("scrollbar.config").set(overrides)
utils.set_highlights()
utils.set_commands()
vim.cmd([[
augroup scrollbar_setup_highlights
autocmd!
autocmd ColorScheme * lua require('scrollbar.utils').set_highlights()
augroup END
]])
if config.autocmd and config.autocmd.render and #config.autocmd.render > 0 then
vim.cmd(string.format(
[[
augroup scrollbar
autocmd!
autocmd %s * lua require('scrollbar').render()
augroup END
]],
table.concat(config.autocmd.render, ",")
))
end
if config.handlers.diagnostic then
require("scrollbar.handlers.diagnostic").setup()
end
if config.handlers.search then
require("scrollbar.handlers.search").setup()
end
end
return M
|
--[[
Number.lua
--]]
local Number, dbg = Object:newClass{ className = 'Number', register = false }
--- Constructor for extending class.
--
function Number:newClass( t )
return Object.newClass( self, t )
end
--- Constructor for new instance.
--
function Number:new( t )
return Object.new( self, t )
end
--- Check whether a value assumed to be number (or nil) is not zero.
--
function Number:isNonZero( s )
if (s ~= nil) and (s ~= 0) then
return true
else
return false
end
end
--- Try to convert a string to a number, without croaking if the string is nil, null, or isn't a number...
--
function Number:numberFromString( s )
if s == nil or s == '' then -- I thought this would throw an error if s not a string type, but @15/Dec/2012 (already) numeric type is surviving the test.
return nil
end
local sts, num = pcall( tonumber, s )
if sts and num then
return num
else
return nil
end
end
Number.getNumberFromString = Number.numberFromString -- 'Number:getNumberFromString('
--- takes a number (or string representation of a number) and returns a string with sign prepended.
function Number:signedString( v )
if tonumber( v ) > 0 then -- should be ok to apply tonumber if v already number.
return "+" .. v
else
return "" .. v
end
end
--- Get a number from a variable whose type has not been pre-assured.
--
-- @usage This function was invented when I thought the above would fail when 's' not string (e.g. number), but that seems OK now, so this function is may be completely redundent.
-- @usage If number, then returned verbatim, if string, then attempt to convert to number, otherwise returns nil.
-- @usage The intended use is for cases when a number is required, but user or legacy code may have left something else where a number is expected, in which case, the old value is to be ignored...
-- @usage never throws an error.
--
function Number:getAsNumber( a )
if a ~= nil then
if type( a ) == 'number' then
return a
elseif type( a ) == 'string' then
return self:numberFromString( a ) -- will be nil if string is not convertible to number.
else
return nil
end
else
return nil
end
end
--- Determine if a number, and if so, return it's value, otherwise return nil.
--
-- @usage never throws error.
--
function Number:getNumber( a, nameToThrow )
if a ~= nil then
if type( a ) == 'number' then
return a
elseif nameToThrow then
app:error( "'^1' must be a number, not a '^2'", nameToThrow, type( a ) )
else
return nil
end
else
return nil
end
end
--- Check if value is non-zero number.
--
-- @usage value can be nil, but if non-nil - must be number.
--
function Number:isNonZero( value )
if value ~= nil and value ~= 0 then
return true
else
return false
end
end
--- Determine if number is integer.
--
function Number:isInteger( num )
return (num % 1) == 0
end
--- Determine if number is within a certain amount of another number +/-
--
function Number:isWithin( num1, num2, amt )
if ( num1 + amt ) >= num2 and ( num1 - amt ) <= num2 then return true end
end
--- Format number to string with specified precision.
--
function Number:fmtPrec( val, prec )
if prec == 0 then
return string.format( "%d", val )
else
return string.format( str:fmtx( "%.^1f", prec ), val )
end
end
return Number
|
local noop = function() end
local vararg_callback = function(...) end
local call_noargs = function(fn) fn() end
local call_vararg = function(fn, ...) fn(...) end
local call_3 = function(fn, a, b, c) fn(a, b, c) end
NUM_ITER = 1000
bench = { }
bench.noop = noop
bench.vararg_callback = vararg_callback
bench.call_noargs_noop_nil = function()
call_noargs(noop)
end
bench.call_noargs_vararg_nil = function()
call_noargs(vararg_callback)
end
bench.call_vararg_noop_nil = function()
call_noargs(noop)
end
bench.call_vararg_vararg_nil = function()
call_noargs(vararg_callback)
end
bench.call_3_noop_nil = function()
call_3(noop)
end
bench.call_3_vararg_nil = function()
call_3(vararg_callback)
end
bench.call_noargs_noop_3 = function()
call_noargs(noop, 1, 2, 3)
end
bench.call_noargs_vararg_3 = function()
call_noargs(vararg_callback, 1, 2, 3)
end
bench.call_vararg_noop_3 = function()
call_noargs(noop, 1, 2, 3)
end
bench.call_vararg_vararg_3 = function()
call_noargs(vararg_callback, 1, 2, 3)
end
bench.call_3_noop_3 = function()
call_3(noop, 1, 2, 3)
end
bench.call_3_vararg_3 = function()
call_3(vararg_callback, 1, 2, 3)
end
return bench
|
pg = pg or {}
pg.ship_skin_template_13 = {
[307120] = {
ship_group = 30712,
name = "{namecode:208}",
bullet_skin_secondary = "",
hand_id = 14,
bgm = "",
illustrator2 = -1,
bg = "",
id = 307120,
group_index = 0,
shop_id = 0,
painting = "gecheng",
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 = "gecheng",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "{namecode:209}级航空母舰三番舰—{namecode:208}",
voice_actor = 286,
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 = {
{
1.481,
1.049,
0
}
},
plane = {
{
1.48,
1.081,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[307121] = {
ship_group = 30712,
name = "黎明辉祭",
bullet_skin_secondary = "",
hand_id = 14,
bgm = "",
illustrator2 = -1,
bg = "145",
id = 307121,
group_index = 1,
shop_id = 70591,
painting = "gecheng_2",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 16,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "gecheng_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "祭·典·来·啦!嗯——这个时期的话叫做夏日祭有点点微妙呢,应该叫节日庆典更合适?哎怎么都好啦,指挥官今天只要尽情享受就行!因为我也很开心哦!",
voice_actor = 286,
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 = {
{
1.481,
1.049,
0
}
},
plane = {
{
1.48,
1.081,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[308010] = {
ship_group = 30801,
name = "{namecode:154}",
bullet_skin_secondary = "",
hand_id = 14,
bgm = "",
illustrator2 = -1,
bg = "",
id = 308010,
group_index = 0,
shop_id = 0,
painting = "I19",
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 = "I19",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "{namecode:280}潜艇{namecode:154}",
voice_actor = 83,
spine_offset = "",
illustrator = 14,
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 = {
{
1.06,
0.11,
0
}
},
torpedo = {
{
1.1,
0.07,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[308011] = {
ship_group = 30801,
name = "启程的微风",
bullet_skin_secondary = "",
hand_id = 14,
bgm = "",
illustrator2 = -1,
bg = "103",
id = 308011,
group_index = 1,
shop_id = 70074,
painting = "I19_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 = "I19_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "唔……这种时候还要上课吗……嗯?指挥官,是来专门送人家的吗?",
voice_actor = 83,
spine_offset = "",
illustrator = 14,
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 = {
{
1.06,
0.11,
0
}
},
torpedo = {
{
1.1,
0.07,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[308012] = {
ship_group = 30801,
name = "枕头天堂",
bullet_skin_secondary = "",
hand_id = 14,
bgm = "",
illustrator2 = -1,
bg = "109",
id = 308012,
group_index = 2,
shop_id = 70391,
painting = "I19_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 = "I19_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "好困……嗯,指挥官?要和“鱼雷先生”一起睡会吗?",
voice_actor = 83,
spine_offset = "",
illustrator = 14,
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 = {
{
1.563,
0.382,
0
}
},
torpedo = {
{
0.011,
-0.417,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[308013] = {
ship_group = 30801,
name = "粉红甜心兔",
bullet_skin_secondary = "",
hand_id = 14,
bgm = "",
illustrator2 = -1,
bg = "145",
id = 308013,
group_index = 3,
shop_id = 70547,
painting = "i19_4",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 16,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "i19_4",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "人家换上了新的衣服哦~怎么样,合适吗?指~挥~官~觉得可爱的话就多夸夸人家嘛~",
voice_actor = 83,
spine_offset = "",
illustrator = 14,
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,
0.442,
0
}
},
torpedo = {
{
0,
0,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[308020] = {
ship_group = 30802,
name = "{namecode:155}",
bullet_skin_secondary = "",
hand_id = 17,
bgm = "",
illustrator2 = -1,
bg = "",
id = 308020,
group_index = 0,
shop_id = 0,
painting = "I26",
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 = "I26",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "{namecode:280}潜艇{namecode:155}",
voice_actor = 121,
spine_offset = "",
illustrator = 14,
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 = {
{
0.97,
0.24,
0
}
},
torpedo = {
{
0.97,
0.3,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[308021] = {
ship_group = 30802,
name = "深海少女",
bullet_skin_secondary = "",
hand_id = 14,
bgm = "",
illustrator2 = -1,
bg = "103",
id = 308021,
group_index = 1,
shop_id = 70075,
painting = "I26_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 = "I26_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "海洋的深处可是藏着许多秘密的!指挥官,有机会的话要去看看吗?作为课外辅导,嘻嘻~",
voice_actor = 121,
spine_offset = "",
illustrator = 14,
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 = {
{
0.6,
0.19,
0
}
},
torpedo = {
{
0.65,
0.03,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[308022] = {
ship_group = 30802,
name = "烟火大会前",
bullet_skin_secondary = "",
hand_id = 17,
bgm = "",
illustrator2 = -1,
bg = "114",
id = 308022,
group_index = 2,
shop_id = 70223,
painting = "I26_3",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 10,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "I26_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "指挥官,你也在等烟火大会开始吗?还有一点时间,稍微陪我聊一会天吧!",
voice_actor = 121,
spine_offset = "",
illustrator = 14,
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 = {
{
1.181,
0.291,
0
}
},
torpedo = {
{
0.288,
0.03,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.45,
0
}
}
}
}
}
},
[308030] = {
ship_group = 30803,
name = "{namecode:156}",
bullet_skin_secondary = "",
hand_id = 14,
bgm = "",
illustrator2 = -1,
bg = "",
id = 308030,
group_index = 0,
shop_id = 0,
painting = "I58",
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 = "I58",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "{namecode:283}型潜艇{namecode:156}",
voice_actor = 129,
spine_offset = "",
illustrator = 14,
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 = {
{
0.7,
0.21,
0
}
},
torpedo = {
{
0.7,
0.25,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.55,
2.21,
0
}
}
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l2d_animations = "",
bullet_skin_main = "",
skin_type = 1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "mingshi_h",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "指挥官一直这么照顾{namecode:98}的生意,{namecode:98}只能以身相许了喵!……喵哈哈,开玩笑的~{namecode:98}我可是最喜欢指挥官了哦,没错,比钻石还要喜欢喵!",
voice_actor = 28,
spine_offset = "",
illustrator = 10,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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vicegun = {
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bullet_skin_secondary = "",
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bgm = "",
illustrator2 = -1,
bg = "",
id = 317010,
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shop_id = 0,
painting = "I13",
air_bomb_skin = "",
air_bullet_skin = "",
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l2d_animations = "",
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l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
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voice_actor = 186,
spine_offset = "",
illustrator = 14,
rarity_bg = "",
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lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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}
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}
}
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bullet_skin_secondary = "",
hand_id = 2,
bgm = "",
illustrator2 = -1,
bg = "",
id = 319010,
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shop_id = 0,
painting = "jianye",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
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bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "jianye",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "运输舰—{namecode:188}",
voice_actor = 243,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
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bound_bone = {
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vicegun = {
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}
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}
}
}
}
}
},
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bullet_skin_secondary = "",
hand_id = 2,
bgm = "",
illustrator2 = -1,
bg = "106",
id = 319011,
group_index = 1,
shop_id = 70406,
painting = "jianye_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 = "jianye_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "啊…疼疼疼…对不起指挥官,好像踩着什么东西摔了一跤…想注意脚下有时候也很难呢…呜……",
voice_actor = 243,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
tag = {
1,
2
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live2d_offset = {
30,
110,
0
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fx_container = {
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bound_bone = {
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vicegun = {
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}
},
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50,
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}
}
}
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},
l2d_animations = {
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"main_2",
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"mission",
"mission_complete",
"complete",
"login",
"home",
"mail",
"touch_body",
"touch_head"
},
l2d_voice_calibrate = {
home = 0.35,
login = 1
}
},
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ship_group = 30105,
name = "新年的愿望",
bullet_skin_secondary = "",
hand_id = 14,
bgm = "",
illustrator2 = -1,
bg = "126",
id = 331050,
group_index = 10,
shop_id = 70294,
painting = "lingbo_8",
air_bomb_skin = "",
air_bullet_skin = "",
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lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
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bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "lingbo_8",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
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voice_actor = 32,
spine_offset = "",
illustrator = 2,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
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vicegun = {
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}
}
}
}
}
},
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bullet_skin_secondary = "",
hand_id = 14,
bgm = "",
illustrator2 = -1,
bg = "135",
id = 331051,
group_index = 11,
shop_id = 70420,
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air_bomb_skin = "",
air_bullet_skin = "",
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lip_smoothing = 0,
bullet_skin_main = "",
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bg_sp = "1102",
voice_actor_2 = -1,
air_torpedo_skin = "",
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l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "指挥官,谢谢你能来参加宴会。{namecode:6}在这里等了很久了。……有点可怕?{namecode:6}不大明白…的说。",
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rarity_bg = "",
time = "",
lip_sync_gain = 0,
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l2d_voice_calibrate = "",
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vicegun = {
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air_bullet_skin = "",
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l2d_animations = "",
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voice_actor_2 = -1,
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l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
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illustrator = 2,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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}
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}
}
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}
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bg = "",
id = 401010,
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shop_id = 0,
painting = "z1",
air_bomb_skin = "",
air_bullet_skin = "",
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lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
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bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "z1",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "1934型驱逐舰—Z1 莱伯勒希特·马斯",
voice_actor = 17,
spine_offset = "",
illustrator = 10,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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},
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bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "103",
id = 401011,
group_index = 1,
shop_id = 70056,
painting = "Z1_2",
air_bomb_skin = "",
air_bullet_skin = "",
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lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "Z1_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "因为是Z1,成绩当然也是NO.1!哼哼,无论到哪里,Z1大人都是最厉害的!",
voice_actor = 17,
spine_offset = "",
illustrator = 10,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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torpedo = {
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hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 401019,
group_index = 9,
shop_id = 0,
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air_bomb_skin = "",
air_bullet_skin = "",
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lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 2,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "Z1_g",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "哼~这就是改造吗…?感觉不错!再次欢呼吧,指挥官!万事继续交给变得更强的Z1大人就没问题啦!",
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spine_offset = "",
illustrator = 10,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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bound_bone = {
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torpedo = {
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2.24,
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}
}
}
},
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bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 401020,
group_index = 0,
shop_id = 0,
painting = "z2",
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 = "z2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "1934型驱逐舰—Z2 格奥尔格·蒂勒",
voice_actor = 172,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
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bound_bone = {
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1.25,
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0.18,
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1.14,
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}
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}
}
}
},
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hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 401021,
group_index = 1,
shop_id = 70444,
painting = "z2_2",
air_bomb_skin = "",
air_bullet_skin = "",
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lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "z2_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "指挥官,“不穿制服上班也没关系”这种命令,其实只是您想要看大家便服的样子吧?……我倒是无所谓,您高兴就好。",
voice_actor = 172,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
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fx_container = {
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},
bound_bone = {
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}
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torpedo = {
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0.005,
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smoke = {
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50,
{
{
"smoke",
{
-0.5,
2.579,
0
}
}
}
}
}
},
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ship_group = 40102,
name = "夜色锦鲤",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "114",
id = 401022,
group_index = 2,
shop_id = 70579,
painting = "z2_3",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 10,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "z2_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "能看到指挥官这么精彩的表情,花了那么多时间换上这一身也算是有价值了呢。…呆站在那做什么?过来一起坐会吧,也许还能看到烟花呢。",
voice_actor = 172,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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2
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live2d_offset = {
0,
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0
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0,
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0,
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0
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bound_bone = {
cannon = {
{
1.061,
1.028,
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}
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torpedo = {
{
0.005,
0.008,
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antiaircraft = {
{
1.071,
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0
}
}
},
smoke = {
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50,
{
{
"smoke",
{
-0.356,
2.649,
0
}
}
}
}
}
},
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ship_group = 40118,
name = "Z18",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 401180,
group_index = 0,
shop_id = 0,
painting = "z18",
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 = "z18",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "1936型驱逐舰—Z18 汉斯·吕德曼",
voice_actor = 18,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
0,
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fx_container = {
{
0,
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0,
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{
0,
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{
0,
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0
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},
bound_bone = {
cannon = {
{
1.5,
1.25,
0
}
},
torpedo = {
{
0.16,
0.09,
0
}
},
antiaircraft = {
{
0.23,
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0
}
}
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smoke = {
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50,
{
{
"smoke",
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-0.43,
2.31,
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}
}
}
}
},
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ship_group = 40119,
name = "Z19",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 401190,
group_index = 0,
shop_id = 0,
painting = "z19",
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 = "z19",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "1936型驱逐舰—Z19 赫尔曼·库纳",
voice_actor = 59,
spine_offset = "",
illustrator = 28,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
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fx_container = {
{
0,
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0,
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{
0,
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{
0,
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0
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bound_bone = {
cannon = {
{
-0.38,
0.5,
0
}
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torpedo = {
{
0.43,
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}
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antiaircraft = {
{
-0.38,
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}
}
},
smoke = {
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70,
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"smoke",
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0.36,
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}
}
},
{
30,
{
{
"smoke",
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0.72,
0.31,
-0.03
}
}
}
}
}
},
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ship_group = 40120,
name = "Z20",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 401200,
group_index = 0,
shop_id = 0,
painting = "z20",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
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bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "z20",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "1936型驱逐舰—Z20 卡尔·加尔斯特",
voice_actor = 59,
spine_offset = "",
illustrator = 28,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
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fx_container = {
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0,
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0,
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0,
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bound_bone = {
cannon = {
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1.23,
1,
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vicegun = {
{
1.23,
1,
0
}
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torpedo = {
{
0.29,
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}
},
antiaircraft = {
{
1.23,
1,
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}
}
},
smoke = {
{
70,
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{
"smoke",
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-0.37,
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}
}
},
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40,
{
{
"smoke",
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-0.46,
1.64,
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}
}
}
}
}
},
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ship_group = 40121,
name = "Z21",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 401210,
group_index = 0,
shop_id = 0,
painting = "z21",
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 = "z21",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "1936型驱逐舰—Z21 威尔海姆·海德坎姆",
voice_actor = 59,
spine_offset = "",
illustrator = 28,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
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fx_container = {
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0,
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0,
0,
0
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0,
0.75,
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{
0,
0,
0
}
},
bound_bone = {
cannon = {
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1.1,
0.45,
0
}
},
vicegun = {
{
1.1,
0.45,
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}
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{
0.21,
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}
},
antiaircraft = {
{
1.1,
0.45,
0
}
}
},
smoke = {
{
70,
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{
"smoke",
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-0.17,
0.42,
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}
}
}
},
{
40,
{
{
"smoke",
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-0.37,
1.73,
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}
}
}
}
}
},
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ship_group = 40123,
name = "Z23",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 401230,
group_index = 0,
shop_id = 0,
painting = "z23",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "z23",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "1936A “纳尔维克”型驱逐舰—Z23",
voice_actor = 3,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
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0,
1.99185,
1.15
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0,
0,
0
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{
0,
0.75,
-1.299
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{
0,
0,
0
}
},
bound_bone = {
cannon = {
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-0.16,
0.59,
0
}
},
vicegun = {
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-0.16,
0.59,
0
}
},
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0.33,
0.35,
0
}
},
antiaircraft = {
{
-0.16,
0.59,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
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0.89,
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}
}
},
{
30,
{
{
"smoke",
{
-0.53,
2.92,
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}
}
}
}
},
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
}
},
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name = "哲学讲师",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 401231,
group_index = 1,
shop_id = 0,
painting = "z23_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 = "z23_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "这里是重点!(敲黑板)不乖乖记笔记的话,Z23老师就要惩罚你了哦!",
voice_actor = 3,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
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fx_container = {
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0,
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0,
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{
0,
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}
},
bound_bone = {
cannon = {
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1.005,
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vicegun = {
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1.005,
0.804,
0
}
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0.247,
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antiaircraft = {
{
1.005,
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0
}
}
},
smoke = {
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70,
{
{
"smoke",
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0.89,
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}
}
},
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30,
{
{
"smoke",
{
-0.53,
2.92,
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}
}
}
}
}
},
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ship_group = 40123,
name = "非正式沙滩排球赛",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "106",
id = 401232,
group_index = 2,
shop_id = 70368,
painting = "z23_7",
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 = "z23_7",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "嘿~!{namecode:6},进攻就交给你了!—呼…指挥官,有好好计分了吗?就算是非正式的沙滩排球比赛,裁判成天发呆也是不行的哦?",
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 = {
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0,
0
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fx_container = {
{
0,
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0,
0,
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{
0,
0.75,
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},
{
0,
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}
},
bound_bone = {
cannon = {
{
0.896,
0.804,
0
}
},
vicegun = {
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1.005,
0.804,
0
}
},
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{
-0.006,
0.005,
0
}
},
antiaircraft = {
{
0.841,
0.859,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.53,
2.231,
-0.38
}
}
}
}
}
},
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ship_group = 40123,
name = "标准笑容?",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 401233,
group_index = 3,
shop_id = 70178,
painting = "z23_4",
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_4",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "欢迎光临,请问客人只有一位吗?……那个,指挥官,我的笑容看起来应该不算僵硬……吧?",
voice_actor = 3,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
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0,
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0,
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bound_bone = {
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0.92,
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vicegun = {
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1.005,
0.804,
0
}
},
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0.03,
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{
1.005,
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0
}
}
},
smoke = {
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50,
{
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"smoke",
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}
}
}
}
},
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name = "宴会上的优等生",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "115",
id = 401234,
group_index = 4,
shop_id = 70187,
painting = "z23_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 = "z23_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "咦,指挥官,晚上好。我正在找标枪她们……那个,不介意的话,一起在会场里走一走如何?",
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
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live2d_offset = {
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fx_container = {
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0,
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bound_bone = {
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0.982,
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},
vicegun = {
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1.005,
0.804,
0
}
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torpedo = {
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0.03,
0.06,
0
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antiaircraft = {
{
1.005,
0.804,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
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2.485,
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}
}
}
}
},
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name = "新设基地・茶店体验",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 401235,
group_index = 5,
shop_id = 0,
painting = "z23_8",
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_8",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "欢迎光临!一名客人…指挥官?!啊,唔,这个是重樱的喫茶店服务生体验活动…所以才换上这身…你觉得…怎么样?",
voice_actor = 3,
spine_offset = "",
illustrator = 1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
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fx_container = {
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bound_bone = {
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1.14,
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0
}
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vicegun = {
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1.163,
1.133,
0
}
},
torpedo = {
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-0.008,
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antiaircraft = {
{
1.189,
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}
},
smoke = {
{
50,
{
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"smoke",
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2.485,
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}
}
}
}
},
[401236] = {
ship_group = 40123,
name = "正经偶像·经纪人担当?",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "120",
id = 401236,
group_index = 6,
shop_id = 70265,
painting = "z23_5",
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 = "z23_5",
l2d_se = "",
aircraft_skin = "",
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l2d_animations = "",
bullet_skin_main = "",
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bg_sp = "",
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air_torpedo_skin = "",
prefab = "Z35",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "1936B型驱逐舰—Z35",
voice_actor = 123,
spine_offset = "",
illustrator = -1,
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illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
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air_bomb_skin = "",
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l2d_animations = "",
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air_torpedo_skin = "",
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l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "1936B型驱逐舰—Z36",
voice_actor = 185,
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l2d_para_range = "",
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bullet_skin_secondary = "",
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bgm = "",
illustrator2 = -1,
bg = "",
id = 401460,
group_index = 0,
shop_id = 0,
painting = "Z46",
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 = "Z46",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "1936C型驱逐舰—Z46",
voice_actor = 60,
spine_offset = "",
illustrator = 5,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
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0.82,
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0.22,
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}
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70,
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}
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40,
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}
}
}
}
},
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illustrator2 = -1,
bg = "106",
id = 401461,
group_index = 1,
shop_id = 70076,
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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 = "Z46_2",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "躁动的沙滩,欢笑的海边…初次体验到的别样夏天,我并不讨厌",
voice_actor = 60,
spine_offset = "",
illustrator = 5,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
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2
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0.7,
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50,
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"main_2",
"main_3",
"mission",
"mission_complete",
"complete",
"login",
"home",
"mail",
"touch_body",
"touch_head"
},
l2d_voice_calibrate = {
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}
},
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bullet_skin_secondary = "",
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bgm = "",
illustrator2 = -1,
bg = "112",
id = 401462,
group_index = 2,
shop_id = 70328,
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air_bomb_skin = "",
air_bullet_skin = "",
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lip_smoothing = 0,
bullet_skin_main = "",
skin_type = 4,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "Z46_3",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
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voice_actor = 60,
spine_offset = "",
illustrator = 5,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
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2
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1.284,
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"mail",
"touch_body",
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l2d_voice_calibrate = {
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},
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illustrator2 = -1,
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rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
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}
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"login",
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"touch_body",
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},
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bg = "144",
id = 401464,
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desc = "剪裁纸张,构造出动物之造型…这个世界再次超出了我的理解范围。把这些装饰起来便能够招财转运…莫非是等同于纹章、亦或是圣印之物?",
voice_actor = 60,
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illustrator = 5,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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}
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}
}
}
}
},
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id = 402029,
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l2d_animations = "",
bullet_skin_main = "",
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desc = "指挥官,你看你看,新武装的色泽,线条还有质感是不是好棒?感觉再遇到风暴也不会出事了!大概!",
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time = "",
l2d_para_range = "",
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},
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id = 402030,
group_index = 0,
shop_id = 0,
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air_bomb_skin = "",
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lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
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voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "kelong",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "柯尼斯堡级轻巡洋舰—科隆",
voice_actor = 78,
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 = {
{
0.92,
0.75,
0
}
},
vicegun = {
{
0.92,
0.75,
0
}
},
torpedo = {
{
0.23,
0.23,
0
}
},
antiaircraft = {
{
-0.44,
0.94,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
0.57,
0.81,
-0.568
}
}
}
},
{
30,
{
{
"smoke",
{
-0.64,
2.606,
-0.472
}
}
}
}
}
},
[402039] = {
ship_group = 40203,
name = "科隆.改",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 402039,
group_index = 9,
shop_id = 0,
painting = "kelong_g",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 2,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "kelong_g",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "嗯哼,感觉能够比以前更加进一步地进行辅佐工作了呢。放心吧指挥官,科隆不会让你的器重与期待白费的",
voice_actor = 78,
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 = {
{
1.24,
0.389,
0
}
},
vicegun = {
{
1.216,
0.372,
0
}
},
torpedo = {
{
0.008,
0.041,
0
}
},
antiaircraft = {
{
1.25,
0.4,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.401,
-0.472
}
}
}
}
}
},
[402040] = {
ship_group = 40204,
name = "莱比锡",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 402040,
group_index = 0,
shop_id = 0,
painting = "laibixi",
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 = "laibixi",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "莱比锡级轻巡洋舰—莱比锡\n<color=#ffde38>获得后将解锁建造</color>",
voice_actor = 78,
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 = {
{
1.19,
1.2,
0
}
},
vicegun = {
{
1.19,
1.2,
0
}
},
torpedo = {
{
-0.13,
0.37,
0
}
},
antiaircraft = {
{
1.19,
1.2,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
0.57,
0.81,
-0.568
}
}
}
},
{
30,
{
{
"smoke",
{
-0.64,
2.606,
-0.472
}
}
}
}
}
},
[402049] = {
ship_group = 40204,
name = "莱比锡.改",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 402049,
group_index = 9,
shop_id = 0,
painting = "laibixi_g",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = 2,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "laibixi_g",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "总觉得鱼鱼比以前能干了许多,而我却没有什么变化……难道是鱼鱼代替我变强了吗…!?",
voice_actor = 78,
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 = {
{
1.19,
1.15,
0
}
},
vicegun = {
{
1.19,
1.15,
0
}
},
torpedo = {
{
0.239,
-0.109,
0
}
},
antiaircraft = {
{
1.19,
1.17,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.64,
2.462,
-0.472
}
}
}
}
}
}
}
return
|
--Reading "user agent" string from internetoptions.h
function userAgent()
local f = io.open("../idp/internetoptions.h")
for l in f:lines() do
local s = l:match("InnoDownloadPlugin/%d%.%d")
if s then
f:close()
return s
end
end
io.write("Error parsing internetoptions.h\n")
return '<font color="#ff0000">Error building docs</font>'
end
function parseVer()
local f = io.open("../idp/idp.rc")
for l in f:lines() do
local s = l:match("PRODUCTVERSION %d,%d,%d,%d")
if s then
f:close()
return string.gsub(s:match("%d,%d,%d,%d"), ",", ".")
end
end
io.write("Error parsing idp.rc\n")
return "0.0.0.0"
end
verStr = parseVer()
verMajor = verStr:sub(1, 1)
verMinor = verStr:sub(3, 3)
verRev = verStr:sub(5, 5)
verBuild = verStr:sub(7, 7)
verDword = string.format("0x%02X%02X%02X%02X", verMajor, verMinor, verRev, verBuild)
|
--[[
Copyright 2016 Whizzbang Inc
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
--]]
return {
-- http://notebook.kulchenko.com/zerobrane/debugging-lightroom-plugins-zerobrane-studio-ide
-- tail -f ~/Documents/libraryLogger.log
LrSdkVersion = 5.0,
LrSdkMinimumVersion = 5.0,
LrToolkitIdentifier = 'com.thewhizzbang.focuspoint',
LrPluginName = "Focus Point Viewer",
LrLibraryMenuItems = {
{
title = "Show Focus Point",
file = "FocusPoint.lua",
enabledWhen = "photosSelected"
},
{
title = "Show Metadata",
file = "ShowMetadata.lua",
enabledWhen = "photosSelected"
},
},
VERSION = { major=0, minor=0, revision=1, build=1, },
LrPluginInfoProvider = 'FocusPointsInfoProvider.lua',
}
--[[
KNOWN BUGS:
1. LrPhoto.getDevelopmentSettings()["Orientation"] return nil. I have no way of knowing if the photo
was rotated in development mode
2. Orientation must be determined from the metadata. The metdata does not tell me if the camera was upside down
e.g. rotation of 180 degrees. It only tells me normal, 90, or 270
--]]
|
Bullet = Class{}
function Bullet:init(x, y)
self.x = x + 10
self.y = y + 10
self.dy = 1
self.dx = 1
self.width = 5
self.height = 5
self.mouseX = love.mouse.getX() - 12
self.mouseY = love.mouse.getY() - 12
self.Vy = self.mouseY - y
self.Vx = self.mouseX - x
self.M = math.sqrt((self.mouseX - x)^2 + (self.mouseY - y)^2 )
self.Vy = self.Vy/self.M
self.Vx = self.Vx/self.M
end
function Bullet:update()
self.x = self.x + self.Vx * 15
self.y = self.y + self.Vy * 15
end
function Bullet:render()
love.graphics.setColor(252 / 255, 211 / 255, 3 / 255, 1)
love.graphics.rectangle('fill', self.x, self.y, self.width, self.height)
end
function Bullet:collsion()
if self.x < 0 then
return true
end
if self.x + self.width > VIRTUAL_WIDTH then
return true
end
if self.y < 0 then
return true
end
if self.y + self.height > VIRTUAL_HEIGHT then
return true
end
return false
end
|
local o = vim.bo
o.shiftwidth = 8
o.expandtab = false
|
local Color3 = require("datatypes.Color3")
return {
[1] = { "White", Color3.fromRGB(242, 243, 243) },
[2] = { "Grey", Color3.fromRGB(161, 165, 162) },
[3] = { "Light yellow", Color3.fromRGB(249, 233, 153) },
[5] = { "Brick yellow", Color3.fromRGB(215, 197, 154) },
[6] = { "Light green (Mint)", Color3.fromRGB(194, 218, 184) },
[9] = { "Light reddish violet", Color3.fromRGB(232, 186, 200) },
[11] = { "Pastel Blue", Color3.fromRGB(128, 187, 219) },
[12] = { "Light orange brown", Color3.fromRGB(203, 132, 66) },
[18] = { "Nougat", Color3.fromRGB(204, 142, 105) },
[21] = { "Bright red", Color3.fromRGB(196, 40, 28) },
[22] = { "Med. reddish violet", Color3.fromRGB(196, 112, 160) },
[23] = { "Bright blue", Color3.fromRGB(13, 105, 172) },
[24] = { "Bright yellow", Color3.fromRGB(245, 205, 48) },
[25] = { "Earth orange", Color3.fromRGB(98, 71, 50) },
[26] = { "Black", Color3.fromRGB(27, 42, 53) },
[27] = { "Dark grey", Color3.fromRGB(109, 110, 108) },
[28] = { "Dark green", Color3.fromRGB(40, 127, 71) },
[29] = { "Medium green", Color3.fromRGB(161, 196, 140) },
[36] = { "Lig. Yellowich orange", Color3.fromRGB(243, 207, 155) },
[37] = { "Bright green", Color3.fromRGB(75, 151, 75) },
[38] = { "Dark orange", Color3.fromRGB(160, 95, 53) },
[39] = { "Light bluish violet", Color3.fromRGB(193, 202, 222) },
[40] = { "Transparent", Color3.fromRGB(236, 236, 236) },
[41] = { "Tr. Red", Color3.fromRGB(205, 84, 75) },
[42] = { "Tr. Lg blue", Color3.fromRGB(193, 223, 240) },
[43] = { "Tr. Blue", Color3.fromRGB(123, 182, 232) },
[44] = { "Tr. Yellow", Color3.fromRGB(247, 241, 141) },
[45] = { "Light blue", Color3.fromRGB(180, 210, 228) },
[47] = { "Tr. Flu. Reddish orange", Color3.fromRGB(217, 133, 108) },
[48] = { "Tr. Green", Color3.fromRGB(132, 182, 141) },
[49] = { "Tr. Flu. Green", Color3.fromRGB(248, 241, 132) },
[50] = { "Phosph. White", Color3.fromRGB(236, 232, 222) },
[100] = { "Light red", Color3.fromRGB(238, 196, 182) },
[101] = { "Medium red", Color3.fromRGB(218, 134, 122) },
[102] = { "Medium blue", Color3.fromRGB(110, 153, 202) },
[103] = { "Light grey", Color3.fromRGB(199, 193, 183) },
[104] = { "Bright violet", Color3.fromRGB(107, 50, 124) },
[105] = { "Br. yellowish orange", Color3.fromRGB(226, 155, 64) },
[106] = { "Bright orange", Color3.fromRGB(218, 133, 65) },
[107] = { "Bright bluish green", Color3.fromRGB(0, 143, 156) },
[108] = { "Earth yellow", Color3.fromRGB(104, 92, 67) },
[110] = { "Bright bluish violet", Color3.fromRGB(67, 84, 147) },
[111] = { "Tr. Brown", Color3.fromRGB(191, 183, 177) },
[112] = { "Medium bluish violet", Color3.fromRGB(104, 116, 172) },
[113] = { "Tr. Medi. reddish violet", Color3.fromRGB(229, 173, 200) },
[115] = { "Med. yellowish green", Color3.fromRGB(199, 210, 60) },
[116] = { "Med. bluish green", Color3.fromRGB(85, 165, 175) },
[118] = { "Light bluish green", Color3.fromRGB(183, 215, 213) },
[119] = { "Br. yellowish green", Color3.fromRGB(164, 189, 71) },
[120] = { "Lig. yellowish green", Color3.fromRGB(217, 228, 167) },
[121] = { "Med. yellowish orange", Color3.fromRGB(231, 172, 88) },
[123] = { "Br. reddish orange", Color3.fromRGB(211, 111, 76) },
[124] = { "Bright reddish violet", Color3.fromRGB(146, 57, 120) },
[125] = { "Light orange", Color3.fromRGB(234, 184, 146) },
[126] = { "Tr. Bright bluish violet", Color3.fromRGB(165, 165, 203) },
[127] = { "Gold", Color3.fromRGB(220, 188, 129) },
[128] = { "Dark nougat", Color3.fromRGB(174, 122, 89) },
[131] = { "Silver", Color3.fromRGB(156, 163, 168) },
[133] = { "Neon orange", Color3.fromRGB(213, 115, 61) },
[134] = { "Neon green", Color3.fromRGB(216, 221, 86) },
[135] = { "Sand blue", Color3.fromRGB(116, 134, 157) },
[136] = { "Sand violet", Color3.fromRGB(135, 124, 144) },
[137] = { "Medium orange", Color3.fromRGB(224, 152, 100) },
[138] = { "Sand yellow", Color3.fromRGB(149, 138, 115) },
[140] = { "Earth blue", Color3.fromRGB(32, 58, 86) },
[141] = { "Earth green", Color3.fromRGB(39, 70, 45) },
[143] = { "Tr. Flu. Blue", Color3.fromRGB(207, 226, 247) },
[145] = { "Sand blue metallic", Color3.fromRGB(121, 136, 161) },
[146] = { "Sand violet metallic", Color3.fromRGB(149, 142, 163) },
[147] = { "Sand yellow metallic", Color3.fromRGB(147, 135, 103) },
[148] = { "Dark grey metallic", Color3.fromRGB(87, 88, 87) },
[149] = { "Black metallic", Color3.fromRGB(22, 29, 50) },
[150] = { "Light grey metallic", Color3.fromRGB(171, 173, 172) },
[151] = { "Sand green", Color3.fromRGB(120, 144, 130) },
[153] = { "Sand red", Color3.fromRGB(149, 121, 119) },
[154] = { "Dark red", Color3.fromRGB(123, 46, 47) },
[157] = { "Tr. Flu. Yellow", Color3.fromRGB(255, 246, 123) },
[158] = { "Tr. Flu. Red", Color3.fromRGB(225, 164, 194) },
[168] = { "Gun metallic", Color3.fromRGB(117, 108, 98) },
[176] = { "Red flip/flop", Color3.fromRGB(151, 105, 91) },
[178] = { "Yellow flip/flop", Color3.fromRGB(180, 132, 85) },
[179] = { "Silver flip/flop", Color3.fromRGB(137, 135, 136) },
[180] = { "Curry", Color3.fromRGB(215, 169, 75) },
[190] = { "Fire Yellow", Color3.fromRGB(249, 214, 46) },
[191] = { "Flame yellowish orange", Color3.fromRGB(232, 171, 45) },
[192] = { "Reddish brown", Color3.fromRGB(105, 64, 40) },
[193] = { "Flame reddish orange", Color3.fromRGB(207, 96, 36) },
[194] = { "Medium stone grey", Color3.fromRGB(163, 162, 165) },
[195] = { "Royal blue", Color3.fromRGB(70, 103, 164) },
[196] = { "Dark Royal blue", Color3.fromRGB(35, 71, 139) },
[198] = { "Bright reddish lilac", Color3.fromRGB(142, 66, 133) },
[199] = { "Dark stone grey", Color3.fromRGB(99, 95, 98) },
[200] = { "Lemon metalic", Color3.fromRGB(130, 138, 93) },
[208] = { "Light stone grey", Color3.fromRGB(229, 228, 223) },
[209] = { "Dark Curry", Color3.fromRGB(176, 142, 68) },
[210] = { "Faded green", Color3.fromRGB(112, 149, 120) },
[211] = { "Turquoise", Color3.fromRGB(121, 181, 181) },
[212] = { "Light Royal blue", Color3.fromRGB(159, 195, 233) },
[213] = { "Medium Royal blue", Color3.fromRGB(108, 129, 183) },
[216] = { "Rust", Color3.fromRGB(144, 76, 42) },
[217] = { "Brown", Color3.fromRGB(124, 92, 70) },
[218] = { "Reddish lilac", Color3.fromRGB(150, 112, 159) },
[219] = { "Lilac", Color3.fromRGB(107, 98, 155) },
[220] = { "Light lilac", Color3.fromRGB(167, 169, 206) },
[221] = { "Bright purple", Color3.fromRGB(205, 98, 152) },
[222] = { "Light purple", Color3.fromRGB(228, 173, 200) },
[223] = { "Light pink", Color3.fromRGB(220, 144, 149) },
[224] = { "Light brick yellow", Color3.fromRGB(240, 213, 160) },
[225] = { "Warm yellowish orange", Color3.fromRGB(235, 184, 127) },
[226] = { "Cool yellow", Color3.fromRGB(253, 234, 141) },
[232] = { "Dove blue", Color3.fromRGB(125, 187, 221) },
[268] = { "Medium lilac", Color3.fromRGB(52, 43, 117) },
[301] = { "Slime green", Color3.fromRGB(80, 109, 84) },
[302] = { "Smoky grey", Color3.fromRGB(91, 93, 105) },
[303] = { "Dark blue", Color3.fromRGB(0, 16, 176) },
[304] = { "Parsley green", Color3.fromRGB(44, 101, 29) },
[305] = { "Steel blue", Color3.fromRGB(82, 124, 174) },
[306] = { "Storm blue", Color3.fromRGB(51, 88, 130) },
[307] = { "Lapis", Color3.fromRGB(16, 42, 220) },
[308] = { "Dark indigo", Color3.fromRGB(61, 21, 133) },
[309] = { "Sea green", Color3.fromRGB(52, 142, 64) },
[310] = { "Shamrock", Color3.fromRGB(91, 154, 76) },
[311] = { "Fossil", Color3.fromRGB(159, 161, 172) },
[312] = { "Mulberry", Color3.fromRGB(89, 34, 89) },
[313] = { "Forest green", Color3.fromRGB(31, 128, 29) },
[314] = { "Cadet blue", Color3.fromRGB(159, 173, 192) },
[315] = { "Electric blue", Color3.fromRGB(9, 137, 207) },
[316] = { "Eggplant", Color3.fromRGB(123, 0, 123) },
[317] = { "Moss", Color3.fromRGB(124, 156, 107) },
[318] = { "Artichoke", Color3.fromRGB(138, 171, 133) },
[319] = { "Sage green", Color3.fromRGB(185, 196, 177) },
[320] = { "Ghost grey", Color3.fromRGB(202, 203, 209) },
[321] = { "Lilac", Color3.fromRGB(167, 94, 155) },
[322] = { "Plum", Color3.fromRGB(123, 47, 123) },
[323] = { "Olivine", Color3.fromRGB(148, 190, 129) },
[324] = { "Laurel green", Color3.fromRGB(168, 189, 153) },
[325] = { "Quill grey", Color3.fromRGB(223, 223, 222) },
[327] = { "Crimson", Color3.fromRGB(151, 0, 0) },
[328] = { "Mint", Color3.fromRGB(177, 229, 166) },
[329] = { "Baby blue", Color3.fromRGB(152, 194, 219) },
[330] = { "Carnation pink", Color3.fromRGB(255, 152, 220) },
[331] = { "Persimmon", Color3.fromRGB(255, 89, 89) },
[332] = { "Maroon", Color3.fromRGB(117, 0, 0) },
[333] = { "Gold", Color3.fromRGB(239, 184, 56) },
[334] = { "Daisy orange", Color3.fromRGB(248, 217, 109) },
[335] = { "Pearl", Color3.fromRGB(231, 231, 236) },
[336] = { "Fog", Color3.fromRGB(199, 212, 228) },
[337] = { "Salmon", Color3.fromRGB(255, 148, 148) },
[338] = { "Terra Cotta", Color3.fromRGB(190, 104, 98) },
[339] = { "Cocoa", Color3.fromRGB(86, 36, 36) },
[340] = { "Wheat", Color3.fromRGB(241, 231, 199) },
[341] = { "Buttermilk", Color3.fromRGB(254, 243, 187) },
[342] = { "Mauve", Color3.fromRGB(224, 178, 208) },
[343] = { "Sunrise", Color3.fromRGB(212, 144, 189) },
[344] = { "Tawny", Color3.fromRGB(150, 85, 85) },
[345] = { "Rust", Color3.fromRGB(143, 76, 42) },
[346] = { "Cashmere", Color3.fromRGB(211, 190, 150) },
[347] = { "Khaki", Color3.fromRGB(226, 220, 188) },
[348] = { "Lily white", Color3.fromRGB(237, 234, 234) },
[349] = { "Seashell", Color3.fromRGB(233, 218, 218) },
[350] = { "Burgundy", Color3.fromRGB(136, 62, 62) },
[351] = { "Cork", Color3.fromRGB(188, 155, 93) },
[352] = { "Burlap", Color3.fromRGB(199, 172, 120) },
[353] = { "Beige", Color3.fromRGB(202, 191, 163) },
[354] = { "Oyster", Color3.fromRGB(187, 179, 178) },
[355] = { "Pine Cone", Color3.fromRGB(108, 88, 75) },
[356] = { "Fawn brown", Color3.fromRGB(160, 132, 79) },
[357] = { "Hurricane grey", Color3.fromRGB(149, 137, 136) },
[358] = { "Cloudy grey", Color3.fromRGB(171, 168, 158) },
[359] = { "Linen", Color3.fromRGB(175, 148, 131) },
[360] = { "Copper", Color3.fromRGB(150, 103, 102) },
[361] = { "Dirt brown", Color3.fromRGB(86, 66, 54) },
[362] = { "Bronze", Color3.fromRGB(126, 104, 63) },
[363] = { "Flint", Color3.fromRGB(105, 102, 92) },
[364] = { "Dark taupe", Color3.fromRGB(90, 76, 66) },
[365] = { "Burnt Sienna", Color3.fromRGB(106, 57, 9) },
[1001] = { "Institutional white", Color3.fromRGB(248, 248, 248) },
[1002] = { "Mid gray", Color3.fromRGB(205, 205, 205) },
[1003] = { "Really black", Color3.fromRGB(17, 17, 17) },
[1004] = { "Really red", Color3.fromRGB(255, 0, 0) },
[1005] = { "Deep orange", Color3.fromRGB(255, 176, 0) },
[1006] = { "Alder", Color3.fromRGB(180, 128, 255) },
[1007] = { "Dusty Rose", Color3.fromRGB(163, 75, 75) },
[1008] = { "Olive", Color3.fromRGB(193, 190, 66) },
[1009] = { "New Yeller", Color3.fromRGB(255, 255, 0) },
[1010] = { "Really blue", Color3.fromRGB(0, 0, 255) },
[1011] = { "Navy blue", Color3.fromRGB(0, 32, 96) },
[1012] = { "Deep blue", Color3.fromRGB(33, 84, 185) },
[1013] = { "Cyan", Color3.fromRGB(4, 175, 236) },
[1014] = { "CGA brown", Color3.fromRGB(170, 85, 0) },
[1015] = { "Magenta", Color3.fromRGB(170, 0, 170) },
[1016] = { "Pink", Color3.fromRGB(255, 102, 204) },
[1017] = { "Deep orange", Color3.fromRGB(255, 175, 0) },
[1018] = { "Teal", Color3.fromRGB(18, 238, 212) },
[1019] = { "Toothpaste", Color3.fromRGB(0, 255, 255) },
[1020] = { "Lime green", Color3.fromRGB(0, 255, 0) },
[1021] = { "Camo", Color3.fromRGB(58, 125, 21) },
[1022] = { "Grime", Color3.fromRGB(127, 142, 100) },
[1023] = { "Lavender", Color3.fromRGB(140, 91, 159) },
[1024] = { "Pastel light blue", Color3.fromRGB(175, 221, 255) },
[1025] = { "Pastel orange", Color3.fromRGB(255, 201, 201) },
[1026] = { "Pastel violet", Color3.fromRGB(177, 167, 255) },
[1027] = { "Pastel blue-green", Color3.fromRGB(159, 243, 233) },
[1028] = { "Pastel green", Color3.fromRGB(204, 255, 204) },
[1029] = { "Pastel yellow", Color3.fromRGB(255, 255, 204) },
[1030] = { "Pastel brown", Color3.fromRGB(255, 204, 153) },
[1031] = { "Royal purple", Color3.fromRGB(98, 37, 209) },
[1032] = { "Hot pink", Color3.fromRGB(255, 0, 191) },
}
|
--[[
File system utilities.
A thin wrapper around `lua-file-system` and `io`, tailored to Lettersmith's
particular needs.
]]--
local lfs = require("lfs")
local attributes = lfs.attributes
local mkdir = lfs.mkdir
local rmdir = lfs.rmdir
local transducers = require("lettersmith.transducers")
local reductions = transducers.reductions
local transduce = transducers.transduce
local into = transducers.into
local path_utils = require("lettersmith.path_utils")
local exports = {}
-- @TODO can we replace is_file and is_dir with this general function?
-- Could we instead have a function that returns the type of the location
-- and nil could mean "location does not exist"?
local function location_exists(location)
-- Check if a location (file/directory) exists
-- Returns boolean
local f = io.open(location, "r")
if f ~= nil then io.close(f) return true else return false end
end
exports.location_exists = location_exists
local function is_dir(location)
return attributes(location, "mode") == "directory"
end
exports.is_dir = is_dir
local function is_file(location)
return attributes(location, "mode") == "file"
end
exports.is_file = is_file
local function mkdir_if_missing(location)
if location_exists(location) then
return true
else
return mkdir(location)
end
end
local function is_plain_location(location_chunk)
-- Returns true if file or directory is not a traversal (.. or .), not hidden
-- (.something)
return location_chunk:find("^%.") == nil
end
local function children(location)
return coroutine.wrap(function ()
-- We use a for-loop instead of reject because lfs.dir requires the
-- context of a userdata table it returns as a second argument.
for sub_location in lfs.dir(location) do
if is_plain_location(sub_location) then coroutine.yield(sub_location) end
end
end)
end
exports.children = children
local function step_traversal(dir, path)
if dir == "" then return path else return dir .. "/" .. path end
end
-- Returns every iteration of a path traversal:
--
-- traversals("foo/bar/baz")
-- > {"foo", "foo/bar", "foo/bar/baz"}
local function traversals(path_string)
local parts = path_utils.parts(path_string)
return into(reductions(step_traversal, ""), ipairs(parts))
end
local function mkdir_deep(path_string)
-- Create deeply nested directory at `location`.
-- Returns `true` on success, or `nil, message` on failure.
local traversal_paths = traversals(path_string)
for i, path_substring in ipairs(traversal_paths) do
local is_success, message = mkdir_if_missing(path_substring)
if not is_success then return is_success, message end
end
return true
end
local function remove_recursive(location)
if is_dir(location) then
for sub_location in children(location) do
local sub_path = path_utils.join(location, sub_location)
local is_success, message = remove_recursive(sub_path)
if not is_success then return is_success, message end
end
end
return os.remove(location)
end
exports.remove_recursive = remove_recursive
local function read_entire_file(filepath)
-- Read entire contents of file and return as string.
-- Will return string, or throw error if file can not be read.
local f = assert(io.open(filepath, "r"))
local contents = f:read("*all")
f:close()
return contents
end
exports.read_entire_file = read_entire_file
local function write_entire_file(filepath, contents)
local f, message = io.open(filepath, "w")
if f == nil then return f, message end
f:write(contents)
return f:close()
end
exports.write_entire_file = write_entire_file
local function write_entire_file_deep(filepath, contents)
-- Write entire contents to file at deep directory location.
-- This function will make sure all the necessary directories exist before
-- creating the file.
local basename, dirs = path_utils.basename(filepath)
local d, message = mkdir_deep(dirs)
if d == nil then return d, message end
return write_entire_file(filepath, contents)
end
exports.write_entire_file_deep = write_entire_file_deep
-- Recursively walk through directory at `path_string` calling
-- `callback` with each file path found.
local function walk_file_paths_cps(callback, path_string)
for f in children(path_string) do
local filepath = path_utils.join(path_string, f)
if is_file(filepath) then
callback(filepath)
elseif is_dir(filepath) then
walk_file_paths_cps(callback, filepath)
end
end
end
-- Given `path_string` -- a path to a directory -- recursively walks through
-- directory for all file paths.
-- Returns a coroutine iterator.
local function walk_file_paths(path_string)
return coroutine.wrap(function()
walk_file_paths_cps(coroutine.yield, path_string)
end)
end
exports.walk_file_paths = walk_file_paths
return exports
|
supportedplatforms
{
"Android",
"POSIX",
"GLES",
}
defines {
"PLATFORM_ANDROID",
"PLATFORM_POSIX",
"PLATFORM_GLES",
}
|
--[[
* Natural Selection 2 - Combat++ Mod
* Authors:
* WhiteWizard
*
* Allows PowerPoints to be used in an 'Unsocketed' state. Marines can use the 'Use' key
* to socket PowerPoints now.
*
* Overriden Functions:
* 'PowerPoint:GetCanBeUsed' - Removed the 'not socketed' check.
*
* Wrapped Functions
* 'PowerPoint:OnUse' - Add additional logic for when the player uses the PowerPoint in the 'Unsocketed' state.
]]
function PowerPoint:GetCanBeUsed(player, useSuccessTable)
if player:isa("Exo") then
useSuccessTable.useSuccess = false
return
end
useSuccessTable.useSuccess = not GetPowerPointRecentlyDestroyed(self) and (not self:GetIsBuilt() or (self:GetIsBuilt() and self:GetHealthScalar() < 1))
end
local ns2_PowerPoint_OnUse = PowerPoint.OnUse
function PowerPoint:OnUse(player, elapsedTime, useSuccessTable)
if Client and player:isa("Marine") and self.powerState == PowerPoint.kPowerState.unsocketed then
Client.SendNetworkMessage("RequestSocketPowerPoint", { powerPointId = self:GetId() }, true)
useSuccessTable.useSuccess = true
else
ns2_PowerPoint_OnUse(self, player, elapsedTime, useSuccessTable)
end
end
|
LANGUAGE = {
TeamName = "PT-%s",
TeamStatus = "PT-%s %s",
TeamMemberStatus = "MEMBER",
TeamOwnerStatus = "LEADER",
tabProtectionTeam = "Protection Team",
tabCreateTeam = "CREATE PT",
tabJoinTeam = "JOIN PT",
tabLeaveTeam = "LEAVE PT",
TeamTransferOwner = "Transfer Lead",
TeamKickMember = "Kick Member",
TeamReassign = "Reassign Index",
CannotUseTeamCommands = "You cannot use PT commands!",
CannotPromoteTeamMembers = "You cannot promote PT members!",
CannotKickTeamMembers = "You cannot kick PT members!",
CannotReassignTeamIndex = "You cannot reassign PT index!",
NoCurrentTeam = "You are not apart of a PT!",
TargetNoCurrentTeam = "The person you are trying to promote is not apart of a PT!",
TargetNotSameTeam = "The person you are trying to promote is not apart of the same PT!",
TeamMustClamp = "You must provide a number between 1-99!",
TeamMustLeave = "You must leave your current PT before joining a new one!",
TeamAlreadyHasOwner = "There is already a PT lead!",
TeamAlreadyExists = "A PT with index '%s' already exists!",
TeamNonExistent = "PT '%s' doesn't exist!",
AlreadyHasTeam = "You are already apart of a PT!",
KickedFromTeam = "You've kicked %s from the PT.",
TeamCreated = "PT '%s' successfully created.",
TeamReassigned = "PT '%s' successfully reassigned to '%s'.",
TeamOwnerSet = "The new PT lead has been set to %s.",
TeamOwnerAssume = "You've assumed PT lead.",
JoinedTeam = "Successfully joined PT '%s'.",
LeftTeam = "Successfully left PT '%s'.",
cmdCreatePTDesc = "Enter the number index for your new Protection Team. (1-99)",
cmdReassignPTDesc = "Enter a new number index for your current Squad. (1-99)",
cmdPTCreate = "Create a Protection Team.",
cmdPTLeave = "Leave your Protection Team.",
cmdPTLead = "Promote a PT member to PT lead or assume the lead position.",
cmdPTKick = "Kick a PT member.",
cmdPTReassign = "Reassign PT number index.",
cmdPTJoin = "Join a Protection Team."
}
|
FindMetaTable("Player").GeoIP = function(pl)
if not GeoIP then require 'geoip' end
if not GeoIP then error "GeoIP not found" end
return GeoIP.Get(pl:IP())
end
|
local calc_util = require("scripts.calc.util")
--- @param rates table
--- @param entity LuaEntity
--- @param emissions_per_second number
--- @param prototypes table<string, table<string, LuaEntityPrototype>>
return function(rates, entity, emissions_per_second, prototypes)
local entity_prototype = entity.prototype
local entity_productivity_bonus = entity.productivity_bonus
local entity_speed_bonus = entity.speed_bonus
-- Look for resource entities under the drill
local position = entity.position
local radius = entity_prototype.mining_drill_radius + 0.01
local resource_entities = entity.surface.find_entities_filtered({
area = {
left_top = {
x = position.x - radius,
y = position.y - radius,
},
right_bottom = {
x = position.x + radius,
y = position.y + radius,
},
},
type = "resource",
})
local resource_entities_len = #resource_entities
if resource_entities_len == 0 then
return emissions_per_second
end
-- Process entities
local resources = {}
local num_resource_entities = 0
for i = 1, resource_entities_len do
local resource = resource_entities[i]
local resource_name = resource.name
-- Check if this resource has already been processed
local resource_data = resources[resource_name]
if resource_data then
resource_data.occurrences = resource_data.occurrences + 1
num_resource_entities = num_resource_entities + 1
else
local resource_prototype = resource.prototype
-- Check if this resource can be mined by this drill
if entity_prototype.resource_categories[resource_prototype.resource_category] then
num_resource_entities = num_resource_entities + 1
local mineable_properties = resource_prototype.mineable_properties
-- Add data to table
resources[resource_name] = {
occurrences = 1,
products = mineable_properties.products,
required_fluid = nil,
mining_time = mineable_properties.mining_time,
}
resource_data = resources[resource_name]
-- Account for infinite resource yield
if resource_prototype.infinite_resource then
resource_data.mining_time = (
resource_data.mining_time / (resource.amount / resource_prototype.normal_resource_amount)
)
end
-- Add required fluid
local required_fluid = mineable_properties.required_fluid
if required_fluid then
resource_data.required_fluid = {
name = required_fluid,
amount = mineable_properties.fluid_amount / 10, -- Ten mining operations per consumed
}
end
end
end
end
-- Process resource entities
if num_resource_entities > 0 then
local adjusted_mining_speed = (
entity_prototype.mining_speed
* (entity_speed_bonus + 1)
* (entity_productivity_bonus + 1)
)
-- Iterate each resource
for _, resource_data in pairs(resources) do
local resource_multiplier = (
(adjusted_mining_speed / resource_data.mining_time) * (resource_data.occurrences / num_resource_entities)
)
-- Add required fluid to inputs
local required_fluid = resource_data.required_fluid
if required_fluid then
-- Productivity does not apply to ingredients
local fluid_per_second = required_fluid.amount * resource_multiplier / (entity_productivity_bonus + 1)
-- Add to inputs table
local fluid_name = required_fluid.name
calc_util.add_rate(
rates.materials,
"input",
"fluid",
fluid_name,
prototypes.fluid[fluid_name].localised_name,
fluid_per_second
)
end
-- Iterate each product
for _, product in pairs(resource_data.products) do
-- Get rate per second for this product on this drill
local product_per_second
if product.amount then
product_per_second = product.amount * resource_multiplier
else
product_per_second = product.amount_max - (product.amount_max - product.amount_min) / 2 * resource_multiplier
end
-- Account for probability
local adjusted_product_per_second = product_per_second * (product.probability or 1)
-- Add to outputs table
local product_type = product.type
local product_name = product.name
local product_localised_name = prototypes[product_type][product_name].localised_name
calc_util.add_rate(
rates.materials,
"output",
product_type,
product_name,
product_localised_name,
adjusted_product_per_second
)
end
end
end
return emissions_per_second
end
|
assert(#hv.Globals == 0)
assert(hv.Test == nil)
|
-----------------------------------------
-- ID: 5002
-- Scroll of Valor Minuet
-- Teaches the song Valor Minuet
-----------------------------------------
function onItemCheck(target)
return target:canLearnSpell(394)
end
function onItemUse(target)
target:addSpell(394)
end
|
C_AreaPoiInfo = {}
---@param uiMapID number
---@return number[] areaPoiIDs
---[Documentation](https://wow.gamepedia.com/API_C_AreaPoiInfo.GetAreaPOIForMap)
function C_AreaPoiInfo.GetAreaPOIForMap(uiMapID) end
---@param uiMapID number
---@param areaPoiID number
---@return AreaPOIInfo poiInfo
---[Documentation](https://wow.gamepedia.com/API_C_AreaPoiInfo.GetAreaPOIInfo)
function C_AreaPoiInfo.GetAreaPOIInfo(uiMapID, areaPoiID) end
---@param areaPoiID number
---@return number secondsLeft
---[Documentation](https://wow.gamepedia.com/API_C_AreaPoiInfo.GetAreaPOISecondsLeft)
---Returns the number of seconds until the POI expires.
function C_AreaPoiInfo.GetAreaPOISecondsLeft(areaPoiID) end
---@param areaPoiID number
---@return boolean isTimed
---[Documentation](https://wow.gamepedia.com/API_C_AreaPoiInfo.IsAreaPOITimed)
---This statically determines if the POI is timed, GetAreaPOITimeLeft retrieves the value from the server and may return nothing for long intervals
function C_AreaPoiInfo.IsAreaPOITimed(areaPoiID) end
---@class AreaPOIInfo
---@field areaPoiID number
---@field position Vector2DMixin
---@field name string
---@field description string|nil
---@field textureIndex number|nil
---@field widgetSetID number|nil
---@field atlasName string|nil
---@field uiTextureKit string|nil
---@field shouldGlow boolean
local AreaPOIInfo = {}
|
local busted_path = "c:/lua/share/lua/5.4/?.lua;c:/lua/share/lua/5.4/?/init.lua;"..
"c:/lua/luarocks/lua/?.lua;c:/lua/luarocks/lua/?/init.lua;"..
"c:/lua/share/lua/5.4/busted/modules/files/?.lua;"
package.path=busted_path..package.path;
package.cpath="c:/lua/lib/lua/5.4/?.dll;"..package.cpath;
local k,l,_=pcall(require,'luarocks.loader') _=k and l.add_context('busted','2.0.0-1')
|
--[[ ============================================================================================================
Author: Rook
Date: February 18, 2015
Called when Frost Nova is cast. Damages the target as well as nearby enemies, and slows them.
Additional parameters: keys.AreaRadius
================================================================================================================= ]]
function invoker_retro_frost_nova_on_spell_start(keys)
if keys.target:TriggerSpellAbsorb(keys.ability) then return end
local frost_nova_particle_effect = ParticleManager:CreateParticle("particles/units/heroes/hero_invoker/invoker_retro_frost_nova.vpcf", PATTACH_ABSORIGIN_FOLLOW, keys.target)
keys.target:EmitSound("Ability.FrostNova")
--Frost Nova's area damage is dependent on the level of Quas.
local iQuasLevel
if keys.caster:FindAbilityByName(keys.ability:GetAbilityName()) and keys.caster:FindAbilityByName(keys.ability:GetAbilityName()) == keys.ability then
iQuasLevel = keys.caster.iQuasLevel
if keys.caster:HasScepter() then iQuasLevel = iQuasLevel+1 end
else
iQuasLevel = keys.target.iQuasLevel
if keys.caster:HasScepter() then iQuasLevel = iQuasLevel+1 end
end
frost_nova_area_damage = keys.ability:GetSpecialValueFor("area_damage_level_quas")*iQuasLevel
local nearby_enemy_units = FindUnitsInRadius(keys.caster:GetTeam(), keys.target:GetAbsOrigin(), nil, keys.AreaRadius, DOTA_UNIT_TARGET_TEAM_ENEMY,
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, DOTA_UNIT_TARGET_FLAG_NONE, FIND_ANY_ORDER, false)
for i, individual_unit in ipairs(nearby_enemy_units) do
ApplyDamageTestDummy({victim = individual_unit, attacker = keys.caster, damage = frost_nova_area_damage, damage_type = DAMAGE_TYPE_MAGICAL,})
keys.ability:ApplyDataDrivenModifier(keys.caster, individual_unit, "modifier_invoker_retro_frost_nova_slow", nil)
end
end
|
local addonName, addon = ...
function addon.createOptionsPanel(title, subtext)
local optionsPanel = CreateFrame("Frame")
optionsPanel:Hide()
optionsPanel.name = addonName
local fontTitle = optionsPanel:CreateFontString(nil, "ARTWORK", "GameFontNormalLarge")
fontTitle:SetJustifyH("LEFT")
fontTitle:SetJustifyV("TOP")
fontTitle:SetPoint("TOPLEFT", 16, -16)
fontTitle:SetText(title or GetAddOnMetadata(addonName,"title"))
local fontSubText = optionsPanel:CreateFontString(nil, "ARTWORK", "GameFontHighlightSmall")
fontSubText:SetNonSpaceWrap(true)
fontSubText:SetMaxLines(3)
fontSubText:SetJustifyH("LEFT")
fontSubText:SetJustifyV("TOP")
fontSubText:SetHeight(32)
fontSubText:SetPoint("TOPLEFT", fontTitle, "BOTTOMLEFT", 0, -8)
fontSubText:SetPoint("RIGHT", -32, 0)
fontSubText:SetText(subtext or GetAddOnMetadata(addonName,"notes"))
_G.InterfaceOptions_AddCategory(optionsPanel)
return optionsPanel
end
function addon.createOptionsButton(parent, labelText, tooltipText, smallText)
local checkButton = CreateFrame("CheckButton", nil, parent)
checkButton:SetSize(26,26)
checkButton:SetNormalTexture(130755) -- "Interface\\Buttons\\UI-CheckBox-Up"
checkButton:SetPushedTexture(130752) -- "Interface\\Buttons\\UI-CheckBox-Down"
checkButton:SetHighlightTexture(130753,"ADD") -- "Interface\\Buttons\\UI-CheckBox-Highlight"
checkButton:SetCheckedTexture("Interface\\Buttons\\UI-CheckBox-Check") -- 130751
checkButton:SetDisabledCheckedTexture("Interface\\Buttons\\UI-CheckBox-Check-Disabled") -- 130750
checkButton:SetHitRectInsets(0, -100, 0, 0)
if smallText then
checkButton.label = checkButton:CreateFontString(nil, "ARTWORK", "GameFontHighlightSmall")
checkButton.label:SetPoint("LEFT", checkButton, "RIGHT", 2, 1)
else
checkButton.label = checkButton:CreateFontString(nil, "ARTWORK", "GameFontHighlightLeft")
checkButton.label:SetPoint("LEFT", checkButton, "RIGHT", 0, 1)
end
checkButton.label:SetText(labelText)
checkButton:SetScript("OnDisable", function(self)
local fontColor = _G.GRAY_FONT_COLOR
self.label:SetTextColor(fontColor.r, fontColor.g, fontColor.b)
end)
checkButton:SetScript("OnEnable", function(self)
local fontColor = _G.HIGHLIGHT_FONT_COLOR
self.label:SetTextColor(fontColor.r, fontColor.g, fontColor.b)
end)
checkButton:SetScript("OnClick", function(self)
if self.OnClick then
if self:GetChecked() then
_G.PlaySound(SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON)
self:OnClick(true)
else
_G.PlaySound(SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_OFF)
self:OnClick(false)
end
end
end)
if tooltipText then
checkButton:SetScript("OnEnter", function(self)
_G.GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
_G.GameTooltip:SetText(tooltipText, nil, nil, nil, nil, true)
end)
checkButton:SetScript("OnLeave", function()
_G.GameTooltip:Hide()
end)
end
return checkButton
end
|
local sawing_registry = assert(yatm.sawing.sawing_registry)
local wood_types = {}
local has_stairs = rawget(_G, "stairs") ~= nil
if rawget(_G, "nokore_world_tree_acacia") then
wood_types.acacia = true
end
if rawget(_G, "nokore_world_tree_big_oak") then
wood_types.big_oak = true
end
if rawget(_G, "nokore_world_tree_birch") then
wood_types.birch = true
end
if rawget(_G, "nokore_world_tree_fir") then
wood_types.fir = true
end
if rawget(_G, "nokore_world_tree_jungle") then
wood_types.jungle = true
end
if rawget(_G, "nokore_world_tree_oak") then
wood_types.oak = true
end
if rawget(_G, "nokore_world_tree_sakura") then
wood_types.sakura = true
end
if rawget(_G, "nokore_world_tree_spruce") then
wood_types.spruce = true
end
if rawget(_G, "nokore_world_tree_willow") then
wood_types.willow = true
end
--
-- Sawing Recipes
--
local reg = sawing_registry:method("register_sawing_recipe")
for wood_type,_ in pairs(wood_types) do
local log_name = "nokore_world_tree_"..wood_type..":"..wood_type.."_log"
local core_name = "yatm_woodcraft:"..wood_type.."_log_core"
local bark_name = "yatm_woodcraft:"..wood_type.."_log_bark"
local planks_name = "nokore_world_tree_"..wood_type..":"..wood_type.."_planks"
local slab_name = "nokore_world_tree_"..wood_type..":"..wood_type.."_slab"
local panel_name = "yatm_woodcraft:"..wood_type.."_planks_panel"
-- Log to Core & Bark
reg("yatm_woodcraft:"..wood_type.."_log_to_core_and_barks",
ItemStack(log_name),
{
ItemStack(core_name),
ItemStack(bark_name .. " 4"),
},
0.25)
-- Core to Planks
reg("yatm_woodcraft:"..wood_type.."log_core_to_slabs",
ItemStack(core_name),
{
ItemStack(planks_name .. " 6"),
},
0.25)
-- Planks to Slabs
if has_stairs then
reg("yatm_woodcraft:"..wood_type.."_planks_to_slabs",
ItemStack(planks_name),
{
ItemStack(slab_name.." 2"),
},
0.25)
end
-- Slabs to Panels
-- Slabs are half of a plank, which doing the math, is 8px tall
-- Panels or Plates are 2px tall, so `slab > panel` should produce 4 panels.
if has_stairs then
reg("yatm_woodcraft:"..wood_type.."_slabs_to_panels",
ItemStack(slab_name),
{
ItemStack(panel_name.." 4"),
},
0.25)
end
-- Fallback Plank to Panels
if not has_stairs then
yatm.info("Falling back to plank to panel recipes")
reg("yatm_woodcraft:"..wood_type.."_planks_to_panels",
ItemStack(planks_name),
{
ItemStack(panel_name.." 8"),
},
0.25)
end
end
|
-- ======================================================================
-- Jurassic Jigsaw
-- Advent of Code 2020 Day 20 -- Eric Wastl -- https://adventofcode.com
--
-- lua implementation by Dr. Dean Earl Wright III
-- ======================================================================
-- ======================================================================
-- t e s t _ t i l e . l u a
-- ======================================================================
-- Test Tile for Advent of Code 2020 day 20, Jurassic Jigsaw
-- ----------------------------------------------------------------------
-- require
-- ----------------------------------------------------------------------
local luaunit = require('luaunit')
local tile = require('tile')
-- ----------------------------------------------------------------------
-- from_text
-- ----------------------------------------------------------------------
function from_text(text)
-- Break the text into trimed, non-comment lines
-- 1. We start with no lines
local result = {}
-- 2. Loop for lines in the text
for line in text:gmatch('[^\r\n]+') do
-- 3. But ignore blank and comment lines
line = line:gsub("%s*$", "")
if #line > 0 and "!" ~= line:sub(1, 1) then
-- 4. Add the line
table.insert(result, line)
end
end
-- 5. Return a table of cleaned lines
return result
end
-- ----------------------------------------------------------------------
-- constants
-- ----------------------------------------------------------------------
local EXAMPLE_TEXT = [[
Tile 2311:
..##.#..#.
##..#.....
#...##..#.
####.#...#
##.##.###.
##...#.###
.#.#.#..##
..#....#..
###...#.#.
..###..###
]]
local EXAMPLE_DISPLAY = [[..##.#..#.
##..#.....
#...##..#.
####.#...#
##.##.###.
##...#.###
.#.#.#..##
..#....#..
###...#.#.
..###..###]]
local EXAMPLE_ROTATED = [[.#..#####.
.#.####.#.
###...#..#
#..#.##..#
#....#.##.
...##.##.#
.#...#....
#.#.##....
##.###.#.#
#..##.#...]]
local EXAMPLE_FLIP_HOR = [[#..##.#...
##.###.#.#
#.#.##....
.#...#....
...##.##.#
#....#.##.
#..#.##..#
###...#..#
.#.####.#.
.#..#####.]]
local BORDERS = "#..##.#...,.#..#.##..,.#..#####.,###..###.."
local EXAMPLE_IMAGE = [[#.###.#.
.#.##...
#...#...
..##.##.
....#.##
..#.##..
##...#..
#.####.#]]
local EXAMPLE_FLIP_VER = [[...#.##..#
#.#.###.##
....##.#.#
....#...#.
#.##.##...
.##.#....#
#..##.#..#
#..#...###
.#.####.#.
.#####..#.]]
local BORDERSV = "...#.##..#,###..###..,.#####..#.,.#..#.##.."
local IMAGE = {
".#.#..#.##...#.##..#####",
"###....#.#....#..#......",
"##.##.###.#.#..######...",
"###.#####...#.#####.#..#",
"##.#....#.##.####...#.##",
"...########.#....#####.#",
"....#..#...##..#.#.###..",
".####...#..#.....#......",
"#..#.##..#..###.#.##....",
"#.####..#.####.#.#.###..",
"###.#.#...#.######.#..##",
"#.####....##..########.#",
"##..##.#...#...#.#.#.#..",
"...#..#..#.#.##..###.###",
".#.#....#.##.#...###.##.",
"###.#...#..#.##.######..",
".#.#.###.##.##.#..#.##..",
".####.###.#...###.#..#.#",
"..#.#..#..#.#.#.####.###",
"#..####...#.#.#.###.###.",
"#####..#####...###....##",
"#.##..#..#...#..####...#",
".#.###..##..##..####.##.",
"...###...##...#...#..###"
}
local MONSTER_IMAGE = [[.####...#####..#...###..
#####..#..#.#.####..#.#.
.#.#...#.###...#.##.##..
#.#.##.###.#.##.##.#####
..##.###.####..#.####.##
...#.#..##.##...#..#..##
#.##.#..#.#..#..##.#.#..
.###.##.....#...###.#...
#.####.#.#....##.#..#.#.
##...#..#....#..#...####
..#.##...###..#.#####..#
....#.##.#.#####....#...
..##.##.###.....#.##..#.
#...#...###..####....##.
.#.##...#.##.#.#.###...#
#.###.#..####...##..#...
#.###...#.##...#.######.
.###.###.#######..#####.
..##.#..#..#.#######.###
#.#..##.########..#..##.
#.#####..#.#...##..#....
#....##..#.#########..##
#...#.....#..##...###.##
#..###....##.#...##.##.#]]
-- ======================================================================
-- TestTile
-- ======================================================================
function test_empty_init()
-- Test the default Tile creation
-- 1. Create default Tile object
local myobj = tile:Tile()
-- 2. Make sure it has the default values
luaunit.assertEquals(myobj.part2, false)
luaunit.assertEquals(#myobj.text, 0)
luaunit.assertEquals(myobj.number, 0)
luaunit.assertEquals(#myobj.rows, 0)
luaunit.assertEquals(#myobj.flip, 0)
luaunit.assertEquals(#myobj.alt, 0)
end
function test_text_init()
-- Test the Tile object creation from text
-- 1. Create Image object from text
local myobj = tile:Tile({text=from_text(EXAMPLE_TEXT)})
-- 2. Make sure it has the expected values
luaunit.assertEquals(myobj.part2, false)
luaunit.assertEquals(#myobj.text, 11)
luaunit.assertEquals(myobj.number, 2311)
luaunit.assertEquals(#myobj.rows, 10)
luaunit.assertEquals(myobj.rows[1]:len(), 10)
luaunit.assertEquals(myobj.rows[1], "..##.#..#.")
luaunit.assertEquals(myobj.rows[10]:len(), 10)
luaunit.assertEquals(myobj.rows[10], "..###..###")
luaunit.assertEquals(#myobj.flip, 10)
luaunit.assertEquals(table.concat(myobj.alt[BORDERS],'\n'), EXAMPLE_IMAGE)
luaunit.assertEquals(myobj:count_alt(), 8)
-- 3. Check methods
luaunit.assertEquals(myobj:display(), EXAMPLE_DISPLAY)
myobj:_initial_rotation()
luaunit.assertEquals(myobj:display_rot(), EXAMPLE_DISPLAY)
myobj:rotate()
luaunit.assertEquals(myobj:display_rot(), EXAMPLE_ROTATED)
myobj:_initial_flip()
luaunit.assertEquals(myobj:display_flip(), EXAMPLE_ROTATED)
myobj:flip_hor()
luaunit.assertEquals(myobj:display_flip(), EXAMPLE_FLIP_HOR)
local top, right, bottom, left, image = myobj:borders_and_image()
luaunit.assertEquals(table.concat({top, right, bottom, left}, ','), BORDERS)
luaunit.assertEquals(table.concat(image,'\n'), EXAMPLE_IMAGE)
myobj:flip_ver()
luaunit.assertEquals(myobj:display_flip(), EXAMPLE_FLIP_VER)
top, right, bottom, left, image = myobj:borders_and_image()
luaunit.assertEquals(table.concat({top, right, bottom, left}, ','), BORDERSV)
luaunit.assertEquals(myobj:border(BORDERS, 'T'), "#..##.#...")
luaunit.assertEquals(myobj:border(BORDERS, 'R'), ".#..#.##..")
luaunit.assertEquals(myobj:border(BORDERS, 'B'), ".#..#####.")
luaunit.assertEquals(myobj:border(BORDERS, 'L'), "###..###..")
end
function test_image()
-- Test the default Tile creation
-- 1. Create default Tile object
local myobj = tile:Tile()
-- 2. Make sure it has the default values
luaunit.assertEquals(myobj.part2, false)
luaunit.assertEquals(#myobj.text, 0)
luaunit.assertEquals(myobj.number, 0)
luaunit.assertEquals(#myobj.rows, 0)
-- 3. Set the image
myobj.rows = IMAGE
-- 4. Methods
luaunit.assertEquals(myobj:display(), table.concat(myobj.rows, '\n'))
myobj:construct_alternatives(true)
luaunit.assertEquals(#myobj.alt, 16)
local found = false
for _, altimg in ipairs(myobj.alt) do
if table.concat(altimg,'\n') == MONSTER_IMAGE then
found = true
end
end
luaunit.assertEquals(found, true)
end
-- ----------------------------------------------------------------------
-- module initialization
-- ----------------------------------------------------------------------
os.exit( luaunit.LuaUnit.run() )
-- ======================================================================
-- end t e s t _ t i l e . p y end
-- ======================================================================
|
function Skada:FormatNumber(number)
if number then
if self.db.profile.numberformat == 1 then
if number > 10e8 then
return ("%02.1f億"):format(number / 1e8)
elseif number > 1e8 then
return ("%02.2f億"):format(number / 1e8)
elseif number > 10e4 then
return ("%02.0f萬"):format(number / 1e4)
elseif number > 1e4 then
return ("%02.1f萬"):format(number / 1e4)
else
return math.floor(number)
end
else
return math.floor(number)
end
end
end
|
----------------------------------------------------------------------------------
--- Total RP 3
--- Dashboard
--- ---------------------------------------------------------------------------
--- Copyright 2014 Sylvain Cossement (telkostrasz@telkostrasz.be)
--- Copyright 2018 Renaud "Ellypse" Parize <ellypse@totalrp3.info> @EllypseCelwe
---
--- Licensed under the Apache License, Version 2.0 (the "License");
--- you may not use this file except in compliance with the License.
--- You may obtain a copy of the License at
---
--- http://www.apache.org/licenses/LICENSE-2.0
---
--- Unless required by applicable law or agreed to in writing, software
--- distributed under the License is distributed on an "AS IS" BASIS,
--- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
--- See the License for the specific language governing permissions and
--- limitations under the License.
----------------------------------------------------------------------------------
---@type TRP3_API
local _, TRP3_API = ...;
TRP3_API.dashboard = {
NOTIF_CONFIG_PREFIX = "notification_"
};
-- imports
local GetMouseFocus, _G, TRP3_DashboardStatus_Currently, RaidNotice_AddMessage, TRP3_DashboardStatus_OOCInfo = GetMouseFocus, _G, TRP3_DashboardStatus_Currently, RaidNotice_AddMessage, TRP3_DashboardStatus_OOCInfo;
local getPlayerCharacter, getPlayerCurrentProfileID = TRP3_API.profile.getPlayerCharacter, TRP3_API.profile.getPlayerCurrentProfileID;
local getProfiles = TRP3_API.profile.getProfiles;
local Utils, Events, Globals = TRP3_API.utils, TRP3_API.events, TRP3_API.globals;
local setupListBox = TRP3_API.ui.listbox.setupListBox;
local setTooltipForSameFrame = TRP3_API.ui.tooltip.setTooltipForSameFrame;
local icon, color = Utils.str.icon, Utils.str.color;
local playUISound = TRP3_API.ui.misc.playUISound;
local getConfigValue, registerConfigKey, registerConfigHandler = TRP3_API.configuration.getValue, TRP3_API.configuration.registerConfigKey, TRP3_API.configuration.registerHandler;
local setTooltipForFrame, refreshTooltip, mainTooltip = TRP3_API.ui.tooltip.setTooltipForFrame, TRP3_API.ui.tooltip.refresh, TRP3_MainTooltip;
local getCurrentContext, getCurrentPageID = TRP3_API.navigation.page.getCurrentContext, TRP3_API.navigation.page.getCurrentPageID;
local registerMenu, registerPage = TRP3_API.navigation.menu.registerMenu, TRP3_API.navigation.page.registerPage;
local registerPage, setPage = TRP3_API.navigation.page.registerPage, TRP3_API.navigation.page.setPage;
local assert, tostring, tinsert, date, time, pairs, tremove, EMPTY, unpack, wipe, strconcat = assert, tostring, tinsert, date, time, pairs, tremove, TRP3_API.globals.empty, unpack, wipe, strconcat;
local initList, handleMouseWheel = TRP3_API.ui.list.initList, TRP3_API.ui.list.handleMouseWheel;
local TRP3_DashboardNotifications, TRP3_DashboardNotificationsSlider, TRP3_DashboardNotifications_No = TRP3_DashboardNotifications, TRP3_DashboardNotificationsSlider, TRP3_DashboardNotifications_No;
local setupFieldSet = TRP3_API.ui.frame.setupFieldPanel;
local displayDropDown = TRP3_API.ui.listbox.displayDropDown;
local displayMessage, RaidWarningFrame = TRP3_API.utils.message.displayMessage, RaidWarningFrame;
local GetInventoryItemID, GetItemInfo = GetInventoryItemID, GetItemInfo;
local tconcat = table.concat;
-- Total RP 3 imports
local loc = TRP3_API.loc;
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- SCHEMA
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
local get, getDefaultProfile = TRP3_API.profile.getData, TRP3_API.profile.getDefaultProfile;
getDefaultProfile().player.character = {
v = 1,
}
local function incrementCharacterVernum()
local character = get("player/character");
character.v = Utils.math.incrementNumber(character.v or 1, 2);
Events.fireEvent(Events.REGISTER_DATA_UPDATED, Globals.player_id, getPlayerCurrentProfileID(), "character");
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- STATUS
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
local function onStatusChange(status)
local character = get("player/character");
local old = character.RP;
character.RP = status;
if old ~= status then
incrementCharacterVernum();
end
end
local function switchStatus()
if get("player/character/RP") == 1 then
onStatusChange(2);
else
onStatusChange(1);
end
end
TRP3_API.dashboard.switchStatus = switchStatus;
local function onStatusXPChange(status)
local character = get("player/character");
local old = character.XP;
character.XP = status;
if old ~= status then
incrementCharacterVernum();
end
end
local function onShow(context)
local character = get("player/character");
TRP3_DashboardStatus_CharactStatusList:SetSelectedValue(character.RP or 1);
TRP3_DashboardStatus_XPStatusList:SetSelectedValue(character.XP or 2);
end
function TRP3_API.dashboard.isPlayerIC()
return get("player/character/RP") == 1;
end
function TRP3_API.dashboard.getCharacterExchangeData()
return get("player/character");
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- SANITIZE
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
local FIELDS_TO_SANITIZE = {
"CO", "CU"
}
---@param structure table
---@return boolean
function TRP3_API.dashboard.sanitizeCharacter(structure)
local somethingWasSanitized = false;
if structure then
for _, field in pairs(FIELDS_TO_SANITIZE) do
if structure[field] then
local sanitizedValue = Utils.str.sanitize(structure[field]);
if sanitizedValue ~= structure[field] then
structure[field] = sanitizedValue;
somethingWasSanitized = true;
end
end
end
end
return somethingWasSanitized;
end
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
-- INIT
--*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
local DASHBOARD_PAGE_ID = "dashboard";
local ShowingHelm, ShowingCloak, ShowCloak, ShowHelm = ShowingHelm, ShowingCloak, ShowCloak, ShowHelm;
local Button_Cape, Button_Helmet, Button_Status, Button_RPStatus;
local SendChatMessage, UnitIsDND, UnitIsAFK = SendChatMessage, UnitIsDND, UnitIsAFK;
TRP3_API.dashboard.init = function()
local TUTORIAL_STRUCTURE = {
{
box = {
allPoints = TRP3_DashboardStatus
},
button = {
x = -50, y = 0, anchor = "RIGHT",
text = loc("DB_TUTO_1"):format(TRP3_API.globals.player_id),
textWidth = 425,
arrow = "UP"
}
},
}
registerMenu({
id = "main_00_dashboard",
align = "CENTER",
text = TRP3_API.globals.addon_name,
onSelected = function() setPage(DASHBOARD_PAGE_ID); end,
});
registerPage({
id = DASHBOARD_PAGE_ID,
frame = TRP3_Dashboard,
onPagePostShow = onShow,
tutorialProvider = function() return TUTORIAL_STRUCTURE; end
});
setupFieldSet(TRP3_DashboardStatus, loc("DB_STATUS"), 150);
TRP3_DashboardStatus_CharactStatus:SetText(loc("DB_STATUS_RP"));
local OOC_ICON = "|TInterface\\COMMON\\Indicator-Red:15|t";
local IC_ICON = "|TInterface\\COMMON\\Indicator-Green:15|t";
local statusTab = {
{IC_ICON .. " " .. loc("DB_STATUS_RP_IC"), 1, loc("DB_STATUS_RP_IC_TT")},
{OOC_ICON .. " " .. loc("DB_STATUS_RP_OOC"), 2, loc("DB_STATUS_RP_OOC_TT")},
};
setupListBox(TRP3_DashboardStatus_CharactStatusList, statusTab, onStatusChange, nil, 170, true);
TRP3_DashboardStatus_XPStatus:SetText(loc("DB_STATUS_XP"));
local BEGINNER_ICON = "|TInterface\\TARGETINGFRAME\\UI-TargetingFrame-Seal:20|t";
local VOLUNTEER_ICON = "|TInterface\\TARGETINGFRAME\\PortraitQuestBadge:15|t";
local xpTab = {
{BEGINNER_ICON .. " " .. loc("DB_STATUS_XP_BEGINNER"), 1, loc("DB_STATUS_XP_BEGINNER_TT")},
{loc("DB_STATUS_RP_EXP"), 2, loc("DB_STATUS_RP_EXP_TT")},
{VOLUNTEER_ICON .. " " .. loc("DB_STATUS_RP_VOLUNTEER"), 3, loc("DB_STATUS_RP_VOLUNTEER_TT")},
};
setupListBox(TRP3_DashboardStatus_XPStatusList, xpTab, onStatusXPChange, nil, 170, true);
Events.listenToEvent(Events.REGISTER_DATA_UPDATED, function(unitID, profileID, dataType)
if (not dataType or dataType == "character") and getCurrentPageID() == DASHBOARD_PAGE_ID then
onShow(nil);
end
end);
Events.listenToEvent(Events.NOTIFICATION_CHANGED, function()
if getCurrentPageID() == DASHBOARD_PAGE_ID then
onShow(nil);
end
end);
-- Tab bar
local whatsNewText = loc("WHATS_NEW_17");
local moreModuleText = loc("MORE_MODULES_2");
local aboutText = loc("THANK_YOU_1");
moreModuleText = Utils.str.toHTML(moreModuleText);
whatsNewText = Utils.str.toHTML(whatsNewText);
aboutText = Utils.str.toHTML(aboutText:format(TRP3_API.globals.version_display, TRP3_API.globals.version, ELLYPSE_PATREON_SUPPORTERS));
local frame = CreateFrame("Frame", "TRP3_DashboardBottomTabBar", TRP3_DashboardBottom);
frame:SetSize(400, 30);
frame:SetPoint("TOPLEFT", 17, 30);
frame:SetFrameLevel(1);
local tabGroup = TRP3_API.ui.frame.createTabPanel(frame,
{
{ loc("DB_NEW"), 1, 150 },
{ loc("DB_ABOUT"), 2, 175 },
{ loc("DB_MORE"), 3, 150 },
},
function(tabWidget, value)
if value == 1 then
TRP3_DashboardBottomContent:SetText(whatsNewText);
TRP3_DashboardBottomContent.text = whatsNewText;
elseif value == 2 then
TRP3_DashboardBottomContent:SetText(aboutText);
TRP3_DashboardBottomContent.text = aboutText;
elseif value == 3 then
TRP3_DashboardBottomContent:SetText(moreModuleText);
TRP3_DashboardBottomContent.text = moreModuleText;
end
end
);
local function toggleSettingWithToast(settingName)
if TRP3_API.configuration.getValue(settingName) then
TRP3_API.configuration.setValue(settingName, false);
TRP3_API.ui.tooltip.toast(loc("OPTION_DISABLED_TOAST"), 3);
else
TRP3_API.configuration.setValue(settingName, true);
TRP3_API.ui.tooltip.toast(loc("OPTION_ENABLED_TOAST"), 3);
end
end
TRP3_DashboardBottomContent:SetFontObject("p", GameFontNormal);
TRP3_DashboardBottomContent:SetFontObject("h1", GameFontNormalHuge3);
TRP3_DashboardBottomContent:SetFontObject("h2", GameFontNormalHuge);
TRP3_DashboardBottomContent:SetFontObject("h3", GameFontNormalLarge);
TRP3_DashboardBottomContent:SetTextColor("h1", 1, 1, 1);
TRP3_DashboardBottomContent:SetTextColor("h2", 1, 1, 1);
TRP3_DashboardBottomContent:SetTextColor("h3", 1, 1, 1);
TRP3_DashboardBottomContent:SetScript("OnHyperlinkClick", function(self, url, text, button)
--[[
-- Twitter links
]]
if url:sub(1, 7) == "twitter" then
if Social_ToggleShow and button == "LeftButton" then
Social_ToggleShow(url:gsub("twitter", "|cff61AAEE@") .. "|r ");
else
url = url:gsub("twitter", "http://twitter.com/");
TRP3_API.Ellyb.Popups:OpenURL(url, "|cff55aceeTwitter profile|r\n");
end
--[[
-- Links relative to the What's new section (valid for version 1.3.0)
]]
elseif url == "right_click_profile" then
toggleSettingWithToast("CONFIG_RIGHT_CLICK_OPEN_PROFILE")
-- Toggle the option to replace companion name in NPC speeches
elseif url == "companion_speeches" then
toggleSettingWithToast("chat_npcspeech_replacement")
-- Toggle the option to use the default color picker
elseif url == "default_color_picker" then
toggleSettingWithToast("default_color_picker")
-- Toggle the option to disable chat while OOC
elseif url == "disable_chat_ooc" then
toggleSettingWithToast("chat_disable_ooc")
-- Mature filter settings slider
elseif url == "open_mature_filter_settings" then
TRP3_API.navigation.menu.selectMenu("main_91_config_main_config_register");
--[[
-- Fallback, open URL in a popup
]]
else
TRP3_API.Ellyb.Popups:OpenURL(url, loc.UI_LINK_SAFE);
end
end);
TRP3_DashboardBottomContent:SetScript("OnHyperlinkEnter", function(self, link, text)
TRP3_MainTooltip:Hide();
TRP3_MainTooltip:SetOwner(TRP3_DashboardBottomContent, "ANCHOR_CURSOR");
if Social_ToggleShow and link:sub(1, 7) == "twitter" then
TRP3_MainTooltip:AddLine(link:gsub("twitter", "|cff61AAEE@"), 1, 1, 1, true);
TRP3_MainTooltip:AddLine("|cffffff00" .. loc("CM_CLICK") .. ":|r " .. loc("CM_TWEET")
.. "|n|cffffff00" .. loc("CM_R_CLICK") .. ":|r " .. loc("CM_TWEET_PROFILE"), 1, 1, 1, true);
else
TRP3_MainTooltip:AddLine(text, 1, 1, 1, true);
TRP3_MainTooltip:AddLine("|cffffff00" .. loc("CM_CLICK") .. ":|r " .. loc("CM_OPEN"), 1, 1, 1, true);
end
TRP3_MainTooltip:Show();
end);
TRP3_DashboardBottomContent:SetScript("OnHyperlinkLeave", function() TRP3_MainTooltip:Hide(); end);
tabGroup:SelectTab(1);
-- Resizing
TRP3_API.events.listenToEvent(TRP3_API.events.NAVIGATION_RESIZED, function(containerwidth, containerHeight)
TRP3_DashboardBottomContent:SetSize(containerwidth - 54, 5);
TRP3_DashboardBottomContent:SetText(TRP3_DashboardBottomContent.text);
end);
end
local function profileSelected(profileID)
TRP3_API.profile.selectProfile(profileID);
end
TRP3_API.events.listenToEvent(TRP3_API.events.WORKFLOW_ON_LOADED, function()
if TRP3_API.toolbar then
local updateToolbarButton = TRP3_API.toolbar.updateToolbarButton;
-- away/dnd
local status1Text = color("w")..loc("TB_STATUS")..": "..color("r")..loc("TB_DND_MODE");
local status1SubText = color("y")..loc("CM_CLICK")..": "..color("w")..(loc("TB_GO_TO_MODE"):format(color("g")..loc("TB_NORMAL_MODE")..color("w")));
local status2Text = color("w")..loc("TB_STATUS")..": "..color("o")..loc("TB_AFK_MODE");
local status2SubText = color("y")..loc("CM_CLICK")..": "..color("w")..(loc("TB_GO_TO_MODE"):format(color("g")..loc("TB_NORMAL_MODE")..color("w")));
local status3Text = color("w")..loc("TB_STATUS")..": "..color("g")..loc("TB_NORMAL_MODE");
local status3SubText = color("y")..loc("CM_L_CLICK")..": "..color("w")..(loc("TB_GO_TO_MODE"):format(color("o")..loc("TB_AFK_MODE")..color("w"))).."\n"..color("y")..loc("CM_R_CLICK")..": "..color("w")..(loc("TB_GO_TO_MODE"):format(color("r")..loc("TB_DND_MODE")..color("w")));
Button_Status = {
id = "aa_trp3_c",
icon = "Ability_Rogue_MasterOfSubtlety",
configText = loc("CO_TOOLBAR_CONTENT_STATUS"),
onUpdate = function(Uibutton, buttonStructure)
updateToolbarButton(Uibutton, buttonStructure);
if GetMouseFocus() == Uibutton then
refreshTooltip(Uibutton);
end
end,
onModelUpdate = function(buttonStructure)
if UnitIsDND("player") then
buttonStructure.tooltip = status1Text;
buttonStructure.tooltipSub = status1SubText;
buttonStructure.icon = "Ability_Mage_IncantersAbsorbtion";
elseif UnitIsAFK("player") then
buttonStructure.tooltip = status2Text;
buttonStructure.tooltipSub = status2SubText;
buttonStructure.icon = "Spell_Nature_Sleep";
else
buttonStructure.tooltip = status3Text;
buttonStructure.tooltipSub = status3SubText;
buttonStructure.icon = "Ability_Rogue_MasterOfSubtlety";
end
end,
onClick = function(Uibutton, buttonStructure, button)
if UnitIsAFK("player") then
SendChatMessage("","AFK");
elseif UnitIsDND("player") then
SendChatMessage("","DND");
else
if button == "LeftButton" then
SendChatMessage("","AFK");
else
SendChatMessage("","DND");
end
end
playUISound("igMainMenuOptionCheckBoxOn");
end,
};
TRP3_API.toolbar.toolbarAddButton(Button_Status);
-- Toolbar RP status
local RP_ICON, OOC_ICON = "spell_shadow_charm", "Inv_misc_grouplooking";
local rpTextOn = loc("TB_RPSTATUS_ON");
local rpTextOff = loc("TB_RPSTATUS_OFF");
local rpText2 = color("y")..loc("CM_L_CLICK")..": "..color("w")..loc("TB_RPSTATUS_TO_ON");
rpText2 = rpText2.."\n"..color("y")..loc("CM_R_CLICK")..": "..color("w")..loc("TB_SWITCH_PROFILE");
local rpText3 = color("y")..loc("CM_L_CLICK")..": "..color("w")..loc("TB_RPSTATUS_TO_OFF");
rpText3 = rpText3.."\n"..color("y")..loc("CM_R_CLICK")..": "..color("w")..loc("TB_SWITCH_PROFILE");
local get = TRP3_API.profile.getData;
local defaultIcon = TRP3_API.globals.player_icon;
local Button_RPStatus = {
id = "aa_trp3_rpstatus",
icon = "Inv_misc_grouplooking",
configText = loc("CO_TOOLBAR_CONTENT_RPSTATUS"),
onEnter = function(Uibutton, buttonStructure) end,
onUpdate = function(Uibutton, buttonStructure)
updateToolbarButton(Uibutton, buttonStructure);
if GetMouseFocus() == Uibutton then
refreshTooltip(Uibutton);
end
end,
onModelUpdate = function(buttonStructure)
if get("player/character/RP") == 1 then
buttonStructure.tooltip = rpTextOn;
buttonStructure.tooltipSub = rpText3;
buttonStructure.icon = RP_ICON;
else
buttonStructure.tooltip = rpTextOff;
buttonStructure.tooltipSub = rpText2;
buttonStructure.icon = OOC_ICON;
end
end,
onClick = function(Uibutton, buttonStructure, button)
if button == "RightButton" then
local list = getProfiles();
local dropdownItems = {};
tinsert(dropdownItems,{loc("TB_SWITCH_PROFILE"), nil});
local currentProfileID = getPlayerCurrentProfileID()
for key, value in pairs(list) do
local icon = value.player.characteristics.IC or Globals.icons.profile_default;
if key == currentProfileID then
tinsert(dropdownItems,{"|Tinterface\\icons\\"..icon..":15|t|cff00ff00 "..value.profileName.."|r", nil});
else
tinsert(dropdownItems,{"|Tinterface\\icons\\"..icon..":15|t "..value.profileName, key});
end
end
displayDropDown(Uibutton, dropdownItems, profileSelected, 0, true);
else
switchStatus();
playUISound("igMainMenuOptionCheckBoxOn");
end
end,
onLeave = function()
mainTooltip:Hide();
end,
visible = 1
};
TRP3_API.toolbar.toolbarAddButton(Button_RPStatus);
end
end);
|
-- 游戏服数据库
-- auth:diandian
-- date:2017/6/15
local skynet = require 'skynet'
local mysql = require "skynet.db.mysql"
local cjson = require "cjson"
local ex_log = require "ex_log"
local NO_ERR = nil
local _db
local _dbname
local CMD = {}
local TS = tostring
local function QS(v)
return mysql.quote_sql_str(TS(v))
end
function CMD.get(tname, key)
local query = string.format("SELECT * FROM `%s` WHERE `key` = '%s';", tname, key)
local res = _db:query(query)
return res[0]
end
function CMD.get_table(tname, key)
local query = string.format("SELECT * FROM `%s` WHERE `key` = '%s';", tname, key)
local res = _db:query(query)
if not res[1] then
return nil
end
return cjson.decode(res[1].value)
end
function CMD.set(tname, key, value)
local query
if value then
query = string.format(
"REPLACE INTO `%s` (`key`, `value`) VALUES ('%s', '%s');", tname, key, value)
else
query = string.format(
"DELETE FROM `%s` WHERE (`key`='%s');", tname, key)
end
return _db:query(query)
end
function CMD.set_table(tname, key, obj)
local query
if obj then
query = string.format(
"REPLACE INTO `%s` (`key`, `value`) VALUES ('%s', '%s');", tname, key, cjson.encode(obj))
else
query = string.format(
"DELETE FROM `%s` WHERE (`key`='%s');", tname, key)
end
return _db:query(query)
end
function CMD.incr(tname, key)
local query = string.format(
"UPDATE `%s` SET `incr`=`incr`+1 WHERE `key`='%s'; SELECT `incr` FROM `%s` WHERE `key`='%s'",
tname, key, tname, key)
local res = _db:query(query)
return res[2][1].incr
end
function CMD.incr_init(tname, key, value)
local query = string.format("SELECT * FROM `%s` WHERE `key`='%s';", tname, key)
local res = _db:query(query)
if res[1] then
return res[1].incr
end
query = string.format("REPLACE INTO `%s` (`key`, `incr`) VALUES ('%s', %d);", tname, key, value)
res = _db:query(query)
return value
end
function CMD.desc_table(tname)
local sql = string.format("show full columns from `%s`", tname)
local res = _db:query(sql)
if res.err then
return res.err
end
return NO_ERR, res
end
local function db_heart()
_db:query("use " .. _dbname)
skynet.timeout(5000, db_heart)
end
function CMD.create_table(name, fields, prikey, comment)
local sql = {}
table.insert(sql, string.format("CREATE TABLE IF NOT EXISTS `%s` (", name))
for k, v in ipairs(fields) do
local fs = string.format("`%s` %s %s NULL %s COMMENT \"%s\",",
v.name, v.type, v.null or "", v.extra or "", v.comment or "")
table.insert(sql, fs)
end
if prikey then
table.insert(sql, string.format("PRIMARY KEY (`%s`)", prikey))
end
table.insert(sql, string.format(") COMMENT \"%s\";", comment or ""))
local sqltr = table.concat(sql, "\n")
skynet.error("create table:\n", sqltr)
local res = _db:query(sqltr)
if res.err then
return res.err
end
return NO_ERR, res
end
function CMD.drop_table(name)
local sql = string.format("DROP TABLE `%s`;", name)
skynet.error("drop table:\n", name)
local res = _db:query(sql)
if res.err then
return res.err
end
return NO_ERR, res
end
local function insert_field(table_name, field_name, field)
local sql = string.format(
"ALTER TABLE `%s` ADD COLUMN `%s` %s %s NULL %s COMMENT \"%s\";",
table_name, field_name, field.type, field.null or "", field.extra or "", field.comment or "")
skynet.error("insert field:\n", sql)
local res = _db:query(sql)
if res.err then
return res.err
end
return NO_ERR, res
end
local function modify_field(table_name, field_name, field)
local sql = string.format(
"alter table `%s` change `%s` `%s` %s %s NULL %s COMMENT \"%s\";",
table_name, field_name, field_name, field.type, field.null or "", field.extra or "", field.comment or "")
skynet.error("modify field:\n", sql)
local res = _db:query(sql)
if res.err then
return res.err
end
return NO_ERR, res
end
local function check_fields(table_name, fields)
local err, descs = CMD.desc_table(table_name)
local cur_fields = {}
for i, v in pairs(descs) do
cur_fields[v.Field] = {
type = v.Type,
null = v.Null == "NO" and "NOT" or "",
extra = v.Extra,
comment = v.Comment,
}
end
local creates = {}
local executes = {}
for i, v in ipairs(fields) do
if cur_fields[v.name] then
executes[v.name] = v
else
assert(v.name, v.comment)
creates[v.name] = v
end
end
for k, v in pairs(creates) do
local err, res = insert_field(table_name, k, v)
assert(not err, err)
end
local ckmap = { "type", "null", "extra", "comment", }
for k, v in pairs(executes) do
local sv = cur_fields[k]
for i, f in ipairs(ckmap) do
if v[f] and sv[f] and string.upper(v[f]) ~= string.upper(sv[f]) then
skynet.error("field diff:", f, v[f], "~=", sv[f])
local err, res = modify_field(table_name, k, v)
assert(not err, err)
break;
end
end
end
end
function CMD.check_tables(registers)
local query_tables = _db:query("show tables;")
local cur_tables = {}
for i, v in ipairs(query_tables) do
local n = v[next(v)]
cur_tables[n] = n
end
local creates = {}
local deletes = {}
local executes = {}
for k, v in pairs(cur_tables) do
if not registers[k] then
deletes[k] = k
else
executes[k] = registers[k]
end
end
for k, v in pairs(registers) do
if not cur_tables[k] then
creates[k] = v
end
end
for k, v in pairs(creates) do
local err, res = CMD.create_table(k, v.fields, v.prikey, v.comment)
assert(not err, err)
end
--[[ not delete table
for k, v in pairs(deletes) do
local err, res = CMD.drop_table(k)
assert(not err, err)
end
--]]
for k, v in pairs(executes) do
check_fields(k, v.fields)
end
end
function CMD.query(sql)
local res = _db:query(sql)
if res.err then
return res.err .. sql, ex_log.error("sql err:", res.err, sql)
end
return NO_ERR, res
end
function CMD.select(tname, fields, where, limit)
local sql = {
"SELECT",
table.concat(fields, ","),
"FROM",
"`" .. tname .. "`",
}
if where and next(where) then
table.insert(sql, "WHERE")
for _, v in ipairs(where) do
if type(v) == "table" then
table.insert(sql, string.format("%s%s", TS(v[1]), QS(v[2])))
else
table.insert(sql, TS(v))
end
end
end
if limit and next(limit) then
table.insert(sql, "LIMIT")
table.insert(sql, table.concat(limit, ","))
end
local sql = table.concat(sql, " ")
local res = _db:query(sql)
if res.err then
return res.err .. sql, ex_log.error("sql err:", res.err, sql)
end
return NO_ERR, res
end
function CMD.select_count(tname, where)
local sql = {
"SELECT count(*) FROM",
string.format("`%s`", tname),
}
if where and next(where) then
table.insert(sql, "WHERE")
for _, v in ipairs(where) do
if type(v) == "table" then
table.insert(sql, string.format("%s%s", TS(v[1]), QS(v[2])))
else
table.insert(sql, TS(v))
end
end
end
local sql = table.concat(sql, " ")
local res = _db:query(sql)
if res.err then
return res.err .. sql, ex_log.error("sql err:", res.err, sql)
end
return NO_ERR, res[1]["count(*)"]
end
function CMD.insert(tname, data, exc)
local tk = {}
local tv = {}
for k, v in pairs(data) do
table.insert(tk, string.format("`%s`", TS(k)))
table.insert(tv, QS(v))
end
local t = {
"INSERT INTO",
string.format("`%s`", tname),
"(", table.concat(tk, ","), ")",
"VALUES",
"(", table.concat(tv, ","), ")",
";",
exc,
}
local sql = table.concat(t, " ")
local res = _db:query(sql)
if res.err then
return res.err .. sql, ex_log.error("sql err:", res.err, sql)
end
return NO_ERR, res
end
function CMD.replace(tname, data, exc)
local tk = {}
local tv = {}
for k, v in pairs(data) do
table.insert(tk, string.format("`%s`", k))
table.insert(tv, QS(v))
end
local t = {
"REPLACE INTO",
string.format("`%s`", tname),
"(", table.concat(tk, ","), ")",
"VALUES",
"(", table.concat(tv, ","), ")",
";",
exc,
}
local sql = table.concat(t, " ")
local res = _db:query(sql)
if res.err then
return res.err .. sql, ex_log.error("sql err:", res.err, sql)
end
return NO_ERR, res
end
function CMD.update(tname, fields, where, exc)
local values = {}
for k, v in pairs(fields) do
table.insert(values, string.format("%s=%s", TS(k), QS(v)))
end
local sql = {
"UPDATE",
tname,
"SET",
table.concat(values, ","),
}
if where and next(where) then
table.insert(sql, "WHERE")
for _, v in ipairs(where) do
if type(v) == "table" then
table.insert(sql, string.format("%s%s", TS(v[1]), QS(v[2])))
else
table.insert(sql, TS(v))
end
end
end
if exc then
table.insert(sql, TS(exc))
end
local sql = table.concat(sql, " ")
local res = _db:query(sql)
if res.err then
return res.err .. sql, ex_log.error("sql err:", res.err, sql)
end
return NO_ERR, res
end
function CMD.delete(tname, where, exc)
local sql = {
"DELETE FROM",
tname
}
if where and next(where) then
table.insert(sql, "WHERE")
for _, v in ipairs(where) do
if type(v) == "table" then
table.insert(sql, string.format("%s%s", TS(v[1]), QS(v[2])))
else
table.insert(sql, TS(v))
end
end
end
if exc then
table.insert(sql, TS(exc))
end
local sql = table.concat(sql, " ")
local res = _db:query(sql)
if res.err then
return res.err, ex_log.error("sql err:", res.err, sql)
end
return NO_ERR, res
end
function CMD.connect(config_, dbname_)
local config = {
host = config_.host or "127.0.0.1",
port = config_.port or 3306,
user = config_.user or "root",
password = config_.password or "",
database = dbname_,
on_connect = function(db_)
_db = db_
skynet.error("mysql connected:", dbname_)
end,
}
_dbname = dbname_
skynet.error("connecting mysql:", config.host, config.port, config.database)
_db = mysql.connect(config)
end
skynet.start(function()
skynet.timeout(5000, db_heart)
skynet.dispatch("lua", function(session, source, cmd, ...)
assert(CMD[cmd], cmd)
return skynet.retpack(CMD[cmd](...))
end)
end)
|
-- TODO: Consider contributing this to Roact itself
local Packages = script.Parent.Parent
local Roact = require(Packages.Roact)
--[[
Passed a provided ref to given render callback. Can be used to treat class
components as host components and assign the passed-in ref to the underlying
host component
]]
local function forwardRef(render)
local ForwardRefComponent = Roact.Component:extend("ForwardRefContainer")
function ForwardRefComponent:init()
self.defaultRef = Roact.createRef()
end
function ForwardRefComponent:render()
return render(self.props, self.props[Roact.Ref] or self.defaultRef)
end
return ForwardRefComponent
end
return forwardRef
|
local bmp = require( "bitmap" )
local test = require( "test" )
local reference = bmp.open( test.get_resource_file( "reference.bmp" ) )
local tests = {}
function tests.blit()
local dst = bmp.create( 10, 10, 0xFFFF0000 )
local src1 = bmp.create( 4, 4, 0xFF00FF00 )
local src2 = bmp.create( 4, 4, 0xFF0000FF )
-- Center
bmp.blit( dst, 4, 4, src1 )
-- Partial verlap
bmp.blit( dst, -2, -2, src1 )
bmp.blit( dst, -2, 9, src1 )
bmp.blit( dst, 9, 9, src1 )
bmp.blit( dst, 9, -2, src1 )
if not test.is_same_bitmap( reference, dst ) then
bmp.save( dst, test.get_results_file( "blit_partial_overlap.bmp" ), "RGB24" )
end
-- No overlap
bmp.blit( dst, 11, 1, src2 )
bmp.blit( dst, 1, 11, src2 )
bmp.blit( dst, -4, 1, src2 )
bmp.blit( dst, 1, -4, src2 )
if not test.is_same_bitmap( reference, dst ) then
bmp.save( dst, test.get_results_file( "blit_no_overlap.bmp" ), "RGB24" )
end
end
local function _fill_vp( vp, color )
for y = 1, #vp do
local row = vp[ y ]
for x = 1, #row do
row[ x ] = color
end
end
end
function tests.modify_via_viewport()
local dst = bmp.create( 10, 10, 0xFFFF0000 )
local vp1 = bmp.make_viewport( dst, 4, 4, 4, 4 ) -- center
local vp2 = bmp.make_viewport( dst, 1, 1, 2, 2 ) -- ll
local vp3 = bmp.make_viewport( dst, 1, 9, 2, 2 ) -- ul
local vp4 = bmp.make_viewport( dst, 9, 9, 2, 2 ) -- ur
local vp5 = bmp.make_viewport( dst, 9, 1, 2, 2 ) -- lr
_fill_vp( vp1, 0xFF00FF00 )
_fill_vp( vp2, 0xFF00FF00 )
_fill_vp( vp3, 0xFF00FF00 )
_fill_vp( vp4, 0xFF00FF00 )
_fill_vp( vp5, 0xFF00FF00 )
if not test.is_same_bitmap( reference, dst ) then
bmp.save( dst, test.get_results_file( "modify_via_viewport.bmp" ), "RGB24" )
end
end
function tests.save_viewport_content()
local dst = bmp.create( 12, 12, 0xFFFF0000 )
local src = bmp.create( 4, 4, 0xFF00FF00 )
bmp.blit( dst, 5, 5, src )
bmp.blit( dst, -1, -1, src )
bmp.blit( dst, -1, 10, src )
bmp.blit( dst, 10, 10, src )
bmp.blit( dst, 10, -1, src )
local vp = bmp.make_viewport( dst, 2, 2, 10, 10 )
if not test.is_same_bitmap( reference, vp ) then
bmp.save( vp, test.get_results_file( "save_viewport_content.bmp" ), "RGB24" )
end
end
function test.iterate_pixels()
local pixel_count = 0
local pixels = bmp.pixels( reference )
test.is_same( #pixels, reference:width() * reference:height() )
for i = 1, #pixels do
test.is_not_nil( pixels[ i ] )
end
end
function test.iterate_pixels_ipairs()
for i, pixel in ipairs( reference:pixels() ) do
test.is_not_nil( pixel )
end
end
return tests
|
-- http://127.0.0.1/test/cgilua/lfi3.lua?file=c:\boot.ini%00
local file = cgilua.QUERY.file
if file ~= nil then
cgilua.handlelp(file..".lp")
end
|
WireToolSetup.setCategory( "Physics/Force" )
WireToolSetup.open( "hoverball", "Hoverball", "gmod_wire_hoverball", nil, "Hoverballs" )
if CLIENT then
language.Add( "tool.wire_hoverball.name", "Wired Hoverball Tool" )
language.Add( "tool.wire_hoverball.desc", "Spawns a hoverball for use with the wire system." )
language.Add( "tool.wire_hoverball.0", "Primary: Create/Update Hoverball" )
language.Add( "tool.wire_hoverball.starton", "Create with hover mode on" )
end
WireToolSetup.BaseLang("Hoverballs")
WireToolSetup.SetupMax( 30 )
TOOL.ClientConVar = {
model = "models/dav0r/hoverball.mdl",
speed = 1,
resistance = 0,
strength = 1,
starton = 1,
}
if SERVER then
function TOOL:GetConVars()
return self:GetClientNumber( "speed" ), math.Clamp(self:GetClientNumber( "resistance" ), 0, 20),
math.Clamp(self:GetClientNumber( "strength" ), 0.1, 20), self:GetClientNumber( "starton" ) == 1
end
end
function TOOL:GetAngle(trace)
return Angle(0, 0, 0)
end
function TOOL:GetGhostMin( min, trace )
if trace.Entity:IsWorld() then
return -8
end
return 0
end
function TOOL.BuildCPanel(panel)
WireToolHelpers.MakePresetControl(panel, "wire_hoverball")
WireDermaExts.ModelSelect(panel, "wire_hoverball_model", list.Get("HoverballModels"), 2, true)
panel:NumSlider("#Movement Speed", "wire_hoverball_speed", 1, 10, 0)
panel:NumSlider("#Air Resistance", "wire_hoverball_resistance", 1, 20, 0)
panel:NumSlider("#Strength", "wire_hoverball_strength", .1, 20, 2)
panel:CheckBox("#tool.wire_hoverball.starton", "wire_hoverball_starton")
end
|
-- Copyright (C) 2018 The Dota IMBA Development Team
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--
-- Editors:
-- Firetoad
-- Moujiozi
-- EarthSalamander #42
-- suthernfriend
--
---------------------------------------------------------------------------------------------------
-- Barebones basics
-------------------------------------------------------------------------------------------------
USE_TEAM_COURIER = true
PICKING_SCREEN_OVER = false
ENABLE_HERO_RESPAWN = true -- Should the heroes automatically respawn on a timer or stay dead until manually respawned
UNIVERSAL_SHOP_MODE = false -- Should the main shop contain Secret Shop items as well as regular items
if IsInToolsMode() then
UNIVERSAL_SHOP_MODE = true
end
AP_GAME_TIME = 60.0 -- How long should we let people select their hero?
CAPTAINS_MODE_CAPTAIN_TIME = 20 -- how long players have to claim the captain chair
CAPTAINS_MODE_PICK_BAN_TIME = 30 -- how long you have to do each pick/ban
CAPTAINS_MODE_HERO_PICK_TIME = 30 -- time to choose which hero you're going to play
CAPTAINS_MODE_RESERVE_TIME = 130 -- total bonus time that can be used throughout any selection
PRE_GAME_TIME = 90.0
if GetMapName() == "cavern" then
PRE_GAME_TIME = 30.0
end
PRE_GAME_TIME = PRE_GAME_TIME + AP_GAME_TIME -- How long after people select their heroes should the horn blow and the game start?
POST_GAME_TIME = 600.0 -- How long should we let people look at the scoreboard before closing the server automatically?
AUTO_LAUNCH_DELAY = 5.0 -- How long should we wait for the host to setup the game, after all players have loaded in?
if IsFranticMap() then
AUTO_LAUNCH_DELAY = 10.0
end
TREE_REGROW_TIME = 180.0 -- How long should it take individual trees to respawn after being cut down/destroyed?
SHOWCASE_TIME = 0.0 -- How long should showcase time last?
STRATEGY_TIME = 0.0 -- How long should strategy time last?
GOLD_PER_TICK = 1 -- How much gold should players get per tick?
RECOMMENDED_BUILDS_DISABLED = false -- Should we disable the recommened builds for heroes
MINIMAP_ICON_SIZE = 1 -- What icon size should we use for our heroes?
MINIMAP_CREEP_ICON_SIZE = 1 -- What icon size should we use for creeps?
MINIMAP_RUNE_ICON_SIZE = 1 -- What icon size should we use for runes?
RUNE_SPAWN_TIME = 120 -- How long in seconds should we wait between rune spawns?
BOUNTY_RUNE_SPAWN_TIME = 300
CUSTOM_BUYBACK_COST_ENABLED = true -- Should we use a custom buyback cost setting?
CUSTOM_BUYBACK_COOLDOWN_ENABLED = true -- Should we use a custom buyback time?
BUYBACK_ENABLED = true -- Should we allow people to buyback when they die?
-- Note: DISABLE_FOG_OF_WAR_ENTIRELY must be false for USE_UNSEEN_FOG_OF_WAR to work
USE_STANDARD_DOTA_BOT_THINKING = false -- Should we have bots act like they would in Dota? (This requires 3 lanes, normal items, etc)
USE_NONSTANDARD_HERO_GOLD_BOUNTY = false -- Should heroes follow their own gold bounty rules instead of the default DOTA ones?
USE_NONSTANDARD_HERO_XP_BOUNTY = true -- Should heroes follow their own XP bounty rules instead of the default DOTA ones?
USE_CUSTOM_TOP_BAR_VALUES = false -- Should we do customized top bar values or use the default kill count per team?
TOP_BAR_VISIBLE = true -- Should we display the top bar score/count at all?
ENABLE_TOWER_BACKDOOR_PROTECTION = true -- Should we enable backdoor protection for our towers?
REMOVE_ILLUSIONS_ON_DEATH = false -- Should we remove all illusions if the main hero dies?
DISABLE_GOLD_SOUNDS = false -- Should we disable the gold sound when players get gold?
ENABLE_FIRST_BLOOD = true -- Should we enable first blood for the first kill in this game?
HIDE_KILL_BANNERS = false -- Should we hide the kill banners that show when a player is killed?
LOSE_GOLD_ON_DEATH = true -- Should we have players lose the normal amount of dota gold on death?
FORCE_PICKED_HERO = "npc_dota_hero_dummy_dummy" -- What hero should we force all players to spawn as? (e.g. "npc_dota_hero_axe"). Use nil to allow players to pick their own hero.
FIXED_RESPAWN_TIME = -1 -- What time should we use for a fixed respawn timer? Use -1 to keep the default dota behavior.
FOUNTAIN_CONSTANT_MANA_REGEN = 14 -- What should we use for the constant fountain mana regen? Use -1 to keep the default dota behavior.
FOUNTAIN_PERCENTAGE_MANA_REGEN = 6 -- What should we use for the percentage fountain mana regen? Use -1 to keep the default dota behavior.
FOUNTAIN_PERCENTAGE_HEALTH_REGEN = 6 -- What should we use for the percentage fountain health regen? Use -1 to keep the default dota behavior.
MAXIMUM_ATTACK_SPEED = 1000 -- What should we use for the maximum attack speed?
MINIMUM_ATTACK_SPEED = 0 -- What should we use for the minimum attack speed?
DOTA_MAX_PLAYERS = 24 -- Maximum amount of players allowed in a game
-------------------------------------------------------------------------------------------------
-- IMBA: gameplay globals
-------------------------------------------------------------------------------------------------
BUYBACK_COOLDOWN_ENABLED = true -- Is the buyback cooldown enabled?
BUYBACK_BASE_COST = 100 -- Base cost to buyback
BUYBACK_COST_PER_LEVEL = 1.25 -- Level-based buyback cost
BUYBACK_COST_PER_LEVEL_AFTER_25 = 20 -- Level-based buyback cost growth after level 25
BUYBACK_COST_PER_SECOND = 0.25 -- Time-based buyback cost
BUYBACK_COOLDOWN_START_POINT = 600 -- Game time (in seconds) after which buyback cooldown is activated
BUYBACK_COOLDOWN_GROW_FACTOR = 0.167 -- Buyback cooldown increase per second
BUYBACK_COOLDOWN_MAXIMUM = 360 -- Maximum buyback cooldown
ABANDON_TIME = 180 -- Time for a player to be considered as having abandoned the game (in seconds)
FULL_ABANDON_TIME = 15 -- Time for a team to be considered as having abandoned the game (in seconds)
GAME_ROSHAN_KILLS = 0 -- Tracks amount of Roshan kills
ROSHAN_RESPAWN_TIME = RandomInt(2, 4) * 60 -- Roshan respawn timer (in seconds)
AEGIS_DURATION = 300 -- Aegis expiration timer (in seconds)
IMBA_DAMAGE_EFFECTS_DISTANCE_CUTOFF = 2500 -- Range at which most on-damage effects no longer trigger
COMEBACK_BOUNTY_SCORE = {} -- Extra comeback gold based on hero and tower kills
COMEBACK_BOUNTY_SCORE[DOTA_TEAM_GOODGUYS] = 0
COMEBACK_BOUNTY_SCORE[DOTA_TEAM_BADGUYS] = 0
COMEBACK_BOUNTY_BONUS = {} -- Extra comeback gold based on hero and tower kills
COMEBACK_BOUNTY_BONUS[DOTA_TEAM_GOODGUYS] = 0
COMEBACK_BOUNTY_BONUS[DOTA_TEAM_BADGUYS] = 0
COMEBACK_EXP_BONUS = 100
-- Hero respawn time per leve
-- Formula: (42/srqt(50)) * (-1*(50-sqrt(lvl))+50)
HERO_RESPAWN_TIME_PER_LEVEL = {}
HERO_RESPAWN_TIME_PER_LEVEL[1] = 5
HERO_RESPAWN_TIME_PER_LEVEL[2] = 10
HERO_RESPAWN_TIME_PER_LEVEL[3] = 13
HERO_RESPAWN_TIME_PER_LEVEL[4] = 15
HERO_RESPAWN_TIME_PER_LEVEL[5] = 18
HERO_RESPAWN_TIME_PER_LEVEL[6] = 20
HERO_RESPAWN_TIME_PER_LEVEL[7] = 22
HERO_RESPAWN_TIME_PER_LEVEL[8] = 24
HERO_RESPAWN_TIME_PER_LEVEL[9] = 25
HERO_RESPAWN_TIME_PER_LEVEL[10] = 27
HERO_RESPAWN_TIME_PER_LEVEL[11] = 29
HERO_RESPAWN_TIME_PER_LEVEL[12] = 30
HERO_RESPAWN_TIME_PER_LEVEL[13] = 32
HERO_RESPAWN_TIME_PER_LEVEL[14] = 33
HERO_RESPAWN_TIME_PER_LEVEL[15] = 34
HERO_RESPAWN_TIME_PER_LEVEL[16] = 35
HERO_RESPAWN_TIME_PER_LEVEL[17] = 37
HERO_RESPAWN_TIME_PER_LEVEL[18] = 38
HERO_RESPAWN_TIME_PER_LEVEL[19] = 39
HERO_RESPAWN_TIME_PER_LEVEL[20] = 40
HERO_RESPAWN_TIME_PER_LEVEL[21] = 41
HERO_RESPAWN_TIME_PER_LEVEL[22] = 42
HERO_RESPAWN_TIME_PER_LEVEL[23] = 43
HERO_RESPAWN_TIME_PER_LEVEL[24] = 44
HERO_RESPAWN_TIME_PER_LEVEL[25] = 45
HERO_RESPAWN_TIME_PER_LEVEL[26] = 46
HERO_RESPAWN_TIME_PER_LEVEL[27] = 47
HERO_RESPAWN_TIME_PER_LEVEL[28] = 48
HERO_RESPAWN_TIME_PER_LEVEL[29] = 49
HERO_RESPAWN_TIME_PER_LEVEL[30] = 50
HERO_RESPAWN_TIME_PER_LEVEL[31] = 51
HERO_RESPAWN_TIME_PER_LEVEL[32] = 52
HERO_RESPAWN_TIME_PER_LEVEL[33] = 53
HERO_RESPAWN_TIME_PER_LEVEL[34] = 54
HERO_RESPAWN_TIME_PER_LEVEL[35] = 55
HERO_RESPAWN_TIME_PER_LEVEL[36] = 55
HERO_RESPAWN_TIME_PER_LEVEL[37] = 56
HERO_RESPAWN_TIME_PER_LEVEL[38] = 57
HERO_RESPAWN_TIME_PER_LEVEL[39] = 58
HERO_RESPAWN_TIME_PER_LEVEL[40] = 59
HERO_RESPAWN_TIME_PER_LEVEL[41] = 60
HERO_RESPAWN_TIME_PER_LEVEL[42] = 60
-------------------------------------------------------------------------------------------------
-- IMBA: map-based settings
-------------------------------------------------------------------------------------------------
MAX_NUMBER_OF_TEAMS = 2 -- How many potential teams can be in this game mode?
IMBA_PLAYERS_ON_GAME = 10 -- Number of players in the game
USE_CUSTOM_TEAM_COLORS = false -- Should we use custom team colors?
USE_CUSTOM_TEAM_COLORS_FOR_PLAYERS = false -- Should we use custom team colors to color the players/minimap?
PLAYER_COLORS = {} -- Stores individual player colors
PLAYER_COLORS[0] = { 67, 133, 255 }
PLAYER_COLORS[1] = { 170, 255, 195 }
PLAYER_COLORS[2] = { 130, 0, 150 }
PLAYER_COLORS[3] = { 255, 234, 0 }
PLAYER_COLORS[4] = { 255, 153, 0 }
PLAYER_COLORS[5] = { 190, 255, 0 }
PLAYER_COLORS[6] = { 255, 0, 0 }
PLAYER_COLORS[7] = { 0, 128, 128 }
PLAYER_COLORS[8] = { 255, 250, 200 }
PLAYER_COLORS[9] = { 49, 49, 49 }
PLAYER_COLORS[10] = { 255, 0, 255 }
PLAYER_COLORS[11] = { 128, 128, 0 }
PLAYER_COLORS[12] = { 100, 255, 255 }
PLAYER_COLORS[13] = { 0, 190, 0 }
PLAYER_COLORS[14] = { 170, 110, 40 }
PLAYER_COLORS[15] = { 0, 0, 128 }
PLAYER_COLORS[16] = { 230, 190, 255 }
PLAYER_COLORS[17] = { 128, 0, 0 }
PLAYER_COLORS[18] = { 144, 144, 144 }
PLAYER_COLORS[19] = { 254, 254, 254 }
PLAYER_COLORS[20] = { 166, 166, 166 }
PLAYER_COLORS[21] = { 255, 89, 255 }
PLAYER_COLORS[22] = { 203, 255, 89 }
PLAYER_COLORS[23] = { 108, 167, 255 }
USE_AUTOMATIC_PLAYERS_PER_TEAM = false -- Should we set the number of players to 10 / MAX_NUMBER_OF_TEAMS?
TEAM_COLORS = {} -- If USE_CUSTOM_TEAM_COLORS is set, use these colors.
TEAM_COLORS[DOTA_TEAM_GOODGUYS] = { 61, 210, 150 } -- Teal
TEAM_COLORS[DOTA_TEAM_BADGUYS] = { 243, 201, 9 } -- Yellow
CUSTOM_TEAM_PLAYER_COUNT = {}
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_GOODGUYS] = 5
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_BADGUYS] = 5
if GetMapName() == "imba_1v1" then
IMBA_PLAYERS_ON_GAME = 2
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_GOODGUYS] = 1
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_BADGUYS] = 1
IMBA_1V1_SCORE = 3
PRE_GAME_TIME = 30.0 + AP_GAME_TIME
elseif GetMapName() == "imba_ranked_10v10" or GetMapName() == "imba_frantic_10v10" or GetMapName() == "imba_mutation_10v10" then
IMBA_PLAYERS_ON_GAME = 20
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_GOODGUYS] = 10
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_BADGUYS] = 10
elseif GetMapName() == "imba_12v12" then
IMBA_PLAYERS_ON_GAME = 24
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_GOODGUYS] = 12
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_BADGUYS] = 12
elseif GetMapName() == "imba_overthrow" then
require("libraries/overthrow/items")
PRE_GAME_TIME = 20.0 + AP_GAME_TIME
UNIVERSAL_SHOP_MODE = true
FIXED_RESPAWN_TIME = 10
MAX_NUMBER_OF_TEAMS = 4
IMBA_PLAYERS_ON_GAME = 16
USE_CUSTOM_TEAM_COLORS = true -- Should we use custom team colors?
USE_CUSTOM_TEAM_COLORS_FOR_PLAYERS = true -- Should we use custom team colors to color the players/minimap?
TEAM_COLORS[DOTA_TEAM_GOODGUYS] = { 61, 210, 150 } -- Teal
TEAM_COLORS[DOTA_TEAM_BADGUYS] = { 243, 201, 9 } -- Yellow
TEAM_COLORS[DOTA_TEAM_CUSTOM_1] = { 197, 77, 168 } -- Pink
TEAM_COLORS[DOTA_TEAM_CUSTOM_2] = { 255, 108, 0 } -- Orange
m_GoldRadiusMin = 250
m_GoldRadiusMax = 550
m_GoldDropPercent = 4
nNextSpawnItemNumber = 1
spawnTime = 120
leadingTeam = -1
runnerupTeam = -1
leadingTeamScore = 0
OVERTHROW_CAMP_NUMBER = 5
CLOSE_TO_VICTORY_THRESHOLD = 5
hasWarnedSpawn = false
allSpawned = false
countdownEnabled = false
isGameTied = false
itemSpawnIndex = 1
itemSpawnLocation = Entities:FindByName( nil, "greevil" )
tier1ItemBucket = {}
tier2ItemBucket = {}
tier3ItemBucket = {}
tier4ItemBucket = {}
m_VictoryMessages = {}
m_VictoryMessages[DOTA_TEAM_GOODGUYS] = "#VictoryMessage_GoodGuys"
m_VictoryMessages[DOTA_TEAM_BADGUYS] = "#VictoryMessage_BadGuys"
m_VictoryMessages[DOTA_TEAM_CUSTOM_1] = "#VictoryMessage_Custom1"
m_VictoryMessages[DOTA_TEAM_CUSTOM_2] = "#VictoryMessage_Custom2"
m_GatheredShuffledTeams = {}
-- if PlayerResource:GetPlayerCount() > 7 then
TEAM_KILLS_TO_WIN = 50
nCOUNTDOWNTIMER = 901
-- elseif PlayerResource:GetPlayerCount() > 4 and PlayerResource:GetPlayerCount() <= 7 then
-- TEAM_KILLS_TO_WIN = 20
-- nCOUNTDOWNTIMER = 721
-- else
-- TEAM_KILLS_TO_WIN = 15
-- nCOUNTDOWNTIMER = 601
-- end
CustomNetTables:SetTableValue( "game_state", "victory_condition", { kills_to_win = TEAM_KILLS_TO_WIN } );
elseif GetMapName() == "cavern" then
IMBA_PLAYERS_ON_GAME = 24
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_GOODGUYS] = 3
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_BADGUYS] = 3
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_CUSTOM_1] = 3
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_CUSTOM_2] = 3
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_CUSTOM_3] = 3
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_CUSTOM_4] = 3
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_CUSTOM_5] = 3
CUSTOM_TEAM_PLAYER_COUNT[DOTA_TEAM_CUSTOM_6] = 3
end
-------------------------------------------------------------------------------------------------
-- IMBA: game mode globals
-------------------------------------------------------------------------------------------------
GAME_WINNER_TEAM = 0 -- Tracks game winner
GG_TEAM = {}
GG_TEAM[2] = 0
GG_TEAM[3] = 0
if IsFranticMap() then
IMBA_FRANTIC_MODE_ON = true
else
IMBA_FRANTIC_MODE_ON = false
end
_G.IMBA_FRANTIC_VALUE = 50
IMBA_PICK_MODE_ALL_PICK = true -- Activates All Pick mode when true
IMBA_PICK_MODE_ALL_RANDOM = false -- Activates All Random mode when true
IMBA_PICK_MODE_ALL_RANDOM_SAME_HERO = false -- Activates All Random Same Hero mode when true
IMBA_ALL_RANDOM_HERO_SELECTION_TIME = 5.0 -- Time we need to wait before the game starts when all heroes are randomed
-- Global Gold earning, values are doubled with Hyper for non-custom maps
CUSTOM_GOLD_BONUS = {} -- 1 = Normal, 2 = Hyper
CUSTOM_GOLD_BONUS["imba_1v1"] = 250
CUSTOM_GOLD_BONUS["imba_overthrow"] = 250
CUSTOM_GOLD_BONUS["imba_ranked_5v5"] = 250
CUSTOM_GOLD_BONUS["imba_ranked_10v10"] = 250
CUSTOM_GOLD_BONUS["imba_tournament"] = 250
CUSTOM_GOLD_BONUS["imba_mutation_5v5"] = 400
CUSTOM_GOLD_BONUS["imba_mutation_10v10"] = 400
CUSTOM_GOLD_BONUS["imba_frantic_5v5"] = 400
CUSTOM_GOLD_BONUS["imba_frantic_10v10"] = 400
CUSTOM_GOLD_BONUS["cavern"] = 200
-- Global XP earning, values are doubled with Hyper for non-custom maps (right now this is not used anymore, but i'll keep it there just in case)
CUSTOM_XP_BONUS = {} -- 1 = Normal, 2 = Hyper
CUSTOM_XP_BONUS["imba_1v1"] = 200
CUSTOM_XP_BONUS["imba_overthrow"] = 200
CUSTOM_XP_BONUS["imba_ranked_5v5"] = 200
CUSTOM_XP_BONUS["imba_ranked_10v10"] = 200
CUSTOM_XP_BONUS["imba_tournament"] = 200
CUSTOM_XP_BONUS["imba_mutation_5v5"] = 200
CUSTOM_XP_BONUS["imba_mutation_10v10"] = 200
CUSTOM_XP_BONUS["imba_frantic_5v5"] = 200
CUSTOM_XP_BONUS["imba_frantic_10v10"] = 200
CUSTOM_XP_BONUS["cavern"] = 100
-- Hero base level, values are doubled with Hyper for non-custom maps
HERO_STARTING_LEVEL = {} -- 1 = Normal, 2 = Hyper
HERO_STARTING_LEVEL["imba_1v1"] = 1
HERO_STARTING_LEVEL["imba_overthrow"] = 1
HERO_STARTING_LEVEL["imba_ranked_5v5"] = 1
HERO_STARTING_LEVEL["imba_ranked_10v10"] = 1
HERO_STARTING_LEVEL["imba_tournament"] = 1
HERO_STARTING_LEVEL["imba_mutation_5v5"] = 3
HERO_STARTING_LEVEL["imba_mutation_10v10"] = 3
HERO_STARTING_LEVEL["imba_frantic_5v5"] = 5
HERO_STARTING_LEVEL["imba_frantic_10v10"] = 5
HERO_STARTING_LEVEL["cavern"] = 1
MAX_LEVEL = {}
MAX_LEVEL["imba_1v1"] = 42
MAX_LEVEL["imba_overthrow"] = 42
MAX_LEVEL["imba_ranked_5v5"] = 42
MAX_LEVEL["imba_ranked_10v10"] = 42
MAX_LEVEL["imba_tournament"] = 42
MAX_LEVEL["imba_mutation_5v5"] = 42
MAX_LEVEL["imba_mutation_10v10"] = 42
MAX_LEVEL["imba_frantic_5v5"] = 42
MAX_LEVEL["imba_frantic_10v10"] = 42
MAX_LEVEL["cavern"] = 42
HERO_INITIAL_GOLD = {}
HERO_INITIAL_GOLD["imba_1v1"] = 1200
HERO_INITIAL_GOLD["imba_overthrow"] = 1200
HERO_INITIAL_GOLD["imba_ranked_5v5"] = 1200
HERO_INITIAL_GOLD["imba_ranked_10v10"] = 1200
HERO_INITIAL_GOLD["imba_tournament"] = 1200
HERO_INITIAL_GOLD["imba_mutation_5v5"] = 2000
HERO_INITIAL_GOLD["imba_mutation_10v10"] = 2000
HERO_INITIAL_GOLD["imba_frantic_5v5"] = 4000
HERO_INITIAL_GOLD["imba_frantic_10v10"] = 4000
HERO_INITIAL_GOLD["cavern"] = 1200
GOLD_TICK_TIME = {}
GOLD_TICK_TIME["imba_1v1"] = 0.6
GOLD_TICK_TIME["imba_overthrow"] = 0.6
GOLD_TICK_TIME["imba_ranked_5v5"] = 0.6
GOLD_TICK_TIME["imba_ranked_10v10"] = 0.4
GOLD_TICK_TIME["imba_tournament"] = 0.6
GOLD_TICK_TIME["imba_mutation_5v5"] = 0.6
GOLD_TICK_TIME["imba_mutation_10v10"] = 0.4
GOLD_TICK_TIME["imba_frantic_5v5"] = 0.4
GOLD_TICK_TIME["imba_frantic_10v10"] = 0.4
GOLD_TICK_TIME["cavern"] = 9999.0
BANNED_ITEMS = {}
BANNED_ITEMS["imba_1v1"] = {
"item_imba_bottle",
"item_infused_raindrop",
"item_soul_ring",
"item_tome_of_knowledge",
}
BANNED_ITEMS["imba_overthrow"] = {
"item_cavern_dynamite",
}
BANNED_ITEMS["imba_ranked_5v5"] = {
"item_cavern_dynamite",
}
BANNED_ITEMS["imba_ranked_10v10"] = {
"item_cavern_dynamite",
}
BANNED_ITEMS["imba_tournament"] = {
"item_cavern_dynamite",
}
BANNED_ITEMS["imba_mutation_5v5"] = {
"item_cavern_dynamite",
}
BANNED_ITEMS["imba_mutation_10v10"] = {
"item_cavern_dynamite",
}
BANNED_ITEMS["imba_frantic_5v5"] = {
"item_cavern_dynamite",
}
BANNED_ITEMS["imba_frantic_10v10"] = {
"item_cavern_dynamite",
}
BANNED_ITEMS["cavern"] = {
"item_imba_aegis",
"item_imba_bottle",
"item_imba_hand_of_midas",
"item_recipe_imba_hand_of_midas",
"item_imba_heart",
"item_helm_of_the_dominator",
"item_smoke_of_deceit",
"item_tome_of_knowledge",
"item_tpscroll",
"item_imba_blink",
"item_imba_blink_boots",
}
REMAINING_GOODGUYS = 0 -- Remaining players on Radiant
REMAINING_BADGUYS = 0 -- Remaining players on Dire
ANCIENT_ABILITIES_LIST = {} -- Initializes the ancients' abilities list
SPAWN_ANCIENT_BEHEMOTHS = true -- Should the ancients spawn behemoths?
TOWER_ABILITIES = {}
TOWER_ABILITIES["tower1"] = {
"imba_tower_healing_tower",
"imba_tower_tenacity",
}
TOWER_ABILITIES["tower2"] = {
"imba_tower_healing_tower",
"imba_tower_regeneration",
"imba_tower_tenacity",
"imba_tower_toughness",
}
TOWER_ABILITIES["tower3"] = {
"imba_tower_healing_tower",
"imba_tower_regeneration",
"imba_tower_tenacity",
"imba_tower_toughness",
}
TOWER_ABILITIES["tower4"] = {
"imba_tower_healing_tower",
"imba_tower_regeneration",
"imba_tower_tenacity",
"imba_tower_toughness",
}
MAP_INITIAL_GOLD = 0 -- Gold granted to players at the start of the game on a normal pick
USE_CUSTOM_HERO_LEVELS = true -- Should we allow heroes to have custom levels?
-- Update game mode net tables
CustomNetTables:SetTableValue("game_options", "all_pick", {IMBA_PICK_MODE_ALL_PICK})
CustomNetTables:SetTableValue("game_options", "all_random", {IMBA_PICK_MODE_ALL_RANDOM})
CustomNetTables:SetTableValue("game_options", "all_random_same_hero", {IMBA_PICK_MODE_ALL_RANDOM_SAME_HERO})
CustomNetTables:SetTableValue("game_options", "frantic_mode", {IMBA_FRANTIC_MODE_ON})
CustomNetTables:SetTableValue("game_options", "gold_tick", {GOLD_TICK_TIME[GetMapName()]})
CustomNetTables:SetTableValue("game_options", "max_level", {MAX_LEVEL[GetMapName()]})
-- XP per level table (only active if custom hero levels are enabled)
XP_PER_LEVEL_TABLE = {}
-- Vanilla
XP_PER_LEVEL_TABLE[1] = 0 -- +0
XP_PER_LEVEL_TABLE[2] = 200 -- +200
XP_PER_LEVEL_TABLE[3] = 600 -- +400
XP_PER_LEVEL_TABLE[4] = 1080 -- +480
XP_PER_LEVEL_TABLE[5] = 1680 -- +600
XP_PER_LEVEL_TABLE[6] = 2300 -- +620
XP_PER_LEVEL_TABLE[7] = 2940 -- +640
XP_PER_LEVEL_TABLE[8] = 3600 -- +660
XP_PER_LEVEL_TABLE[9] = 4280 -- +680
XP_PER_LEVEL_TABLE[10] = 5080 -- +800
XP_PER_LEVEL_TABLE[11] = 5900 -- +820
XP_PER_LEVEL_TABLE[12] = 6740 -- +840
XP_PER_LEVEL_TABLE[13] = 7640 -- +900
XP_PER_LEVEL_TABLE[14] = 8865 -- +1225
XP_PER_LEVEL_TABLE[15] = 10115 -- +1250
XP_PER_LEVEL_TABLE[16] = 11390 -- +1275
XP_PER_LEVEL_TABLE[17] = 12690 -- +1300
XP_PER_LEVEL_TABLE[18] = 14015 -- +1325
XP_PER_LEVEL_TABLE[19] = 15415 -- +1400
XP_PER_LEVEL_TABLE[20] = 16905 -- +1490
XP_PER_LEVEL_TABLE[21] = 18405 -- +1500
XP_PER_LEVEL_TABLE[22] = 20155 -- +1750
XP_PER_LEVEL_TABLE[23] = 22155 -- +2000
XP_PER_LEVEL_TABLE[24] = 24405 -- +2250
XP_PER_LEVEL_TABLE[25] = 26905 -- +2500
-- XP AWARDED per level table (how much bounty heroes are worth beyond level 25)
HERO_XP_BOUNTY_PER_LEVEL = {}
HERO_XP_BOUNTY_PER_LEVEL[1] = 125
HERO_XP_BOUNTY_PER_LEVEL[2] = 170
HERO_XP_BOUNTY_PER_LEVEL[3] = 215
HERO_XP_BOUNTY_PER_LEVEL[4] = 260
HERO_XP_BOUNTY_PER_LEVEL[5] = 305
HERO_XP_BOUNTY_PER_LEVEL[6] = 350
HERO_XP_BOUNTY_PER_LEVEL[7] = 395
for i = 8, 25 do
HERO_XP_BOUNTY_PER_LEVEL[i] = HERO_XP_BOUNTY_PER_LEVEL[i-1] + 135
end
for i = 26, 100 do
HERO_XP_BOUNTY_PER_LEVEL[i] = HERO_XP_BOUNTY_PER_LEVEL[i-1] + 135 + i * 3
end
USE_MEME_SOUNDS = true -- Should we use meme/fun sounds on abilities occasionally?
BOTS_ENABLED = false
-------------------------------------------------------------------------------------------------
-- IMBA: Test mode variables
-------------------------------------------------------------------------------------------------
IMBA_TESTBED_INITIALIZED = false
-------------------------------------------------------------------------------------------------
-- IMBA: Keyvalue tables
-------------------------------------------------------------------------------------------------
PURGE_BUFF_LIST = LoadKeyValues("scripts/npc/KV/purge_buffs_list.kv")
DISPELLABLE_DEBUFF_LIST = LoadKeyValues("scripts/npc/KV/dispellable_debuffs_list.kv")
PLAYER_TEAM = {}
DONATOR_COLOR = {}
DONATOR_COLOR[1] = {160, 20, 20}
DONATOR_COLOR[2] = {100, 20, 20}
DONATOR_COLOR[3] = {0, 102, 255}
DONATOR_COLOR[4] = {240, 50, 50}
DONATOR_COLOR[5] = {218, 165, 32}
DONATOR_COLOR[6] = {45, 200, 45}
DONATOR_COLOR[7] = {47, 91, 151}
DONATOR_COLOR[8] = {153, 51, 153}
DONATOR_COLOR[9] = {255, 135, 42}
IMBA_INVISIBLE_MODIFIERS = {
"modifier_imba_moonlight_shadow_invis",
"modifier_item_imba_shadow_blade_invis",
"modifier_imba_vendetta",
"modifier_nyx_assassin_burrow",
"modifier_item_imba_silver_edge_invis",
"modifier_item_glimmer_cape_fade",
"modifier_weaver_shukuchi",
"modifier_treant_natures_guise_invis",
"modifier_templar_assassin_meld",
"modifier_imba_skeleton_walk_dummy",
"modifier_invoker_ghost_walk_self",
"modifier_rune_invis",
"modifier_imba_skeleton_walk_invis",
"modifier_imba_riki_invisibility",
"modifier_imba_shadow_walk_buff_invis",
"modifier_imba_invisibility_rune",
}
IGNORE_FOUNTAIN_UNITS = {
"npc_dota_elder_titan_ancestral_spirit",
"npc_dummy_unit",
"npc_dota_hero_dummy_dummy",
"npc_imba_donator_companion",
"npc_dota_wisp_spirit",
}
RESTRICT_FOUNTAIN_UNITS = {
"npc_dota_unit_tombstone1",
"npc_dota_unit_tombstone2",
"npc_dota_unit_tombstone3",
"npc_dota_unit_tombstone4",
"npc_dota_unit_undying_zombie",
"npc_dota_unit_undying_zombie_torso",
"npc_imba_ember_spirit_remnant",
"npc_imba_dota_stormspirit_remnant",
"npc_dota_earth_spirit_stone",
"npc_dota_tusk_frozen_sigil1",
"npc_dota_tusk_frozen_sigil2",
"npc_dota_tusk_frozen_sigil3",
"npc_dota_tusk_frozen_sigil4",
"imba_witch_doctor_death_ward",
"npc_imba_techies_proximity_mine",
"npc_imba_techies_proximity_mine_big_boom",
"npc_imba_techies_stasis_trap",
}
MORPHLING_RESTRICTED_MODIFIERS = {
"modifier_imba_riki_invisibility",
"modifier_imba_ebb_and_flow_thinker",
"modifier_imba_ebb_and_flow_tide_low",
"modifier_imba_ebb_and_flow_tide_red",
"modifier_imba_ebb_and_flow_tide_flood",
"modifier_imba_ebb_and_flow_tide_high",
"modifier_imba_ebb_and_flow_tide_wave",
"modifier_imba_ebb_and_flow_tsunami",
"modifier_imba_tidebringer",
"modifier_imba_tidebringer_sword_particle",
"modifier_imba_tidebringer_manual",
"modifier_imba_tidebringer_slow",
"modifier_imba_tidebringer_cleave_hit_target",
}
SHARED_NODRAW_MODIFIERS = {
"modifier_item_shadow_amulet_fade",
"modifier_monkey_king_tree_dance_hidden",
"modifier_monkey_king_transform",
"modifier_pangolier_gyroshell",
"modifier_smoke_of_deceit",
}
IMBA_DONATOR_COMPANION = {}
IMBA_DONATOR_COMPANION["76561198015161808"] = "npc_imba_donator_companion_cookies"
IMBA_DONATOR_COMPANION["76561198094835750"] = "npc_imba_donator_companion_zonnoz"
IMBA_DONATOR_COMPANION["76561198003571172"] = "npc_imba_donator_companion_baumi"
IMBA_DONATOR_COMPANION["76561198014254115"] = "npc_imba_donator_companion_icefrog"
IMBA_DONATOR_COMPANION["76561198014254115"] = "npc_imba_donator_companion_admiral_bulldog"
IMBA_DONATOR_COMPANION["76561198021465788"] = "npc_imba_donator_companion_suthernfriend"
IMBA_DONATOR_COMPANION["76561198073163389"] = "npc_imba_donator_companion_terdic"
IMBA_DONATOR_COMPANION["76561197970766309"] = "npc_imba_donator_companion_hamahe"
IMBA_DONATOR_COMPANION["76561193687456266"] = "npc_imba_donator_companion_exzas"
-- IMBA_DONATOR_COMPANION["76561198330946475"] = "npc_imba_donator_companion_deadknight"
IMBA_DONATOR_STATUE = {}
IMBA_DONATOR_STATUE["76561198015161808"] = "npc_imba_donator_statue_cookies"
IMBA_DONATOR_STATUE["76561193714760494"] = "npc_imba_donator_statue_acalia"
IMBA_DONATOR_STATUE["76561193684594183"] = "npc_imba_donator_statue_lily"
IMBA_DONATOR_STATUE["76561198021465788"] = "npc_imba_donator_statue_suthernfriend"
IMBA_DONATOR_STATUE["76561193687456266"] = "npc_imba_donator_statue_exzas"
IMBA_DONATOR_STATUE["76561198094835750"] = "npc_imba_donator_statue_zonnoz"
-- IMBA_DONATOR_STATUE["76561198043254407"] = "npc_imba_donator_statue_tabisama"
IMBA_DONATOR_STATUE["76561197980558838"] = "npc_imba_donator_statue_january0000"
IMBA_DONATOR_STATUE["76561198073163389"] = "npc_imba_donator_statue_terdic"
IMBA_DONATOR_STATUE["76561198077187165"] = "npc_imba_donator_statue_toc"
IMBA_DONATOR_STATUE["76561198187809623"] = "npc_imba_donator_statue_oviakin"
IMBA_DONATOR_STATUE["76561197970766309"] = "npc_imba_donator_statue_hamahe"
-- IMBA_DONATOR_STATUE["76561198330946475"] = "npc_imba_donator_statue_deadknight"
UNIT_EQUIPMENT = {}
UNIT_EQUIPMENT["models/heroes/crystal_maiden/crystal_maiden.vmdl"] = {
"models/heroes/crystal_maiden/crystal_maiden_staff.vmdl",
"models/heroes/crystal_maiden/crystal_maiden_cuffs.vmdl",
"models/heroes/crystal_maiden/crystal_maiden_cape.vmdl",
"models/heroes/crystal_maiden/head_item.vmdl",
"models/heroes/crystal_maiden/crystal_maiden_shoulders.vmdl",
}
UNIT_EQUIPMENT["models/heroes/crystal_maiden/crystal_maiden_arcana.vmdl"] = {
"models/heroes/crystal_maiden/crystal_maiden_staff.vmdl",
"models/heroes/crystal_maiden/crystal_maiden_cuffs.vmdl",
"models/heroes/crystal_maiden/crystal_maiden_arcana_back.vmdl",
"models/heroes/crystal_maiden/head_item.vmdl",
"models/heroes/crystal_maiden/crystal_maiden_shoulders.vmdl",
}
UNIT_EQUIPMENT["models/heroes/shredder/shredder.vmdl"] = {
"models/heroes/shredder/shredder_armor.vmdl",
"models/heroes/shredder/shredder_blade.vmdl",
"models/heroes/shredder/shredder_body.vmdl",
"models/heroes/shredder/shredder_chainsaw.vmdl",
"models/heroes/shredder/shredder_driver_hat.vmdl",
"models/heroes/shredder/shredder_hook.vmdl",
"models/heroes/shredder/shredder_shoulders.vmdl",
}
UNIT_EQUIPMENT["models/items/pudge/arcana/pudge_arcana_base.vmdl"] = {
"models/items/pudge/blackdeath_offhand/blackdeath_offhand.vmdl",
"models/items/pudge/blackdeath_head_s3/blackdeath_head_s3.vmdl",
"models/items/pudge/immortal_arm/immortal_arm.vmdl",
"models/items/pudge/scorching_talon/scorching_talon.vmdl",
"models/items/pudge/doomsday_ripper_belt/doomsday_ripper_belt.vmdl",
"models/items/pudge/pudge_deep_sea_abomination_arms/pudge_deep_sea_abomination_arms.vmdl",
"models/items/pudge/arcana/pudge_arcana_back.vmdl",
}
UNIT_EQUIPMENT["models/heroes/huskar/huskar.vmdl"] = {
"models/items/huskar/searing_dominator/searing_dominator.vmdl",
"models/heroes/huskar/huskar_bracer.vmdl",
"models/heroes/huskar/huskar_dagger.vmdl",
"models/heroes/huskar/huskar_shoulder.vmdl",
"models/heroes/huskar/huskar_spear.vmdl",
}
UNIT_EQUIPMENT["models/heroes/rubick/rubick.vmdl"] = {
"models/items/rubick/force_staff/force_staff.vmdl",
"models/items/rubick/kuroky_rubick_back/kuroky_rubick_back.vmdl",
"models/items/rubick/kuroky_rubick_shoulders/kuroky_rubick_shoulders.vmdl",
"models/items/rubick/kuroky_rubick_weapon/kuroky_rubick_weapon.vmdl",
"models/items/rubick/rubick_kuroky_head/rubick_kuroky_head.vmdl",
}
IMBA_DISABLED_SKULL_BASHER = {
"npc_dota_hero_faceless_void",
"npc_dota_hero_slardar",
"npc_dota_hero_spirit_breaker",
"npc_dota_hero_troll_warlord",
}
|
-- This file uses models and textures taken from TomTom. The 3d arrow model was created by Guillotine (curse.guillotine@gmail.com) and 2d minimap textures by Cladhaire.
----------------------------
-- Initialize variables --
----------------------------
-- globals
DBM.Arrow = {}
-- locals
local arrowFrame = DBM.Arrow
local runAwayArrow
local targetType
local targetPlayer
local targetX, targetY, targetMapId
local hideTime, hideDistance
-- cached variables
local pi, pi2 = math.pi, math.pi * 2
local floor = math.floor
local sin, cos, atan2, sqrt, min = math.sin, math.cos, math.atan2, math.sqrt, math.min
local UnitPosition = UnitPosition
local GetTime = GetTime
--------------------
-- Create Frame --
--------------------
local frame = CreateFrame("Button", "DBMArrow", UIParent)
frame:Hide()
frame:SetFrameStrata("HIGH")
frame:SetWidth(56)
frame:SetHeight(42)
frame:SetMovable(true)
frame:EnableMouse(false)
frame:RegisterForDrag("LeftButton", "RightButton")
frame:SetScript("OnDragStart", function(self)
self:StartMoving()
end)
frame:SetScript("OnDragStop", function(self)
self:StopMovingOrSizing()
local point, _, _, x, y = self:GetPoint(1)
DBM.Options.ArrowPoint = point
DBM.Options.ArrowPosX = x
DBM.Options.ArrowPosY = y
end)
local arrow = frame:CreateTexture(nil, "OVERLAY")
arrow:SetTexture("Interface\\AddOns\\DBM-Core\\textures\\arrows\\Arrow.blp")
arrow:SetAllPoints(frame)
---------------------
-- Map Utilities --
---------------------
local calculateDistance
do
function calculateDistance(x1, y1, x2, y2)
local dX = x1 - x2
local dY = y1 - y2
return sqrt(dX * dX + dY * dY)
end
end
-- GetPlayerFacing seems to return values between -pi and pi instead of 0 - 2pi sometimes since 3.3.3
local GetPlayerFacing = function(...)
local result = GetPlayerFacing(...)
if result < 0 then
result = result + pi2
end
return result
end
------------------------
-- Update the arrow --
------------------------
local updateArrow
do
local currentCell
function updateArrow(direction, distance)
local cell = floor(direction / pi2 * 108 + 0.5) % 108
if cell ~= currentCell then
currentCell = cell
local column = cell % 9
local row = floor(cell / 9)
local xStart = (column * 56) / 512
local yStart = (row * 42) / 512
local xEnd = ((column + 1) * 56) / 512
local yEnd = ((row + 1) * 42) / 512
arrow:SetTexCoord(xStart, xEnd, yStart, yEnd)
end
if distance then
if runAwayArrow then
local perc = distance / hideDistance
arrow:SetVertexColor(1 - perc, perc, 0)
if distance >= hideDistance then
frame:Hide()
end
else
local perc = min(distance, 100) / 100
arrow:SetVertexColor(1, 1 - perc, 0)
if distance <= hideDistance then
frame:Hide()
end
end
else
if runAwayArrow then
arrow:SetVertexColor(1, 0.3, 0)
else
arrow:SetVertexColor(1, 1, 0)
end
end
end
end
------------------------
-- OnUpdate Handler --
------------------------
do
local rotateState = 0
-- local skipFrame -- todo: skipping frames makes the arrow laggy, maybe skip frames if frame rate >= 45
frame:SetScript("OnUpdate", function(self, elapsed)
-- skipFrame = not skipFrame
-- if skipFrame then
-- return
-- end
if hideTime and GetTime() > hideTime then
frame:Hide()
end
arrow:Show()
-- the static arrow type is special because it doesn't depend on the player's orientation or position
if targetType == "static" then
return updateArrow(targetX) -- targetX contains the static angle to show
end
local x, y, _, mapId = UnitPosition("player")
if targetType == "player" then
targetX, targetY, _, targetMapId = UnitPosition(targetPlayer)
if not targetX or mapId ~= targetMapId then
self:Hide() -- hide the arrow if the target doesn't exist. TODO: just hide the texture and add a timeout
end
elseif targetType == "rotate" then
rotateState = rotateState + elapsed
targetX = x + cos(rotateState)
targetY = y + sin(rotateState)
end
if not targetX or not targetY then
return
end
local angle = atan2(targetY - y, x - targetX)
if angle <= 0 then -- -pi < angle < pi but we need/want a value between 0 and 2 pi
if runAwayArrow then
angle = -angle -- 0 < angle < pi
else
angle = pi - angle -- pi < angle < 2pi
end
else
if runAwayArrow then
angle = pi2 - angle -- pi < angle < 2pi
else
angle = pi - angle -- 0 < angle < pi
end
end
updateArrow(angle - GetPlayerFacing(), calculateDistance(x, y, targetX, targetY))
end)
end
----------------------
-- Public Methods --
----------------------
local function MapToWorldCoords(x, y)
SetMapToCurrentZone()
local isMapDungeon = true
local _, a, b, c, d = GetCurrentMapDungeonLevel()
--local floorIndex, minX, minY, maxX, maxY = GetCurrentMapDungeonLevel()
if not (a and b and c and d) then
isMapDungeon = false
_, a, b, c, d = GetCurrentMapZone()
--local zoneIndex, locLeft, locTop, locRight, locBottom = GetCurrentMapZone()
end
if not (a and b and c and d) then
return x, y
end
local h, w = c - a, d - b
local dx, dy = x / 100, y / 100
if isMapDungeon then
x = d - w * dy
y = c - h * dx
else
x = b + w * dy
y = a + h * dx
end
--print("x=" .. x .. ", y=" .. y)
return x, y
end
local function show(runAway, x, y, distance, time, legacy)
if DBM.Options.EnablePatchRestrictions and IsInInstance() then return end
local player
if type(x) == "string" then
player, hideDistance, hideTime = x, y, hideDistance
end
frame:Show()
runAwayArrow = runAway
hideDistance = distance or runAway and 100 or 3
if time then
hideTime = time + GetTime()
else
hideTime = nil
end
if player then
targetType = "player"
targetPlayer = player
else
targetType = "fixed"
if legacy and x >= 0 and x <= 100 and y >= 0 and y <= 100 then
x, y = MapToWorldCoords(x, y)
end
targetX, targetY = x, y
end
end
function arrowFrame:ShowRunTo(...)
return show(false, ...)
end
function arrowFrame:ShowRunAway(...)
return show(true, ...)
end
-- shows a static arrow
function arrowFrame:ShowStatic(angle, time)
--Static arrows do not need restrictions, and are still permitted even in 7.1
runAwayArrow = false
hideDistance = 0
targetType = "static"
targetX = angle * pi2 / 360
if time then
hideTime = time + GetTime()
else
hideTime = nil
end
frame:Show()
end
function arrowFrame:IsShown()
return frame and frame:IsShown()
end
function arrowFrame:Hide(autoHide)
frame:Hide()
end
local function endMove()
frame:EnableMouse(false)
arrowFrame:Hide()
end
function arrowFrame:Move()
targetType = "rotate"
runAwayArrow = false
hideDistance = 0
frame:EnableMouse(true)
frame:Show()
DBM.Bars:CreateBar(25, DBM_ARROW_MOVABLE, "Interface\\Icons\\Spell_Holy_BorrowedTime")
DBM:Unschedule(endMove)
DBM:Schedule(25, endMove)
end
function arrowFrame:LoadPosition()
frame:SetPoint(DBM.Options.ArrowPoint, DBM.Options.ArrowPosX, DBM.Options.ArrowPosY)
end
|
mp = Map("ipsec", translate("IPSec VPN Server"))
mp.description = translate("IPSec VPN connectivity using the native built-in VPN Client on iOS or Andriod (IKEv1 with PSK and Xauth)")
mp:section(SimpleSection).template = "ipsec/ipsec_status"
s = mp:section(NamedSection, "ipsec", "service")
s.anonymouse = true
enabled = s:option(Flag, "enabled", translate("Enable"))
enabled.default = 0
enabled.rmempty = false
clientip = s:option(Value, "clientip", translate("VPN Client IP"))
clientip.datatype = "ip4addr"
clientip.description = translate("LAN DHCP reserved started IP addresses with the same subnet mask")
clientip.optional = false
clientip.rmempty = false
clientdns = s:option(Value, "clientdns", translate("VPN Client DNS"))
clientdns.datatype = "ip4addr"
clientdns.description = translate("DNS using in VPN tunnel.Set to the router's LAN IP is recommended")
clientdns.optional = false
clientdns.rmempty = false
account = s:option(Value, "account", translate("Account"))
account.datatype = "string"
password = s:option(Value, "password", translate("Password"))
password.password = true
secret = s:option(Value, "secret", translate("Secret Pre-Shared Key"))
secret.password = true
return mp
|
require "util"
require "shared"
local entity_mapping = {
-- t1
["replicating-ultra-fast-belt"] = {
copy = "ultra-fast-belt",
icon = "__replicating-belts__/graphics/icons/ultimate/replicating-ultra-fast-belt.png",
tint = {r=0,g=211,b=37},
},
-- t2
["replicating-extreme-fast-belt"] = {
copy = "extreme-fast-belt",
icon = "__replicating-belts__/graphics/icons/ultimate/replicating-extreme-fast-belt.png",
tint = {r=245,g=17,b=24},
},
-- t3
["replicating-ultra-express-belt"] = {
copy = "ultra-express-belt",
icon = "__replicating-belts__/graphics/icons/ultimate/replicating-ultra-express-belt.png",
tint = {r=86,g=0,b=204},
},
-- t4
["replicating-extreme-express-belt"] = {
copy = "extreme-express-belt",
icon = "__replicating-belts__/graphics/icons/ultimate/replicating-extreme-express-belt.png",
tint = {r=0,g=0,b=204},
},
-- t5
["replicating-ultimate-transport-belt"] = {
copy = "ultimate-belt",
icon = "__replicating-belts__/graphics/icons/ultimate/replicating-ultimate-transport-belt.png",
tint = {r=0,g=230,b=204},
},
}
for k, v in pairs(entity_mapping) do
replicating_belts.entity(k, v)
end
|
require 'customizations'
cppdialect 'C++17'
debugdir '../assets'
exceptionhandling 'Off'
flags { 'MultiProcessorCompile' }
--gradleversion( '3.1.4' )
includedirs { '../include/' }
--maxsdkversion '28'
--minsdkversion '23'
objdir '../obj/%{cfg.platform}/%{cfg.buildcfg}'
rtti 'Off'
targetdir '../%{iif(prj.kind == "StaticLib","lib","bin")}/%{cfg.platform}/%{cfg.buildcfg}'
warnings 'Extra'
filter 'configurations:Debug'
optimize 'Off'
symbols 'On'
filter 'configurations:Release'
optimize 'Full'
symbols 'Off'
defines { 'NDEBUG' }
filter 'system:windows'
toolset 'msc'
defines { 'NOMINMAX' }
filter 'system:not windows'
toolset 'gcc'
filter 'system:linux'
debugenvs { 'LD_LIBRARY_PATH=$LD_LIBRARY_PATH:../%{OUTDIR}' }
filter 'system:android'
--androidabis { 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64' }
filter { }
|
package.path = package.path .. ";../../?.lua"
iffy=require 'iffy'
iffy.newImage("dice.png")
--same as iffy.newImage("dice","dice.png")
iffy.newSprite("dice","dice3",68,0,68,68)
iffy.newSprite("dice","dice4",68,136,68,68)
iffy.exportXML("dice")
--same as iffy.exportCSV("dice","","dice.csv")
--if you want to export to XML then use exportXML
function love.draw()
iffy.drawSprite('dice3',400-32,300-32)
end
|
dofile(ModPath .. "infcore.lua")
-- If sydch's skill overhaul is enabled then touch the trees differently
if IreNFist.mod_compatibility.sso then
-- I checked the BLT source and registering the same hook twice isn't a big deal, the second call is ignored.
-- What *is* a big deal is trying to add a hook before it's registered, so let's not do that!
Hooks:RegisterHook("sso_skilltweak_init_complete")
-- Listen for SSO having completed its work
-- Thanks to Sydch helpfully providing a Hook, we can ensure our code always runs after theirs.
Hooks:AddHook("sso_skilltweak_init_complete", "inf_skilltweakinit_after_sso", function(self)
-- Rifleman
self.skills.rifleman[1].upgrades = {"weapon_enter_steelsight_speed_multiplier", "snp_reload_speed_multiplier"}
self.skills.rifleman[2].upgrades = {"smg_reload_speed_multiplier", "assault_rifle_reload_speed_multiplier"}
-- Ammo Efficiency
self.skills.spotter_teamwork[1].upgrades = { "head_shot_ammo_return_1" }
self.skills.spotter_teamwork[2].upgrades = { "head_shot_ammo_return_2" }
-- Aggressive Reload
self.skills.speedy_reload[1].upgrades = {"snp_headshot_armor"}
self.skills.speedy_reload[2].upgrades = {"snp_headshot_armor_2"}
-- Shotgun Impact/Solid Impact
self.skills.shotgun_impact[1].upgrades = {"advmov_stamina_on_kill"}
self.skills.shotgun_impact[2].upgrades = {"advmov_stamina_on_kill_2"}
-- Shotgun CQB
self.skills.shotgun_cqb[1].upgrades = {"shotgun_reload_speed_multiplier_1"}
self.skills.shotgun_cqb[2].upgrades = {"shotgun_reload_speed_multiplier_2"}
-- Far Away/Surgical Shot
self.skills.far_away[1].upgrades = {"pellet_penalty_reduction"}
self.skills.far_away[2].upgrades = {"pellet_penalty_reduction_2"}
-- Close By (no shotgun mag plus pls)
self.skills.close_by[2].upgrades = {"shotgun_switchspeed_buff"}
-- Overkill/Last Word
-- These damage bonuses are a bit OP in InF
self.skills.overkill[1].upgrades = {"shotgun_last_shell_amount", "shotgun_last_shell_dmg_mult"}
self.skills.overkill[2].upgrades = {"shotgun_last_shell_amount_2"}
-- Technician
-- Bunker/Fire Control instead of Mag Plus and reload bonuses
self.skills.fire_control[1].upgrades = {"bipod_deploy_speed_mult"}
self.skills.fire_control[2].upgrades = {"bipod_dmg_taken_mult"}
-- Lock and load, add low magazine reload bonus to the new hipfire skill rather than to Surefire
table.insert(self.skills.shock_and_awe[2].upgrades, "locknload_reload")
table.insert(self.skills.shock_and_awe[2].upgrades, "locknload_reload_partial")
-- Fire control horizontal recoil
-- Confusingly, some skills were swapped
self.skills.fast_fire[1].upgrades = {"recoil_h_mult"}
self.skills.fast_fire[2].upgrades = {"recoil_h_mult_2"}
-- Shockproof, add taser bullets
table.insert(self.skills.hitman[2].upgrades, "player_electric_bullets_while_tased")
-- body expertise
self.skills.body_expertise[1].upgrades = {
"weapon_automatic_head_shot_add_1",
"weapon_automatic_head_shot_add_2"
}
self.skills.body_expertise[2].upgrades = {"weapon_lmg_pierce_enemies"}
-- Specialized Killing, remove the silencer damage bonus and spread the other bonuses out over the 2 tiers
self.skills.unseen_strike[1].upgrades = {
"weapon_silencer_recoil_index_addend"
}
self.skills.unseen_strike[2].upgrades = {
"weapon_silencer_enter_steelsight_speed_multiplier",
"weapon_silencer_spread_index_addend"
}
-- Fugitive
-- Pistol/Dexterous tree
-- Itchy Finger, remove reload speed bonus and mag size increase
self.skills.dance_instructor[1].upgrades = {"pistol_switchspeed_buff"}
self.skills.dance_instructor[2].upgrades = {"pistol_switchspeed_buff_2"}
-- Akimbo/Two-Hands/Dual Wielder skill, replace stability and ammo bonuses with switch speed and reload bonuses instead
self.skills.akimbo[1].upgrades = {"empty_akimbo_switch"}
self.skills.akimbo[2].upgrades = {"empty_akimbo_reload"}
self.skills.expert_handling[1].upgrades = {"pistol_enter_steelsight_speed_multiplier"}
self.skills.expert_handling[2].upgrades = {"pistol_reload_speed_multiplier"}
-- one handed talent/off-handed reload
self.skills.gun_fighter[1].upgrades = {"offhand_reload_time_mult", "pistol_gives_offhand_reload"}
self.skills.gun_fighter[2].upgrades = {"offhand_reload_time_mult_2", "ar_gives_offhand_reload", "smg_gives_offhand_reload", "shotgun_gives_offhand_reload", "xbow_gives_offhand_reload"}
-- Trigger Happy/Coordination
self.skills.trigger_happy[1].upgrades = {"pistol_stacking_hit_damage_multiplier_1"}
self.skills.trigger_happy[2].upgrades = {"pistol_stacking_hit_damage_multiplier_2"}
-- Add guardian perk deck
-- Re-use common perks from SSO
-- Get the default perks from crew chief
-- Except perk 2. I like SSO, but vanilla PD2's take on headshot damage is bad
--local deck2 = deep_clone(self.specializations[1][2])
local deck2 = {
cost = 300,
desc_id = "menu_deckall_2_desc",
name_id = "menu_deckall_2",
upgrades = {
"passive_player_xp_multiplier"
},
icon_xy = {
1,
0
}
}
local deck4 = deep_clone(self.specializations[1][4])
local deck6 = deep_clone(self.specializations[1][6])
local deck8 = deep_clone(self.specializations[1][8])
-- Define the deck
local holdout_deck = {
{
cost = 200,
desc_id = "menu_deck_holdout1_desc",
name_id = "menu_deck_holdout1",
upgrades = {
"player_holdout_consecutive_kills", -- Enables the holdout feature to begin with
"player_holdout_killcount_1" -- Required kills in zone is 3
},
icon_xy = {
0,
5
}
},
deck2,
{
cost = 400,
desc_id = "menu_deck_holdout3_desc",
name_id = "menu_deck_holdout3",
texture_bundle_folder = "opera",
upgrades = {
"player_holdout_distant_kill_health_regen_1", -- Far away kills regenerate 10 health
"player_holdout_close_kill_armor_regen_1", -- Close-by kills regenerate 10 armor instead
"player_holdout_regen_cooldown_1" -- Cooldown is 5 seconds
},
icon_xy = {
0,
1
}
},
deck4,
{
cost = 1000,
desc_id = "menu_deck_holdout5_desc",
name_id = "menu_deck_holdout5",
texture_bundle_folder = "opera",
upgrades = {
"player_holdout_killcount_2", -- Lower required kills to 2
"player_holdout_dmg_reduction_1" -- Add 12% damage reduction while inside your zone
},
icon_xy = {
0,
0
}
},
deck6,
{
cost = 2400,
desc_id = "menu_deck_holdout7_desc",
name_id = "menu_deck_holdout7",
upgrades = {
"player_holdout_distant_kill_health_regen_2", -- Far away kills regenerate 20 health instead of 10
"player_holdout_close_kill_armor_regen_2" -- Close-by kills regenerate 20 armor instead of 10
},
icon_xy = {
0,
3
}
},
deck8,
{
cost = 4000,
desc_id = "menu_deck_holdout9_desc",
name_id = "menu_deck_holdout9",
upgrades = {
"player_holdout_consecutive_kill_ammo", -- Every 10th consecutive zone kill drops 1 extra ammo
"player_holdout_regen_cooldown_2", -- Cooldown of Bunker reduced to 4 seconds
"player_passive_loot_drop_multiplier" -- Should always be in any perk deck, is infamous chance
},
icon_xy = {
4,
5
}
},
desc_id = "menu_deck_holdout_desc",
name_id = "menu_deck_holdout",
custom = true,
custom_id = "inf_holdout_perkdeck",
}
-- Insert the new perk deck and remember its ID
-- This is better compatible with other perkdeck-adding mods and also future-proof
local i = #self.specializations + 1
self.specializations[i] = holdout_deck
IreNFist.holdout_deck_index = i
end)
else
Hooks:PostHook(SkillTreeTweakData, "init", "remove_denbts", function(self, params)
local digest = function(value)
return Application:digest_value(value, true)
end
self.tier_unlocks = {
digest(0),
digest(1),
digest(3),
digest(16)
}
-- Common decks
-- Remove headshot dmg multiplier, replace with XP
-- Also add the former Parkour movement speed bonus to it
local deck2 = {
cost = 300,
desc_id = "menu_deckall_2_desc",
name_id = "menu_deckall_2",
upgrades = {
"passive_player_xp_multiplier",
"player_movement_speed_multiplier"
},
icon_xy = {
1,
0
}
}
-- Remove XP and detection buffs, add instant cash pickup value
local deck4 = {
cost = 600,
desc_id = "menu_deckall_4_desc",
name_id = "menu_deckall_4",
upgrades = {
"player_passive_armor_movement_penalty_multiplier",
"player_small_loot_multiplier_1"
},
icon_xy = {
3,
0
}
}
-- No ammo pickup multiplier, add further bag throwing
local deck6 = {
cost = 1600,
desc_id = "menu_deckall_6_desc",
name_id = "menu_deckall_6",
upgrades = {
"armor_kit",
"carry_throw_distance_multiplier"
},
icon_xy = {
5,
0
}
}
-- No random damage multiplier, add sprint speed from Sprinter skillf
-- Also add insider assets because limiting expert driver to a skill is kinda gay
-- And you never need them outside of stealth anyway
-- Dumb goldfarb era holdover that doesn't really work well anymore
local deck8 = {
cost = 3200,
desc_id = "menu_deckall_8_desc",
name_id = "menu_deckall_8",
upgrades = {
"passive_doctor_bag_interaction_speed_multiplier",
"player_run_speed_multiplier",
"player_buy_bodybags_asset",
"player_additional_assets",
"player_cleaner_cost_multiplier",
"player_buy_spotter_asset"
},
icon_xy = {
7,
0
}
}
-- Change common perks in each deck
for a = 1, #self.specializations, 1 do
self.specializations[a][2] = deck2
self.specializations[a][4] = deck4
self.specializations[a][6] = deck6
self.specializations[a][8] = deck8
end
-- Add brand-new Bunker/Holdout/Defender perk deck
local holdout_deck = {
{
cost = 200,
desc_id = "menu_deck_holdout1_desc",
name_id = "menu_deck_holdout1",
upgrades = {
"player_holdout_consecutive_kills", -- Enables the holdout feature to begin with
"player_holdout_killcount_1" -- Required kills in zone is 3
},
icon_xy = {
0,
5
}
},
deck2,
{
cost = 400,
desc_id = "menu_deck_holdout3_desc",
name_id = "menu_deck_holdout3",
texture_bundle_folder = "opera",
upgrades = {
"player_holdout_distant_kill_health_regen_1", -- Far away kills regenerate 10 health
"player_holdout_close_kill_armor_regen_1", -- Close-by kills regenerate 10 armor instead
"player_holdout_regen_cooldown_1" -- Cooldown is 5 seconds
},
icon_xy = {
0,
1
}
},
deck4,
{
cost = 1000,
desc_id = "menu_deck_holdout5_desc",
name_id = "menu_deck_holdout5",
texture_bundle_folder = "opera",
upgrades = {
"player_holdout_killcount_2", -- Lower required kills to 2
"player_holdout_dmg_reduction_1" -- Add 12% damage reduction while inside your zone
},
icon_xy = {
0,
0
}
},
deck6,
{
cost = 2400,
desc_id = "menu_deck_holdout7_desc",
name_id = "menu_deck_holdout7",
upgrades = {
"player_holdout_distant_kill_health_regen_2", -- Far away kills regenerate 20 health instead of 10
"player_holdout_close_kill_armor_regen_2" -- Close-by kills regenerate 20 armor instead of 10
},
icon_xy = {
0,
3
}
},
deck8,
{
cost = 4000,
desc_id = "menu_deck_holdout9_desc",
name_id = "menu_deck_holdout9",
upgrades = {
"player_holdout_consecutive_kill_ammo", -- Every 10th consecutive zone kill drops 1 extra ammo
"player_holdout_regen_cooldown_2", -- Cooldown of Bunker reduced to 4 seconds
"player_passive_loot_drop_multiplier" -- Should always be in any perk deck, is infamous chance
},
icon_xy = {
4,
5
}
},
desc_id = "menu_deck_holdout_desc",
name_id = "menu_deck_holdout",
custom = true,
custom_id = "inf_holdout_perkdeck",
}
-- Insert the new perk deck and remember its ID
-- This is better compatible with other perkdeck-adding mods and also future-proof
local i = #self.specializations + 1
self.specializations[i] = holdout_deck
IreNFist.holdout_deck_index = i
-- Rogue
-- Give yet more dodge to the final perk, replace "pierce body armor" with "pierce enemies" since piercing body armor is redundant
self.specializations[4][9].upgrades = {
"player_passive_loot_drop_multiplier",
"weapon_all_pierce_enemies",
"weapon_passive_swap_speed_multiplier_1",
"player_passive_dodge_chance_4"
}
-- MASTERMIND
-- tier 1 cool under pressure
self.skills.stable_shot[1].upgrades = {"ugh_its_a_reload_bonus"}
self.skills.stable_shot[2].upgrades = {"ugh_its_a_reload_bonus_2"}
-- marksman
self.skills.sharpshooter[2].upgrades = {"weapon_passive_headshot_damage_multiplier"}
-- rifleman
self.skills.rifleman[1].upgrades = {"weapon_enter_steelsight_speed_multiplier", "snp_reload_speed_multiplier"}
self.skills.rifleman[2].upgrades = {"smg_reload_speed_multiplier", "assault_rifle_reload_speed_multiplier"}
-- aggressive reload
self.skills.speedy_reload[1].upgrades = {"snp_headshot_armor"}
self.skills.speedy_reload[2].upgrades = {"snp_headshot_armor_2"}
-- Re-add old stockholm syndrome to stockholm syndrome skill
table.insert(self.skills.stockholm_syndrome[1].upgrades, "player_civilian_reviver")
-- GHOST
-- Duck and cover
-- Extra sprint speed moved to perk
self.skills.sprinter[1].upgrades = {
"player_stamina_regen_timer_multiplier",
"player_stamina_regen_multiplier"
}
-- Chameleon, make extra loot value innate to a shared perk instead of some random skill
self.skills.jail_workout[2].upgrades = {
"player_mask_off_pickup"
}
-- Sixth Sense, replace insider assets with pager snatch
-- Pager snatch auto-answers pagers if you kill an unalerted ("cool") guard with melee
self.skills.chameleon[2].upgrades = {
"player_cleaner_cost_multiplier",
"player_inf_snatch_pager" -- Inf prefix added because I vaguely remember other mods or even PD2 itself using this
}
self.skills.sprinter[2].upgrades = {"player_run_dodge_chance", "slide_dodge_chance"}
-- replace dire need with moving target
self.skills.dire_need[1].upgrades = {"player_detection_risk_add_movement_speed_1"}
self.skills.dire_need[2].upgrades = {"player_detection_risk_add_movement_speed_2"}
self.skills.dire_need.name_id = "menu_moving_target"
self.skills.dire_need.desc_id = "menu_moving_target_desc"
self.skills.dire_need.icon_xy = {2, 4} -- Moving Target icon
-- Shockproof Ace: taser bullets (lol)
table.insert(self.skills.insulation[2].upgrades, "player_electric_bullets_while_tased")
-- Parkour skill: replace movement speed bonus with the ability to break your fall with advanced movement
self.skills.awareness[1].upgrades = {
"player_climb_speed_multiplier_1",
"player_adv_movement_breaks_fall"
}
-- FUGITIVE
-- gun nut
-- fuck your mag capacity
-- fuck your stryk magic too
-- basically just eat a bag of dicks for managing to trigger what precious little gun autism i have
self.skills.dance_instructor[1].upgrades = {"pistol_switchspeed_buff"}
self.skills.dance_instructor[2].upgrades = {"pistol_switchspeed_buff_2"}
-- akimbo
self.skills.akimbo[1].upgrades = {"empty_akimbo_switch"}
self.skills.akimbo[2].upgrades = {"empty_akimbo_reload"}
-- pumping iron
self.skills.steroids[1].upgrades = {"player_non_special_melee_multiplier", "player_melee_damage_multiplier"}
self.skills.steroids[2].upgrades = {"imma_chargin_mah_melee"}
-- desperado
self.skills.expert_handling[1].upgrades = {"pistol_enter_steelsight_speed_multiplier"}
-- one handed talent/off-handed reload
self.skills.gun_fighter[1].upgrades = {"offhand_reload_time_mult", "pistol_gives_offhand_reload"}
self.skills.gun_fighter[2].upgrades = {"offhand_reload_time_mult_2", "ar_gives_offhand_reload", "smg_gives_offhand_reload", "shotgun_gives_offhand_reload", "xbow_gives_offhand_reload"}
-- equilibrium
self.skills.equilibrium[1].upgrades = {"pistol_base_switchspeed_add"}
self.skills.equilibrium[2].upgrades = {"pistol_base_switchspeed_add_2"}
-- Counter-Strike
table.insert(self.skills.drop_soap[1].upgrades, "player_arrest_knockdown")
table.insert(self.skills.drop_soap[2].upgrades, "player_counter_arrest")
-- ENFORCER
-- Transporter
self.skills.pack_mule[1].upgrades = { "player_sprint_any_bag" }
-- overkill
self.skills.overkill[1].upgrades = {"shotgun_last_shell_amount", "shotgun_last_shell_dmg_mult"}
self.skills.overkill[2].upgrades = {"shotgun_last_shell_amount_2"}
-- far away
self.skills.far_away[1].upgrades = {"pellet_penalty_reduction"}
self.skills.far_away[2].upgrades = {"pellet_penalty_reduction_2"}
-- close by
self.skills.close_by[2].upgrades = {"shotgun_switchspeed_buff"}
-- shotgun cqb
self.skills.shotgun_cqb[2].upgrades = {"shotgun_reload_speed_multiplier_2"}
-- shotgun impact
--self.skills.shotgun_impact[1].upgrades = {"shotgun_damage_addend"}
--self.skills.shotgun_impact[2].upgrades = {"shotgun_damage_addend_2"}
self.skills.shotgun_impact[1].upgrades = {"advmov_stamina_on_kill"}
self.skills.shotgun_impact[2].upgrades = {"advmov_stamina_on_kill_2"}
-- Carbon Blade replaced, saw skills merged down into Portable Saw skill
self.skills.portable_saw[1].upgrades = {
"saw_secondary",
"saw_enemy_slicer"
}
self.skills.portable_saw[2].upgrades = {
"saw_extra_ammo_multiplier",
"player_saw_speed_multiplier_2",
"saw_lock_damage_multiplier_2",
"saw_ignore_shields_1",
"saw_panic_when_kill_1"
}
-- Weird discount "bulletstorm" mechanic
-- Pick up ammo boxes and you'll charge up a bar
-- Press a keybind to gain temporary bulletstorm during that time
-- NOTE: Bulletstorm no longer gives you a bottomless mag, it only prevents ammo consumption.
-- You still have to reload but your reserve ammo temporarily doesn't run out.
self.skills.carbon_blade[1].upgrades = {
"player_inf_charge_bulletstorm",
"player_inf_bulletstorm_second_gain_1"
}
-- Use your own ammo to refill an ammo bag
self.skills.carbon_blade[2].upgrades = {
"player_inf_refill_ammobag",
"player_inf_bulletstorm_second_gain_2"
}
-- Change icon to a pack mule originally used for Transporter pre-U100
self.skills.carbon_blade.icon_xy = { 6, 0 }
-- Fully loaded
-- Basic now contains a 25% ammo pickup bonus
-- Aced now gives an additional 25% ammo pickup (so 150% scavenge rate total, aced is same as before but basic feels less useless)
self.skills.bandoliers[1].upgrades = {
"extra_ammo_multiplier1",
"player_pick_up_ammo_multiplier",
}
self.skills.bandoliers[2].upgrades = {
"player_pick_up_ammo_multiplier_2",
"player_regain_throwable_from_ammo_1"
}
-- TECHNICIAN
-- surefire/bunker
self.skills.fast_fire[1].upgrades = {"bipod_deploy_speed_mult"}
self.skills.fast_fire[2].upgrades = {"bipod_dmg_taken_mult"}
-- steady grip
self.skills.steady_grip[1].upgrades = {"player_stability_increase_bonus_1"}
self.skills.steady_grip[2].upgrades = {"player_stability_increase_bonus_2"}
-- fire control
self.skills.fire_control[1].upgrades = {"recoil_h_mult"}
self.skills.fire_control[2].upgrades = {"recoil_h_mult_2"}
-- body expertise
self.skills.body_expertise[1].upgrades = {
"weapon_automatic_head_shot_add_1",
"weapon_automatic_head_shot_add_2"
}
self.skills.body_expertise[2].upgrades = {"weapon_lmg_pierce_enemies"}
-- lock 'n load
--self.skills.shock_and_awe[1].upgrades = {}
self.skills.shock_and_awe[2].upgrades = {"locknload_reload", "locknload_reload_partial"}
-- Add armor ammo multiplier to default upgrades
if not table.contains(self.default_upgrades, "player_add_armor_stat_skill_ammo_mul") then
table.insert(self.default_upgrades, "player_add_armor_stat_skill_ammo_mul")
end
end)
end
|
User = game.Players.LocalPlayer
Char = User.Character
cen = Instance.new("Part", User.Character)
cen.BottomSurface = "Smooth"
cen.TopSurface = "Smooth"
cen.CanCollide = false
cen.formFactor = "Symmetric"
cen.Size = Vector3.new(1,1,1)
cen.BrickColor = BrickColor.new("Really black")
cen.Transparency = 1
cen2 = Instance.new("Part", User.Character)
cen2.BottomSurface = "Smooth"
cen2.TopSurface = "Smooth"
cen2.CanCollide = false
cen2.formFactor = "Symmetric"
cen2.Size = Vector3.new(1,1,1)
cen2.BrickColor = BrickColor.new("Really black")
cen2.Transparency = 1
cenw = Instance.new("Weld", cen)
cenw.Part0 = Char["Torso"]
cenw.Part1 = cen
cenw.C1 = CFrame.new(-1.5,-0.5,0)
cenw2 = Instance.new("Weld", cen2)
cenw2.Part0 = Char["Torso"]
cenw2.Part1 = cen2
cenw2.C1 = CFrame.new(1.5,-0.5,0)
haw = Instance.new("Weld", cen)
haw.Part0 = cen
haw.Part1 = Char["Right Arm"]
haw.C1 = CFrame.new(0,0.5,0)
haw2 = Instance.new("Weld", cen2)
haw2.Part0 = cen2
haw2.Part1 = Char["Left Arm"]
haw2.C1 = CFrame.new(0,0.5,0)
haw.Part1 = nil
haw2.Part1 = nil
Torso = Instance.new("Part", Char)
Torso.formFactor = "Symmetric"
Torso.BrickColor = Char.Torso.BrickColor
Torso.Size = Char.Torso.Size
Torso.Transparency = 1
Torso.Reflectance = 0
Torso:BreakJoints()
Torsow = Instance.new("Weld", Torso)
Torsow.Part0 = Char["Torso"]
Torsow.Part1 = Torso
Torsow.C1 = CFrame.Angles(0,math.rad(0),0)
Hw = Instance.new("Weld", Torso)
Hw.Part0 = Torso
Hw.Part1 = Char.Head
Hw.C1 = CFrame.new(0,-1.5,0)
prt1f = Instance.new("Part", Char)
prt1f.Size = Vector3.new(1,1,1)
prt1f.CanCollide = false
prt1f.BrickColor = BrickColor.new("Institutional white")
prt1f.TopSurface = "Smooth"
prt1f.Transparency = 1
prt1f.BottomSurface = "Smooth"
prtfM = Instance.new("CylinderMesh", prt1f)
prtfM.Scale = Vector3.new(0.2,4,0.2)
prt1f:BreakJoints()
prtfW = Instance.new("Weld", prt1f)
prtfW.Part0 = Char["Right Arm"]
prtfW.Part1 = prt1f
prtfW.C1 = CFrame.new(0,-0.5,1)*CFrame.Angles(math.rad(90),0,math.rad(0))
prt1 = Instance.new("Part", Char)
prt1.Size = Vector3.new(1,1,1)
prt1.CanCollide = false
prt1.BrickColor = BrickColor.new("Institutional white")
prt1.TopSurface = "Smooth"
prt1.Transparency = 0.5
prt1.BottomSurface = "Smooth"
prtM = Instance.new("CylinderMesh", prt1)
prtM.Scale = Vector3.new(0.2,4,0.2)
prt1:BreakJoints()
prtW = Instance.new("Weld", prt1)
prtW.Part0 = prt1f
prtW.Part1 = prt1
prtW.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),0,math.rad(0))
for i = 0,17 do
prt = Instance.new("Part", Char)
prt.formFactor = "Custom"
prt.Size = Vector3.new(1,1,1)
prt.CanCollide = false
prt.BrickColor = BrickColor.new("Really black")
prt.TopSurface = "Smooth"
prt.Transparency = 0
prt.BottomSurface = "Smooth"
prtMm = Instance.new("SpecialMesh", prt)
prtMm.MeshType = "Sphere"
prtMm.Scale = Vector3.new(0.15,0.15,0.15)
prt:BreakJoints()
prtWw = Instance.new("Weld", prt)
prtWw.Part0 = prt1
prtWw.Part1 = prt
prtWw.C1 = CFrame.new(0,-i/8,0.07)*CFrame.Angles(math.rad(0),math.rad(i*50),math.rad(0))
end
for i = 1,17 do
prt = Instance.new("Part", Char)
prt.formFactor = "Custom"
prt.Size = Vector3.new(1,1,1)
prt.CanCollide = false
prt.BrickColor = BrickColor.new("Really black")
prt.TopSurface = "Smooth"
prt.Transparency = 0
prt.BottomSurface = "Smooth"
prtMm = Instance.new("SpecialMesh", prt)
prtMm.MeshType = "Sphere"
prtMm.Scale = Vector3.new(0.15,0.15,0.15)
prt:BreakJoints()
prtWw = Instance.new("Weld", prt)
prtWw.Part0 = prt1
prtWw.Part1 = prt
prtWw.C1 = CFrame.new(0,i/8,0.07)*CFrame.Angles(math.rad(0),math.rad(-(i*50)),math.rad(0))
end
prt2 = Instance.new("Part", Char)
prt2.Size = Vector3.new(1,1,1)
prt2.CanCollide = false
prt2.BrickColor = BrickColor.new("Really red")
prt2.TopSurface = "Smooth"
prt2.Transparency = 0.5
prt2.BottomSurface = "Smooth"
prt2M = Instance.new("SpecialMesh", prt2)
prt2M.MeshId = "http://www.roblox.com/asset/?id=9756362"
prt2M.Scale = Vector3.new(0.5,1,0.5)
prt2:BreakJoints()
prt2W = Instance.new("Weld", prt2)
prt2W.Part0 = prt1
prt2W.Part1 = prt2
prt2W.C1 = CFrame.new(0,-3.5,0)*CFrame.Angles(math.rad(0),0,math.rad(0))
prt3 = Instance.new("Part", Char)
prt3.Size = Vector3.new(1,1,1)
prt3.CanCollide = false
prt3.BrickColor = BrickColor.new("Institutional white")
prt3.TopSurface = "Smooth"
prt3.Transparency = 0.8
prt3.BottomSurface = "Smooth"
prt3M = Instance.new("SpecialMesh", prt3)
prt3M.MeshId = "http://www.roblox.com/asset/?id=9982590"
prt3M.Scale = Vector3.new(0.75,0.6,0.75)
prt3:BreakJoints()
prt3W = Instance.new("Weld", prt3)
prt3W.Part0 = prt2
prt3W.Part1 = prt3
prt3W.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),0,math.rad(0))
prt4 = Instance.new("Part", Char)
prt4.formFactor = "Custom"
prt4.Size = Vector3.new(1,1,1)
prt4.CanCollide = false
prt4.BrickColor = BrickColor.new("Really black")
prt4.TopSurface = "Smooth"
prt4.Transparency = 0
prt4.BottomSurface = "Smooth"
prt4M = Instance.new("SpecialMesh", prt4)
prt4M.MeshType = "Sphere"
prt4M.Scale = Vector3.new(0.5,0.5,0.5)
prt4:BreakJoints()
prt4W = Instance.new("Weld", prt4)
prt4W.Part0 = prt1
prt4W.Part1 = prt4
prt4W.C1 = CFrame.new(0,2.5,0)*CFrame.Angles(math.rad(0),0,math.rad(0))
prt5 = Instance.new("Part", Char)
prt5.Size = Vector3.new(1,1,1)
prt5.CanCollide = false
prt5.BrickColor = BrickColor.new("Really black")
prt5.TopSurface = "Smooth"
prt5.Transparency = 0.5
prt5.BottomSurface = "Smooth"
prt5M = Instance.new("SpecialMesh", prt5)
prt5M.MeshType = "FileMesh"
prt5M.MeshId = "http://www.roblox.com/asset/?id=20329976"
prt5M.Scale = Vector3.new(0.2,0.5,0.2)
prt5:BreakJoints()
prt5W = Instance.new("Weld", prt5)
prt5W.Part0 = prt1
prt5W.Part1 = prt5
prt5W.C1 = CFrame.new(0,-2.5,0)*CFrame.Angles(math.rad(0),0,math.rad(0))
prt6 = Instance.new("Part", Char)
prt6.formFactor = "Custom"
prt6.Size = Vector3.new(1,1,1)
prt6.CanCollide = false
prt6.BrickColor = BrickColor.new("Institutional white")
prt6.TopSurface = "Smooth"
prt6.Transparency = 1
prt6.BottomSurface = "Smooth"
prt6M = Instance.new("BlockMesh", prt6)
prt6M.Scale = Vector3.new(1,1,1)
prt6:BreakJoints()
prt6W = Instance.new("Weld", prt6)
prt6W.Part0 = prt2
prt6W.Part1 = prt6
prt6W.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),0,math.rad(0))
prt7 = Instance.new("Part", Char)
prt7.formFactor = "Custom"
prt7.Size = Vector3.new(1,1,1)
prt7.CanCollide = false
prt7.BrickColor = BrickColor.new("Institutional white")
prt7.TopSurface = "Smooth"
prt7.Transparency = 1
prt7.BottomSurface = "Smooth"
prt7M = Instance.new("BlockMesh", prt7)
prt7M.Scale = Vector3.new(1,1,1)
prt7:BreakJoints()
prt7W = Instance.new("Weld", prt7)
prt7W.Part0 = prt2
prt7W.Part1 = prt7
prt7W.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),0,math.rad(0))
prt8 = Instance.new("Part", Char)
prt8.formFactor = "Custom"
prt8.Size = Vector3.new(1,1,1)
prt8.CanCollide = false
prt8.BrickColor = BrickColor.new("Institutional white")
prt8.TopSurface = "Smooth"
prt8.Transparency = 1
prt8.BottomSurface = "Smooth"
prt8M = Instance.new("BlockMesh", prt8)
prt8M.Scale = Vector3.new(1,1,1)
prt8:BreakJoints()
prt8W = Instance.new("Weld", prt8)
prt8W.Part0 = prt2
prt8W.Part1 = prt8
prt8W.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),0,math.rad(0))
prt9 = Instance.new("Part", Char)
prt9.formFactor = "Custom"
prt9.Size = Vector3.new(1,1,1)
prt9.CanCollide = false
prt9.BrickColor = BrickColor.new("Institutional white")
prt9.TopSurface = "Smooth"
prt9.Transparency = 1
prt9.BottomSurface = "Smooth"
prt9M = Instance.new("SpecialMesh", prt9)
prt9M.MeshId = "http://www.roblox.com/asset/?id=3270017"
prt9M.Scale = Vector3.new(1,1,1)
prt9:BreakJoints()
prt9W = Instance.new("Weld", prt9)
prt9W.Part0 = prt2
prt9W.Part1 = prt9
prt9W.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(90),0,math.rad(0))
delay(0, function()
while true do
for i = 1,360 do
prt3W.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(0),math.rad(i),math.rad(0))
wait(0.1)
end
end
end)
------------------------------------------------------------------------------------------
function Blast()
for i = 1,60,15 do
haw.C0 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(90),math.rad(45-i),math.rad(-45+i))
wait(0.03)
end
Char["Torso"].Transparency = 1
Torso.Transparency = 0
cenw2.Part0 = Torso
cenw.Part0 = Torso
Char.Torso["Right Hip"].Part0 = Torso
Char.Torso["Left Hip"].Part0 = Torso
haw2.Part1 = Char["Left Arm"]
for i = 1,120,30 do
Torsow.C0 = CFrame.Angles(math.rad(0),math.rad(i),0)
Hw.C0 = CFrame.Angles(math.rad(0),math.rad(-i),0)
haw.C0 = CFrame.Angles(math.rad(i),0,math.rad(i))
haw2.C0 = CFrame.Angles(math.rad(0),0,math.rad(-i/2))
prtW.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(i),0,math.rad(0))
wait()
end
prt6.Transparency = 0.7
prt7.Transparency = 0.7
for i = 1,1050,50 do
prt6W.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(i),math.rad(i),math.rad(i))
prt6M.Scale = Vector3.new(i/500,i/500,i/500)
prt7W.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(-i/2),math.rad(-i/2),math.rad(-i/2))
prt7M.Scale = Vector3.new(i/500,i/500,i/500)
wait(0.03)
end
prt6.Transparency = 1
prt7.Transparency = 1
shot = Instance.new("Part", workspace)
shot.Size = Vector3.new(1,1,1)
shot.CanCollide = false
shot.BrickColor = BrickColor.new("Institutional white")
shot.TopSurface = "Smooth"
shot.Transparency = 0
shot.BottomSurface = "Smooth"
shotM = Instance.new("SpecialMesh", shot)
shotM.MeshId = "http://www.roblox.com/asset/?id=4770583"
shotM.Scale = Vector3.new(1,1,1)
shot:BreakJoints()
shot.CFrame = prt2.CFrame
local shotv = Instance.new("BodyVelocity", shot)
shotv.velocity = prt1f.CFrame.lookVector*200
prt9.Transparency = 0
prt9W.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(90),0,math.rad(0))
loadstring([[Char = workspace.Deadworld432
function sound(id, pt)
local sd = Instance.new("Sound", Char.Head)
sd.SoundId = "http://www.roblox.com/asset/?id="..tostring(id)
sd.Pitch = pt
sd.Volume = 1
delay(0, function()
sd:Play()
wait(2)
sd:Remove()
end)
end
sound(2767090, 1)]])()
for i = 1,1050,50 do
delay(0,function()
for i,v in pairs(workspace:children()) do
if v:FindFirstChild("Humanoid") and v:FindFirstChild("Head") then
if (v.Head.Position - shot.Position).magnitude < 5 then
v:BreakJoints()
end
end
end
end)
prt9M.Scale = Vector3.new(i/100,i/100,i/100)
prt9.Transparency = i/1000
prt9W.C1 = CFrame.new(0,0,i/500)*CFrame.Angles(math.rad(90),0,math.rad(0))
local shot2 = Instance.new("Part", workspace)
shot2.Size = Vector3.new(1,1,1)
shot2.CanCollide = true
shot2.BrickColor = BrickColor.new("Institutional white")
shot2.TopSurface = "Smooth"
shot2.Transparency = 0
shot2.Anchored = true
shot2.BottomSurface = "Smooth"
local shot2M = Instance.new("SpecialMesh", shot2)
shot2M.MeshId = "http://www.roblox.com/asset/?id=4770583"
shot2M.Scale = Vector3.new(1,1,1)
shot2:BreakJoints()
shot2.CFrame = shot.CFrame
delay(0,function()
for i = 1,10 do
shot2.Transparency = shot2.Transparency+0.1
shot2.CFrame = shot2.CFrame+Vector3.new(math.random(-10,10)/10,0,math.random(-10,10)/10)
shot2M.Scale = shot2M.Scale + Vector3.new(0.1,0.1,0.1)
wait(0.03)
end
shot2:Remove()
end)
wait(0.03)
end
shot:remove()
for i = 1,100,10 do
Torsow.C0 = CFrame.Angles(math.rad(0),math.rad(90-i),0)
Hw.C0 = CFrame.Angles(math.rad(0),math.rad(-90+i),0)
haw.C0 = CFrame.Angles(math.rad(i),0,math.rad(90-i))
haw2.C0 = CFrame.Angles(math.rad(0),0,math.rad(-45+i/2))
prtW.C1 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(90-i),0,math.rad(0))
wait()
end
haw2.Part1 = nil
Char["Torso"].Transparency = 0
Torso.Transparency = 1
cenw2.Part0 = Char.Torso
cenw.Part0 = Char.Torso
Char.Torso["Right Hip"].Part0 = Char.Torso
Char.Torso["Left Hip"].Part0 = Char.Torso
Equip()
end
function Equip()
haw.Part1 = Char["Right Arm"]
for i = 1,60,15 do
haw.C0 = CFrame.new(0,0,0)*CFrame.Angles(math.rad(i*2),math.rad(i),math.rad(-i))
wait(0.03)
end
end
function UnEquip()
for i = 1,60,15 do
haw.C0 = CFrame.new(0,0,0)*CFrame.Angles(math.rad((45/2)-(i/2)),math.rad(45-i),math.rad(-45+i))
wait(0.03)
end
haw.Part1 = nil
end
function Arcrain()
end
--------------------------------------------
local _ = false
if not script.Parent:IsA("HopperBin") then
h = Instance.new("HopperBin", User.Backpack)
h.Name = "Staff"
script.Parent = h
end
script.Parent.Selected:connect(function(mouse)
Equip()
mouse.Button1Down:connect(function()
if _ == false then
_ = true
Blast()
_ = false
end
end)
mouse.KeyDown:connect(function(key)
if key == "q" and _ == false then
_ = true
CircleBlast()
_ = false
end
end)
end)
script.Parent.Deselected:connect(function()
UnEquip()
end)
--mediafire gtfo password
|
slot0 = class("MiniHubMediator", import("..BaseMiniGameMediator"))
slot0.register = function (slot0)
slot0.super.register(slot0)
slot0.viewComponent:SetExtraData({})
end
slot0.OnMiniGameOPeration = function (slot0, slot1, slot2)
slot0:sendNotification(GAME.SEND_MINI_GAME_OP, {
hubid = slot0.miniGameProxy:GetHubByGameId(slot0.miniGameId).id,
cmd = slot1,
args1 = slot2
})
end
slot0.OnMiniGameSuccess = function (slot0, slot1)
if slot0.miniGameProxy:GetHubByGameId(slot0.miniGameId).count <= 0 then
return
end
slot0:sendNotification(GAME.SEND_MINI_GAME_OP, {
hubid = slot2.id,
cmd = MiniGameOPCommand.CMD_COMPLETE,
args1 = {
slot1
}
})
end
slot0.OnMiniGameFailure = function (slot0, slot1)
return
end
slot0.listNotificationInterests = function (slot0)
table.insertto({}, slot0.super.listNotificationInterests(slot0))
return
end
slot0.handleNotification = function (slot0, slot1)
slot0.super.handleNotification(slot0, slot1)
end
return slot0
|
--[[
© 2020 TERRANOVA do not share, re-distribute or modify
without permission of its author.
--]]
ITEM.name = "Approved Noodles";
ITEM.model = "models/props_junk/garbage_takeoutcarton001a.mdl";
ITEM.width = 1;
ITEM.height = 1;
ITEM.description = "A takeout shaped box with cooked hokkien 'egg' noodles and some light seasoning. It's still quite bad.";
ITEM.category = "Civil-Approved Food";
ITEM.permit = "consumables";
ITEM.price = 13;
ITEM.restoreHealth = 14;
ITEM.flag = "f"
|
function mult(value)
for t=1,value*3 do
Note("I AM LUA!")
end
return value*3
end
function auto(cmd,start,stop,target)
for t=start,stop do
Note(cmd.." "..t.."."..target)
end
end
function updateRoomInfo(room)
--room = gmcpTable("room.info")
--now we are called directly from java, with an argument in room.
--check to see if it is a mappable room
--Note("Staring room save")
if(room.num == -1) then
--probably some more cases to check. Kind of looks like this one is the easiest.
return --room not mappable
end
--check to see if we already have this room/area
cur = db:rawQuery("SELECT uid FROM rooms WHERE uid="..room.num,nil)
count = cur:getCount()
if(count > 0) then
Note("MAPPER: already mapped room:"..room.num)
return
end
cur:close()
cur = nil;
--Note("Starting room save")
local vals_tmp = {uid=room.num,name=room.name,area=room.zone,terrain=room.terrain,info=room.details,x=room.coord.x,y=room.coord.y}
local vals = fields(vals_tmp)
db:insert("rooms",nil,vals)
--Note("Room Inserted - Doing Exits")
for key,value in pairs(room.exits) do
if(value == nil or value ~= "") then
local e_tmp = {fromuid=room.num,dir=key,touid=value}
local e = fields(e_tmp)
db:insert("exits",nil,e)
else
Note("Not mapping exits. Room: "..room.num.." is a maze.")
end
end
--Note("exits finished")
end
function dumpRooms()
local rows = row("_id","name","area","terrain")
local cur = db:query("rooms",rows,nil,nil,nil,nil,nil)
local i = 0
repeat
cur:moveToNext()
local id = cur:getString(0)
local name = cur:getString(1)
local zone = cur:getString(2)
local terrain = cur:getString(3)
Note(id.."=> "..name.." zone:"..zone.." terrain:"..terrain);
i = i + 1
until cur:isLast()==true
cur:close()
end
function dumpExits()
local rows = row("_id","command","destination")
local cur = db:query("exits",rows,nil,nil,nil,nil,nil)
local i = 0
repeat
sup = rowify(cur)
cur:moveToNext()
local id = cur:getString(0)
local name = cur:getString(1)
local destination = cur:getString(2)
Note(id.."=>"..name.." dest:"..destination);
i = i + 1
until cur:isLast()==true
cur:close()
end
function cofun()
coroutine.yield(10)
coroutine.yield(20)
coroutine.yield(30)
end
function nrows(s)
local cursor = db:rawQuery(s,nil)
local helper = {}
setmetatable(helper, {
__index=function(t,name)
index = cursor:getColumnIndex(name)
if(index == -1) then
return "No such column: "..name
end
var = cursor:getString(index)
return var
end
})
count = cursor:getCount()
if(count < 1) then
return "No results returned for query: "..s
end
return function()
moved = cursor:moveToNext()
if(not moved) then
cursor:close()
return
end
return helper
end
end
function betterDumpRows()
for room in nrows("SELECT * FROM rooms") do
Note(room["name"].." ["..room["zone"].."]:"..room["terrain"])
end
end
function createTables()
--android only supports single queries. this is going to suuuuuck.
db:rawQuery("PRAGMA foreign_keys = ON",nil)
--db:rawQuery("PRAGMA journal_mode=WAL",nil)
db:execSQL([[
CREATE TABLE IF NOT EXISTS areas (
_id INTEGER PRIMARY KEY AUTOINCREMENT,
uid TEXT NOT NULL, -- vnum or how the MUD identifies the area
name TEXT, -- name of area
date_added DATE, -- date added to database
texture TEXT, -- background area texture
color TEXT, -- ANSI colour code.
UNIQUE (uid)
);
]])
db:execSQL("CREATE INDEX IF NOT EXISTS areas_uid_index ON areas (uid);")
db:execSQL("CREATE INDEX IF NOT EXISTS areas_name_index ON areas (name);")
db:execSQL([[
CREATE TABLE IF NOT EXISTS environments (
_id INTEGER PRIMARY KEY AUTOINCREMENT,
uid TEXT NOT NULL, -- code for the environment
name TEXT, -- name of environment
color INTEGER, -- ANSI colour code
date_added DATE, -- date added to database
UNIQUE (uid)
);]])
db:execSQL("CREATE INDEX IF NOT EXISTS name_index ON environments (name);")
db:execSQL([[
CREATE TABLE IF NOT EXISTS rooms (
_id INTEGER PRIMARY KEY AUTOINCREMENT,
uid TEXT NOT NULL, -- vnum or how the MUD identifies the room
name TEXT, -- name of room
area TEXT, -- which area
building TEXT, -- which building it is in
terrain TEXT, -- eg. road OR water
info TEXT, -- eg. shop,healer
notes TEXT, -- player notes
x INTEGER,
y INTEGER,
z INTEGER,
date_added DATE, -- date added to database
UNIQUE (uid),
FOREIGN KEY(area) REFERENCES areas(uid)
);
]])
db:execSQL("CREATE INDEX IF NOT EXISTS info_index ON rooms (info);")
db:execSQL("CREATE INDEX IF NOT EXISTS terrain_index ON rooms (terrain);")
db:execSQL("CREATE INDEX IF NOT EXISTS area_index ON rooms (area);")
db:execSQL("CREATE INDEX IF NOT EXISTS rname_index ON rooms (name);")
db:execSQL([[
CREATE TABLE IF NOT EXISTS exits (
_id INTEGER PRIMARY KEY AUTOINCREMENT,
dir TEXT NOT NULL, -- direction, eg. "n", "s"
fromuid STRING NOT NULL, -- exit from which room (in rooms table)
touid STRING NOT NULL, -- exit to which room (in rooms table)
level STRING NOT NULL DEFAULT '0', -- minimum level to make use of this exit
date_added DATE, -- date added to database
--PRIMARY KEY(fromuid, dir),
FOREIGN KEY(fromuid) REFERENCES rooms(uid));
]])
db:execSQL("CREATE INDEX IF NOT EXISTS fromuid_index ON exits (fromuid);")
db:execSQL("CREATE INDEX IF NOT EXISTS touid_index ON exits (touid);")
end
function dumpMaster()
--nrows may be a bit to flashy to use here.
local cur = db:rawQuery("SELECT name FROM sqlite_master WHERE type='table' ORDER BY name",nil)
--cur:moveToNext()
while (cur:moveToNext()) do
local val = cur:getString(0)
Note("DB TABLE: "..val)
end
cur:close()
cur=nil;
end
function dumpIndicies()
--nrows may be a bit to flashy to use here.
local cur = db:rawQuery("SELECT name FROM sqlite_master WHERE type='index' ORDER BY name",nil)
--cur:moveToNext()
while (cur:moveToNext()) do
local val = cur:getString(0)
Note("DB TABLE: "..val)
end
cur:close()
cur=nil;
end
|
local TESTING_LOCALLY = false -- If true, there must be a module named `api` that returns the api dump json
local util = require(script.Parent.Util)
local pluginWarn, pluginError = util.pluginWarn, util.pluginError
local HttpService = game:GetService("HttpService")
local API_URL = "https://raw.githubusercontent.com/CloneTrooper1019/Roblox-Client-Tracker/roblox/API-Dump.json"
local PROPERTY_RESTRICTED_TAGS = { "ReadOnly", "NotScriptable" }
local INSTANCE_RESTRICTED_TAGS = { "NotScriptable" }
local SECURITY_RESTRICTED_TAGS = {
["RobloxSecurity"] = true,
["NotAccessibleSecurity"] = true,
["RobloxScriptSecurity"] = true,
}
local FORBIDDEN_PROPERTIES = {
["BasePart"] = {
["Position"] = true, -- Position, Rotation, and Orientation are all overruled by CFrame
["Rotation"] = true,
["Orientation"] = true,
["BrickColor"] = true,
["brickColor"] = true, -- Could be solved by moving how forbidden properties are handled but I don't care enough to fix it
},
["FormFactorPart"] = {
["FormFactor"] = true,
["formFactor"] = false,
},
["GuiObject"] = {
["Transparency"] = true,
},
}
local PRELOAD_CLASSES = {
"Part",
"Frame", "ScrollingFrame", "TextLabel", "TextButton", "TextBox", "ImageLabel", "ImageButton",
"Humanoid",
}
local function tablesOverlap(tbl1, tbl2)
local longTbl = #tbl1 > #tbl2 and tbl1 or tbl2
local shortTbl = longTbl == tbl1 and tbl2 or tbl1
for _, v1 in ipairs(longTbl) do -- This is probably the best way to do this
for _, v2 in ipairs(shortTbl) do
if v1 == v2 then
return true
end
end
end
return false
end
local requestData = {
Url = API_URL,
Method = "GET",
}
local function generateAPI()
local jsonSuccess, apiJson
if TESTING_LOCALLY then
jsonSuccess, apiJson = pcall(HttpService.JSONDecode, HttpService, require(game.ServerScriptService.api))
else
local requestSuccess, requestResponse = pcall(HttpService.RequestAsync, HttpService, requestData)
if not requestSuccess then -- HttpService not on
pluginWarn("HttpService.HttpEnabled is not true. HttpService is required briefly upon loading the serializer to get the Roblox API.")
pluginWarn("Please enable HttpEnabled and retry.")
return false
end
if not requestResponse.Success then
pluginWarn("RequestAsync failed to get the API dump (status: %i %s)", requestResponse.StatusCode, requestResponse.StatusMessage)
pluginWarn("Please retry. If this persists, contact Dekkonot.")
return false
end
jsonSuccess, apiJson = pcall(HttpService.JSONDecode, HttpService, requestResponse.Body)
end
if not jsonSuccess then
pluginWarn("API dump failed to decode. Please retry. If this persists, contact Dekkonot.")
return false
end
local classMap = {}
local inheritanceMap = {}
local classCache = {
normal = {},
plugin = {},
}
for _, classApi in ipairs(apiJson.Classes) do
if not classApi.Tags or not tablesOverlap(INSTANCE_RESTRICTED_TAGS, classApi.Tags) then
-- Boy I really wish I had `continue` right now :/
local forbiddenTable = FORBIDDEN_PROPERTIES[classApi.Name]
local classTable = {
["$superclass"] = classApi.Superclass,
["$service"] = not not (classApi.Tags and table.find(classApi.Tags, "Service")),
}
for _, memberTable in ipairs(classApi.Members) do
if memberTable.MemberType == "Property" then
if not forbiddenTable or not forbiddenTable[memberTable.Name] then
if not memberTable.Tags or not tablesOverlap(PROPERTY_RESTRICTED_TAGS, memberTable.Tags) then
if not (SECURITY_RESTRICTED_TAGS[memberTable.Security.Write] or SECURITY_RESTRICTED_TAGS[memberTable.Security.Read]) then
classTable[memberTable.Name] = memberTable.Security.Write ~= "None" or memberTable.Security.Read ~= "None"
end
end
end
end
end
for name in pairs(classTable) do
if string.find(name, "Color$") and classTable[name.."3"] ~= nil then -- Kill BrickColor properties
classTable[name] = nil
elseif name:find("^%l") then
if classTable[name:sub(1, 1):upper()..name:sub(2)] ~= nil then
classTable[name] = nil
end
end
end
classMap[classApi.Name] = classTable
end
end
for _, classApi in ipairs(apiJson.Classes) do
local superRoute = {}
local root = classApi.Name
while classMap[root] do
table.insert(superRoute, 1, root) -- This is because properties may be overwritten by descendant classes (Value objects...)
root = classMap[root]["$superclass"]
end
inheritanceMap[classApi.Name] = superRoute
end
local function getProperties(class, pluginContext)
if pluginContext == nil then
pluginError("pluginContext must be passed to API.getProperties")
end
local cacheTable = classCache[pluginContext and "plugin" or "normal"]
if cacheTable[class] then
return cacheTable[class]
else
local properties = {}
if pluginContext then
for _, superClass in ipairs(inheritanceMap[class]) do
for k in pairs(classMap[superClass]) do
if k ~= "$service" and k ~= "$superclass" then
properties[#properties+1] = k
end
end
end
else
for _, superClass in ipairs(inheritanceMap[class]) do
for k, v in pairs(classMap[superClass]) do
if not v then
if k ~= "$service" and k ~= "$superclass" then
properties[#properties+1] = k
end
end
end
end
end
cacheTable[class] = properties
return properties
end
end
local function isService(class)
local map = classMap[class]
return map["$service"]
end
for _, v in ipairs(PRELOAD_CLASSES) do
getProperties(v, false)
getProperties(v, true)
end
return true, {
getProperties = getProperties,
isService = isService,
}
end
return generateAPI
|
local fs = require('fs')
local uv = require('luv')
local rpc = require('app/rpc')
local core = require('core')
local config = require('app/conf')
local path = require('path')
local json = require('json')
local util = require('util')
local devices = require('devices')
local exports = {}
local context = {}
local modemManager = nil
local STARTING = 1
local RUNNING = 0
local IDLE = 2
---@class ModemManager
local ModemManager = core.Emitter:extend()
function ModemManager:initialize(options)
options = options or {}
self.id = options.id or '1'
self.name = options.name or 'dt02-4G-module'
self.status = {}
self.enable = false
self.uartDevice = nil
self.uartFile = -1
self.uartName = '/dev/ttyUSB2'
self.uartPoll = nil
self.uartTimer = nil
self.step = 1
self.atCommands = {
"ATE0\r\n",
"AT+CSQ\r\n",
"AT+QCCID\r",
"AT+CIMI\r",
"AT+COPS?\r"
}
return self
end
-- 关闭 USB 4G 模块通信串口
function ModemManager:closeUart()
if (self.uartTimer) then
clearTimeout(self.uartTimer)
self.uartTimer = nil
end
if (self.uartPoll) then
uv.poll_stop(self.uartPoll)
self.uartPoll = nil
end
if (self.uartDevice) then
self.uartDevice:close()
self.uartDevice = nil
end
self.uartFile = -1;
end
-- 返回当前网络状态
function ModemManager:getStatus()
-- ppp0
local status = {}
status.ifname = 'ppp0'
status.iccid = self.iccid
status.imsi = self.imsi
status.operater = self.operater
status.signalStrength = tonumber(self.signalStrength)
status.updated = Date.now()
-- interface
local interfaces = os.networkInterfaces() or {}
local interface = interfaces[status.ifname]
interface = interface and interface[1]
if (interface) then
status.ip = interface.ip
status.netmask = interface.netmask
end
return status
end
-- 打开 USB 4G 模块通信串口
function ModemManager:openUart()
self:closeUart()
if (not fs.existsSync(self.uartName)) then
return
end
-- device
local lmodbus = require("lmodbus")
local uartDevice = lmodbus.new(self.uartName, 115200, 78, 8, 1) -- N: 78, O: 79, E: 69
self.uartDevice = uartDevice;
uartDevice:connect()
-- file
local uartFile = uartDevice:getFD()
if (uartFile < 0 ) then
console.info("open device error")
return -1
end
self.uartFile = uartFile
local atCmd = self.atCommands
local function onNextStep()
self.step = self.step + 1
if (self.step == 3) then
if (self.iccid) then
self.step = self.step + 1
end
end
if (self.step == 4) then
if (self.imsi) then
self.step = self.step + 1
end
end
if (self.step == 5) then
if (self.operater) then
self.step = self.step + 1
end
end
if (self.step <= 5) then
fs.writeSync(uartFile, nil, atCmd[self.step])
elseif (self.step > 5) then
self:closeUart()
self:onSaveStatus()
end
end
local function onData(data)
if (data == nil or #data < 2) then
return
end
-- console.log('onData', self.step, data)
if (self.step == 1) then
if (string.find(data, "OK\r\n")) then
onNextStep()
end
elseif (self.step == 2) then
if (string.find(data, "+CSQ: ")) then
self.signalStrength = tonumber(string.match(data, "%d+"))
console.log('signalStrength', self.signalStrength)
onNextStep()
end
elseif (self.step == 3) then
if (string.find(data, "+QCCID: ")) then
self.iccid = string.match(data, "%d+")
onNextStep()
end
elseif (self.step == 4) then
if (string.find(data, "OK\r\n")) then
self.imsi = string.match(data, "%d+")
onNextStep()
end
elseif (self.step == 5) then
if (string.find(data, "+COPS: ")) then
local a, b, string = string.find(data, '(["].*["])')
if (string) then
self.operater = string.sub(string, 2, b - a);
end
onNextStep()
end
end
end
local function onUartData()
fs.read(uartFile, function(err, data, bytesRead)
onData(data)
end)
end
-- poll
self.uartPoll = uv.new_poll(uartFile)
if (self.uartPoll) then
uv.poll_start(self.uartPoll, "r", onUartData)
end
end
-- 当开始拨号
function ModemManager:onConnect()
local MIN_CONNECT_INTERVAL = 10
local MAX_CONNECT_INTERVAL = 60
local checkTimer
local retrtTimes = 0
local now = os.time()
local function checkPppdProcess()
local filename = '/var/run/ppp0.pid'
local filedata = fs.readFileSync(filename)
local pid = tonumber(filedata) or ''
filename = '/proc/' .. pid
local ret = fs.existsSync(filename)
if (ret) then
clearInterval(checkTimer)
checkTimer = nil
self.status.pppd = RUNNING
self.connectInterval = MIN_CONNECT_INTERVAL
console.info("start pppd task success")
else
retrtTimes = retrtTimes + 1
if (retrtTimes >= 5) then
retrtTimes = 0
clearInterval(checkTimer)
checkTimer = nil
self.status.pppd = IDLE
os.execute("killall pppd")
console.info("start pppd task failed")
end
end
end
if (not self.connectTime) then
self.connectTime = now
self.connectInterval = MIN_CONNECT_INTERVAL
end
if (self.connectTime > now) then
return
end
self.connectTime = now + self.connectInterval
self.connectInterval = self.connectInterval * 2
if (self.connectInterval > MAX_CONNECT_INTERVAL) then
self.connectInterval = MAX_CONNECT_INTERVAL
end
console.info("start pppd connect")
self.status.pppd = STARTING
os.execute("route del default")
os.execute("killall pppd")
os.execute("pppd call quectel-ppp &")
checkTimer = setInterval(1000, checkPppdProcess)
self:onUpdateStatus()
end
-- 对 4G 模块进行复位
function ModemManager:onReset()
console.info("pppd reset")
self:closeUart()
self.status.pppd = IDLE
devices.setSwitchState("ec20", '0', function()
setTimeout(300, function()
devices.setSwitchState("ec20", '1', function()
os.execute("rm -rf /tmp/ppp/connect-errors")
end)
end)
end)
end
function ModemManager:onSaveStatus()
local data = self:getStatus()
local filename = path.join(os.tmpdir, 'run/wan.json')
local filedata = json.stringify(data)
fs.writeFile(filename, filedata)
end
-- 定时查询拨号状态
function ModemManager:onUpdateStatus()
if (not self.enable) then
return
end
self:openUart()
local atCmd = self.atCommands
if (self.uartFile and self.uartFile > 0) then
self.step = 1
-- start command send
fs.writeSync(self.uartFile, nil, atCmd[self.step])
self.uartTimer = setTimeout(1000 * 5, function()
self.uartTimer = nil
self:closeUart()
end)
end
return 0
end
-- 设置是否启用 4G 拨号
-- @param {boolean} isEnabled
function ModemManager:setEnabled(isEnabled)
if (self.enable == isEnabled) then
return
end
self.enable = isEnabled
if (self.enable) then
console.info("ppp set enable")
self:onConnect()
else
console.info("ppp set disable")
os.execute("killall pppd")
end
end
-- 开始监控 4G 拨号状态
function ModemManager:start()
print("Network: start network monitor")
-- disconnect timer
local disconnectCount = 1
setInterval(1000 * 30, function()
if (not self.enable) then
return
end
local params = {}
rpc.call('wotc', 'network', params, function(err, result)
if (result) then
disconnectCount = 1
else
disconnectCount = disconnectCount + 1
end
end)
if (disconnectCount > 5) then
console.warn("network status false")
disconnectCount = 1
self:onReset()
end
end)
-- update status timer
setInterval(1000 * 30, function()
self:onUpdateStatus()
end)
setInterval(1000 * 10, function()
if (self.status.pppd == STARTING) then
return
end
local filename = '/var/run/ppp0.pid'
local ret = fs.existsSync(filename)
if (self.enable) then
if (ret) then
return
end
self:onConnect()
else
if (not ret) then
return
end
os.execute("killall pppd")
end
end)
end
-- ////////////////////////////////////////////////////////////////////////////
-- networkManager
local networkManager = { lanConfig = {}, dhcpConfig = {}}
function networkManager.applyNetworkConfig(options)
if (not options) then
return
end
networkManager.updateNetworkNameServer(options) -- dns
networkManager.updateNetworkAddress(options)
networkManager.updateNetworkRouter(options)
end
function networkManager.getDomainServers()
local result = {}
local filedata = fs.readFileSync('/etc/resolv.conf')
if (not filedata) then
return
end
local lines = filedata:split('\n')
for _, line in ipairs(lines) do
local tokens = line:split(' ')
local server = tokens and tokens[2]
if (tokens[1]) and (tokens[1] == 'nameserver') and server then
table.insert(result, server)
end
end
return result
end
function networkManager.getStatus()
local status = {}
local lanConfig = networkManager.lanConfig or {}
status.ifname = lanConfig.ifname or 'eth0'
status.dns = networkManager.getDomainServers();
if (lanConfig.proto == "dhcp") then
status.dhcp = true
local dhcpConfig = networkManager.dhcpConfig or {}
status.router = dhcpConfig.router
else
status.router = lanConfig.router
end
-- interface
local interfaces = os.networkInterfaces() or {}
local interface = interfaces[status.ifname] or interfaces['enp3s0']
interface = interface and interface[1]
if (interface) then
status.ip = interface.ip
status.mac = util.hexEncode(interface.mac)
status.netmask = interface.netmask
end
return status
end
-- update network address & netmask
function networkManager.updateNetworkAddress(options)
if (not options) or (not options.ip) then
return
end
local ifname = options.ifname or 'eth0'
local cmd = "ifconfig " .. ifname .. " " .. options.ip
if (options.netmask) then
cmd = cmd .. " netmask " .. options.netmask
end
os.execute(cmd)
end
-- update default gateway route
function networkManager.updateNetworkRouter(options)
local ifname = options.ifname or 'eth0'
if (modemManager.enable) then
return
end
os.execute("route del default")
os.execute("ip route del dev " .. "ppp0")
if (not options.router) then
return
end
local cmd = "ip route add default via " .. options.router .. ' dev ' .. ifname
os.execute(cmd)
end
-- update DNS server
function networkManager.updateNetworkNameServer(options)
if (not options.dns or modemManager.enable) then
return
end
local dns = tostring(options.dns)
local tokens = dns:split(' ')
local data = ''
for _, name in ipairs(tokens) do
if (name and #name > 0) then
data = data .. 'nameserver ' .. name .. "\n"
end
end
local filename = '/etc/resolv.conf'
fs.writeFileSync(filename, data)
end
function networkManager.readConfigTimer()
config.load("network", function(ret, profile)
local staticConfig = profile:get('static') or {}
local lanConfig = profile:get('lan') or staticConfig
local wanConfig = profile:get('wan') or {}
lanConfig.ifname = 'eth0'
networkManager.lanConfig = lanConfig
-- console.log('dhcpConfig', dhcpConfig)
-- console.log('networkConfig', networkConfig)
-- 向后兼容
if (not wanConfig.proto) and (staticConfig.net_mode == 'ppp') then
wanConfig.proto = "ppp"
end
if (not lanConfig.proto) and (staticConfig.ip_mode == 'dhcp') then
lanConfig.proto = "dhcp"
end
-- LAN settings
local isEnabled = (wanConfig.proto == "ppp")
modemManager:setEnabled(isEnabled)
if (lanConfig.proto == "dhcp") then
-- dhcp
local filename = path.join(os.tmpdir, 'run/dhcp.json')
local dhcpProfile = config.Profile:new(filename)
local dhcpConfig = dhcpProfile.settings or {}
local updated = dhcpConfig.updated
if (updated == networkManager.configUpdated) then
return
end
networkManager.applyNetworkConfig(dhcpConfig)
networkManager.configUpdated = updated
networkManager.dhcpConfig = dhcpConfig
else
-- static
local updated = profile:get('updated')
if (updated == networkManager.configUpdated) then
return
end
networkManager.applyNetworkConfig(lanConfig)
networkManager.configUpdated = updated
end
end)
end
-- 在后台检测网络配置状态
---@param interval integer
function networkManager.start(interval)
interval = (tonumber(interval) or 10) * 1000
networkManager.readConfigTimer()
setInterval(interval, function()
networkManager.readConfigTimer()
end)
end
-- --------------------
-- exports
function exports.getModemManager(callback)
if (not modemManager) then
modemManager = ModemManager:new()
end
if (callback) then
callback(modemManager)
end
return modemManager
end
function exports.getNetworkStatus()
local status = {}
status.lan = networkManager and networkManager.getStatus() or {}
status.wan = modemManager and modemManager:getStatus() or {}
return status
end
function exports.start(interval)
modemManager = exports.getModemManager()
if (modemManager) then
modemManager:start()
end
networkManager.start(interval)
end
return exports
|
-- Roblox character sound script
-- brandonisabillionare 2021
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local FootstepsSoundGroup = game:GetService("SoundService"):WaitForChild("Footsteps")
local SOUND_DATA = {
Climbing = {
SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
Looped = true,
},
Died = {
SoundId = "rbxasset://sounds/uuhhh.mp3",
},
FreeFalling = {
SoundId = "rbxasset://sounds/action_falling.mp3",
Looped = true,
},
GettingUp = {
SoundId = "rbxasset://sounds/action_get_up.mp3",
},
Jumping = {
SoundId = "rbxasset://sounds/action_jump.mp3",
},
Landing = {
SoundId = "rbxasset://sounds/action_jump_land.mp3",
},
Running = {
SoundId = '' ,
Looped = true,
Playing = true,
Pitch = 1,
},
Splash = {
SoundId = "rbxasset://sounds/impact_water.mp3",
},
Swimming = {
SoundId = "rbxasset://sounds/action_swim.mp3",
Looped = true,
Pitch = 1.6,
},
}
-- wait for the first of the passed signals to fire
local function waitForFirst(...)
local shunt = Instance.new("BindableEvent")
local slots = {...}
local function fire(...)
for i = 1, #slots do
slots[i]:Disconnect()
end
return shunt:Fire(...)
end
for i = 1, #slots do
slots[i] = slots[i]:Connect(fire)
end
return shunt.Event:Wait()
end
-- map a value from one range to another
local function map(x, inMin, inMax, outMin, outMax)
return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end
local function playSound(sound)
sound.TimePosition = 0
sound.Playing = true
end
local function stopSound(sound)
sound.Playing = false
sound.TimePosition = 0
end
local function initializeSoundSystem(player, humanoid, rootPart)
local sounds = {}
-- initialize sounds
for name, props in pairs(SOUND_DATA) do
local sound = Instance.new("Sound")
sound.Name = name
-- set default values
sound.Archivable = false
sound.EmitterSize = 5
sound.MaxDistance = 150
sound.Volume = 0.65
for propName, propValue in pairs(props) do
sound[propName] = propValue
end
sound.Parent = rootPart
sounds[name] = sound
end
local playingLoopedSounds = {}
local function stopPlayingLoopedSounds(except)
for sound in pairs(playingLoopedSounds) do
if sound ~= except then
sound.Playing = false
playingLoopedSounds[sound] = nil
end
end
end
-- state transition callbacks
local stateTransitions = {
[Enum.HumanoidStateType.FallingDown] = function()
stopPlayingLoopedSounds()
end,
[Enum.HumanoidStateType.GettingUp] = function()
stopPlayingLoopedSounds()
playSound(sounds.GettingUp)
end,
[Enum.HumanoidStateType.Jumping] = function()
stopPlayingLoopedSounds()
playSound(sounds.Jumping)
end,
[Enum.HumanoidStateType.Swimming] = function()
local verticalSpeed = math.abs(rootPart.Velocity.Y)
if verticalSpeed > 0.1 then
sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)
playSound(sounds.Splash)
end
stopPlayingLoopedSounds(sounds.Swimming)
sounds.Swimming.Playing = true
playingLoopedSounds[sounds.Swimming] = true
end,
[Enum.HumanoidStateType.Freefall] = function()
sounds.FreeFalling.Volume = 0
stopPlayingLoopedSounds(sounds.FreeFalling)
playingLoopedSounds[sounds.FreeFalling] = true
end,
[Enum.HumanoidStateType.Landed] = function()
stopPlayingLoopedSounds()
local verticalSpeed = math.abs(rootPart.Velocity.Y)
if verticalSpeed > 75 then
sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)
playSound(sounds.Landing)
end
end,
[Enum.HumanoidStateType.Running] = function()
stopPlayingLoopedSounds(sounds.Running)
sounds.Running.Playing = true
playingLoopedSounds[sounds.Running] = true
end,
[Enum.HumanoidStateType.Climbing] = function()
local sound = sounds.Climbing
if math.abs(rootPart.Velocity.Y) > 0.1 then
sound.Playing = true
stopPlayingLoopedSounds(sound)
else
stopPlayingLoopedSounds()
end
playingLoopedSounds[sound] = true
end,
[Enum.HumanoidStateType.Seated] = function()
stopPlayingLoopedSounds()
end,
[Enum.HumanoidStateType.Dead] = function()
stopPlayingLoopedSounds()
playSound(sounds.Died)
end,
}
-- updaters for looped sounds
local loopedSoundUpdaters = {
[sounds.Climbing] = function(dt, sound, vel)
sound.Playing = vel.Magnitude > 0.1
end,
[sounds.FreeFalling] = function(dt, sound, vel)
if vel.Magnitude > 75 then
sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)
else
sound.Volume = 0
end
end,
[sounds.Running] = function(dt, sound, vel)
--sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5
sound.SoundId = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).SoundId
sound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).PlaybackSpeed * (vel.Magnitude/20)
sound.Volume = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).Volume * (vel.Magnitude/12) * humanoid.Parent.Saude.Stances.Loudness.Value
sound.EmitterSize = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).Volume * (vel.Magnitude/12) * 50 * humanoid.Parent.Saude.Stances.Loudness.Value
if FootstepsSoundGroup:FindFirstChild(humanoid.FloorMaterial) == nil then
sound.SoundId = FootstepsSoundGroup:WaitForChild("nil Sound").SoundId
sound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild("nil Sound").PlaybackSpeed
sound.EmitterSize = FootstepsSoundGroup:WaitForChild("nil Sound").Volume
sound.Volume = FootstepsSoundGroup:WaitForChild("nil Sound").Volume
end
end,
}
-- state substitutions to avoid duplicating entries in the state table
local stateRemap = {
[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,
}
local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState()
local activeConnections = {}
local stateChangedConn = humanoid.StateChanged:Connect(function(_, state)
state = stateRemap[state] or state
if state ~= activeState then
local transitionFunc = stateTransitions[state]
if transitionFunc then
transitionFunc()
end
activeState = state
end
end)
local steppedConn = RunService.Stepped:Connect(function(_, worldDt)
-- update looped sounds on stepped
for sound in pairs(playingLoopedSounds) do
local updater = loopedSoundUpdaters[sound]
if updater then
updater(worldDt, sound, rootPart.Velocity)
end
end
end)
local humanoidAncestryChangedConn
local rootPartAncestryChangedConn
local characterAddedConn
local function terminate()
stateChangedConn:Disconnect()
steppedConn:Disconnect()
humanoidAncestryChangedConn:Disconnect()
rootPartAncestryChangedConn:Disconnect()
characterAddedConn:Disconnect()
end
humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent)
if not parent then
terminate()
end
end)
rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent)
if not parent then
terminate()
end
end)
characterAddedConn = player.CharacterAdded:Connect(terminate)
end
local function playerAdded(player)
local function characterAdded(character)
-- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications:
-- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically.
-- ** must use a waitForFirst on everything and listen for hierarchy changes.
-- * the character might not be in the dm by the time CharacterAdded fires
-- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again
-- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented.
-- * RootPart probably won't exist immediately.
-- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented.
if not character.Parent then
waitForFirst(character.AncestryChanged, player.CharacterAdded)
end
if player.Character ~= character or not character.Parent then
return
end
local humanoid = character:FindFirstChildOfClass("Humanoid")
while character:IsDescendantOf(game) and not humanoid do
waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded)
humanoid = character:FindFirstChildOfClass("Humanoid")
end
if player.Character ~= character or not character:IsDescendantOf(game) then
return
end
-- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals
local rootPart = character:FindFirstChild("HumanoidRootPart")
while character:IsDescendantOf(game) and not rootPart do
waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded)
rootPart = character:FindFirstChild("HumanoidRootPart")
end
if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then
initializeSoundSystem(player, humanoid, rootPart)
end
end
if player.Character then
characterAdded(player.Character)
end
player.CharacterAdded:Connect(characterAdded)
end
Players.PlayerAdded:Connect(playerAdded)
for _, player in ipairs(Players:GetPlayers()) do
playerAdded(player)
end
repeat
wait()
until game.Players.LocalPlayer.Character
local Character = game.Players.LocalPlayer.Character
local Head = Character:WaitForChild("HumanoidRootPart")
local RunningSound = Head:WaitForChild("Running")
local Humanoid = Character:WaitForChild("Humanoid")
local vel = 0
Humanoid.Changed:Connect(function(property)
end)
Humanoid.Running:connect(function(a)
RunningSound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).PlaybackSpeed * (a/20) * (math.random(30,50)/40)
RunningSound.Volume = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).Volume * (vel/12)
RunningSound.EmitterSize = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).Volume * (vel/12) * 50
vel = a
end)
|
--[[
Click Gui
author: Cattyn
the code is bad.. sorry.
]]--
function main()
local module = Module.new("SimpleGui", "Funny", "VISUAL", this)
module:body(function(mod)
local gui = GuiBuilder.new("simple gui")
local current = 0
local help = {
"§eControls: ",
"§bUp Arrow§r - step forward",
"§bDown Arrow§r - step backward",
"§bRight Arrow§r - next page",
"§bLeft Arrow§r - previous page",
"§bEnter§r - toggle"
}
local pagesName = {
"§eScript Page",
"§eModule Page",
"§eOption Page"
}
function page(index)
if index == 1 then
return client:getScripts()
elseif index == 2 then
return client:getModuleManager()
else
return client:getOptions()
end
end
local typing = false
local text = ""
local currentType = -1
local currentPage = 1
function drawList(matrix, point)
renderer:textWithShadow(matrix, pagesName[currentPage], vec2d(point:x() + 6, point:y() - 11 * (current + 1)), color(255, 255, 255, 255))
for i = 0, page(currentPage):size() - 1 do
local script = page(currentPage):get(i)
local l_text = "s"
if currentPage ~= 3 then
if script:isToggled() then
l_text = string.format("§b%s", script:getName())
else
l_text = string.format("%s", script:getName())
end
else
if typing and i == currentType then
l_text = string.format("§b%s§r %s[§e%s§r] <- Editing", script:getFeature():getName(), script:getName(), text)
else
l_text = string.format("§b%s§r %s[§e%s§r]", script:getFeature():getName(), script:getName(), tostring(script:getValue()))
end
end
renderer:textWithShadow(matrix, l_text, vec2d(point:x() + 6, point:y() + 11 * i - 11 * current), color(255, 255, 255, 255))
end
end
gui:setRender(function(matrix, point)
renderer:rectFilled(matrix, vec2d(0,0), vec2d(renderer:windowWidth(), renderer:windowHeight()), color(0, 0, 0, 150))
for j = 1, #help do
renderer:textWithShadow(matrix, help[j], vec2d(2, 2 + 11 * j), color(255, 255, 255, 255))
end
drawList(matrix, point)
end)
function handleType(key, iskeyboard)
if key == 257 and iskeyboard or key == 0 and not iskeyboard then
if currentPage ~= 3 then
page(currentPage):get(current):toggle()
else
local option = page(currentPage):get(current)
if option:is("bool") then
option:setValue(not option:getValue())
elseif option:is("combo") then
option:increase()
elseif option:is("number") or option:is("text") then
currentType = current
typing = not typing
if not typing then
option:setStringValue(text)
return
else
text = tostring(option:getValue())
end
end
end
end
end
gui:setKeyPressed(function(key, scan, modifiers)
handleType(key, true)
if typing then
if key == 259 then
text = text:sub(1, -2)
end
else
if key == 265 then
current = current - 1
elseif key == 264 then
current = current + 1
elseif key == 263 then
currentPage = currentPage - 1
elseif key == 262 then
currentPage = currentPage + 1
end
currentPage = math.min(math.max(1, currentPage), 3)
current = math.min(math.max(0, current), page(currentPage):size() - 1)
end
end)
gui:setMouseClicked(function(point, button)
handleType(button, false)
end)
gui:setMouseScrolled(function (point, amount)
current = current - amount
current = math.min(math.max(0, current), page(currentPage):size() - 1)
end)
gui:setCharTyped(function (char, modi)
if typing then
text = text .. string.char(char)
end
end)
local theGui = gui:build()
module:onEnable(function()
mc:setScreen(theGui)
module:setToggled(false)
end)
end)
end
|
data:extend{
{
type = "item-with-entity-data",
name = "diesel-locomotive",
icon = "__base__/graphics/icons/locomotive.png",
icon_size = 64, icon_mipmaps = 4,
subgroup = "train-transport",
order = "a[train-system]-g[diesel-locomotive]",
place_result = "diesel-locomotive",
stack_size = 5
},
{
type = "item",
name = "diesel-locomotive-fuel",
icon = "__core__/graphics/empty.png",
icon_size = 1, icon_mipmaps = 0,
fuel_category = "diesel-locomotive-fuel",
fuel_value = data.raw.fluid.diesel.fuel_value,
fuel_top_speed_multiplier = 1.3,
fuel_acceleration_multiplier = 2.8,
subgroup = "train-transport",
order = "a[train-system]-g[diesel-locomotive]-z[fuel]",
stack_size = 5,
flags = { "hidden", "hide-from-fuel-tooltip", "hide-from-bonus-gui" },
}
}
|
a = {}
a[2 ^ 31] = 10; a[2 ^ 31 + 1] = 11; a[-2 ^ 31] = 12;
|
--[[ Config Here ]]
local Radio = false -- Radio On/ Off after the engine starts
local Time = 15 * 1000 -- Time for each stage (ms)
--[[ Hotwire Anim --]]
local animDict = "anim@amb@clubhouse@tutorial@bkr_tut_ig3@"
local anim = "machinic_loop_mechandplayer"
local flags = 49
--[[ Load Anim Dict Function --]]
local function loadAnimDict(dict)
while (not HasAnimDictLoaded(dict)) do
RequestAnimDict(dict)
Citizen.Wait(5)
end
end
local vehicle
local function disableEngine()
Citizen.CreateThread(function()
while hotwiring do
SetVehicleEngineOn(vehicle, false, true, false)
if not hotwiring then
break
end
Citizen.Wait(0)
end
end)
end
local function enableUI(time, text)
TriggerEvent("mythic_progbar:client:progress", {
name = "hotwire_bar",
duration = time,
label = text,
useWhileDead = false,
canCancel = true,
controlDisables = {
disableMovement = true,
disableCarMovement = true,
disableMouse = false,
disableCombat = true,
},
animation = {
animDict = animDict,
anim = anim,
},
prop = {}
}, function(status)
if not status then
-- Do Something If Event Wasn't Cancelled
end
end)
end
-- --[[ NUI progressBar
-- Thanks to https://github.com/chipsahoy6/progressBars --]]
-- function startUI(time, text, bgcolor)
-- local dcolor = 'rgba(179, 57, 57,0.7)'
-- if bgcolor then
-- dcolor = bgcolor
-- end
-- SendNUIMessage({
-- type = "ui",
-- display = true,
-- time = time,
-- text = text,
-- color = dcolor
-- })
-- end
--[[ Main Thread --]]
Citizen.CreateThread(function()
local player_entity = PlayerPedId()
local isOwned = false
local model, cid
while true do
Citizen.Wait(1)
if GetSeatPedIsTryingToEnter(player_entity) == -1 then
Citizen.Wait(10)
vehicle = GetVehiclePedIsTryingToEnter(player_entity)
model, cid = exports['vrp']:getVehicleInfo(vehicle)
isOwned = false
if cid then isOwned = true end
if IsVehicleNeedsToBeHotwired(vehicle) then
disableEngine()
hotwiring = true
--loadAnimDict(animDict)
Citizen.Wait(7000)
ClearPedTasks(player_entity)
--TaskPlayAnim(player_entity, animDict, anim, 3.0, 1.0, -1, flags, 1, 0, 0, 0)
if hotwiring then
enableUI(Time, "Hotwire Stage 1")
--startUI(Time, "Hotwire Stage 1", "rgba(194, 54, 22,0.7)")
Citizen.Wait(Time+500)
enableUI(Time, "Hotwire Stage 2")
--startUI(Time, "Hotwire Stage 2", "rgba(232, 65, 24,0.7)")
Citizen.Wait(Time+500)
if isOwned then
enableUI(Time, "Hotwire Stage 3")
Citizen.Wait(Time+500)
end
end
if GetVehiclePedIsIn(player_entity, false) == vehicle then
hotwiring = false
--StopAnimTask(player_entity, animDict, anim, 1.0)
Citizen.Wait(1000)
SetVehicleEngineOn(vehicle, true, true, false)
SetVehicleJetEngineOn(vehicle, true)
--RemoveAnimDict(animDict)
if not Radio then
SetVehicleRadioEnabled(vehicle, false)
end
end
end
end
end
end)
|
local baseroom, moveroom
local dirs = {"n", "s", "w", "e", "nw", "ne", "sw", "se", "u", "d"}
if not matches[3] then
cecho("\n<white:red>Invalid Usage.<reset>\n")
cecho("<blue>/------------------------------------------------------\\<reset>\n")
cecho("<blue>| <white>repos [me] <direction> [roomID#]<blue> |<reset>\n")
cecho("<blue>\\------------------------------------------------------/<reset>\n")
cecho(
"<cyan>me and roomID are optional, roomID must be an existing room#. If me is specified, it will place your current room just to the direction specified of your previous room, or of roomID if specified.<reset>\n"
)
return
end
if matches[2] == "me" then
baseroom = matches[4] or mmpkg.previousRoom.ID
moveroom = gmcp.room.info.num
else
baseroom = gmcp.room.info.num
for _, dir in pairs(dirs) do
if matches[3] == dir then
if matches[4] then
moveroom = matches[4]
elseif gmcp.room.info.exits[dir] then
moveroom = gmcp.room.info.exits[dir]
else
cecho("\n<white:red>ERROR: No exit in that direction!.<reset>\n")
return
end
end
end
end
if not roomExists(baseroom) or not roomExists(moveroom) then
cecho("\n<white:red>ERROR: RoomID specified does not exist.<reset>\n")
return
end
local x, y, z = getRoomCoordinates(baseroom)
local diradd =
{
u = {x, y, z + 1},
d = {x, y, z - 1},
n = {x, y + 1, z},
s = {x, y - 1, z},
e = {x + 1, y, z},
w = {x - 1, y, z},
ne = {x + 1, y + 1, z},
se = {x + 1, y - 1, z},
nw = {x - 1, y + 1, z},
sw = {x - 1, y - 1, z},
}
local repos_str = string.format("\n<white>Repositioning Room# <magenta>%s <white>to the <magenta>%s <white>of Room# <magenta>%s<white>.<reset>\n", moveroom, matches[3], baseroom)
cecho(repos_str)
setRoomCoordinates(moveroom,unpack(diradd[matches[3]]))
updateMap()
|
local Min, parent = torch.class('nn.Min', 'nn.Module')
function Min:__init(dimension)
parent.__init(self)
dimension = dimension or 1
self.dimension = dimension
self.indices = torch.Tensor()
end
function Min:updateOutput(input)
return input.nn.Min_updateOutput(self, input)
end
function Min:updateGradInput(input, gradOutput)
return input.nn.Min_updateGradInput(self, input, gradOutput)
end
|
local myData = {}
local messagesDB = require("classes.messagesDB")
myData.platform = "iOS"
if "simulator" == system.getInfo("environment") and "iP" ~= string.sub( system.getInfo("model"), 1, 2 ) then
myData.platform = "Android"
elseif "device" == system.getInfo("environment") and "Android" == system.getInfo("platformName" ) then
myData.platform = "Android"
end
myData.init= function()
messagesDB.open()
myData.messages = {}
messagesDB.nrows(function(row)
row.selected = false
row.noDelete = false
table.insert(myData.messages, row)
end)
end
myData.close = function()
messagesDB.close()
end
return myData
|
local t = Def.ActorFrame {}
if NSMAN:IsETTP() then
t[#t + 1] = LoadActor("../ScreenSelectMusic decorations/default")
return t
end
t[#t + 1] = LoadActor("../_chatbox")
t[#t + 1] = LoadActor("../ScreenSelectMusic decorations/profile")
t[#t + 1] = LoadActor("../ScreenSelectMusic decorations/msd")
t[#t + 1] = LoadActor("../ScreenSelectMusic decorations/songsearch")
t[#t + 1] = LoadActor("tabs")
t[#t + 1] = LoadActor("../ScreenSelectMusic decorations/score")
t[#t + 1] = LoadActor("dumbrate")
t[#t + 1] = LoadActor("../ScreenSelectMusic decorations/filters")
local g =
Def.ActorFrame {
TabChangedMessageCommand = function(self)
local top = SCREENMAN:GetTopScreen()
if getTabIndex() == 0 then
self:visible(true)
top:ChatboxVisible(true)
top:ChatboxInput(true)
else
self:visible(false)
top:ChatboxVisible(false)
top:ChatboxInput(false)
end
end
}
g[#g + 1] =
Def.Banner {
InitCommand = function(self)
self:x(10):y(60):halign(0):valign(0)
end,
SetMessageCommand = function(self)
local top = SCREENMAN:GetTopScreen()
if top:GetName() == "ScreenSelectMusic" or top:GetName() == "ScreenNetSelectMusic" then
local song = GAMESTATE:GetCurrentSong()
local group = top:GetMusicWheel():GetSelectedSection()
if song then
self:LoadFromSong(song)
elseif group then
self:LoadFromSongGroup(group)
end
end
self:scaletoclipped(capWideScale(get43size(384), 384), capWideScale(get43size(120), 120))
end,
CurrentSongChangedMessageCommand = function(self)
self:queuecommand("Set")
end,
CurrentStepsP1ChangedMessageCommand = function(self)
self:queuecommand("Set")
end,
CurrentStepsP2ChangedMessageCommand = function(self)
self:queuecommand("Set")
end
}
g[#g + 1] =
Def.Quad {
InitCommand = function(self)
self:xy(10, 60 + capWideScale(get43size(120), 120) - capWideScale(get43size(10), 10)):zoomto(
capWideScale(get43size(384), 384),
capWideScale(get43size(20), 20)
):halign(0):diffuse(color("#000000")):diffusealpha(0.7)
end
}
g[#g + 1] =
LoadFont("Common Normal") ..
{
Name = "songTitle",
InitCommand = function(self)
self:xy(15, 60 + capWideScale(get43size(120), 120) - capWideScale(get43size(10), 10)):visible(true):halign(0):zoom(
capWideScale(get43size(0.45), 0.45)
):maxwidth(capWideScale(get43size(340), 340) / capWideScale(get43size(0.45), 0.45))
end,
BeginCommand = function(self)
self:queuecommand("Set")
end,
SetCommand = function(self)
local song = GAMESTATE:GetCurrentSong()
if song ~= nil then
self:settext(song:GetDisplayMainTitle() .. " // " .. song:GetDisplayArtist())
else
self:settext("")
end
end,
CurrentSongChangedMessageCommand = function(self)
self:queuecommand("Set")
end
}
g[#g + 1] = LoadActor("wifeonline")
g[#g + 1] = LoadActor("onlinebpm")
g[#g + 1] = LoadActor("radaronline")
g[#g + 1] =
Def.ActorFrame {
InitCommand = function(self)
self:xy(capWideScale(get43size(384), 384) + 26, 70, halign, 0):valign(0):zoom(math.min(1, SCREEN_WIDTH / 854))
end,
OffCommand = function(self)
self:bouncebegin(0.2):xy(capWideScale(get43size(384), 384) + 26 - 500, 70) -- visible(false()
end,
OnCommand = function(self)
self:bouncebegin(0.2):xy(capWideScale(get43size(384), 384) + 26, 70)
end,
TabChangedMessageCommand = function(self)
self:finishtweening()
if getTabIndex() == 0 then
self:playcommand("On")
else
self:playcommand("Off")
end
end,
CurrentSongChangedMessageCommand = function(self)
local song = GAMESTATE:GetCurrentSong()
if song then
self:finishtweening()
self:playcommand("TweenOn")
elseif not song and self:GetZoomX() == 1 then
self:finishtweening()
self:playcommand("TweenOff")
end
end,
Def.StepsDisplayList {
Name = "StepsDisplayListRow",
CursorP1 = Def.ActorFrame {
InitCommand = function(self)
self:x(55):player(PLAYER_1)
end,
PlayerJoinedMessageCommand = function(self, params)
if params.Player == PLAYER_1 then
self:visible(true)
self:zoom(0):bounceend(1):zoom(1)
end
end,
PlayerUnjoinedMessageCommand = function(self, params)
if params.Player == PLAYER_1 then
self:visible(true)
self:bouncebegin(1):zoom(0)
end
end,
Def.Quad {
InitCommand = function(self)
self:zoomto(6, 22):halign(1):valign(0.5)
end,
BeginCommand = function(self)
self:queuecommand("Set")
end,
SetCommand = function(self)
if GAMESTATE:GetNumPlayersEnabled() >= 2 then
self:zoomy(11)
self:valign(1)
else
self:zoomy(22)
self:valign(0.5)
end
end,
PlayerJoinedMessageCommand = function(self)
self:playcommand("Set")
end,
PlayerUnjoinedMessageCommand = function(self)
self:playcommand("Set")
end
},
LoadFont("Common Normal") ..
{
InitCommand = function(self)
self:x(-1):halign(1):valign(0.5):zoom(0.3):diffuse(color("#000000"))
end,
BeginCommand = function(self)
self:queuecommand("Set")
end,
SetCommand = function(self)
self:settext("1")
if GAMESTATE:GetNumPlayersEnabled() >= 2 then
self:y(-6)
else
self:y(0)
end
end,
PlayerJoinedMessageCommand = function(self)
self:playcommand("Set")
end,
PlayerUnjoinedMessageCommand = function(self)
self:playcommand("Set")
end
}
},
CursorP2 = Def.ActorFrame {
InitCommand = function(self)
self:x(55):player(PLAYER_2)
end,
PlayerJoinedMessageCommand = function(self, params)
if params.Player == PLAYER_2 then
self:visible(true)
self:zoom(0):bounceend(1):zoom(1)
end
end,
PlayerUnjoinedMessageCommand = function(self, params)
if params.Player == PLAYER_2 then
self:visible(true)
self:bouncebegin(1):zoom(0)
end
end,
Def.Quad {
InitCommand = function(self)
self:zoomto(6, 22):halign(1):valign(0.5)
end,
BeginCommand = function(self)
self:queuecommand("Set")
end,
SetCommand = function(self)
if GAMESTATE:GetNumPlayersEnabled() >= 2 then
self:zoomy(11)
self:valign(0)
else
self:zoomy(22)
self:valign(0.5)
end
end,
PlayerJoinedMessageCommand = function(self)
self:playcommand("Set")
end,
PlayerUnjoinedMessageCommand = function(self)
self:playcommand("Set")
end
},
LoadFont("Common Normal") ..
{
InitCommand = function(self)
self:x(-1):halign(1):valign(0.5):zoom(0.3):diffuse(color("#000000"))
end,
BeginCommand = function(self)
self:queuecommand("Set")
end,
SetCommand = function(self)
self:settext("2")
if GAMESTATE:GetNumPlayersEnabled() >= 2 then
self:y(6)
else
self:y(0)
end
end,
PlayerJoinedMessageCommand = function(self)
self:playcommand("Set")
end,
PlayerUnjoinedMessageCommand = function(self)
self:playcommand("Set")
end
}
},
CursorP1Frame = Def.Actor {
ChangeCommand = function(self)
self:stoptweening():decelerate(0.05)
end
},
CursorP2Frame = Def.Actor {
ChangeCommand = function(self)
self:stoptweening():decelerate(0.05)
end
}
}
}
t[#t + 1] = g
return t
|
bastion_power_flux = class({})
LinkLuaModifier("modifier_bastion_power_flux_lua", "heroes/bastion/bastion_modifiers.lua", LUA_MODIFIER_MOTION_NONE)
function bastion_power_flux:OnSpellStart(keys)
local level = self:GetLevel()
local caster = self:GetCaster()
local countNeed = self:GetSpecialValueFor("count_need")
local maxValue = self:GetSpecialValueFor("max_value")
local buff = caster:FindModifierByName(self:GetIntrinsicModifierName())
local attributeStack = buff:GetStackCount()
local target = self:GetCursorTarget()
self.powerFluxUseCount = self.powerFluxUseCount or 0
self.powerFluxUseCount = self.powerFluxUseCount+1
if self.powerFluxUseCount == countNeed then
self.powerFluxUseCount = 0
if (attributeStack < self:GetSpecialValueFor("max_value") or caster:FindAbilityByName("special_bonus_bastion_1"):GetLevel() > 0) and not caster:PassivesDisabled() then
buff:IncrementStackCount()
end
end
target:EmitSound("Hero_Omniknight.Purification")
local particle = ParticleManager:CreateParticle("particles/units/heroes/hero_omniknight/omniknight_purification.vpcf", PATTACH_ABSORIGIN_FOLLOW, target)
ParticleManager:SetParticleControl(particle, 1, Vector(260, 260, 260))
target:Heal(caster:GetStrength()*self:GetSpecialValueFor("heal_per_str"), caster)
end
function bastion_power_flux:GetIntrinsicModifierName()
return "modifier_bastion_power_flux_lua"
end
function bastion_power_flux:IsHiddenWhenStolen()
return false
end
|
local _
local LIST_WITHDRAW = 1
local LIST_DEPOSIT = 2
local lastUsedBank = 0
local currentUsedBank = 0
local lastActionName
local esoSubscriber
local function GetCategoryTypeFromWeaponType(bagId, slotIndex)
local weaponType = GetItemWeaponType(bagId, slotIndex)
if weaponType == WEAPONTYPE_AXE or weaponType == WEAPONTYPE_HAMMER or weaponType == WEAPONTYPE_SWORD or weaponType == WEAPONTYPE_DAGGER then
return GAMEPAD_WEAPON_CATEGORY_ONE_HANDED_MELEE
elseif weaponType == WEAPONTYPE_TWO_HANDED_SWORD or weaponType == WEAPONTYPE_TWO_HANDED_AXE or weaponType == WEAPONTYPE_TWO_HANDED_HAMMER then
return GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_MELEE
elseif weaponType == WEAPONTYPE_FIRE_STAFF or weaponType == WEAPONTYPE_FROST_STAFF or weaponType == WEAPONTYPE_LIGHTNING_STAFF then
return GAMEPAD_WEAPON_CATEGORY_DESTRUCTION_STAFF
elseif weaponType == WEAPONTYPE_HEALING_STAFF then
return GAMEPAD_WEAPON_CATEGORY_RESTORATION_STAFF
elseif weaponType == WEAPONTYPE_BOW then
return GAMEPAD_WEAPON_CATEGORY_TWO_HANDED_BOW
elseif weaponType ~= WEAPONTYPE_NONE then
return GAMEPAD_WEAPON_CATEGORY_UNCATEGORIZED
end
end
local function GetBestItemCategoryDescription(itemData)
local isItemStolen = IsItemStolen(itemData.bagId, itemData.slotIndex)
if isItemStolen then
return 'Stolen'
end
if itemData.equipType == EQUIP_TYPE_INVALID then
return GetString("SI_ITEMTYPE", itemData.itemType)
end
local categoryType = GetCategoryTypeFromWeaponType(itemData.bagId, itemData.slotIndex)
if categoryType == GAMEPAD_WEAPON_CATEGORY_UNCATEGORIZED then
local weaponType = GetItemWeaponType(itemData.bagId, itemData.slotIndex)
return GetString("SI_WEAPONTYPE", weaponType)
elseif categoryType then
return GetString("SI_GAMEPADWEAPONCATEGORY", categoryType)
end
local armorType = GetItemArmorType(itemData.bagId, itemData.slotIndex)
local itemLink = GetItemLink(itemData.bagId,itemData.slotIndex)
if armorType ~= ARMORTYPE_NONE then
return GetString("SI_ARMORTYPE", armorType).." "..GetString("SI_EQUIPTYPE",GetItemLinkEquipType(itemLink))
end
local fullDesc = GetString("SI_ITEMTYPE", itemData.itemType)
-- Stops types like "Poison" displaying "Poison" twice
if( fullDesc ~= GetString("SI_EQUIPTYPE",GetItemLinkEquipType(itemLink))) then
fullDesc = fullDesc.." "..GetString("SI_EQUIPTYPE",GetItemLinkEquipType(itemLink))
end
return fullDesc
end
local function SetupLabelListing(control, data)
control:GetNamedChild("Label"):SetText(data.label)
if BETTERUI.Settings.Modules["CIM"].skinSize == "Medium" then
control:GetNamedChild("Label"):SetFont("ZoFontGamepadCondensed34")
elseif BETTERUI.Settings.Modules["CIM"].skinSize == "Large" then
control:GetNamedChild("Label"):SetFont("ZoFontGamepad36")
end
end
BETTERUI.Banking.Class = BETTERUI.Interface.Window:Subclass()
function BETTERUI.Banking.Class:New(...)
return BETTERUI.Interface.Window.New(self, ...)
end
function BETTERUI.Banking.Class:CurrentUsedBank()
if(IsHouseBankBag(GetBankingBag()) == false) then
currentUsedBank = BAG_BANK
elseif (IsHouseBankBag(GetBankingBag()) == true) then
currentUsedBank = GetBankingBag()
else
currentUsedBank = BAG_BANK
end
end
function BETTERUI.Banking.Class:LastUsedBank()
if(IsHouseBankBag(GetBankingBag()) == false) then
lastUsedBank = BAG_BANK
elseif (IsHouseBankBag(GetBankingBag()) == true) then
lastUsedBank = GetBankingBag()
else
lastUsedBank = BAG_BANK
end
end
function BETTERUI.Banking.Class:RefreshFooter()
if(currentUsedBank == BAG_BANK) then
--d(IsHouseBankBag())
--IsBankOpen()
self.footer.footer:GetNamedChild("DepositButtonSpaceLabel"):SetText(zo_strformat("|t24:24:/esoui/art/inventory/gamepad/gp_inventory_icon_all.dds|t <<1>>",zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK))))
self.footer.footer:GetNamedChild("WithdrawButtonSpaceLabel"):SetText(zo_strformat("|t24:24:/esoui/art/icons/mapkey/mapkey_bank.dds|t <<1>>",zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BANK) + GetNumBagUsedSlots(BAG_SUBSCRIBER_BANK), GetBagUseableSize(BAG_BANK) + GetBagUseableSize(BAG_SUBSCRIBER_BANK))))
else
self.footer.footer:GetNamedChild("DepositButtonSpaceLabel"):SetText(zo_strformat("|t24:24:/esoui/art/inventory/gamepad/gp_inventory_icon_all.dds|t <<1>>",zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(BAG_BACKPACK), GetBagSize(BAG_BACKPACK))))
self.footer.footer:GetNamedChild("WithdrawButtonSpaceLabel"):SetText(zo_strformat("|t24:24:/esoui/art/icons/mapkey/mapkey_bank.dds|t <<1>>",zo_strformat(SI_GAMEPAD_INVENTORY_CAPACITY_FORMAT, GetNumBagUsedSlots(currentUsedBank), GetBagUseableSize(currentUsedBank))))
end
if((self.currentMode == LIST_WITHDRAW) and (currentUsedBank == BAG_BANK)) then
self.footerFragment.control:GetNamedChild("Data1Value"):SetText(BETTERUI.DisplayNumber(GetBankedCurrencyAmount(CURT_MONEY)))
self.footerFragment.control:GetNamedChild("Data2Value"):SetText(BETTERUI.DisplayNumber(GetBankedCurrencyAmount(CURT_TELVAR_STONES)))
else
self.footerFragment.control:GetNamedChild("Data1Value"):SetText(BETTERUI.DisplayNumber(GetCarriedCurrencyAmount(CURT_MONEY)))
self.footerFragment.control:GetNamedChild("Data2Value"):SetText(BETTERUI.DisplayNumber(GetCarriedCurrencyAmount(CURT_TELVAR_STONES)))
end
end
function BETTERUI.Banking.Class:RefreshList()
lastActionName = nil
--d("tt refresh bank list")
self.list:OnUpdate()
self.list:Clear()
self:CurrentUsedBank()
-- We have to add 2 rows to the list, one for Withdraw/Deposit GOLD and one for Withdraw/Deposit TEL-VAR
local wdString = self.currentMode == LIST_WITHDRAW and GetString(SI_BETTERUI_BANKING_WITHDRAW) or GetString(SI_BETTERUI_BANKING_DEPOSIT)
wdString = zo_strformat("<<Z:1>>", wdString)
if(currentUsedBank == BAG_BANK) then
self.list:AddEntry("BETTERUI_HeaderRow_Template", {label="|cFFFFFF"..wdString.." " .. GetString(SI_BETTERUI_CURRENCY_GOLD) .. "|r", currencyType = CURT_MONEY})
self.list:AddEntry("BETTERUI_HeaderRow_Template", {label="|cFFFFFF"..wdString.." " .. GetString(SI_BETTERUI_CURRENCY_TEL_VAR) .. "|r", currencyType = CURT_TELVAR_STONES})
self.list:AddEntry("BETTERUI_HeaderRow_Template", {label="|cFFFFFF"..wdString.." " .. GetString(SI_BETTERUI_CURRENCY_ALLIANCE_POINT) .. "|r", currencyType = CURT_ALLIANCE_POINTS})
self.list:AddEntry("BETTERUI_HeaderRow_Template", {label="|cFFFFFF"..wdString.." " .. GetString(SI_BETTERUI_CURRENCY_WRIT_VOUCHER) .. "|r", currencyType = CURT_WRIT_VOUCHERS})
else
if(self.currentMode == LIST_WITHDRAW) then
if(GetNumBagUsedSlots(currentUsedBank) == 0) then
self.list:AddEntry("BETTERUI_HeaderRow_Template", {label="|cFFFFFFHOUSE BANK IS EMPTY!|r"})
else
self.list:AddEntry("BETTERUI_HeaderRow_Template", {label="|cFFFFFFHOUSE BANK|r"})
end
else
if(GetNumBagUsedSlots(BAG_BACKPACK) == 0) then
self.list:AddEntry("BETTERUI_HeaderRow_Template", {label="|cFFFFFFPLAYER BAG IS EMPTY!|r"})
else
self.list:AddEntry("BETTERUI_HeaderRow_Template", {label="|cFFFFFFPLAYER BAG|r"})
end
end
end
--fix subscriber bank bag issue
checking_bags = {}
local slotType
if(self.currentMode == LIST_WITHDRAW) then
if(currentUsedBank == BAG_BANK) then
checking_bags[1] = BAG_BANK
checking_bags[2] = BAG_SUBSCRIBER_BANK
slotType = SLOT_TYPE_BANK_ITEM
else
checking_bags[1] = currentUsedBank
slotType = SLOT_TYPE_BANK_ITEM
end
else
checking_bags[1] = BAG_BACKPACK
slotType = SLOT_TYPE_GAMEPAD_INVENTORY_ITEM
end
local function IsNotStolenItem(itemData)
local isNotStolen = not itemData.stolen
return isNotStolen
end
--excludes stolen items
local filteredDataTable = SHARED_INVENTORY:GenerateFullSlotData(IsNotStolenItem, unpack(checking_bags))
--d("tt bank refreshed items: " .. #filteredDataTable)
local tempDataTable = {}
for i = 1, #filteredDataTable do
local itemData = filteredDataTable[i]
--use custom categories
local customCategory, matched, catName, catPriority = BETTERUI.GetCustomCategory(itemData)
if customCategory and not matched then
itemData.bestItemTypeName = zo_strformat(SI_INVENTORY_HEADER, GetBestItemCategoryDescription(itemData))
itemData.bestItemCategoryName = AC_UNGROUPED_NAME
itemData.sortPriorityName = string.format("%03d%s", 999 , catName)
else
if customCategory then
itemData.bestItemTypeName = zo_strformat(SI_INVENTORY_HEADER, GetBestItemCategoryDescription(itemData))
itemData.bestItemCategoryName = catName
itemData.sortPriorityName = string.format("%03d%s", 100 - catPriority , catName)
else
itemData.bestItemTypeName = zo_strformat(SI_INVENTORY_HEADER, GetBestItemCategoryDescription(itemData))
itemData.bestItemCategoryName = itemData.bestItemTypeName
itemData.sortPriorityName = itemData.bestItemCategoryName
end
end
local slotIndex = GetItemCurrentActionBarSlot(itemData.bagId, itemData.slotIndex)
itemData.isEquippedInCurrentCategory = slotIndex and true or nil
table.insert(tempDataTable, itemData)
ZO_InventorySlot_SetType(itemData, slotType)
end
filteredDataTable = tempDataTable
table.sort(filteredDataTable, BETTERUI_GamepadInventory_DefaultItemSortComparator)
local currentBestCategoryName
for i, itemData in ipairs(filteredDataTable) do
local data = ZO_GamepadEntryData:New(itemData.name, itemData.iconFile)
data.InitializeInventoryVisualData = BETTERUI.Inventory.Class.InitializeInventoryVisualData
data:InitializeInventoryVisualData(itemData)
local remaining, duration
remaining, duration = GetItemCooldownInfo(itemData.bagId, itemData.slotIndex)
if remaining > 0 and duration > 0 then
data:SetCooldown(remaining, duration)
end
data.bestItemCategoryName = itemData.bestItemCategoryName
data.bestGamepadItemCategoryName = itemData.bestItemCategoryName
data.isEquippedInCurrentCategory = itemData.isEquippedInCurrentCategory
data.isEquippedInAnotherCategory = itemData.isEquippedInAnotherCategory
data.isJunk = itemData.isJunk
if (not data.isJunk and not showJunkCategory) or (data.isJunk and showJunkCategory) then
if data.bestGamepadItemCategoryName ~= currentBestCategoryName then
currentBestCategoryName = data.bestGamepadItemCategoryName
data:SetHeader(currentBestCategoryName)
if((AutoCategory) and ((GetNumBagUsedSlots(currentUsedBank) ~= 0) or (GetNumBagUsedSlots(BAG_BACKPACK) ~= 0))) then
self.list:AddEntryWithHeader("BETTERUI_GamepadItemSubEntryTemplate", data)
else
self.list:AddEntry("BETTERUI_GamepadItemSubEntryTemplate", data)
end
else
self.list:AddEntry("BETTERUI_GamepadItemSubEntryTemplate", data)
end
end
end
self.list:Commit()
self:ReturnToSaved()
self:UpdateActions()
self:RefreshFooter()
end
function BETTERUI.Banking.Class:RefreshCurrencyTooltip()
if SCENE_MANAGER.scenes['gamepad_banking']:IsShowing() and self:GetList().selectedData.label ~= nil then
GAMEPAD_TOOLTIPS:LayoutBankCurrencies(GAMEPAD_LEFT_TOOLTIP, ZO_BANKABLE_CURRENCIES)
end
end
local function OnItemSelectedChange(self, list, selectedData)
-- Check if we are on the "Deposit/withdraw" gold/telvar row
if not SCENE_MANAGER.scenes['gamepad_banking']:IsShowing() then
return
end
if(currentUsedBank == BAG_BANK) then
if(selectedData.label ~= nil) then
-- Yes! We are, so add the "withdraw/deposit gold/telvar" keybinds here
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.withdrawDepositKeybinds)
KEYBIND_STRIP:AddKeybindButtonGroup(self.currencyKeybinds)
KEYBIND_STRIP:UpdateKeybindButtonGroup(self.currencyKeybinds)
--GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_LEFT_TOOLTIP)
self:RefreshCurrencyTooltip()
else
-- We are not, add the "withdraw/deposit" keybinds here
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currencyKeybinds)
KEYBIND_STRIP:AddKeybindButtonGroup(self.withdrawDepositKeybinds)
KEYBIND_STRIP:UpdateKeybindButtonGroup(self.withdrawDepositKeybinds)
GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, selectedData.bagId, selectedData.slotIndex)
end
else
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currencyKeybinds)
KEYBIND_STRIP:AddKeybindButtonGroup(self.withdrawDepositKeybinds)
KEYBIND_STRIP:UpdateKeybindButtonGroup(self.withdrawDepositKeybinds)
GAMEPAD_TOOLTIPS:LayoutBagItem(GAMEPAD_LEFT_TOOLTIP, selectedData.bagId, selectedData.slotIndex)
self:RefreshCurrencyTooltip()
end
self:UpdateActions()
end
local function SetupItemList(list)
list:AddDataTemplate("BETTERUI_GamepadItemSubEntryTemplate", BETTERUI_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, MenuEntryTemplateEquality)
list:AddDataTemplateWithHeader("BETTERUI_GamepadItemSubEntryTemplate", BETTERUI_SharedGamepadEntry_OnSetup, ZO_GamepadMenuEntryTemplateParametricListFunction, MenuEntryTemplateEquality, "ZO_GamepadMenuEntryHeaderTemplate")
end
function BETTERUI.Banking.Class:Initialize(tlw_name, scene_name)
BETTERUI.Interface.Window.Initialize(self, tlw_name, scene_name)
self:InitializeKeybind()
self:InitializeList()
self.itemActions = BETTERUI.Inventory.SlotActions:New(KEYBIND_STRIP_ALIGN_LEFT)
self.itemActions:SetUseKeybindStrip(false)
self:InitializeActionsDialog()
local function CallbackSplitStackFinished()
--refresh list
if SCENE_MANAGER.scenes['gamepad_banking']:IsShowing() then
--d("tt bank split")
SHARED_INVENTORY:PerformFullUpdateOnBagCache(currentUsedBank)
self:RefreshList()
self:ReturnToSaved()
end
end
CALLBACK_MANAGER:RegisterCallback("BETTERUI_EVENT_SPLIT_STACK_DIALOG_FINISHED", CallbackSplitStackFinished)
self.list.maxOffset = 30
self.list:SetHeaderPadding(GAMEPAD_HEADER_DEFAULT_PADDING * 0.75, GAMEPAD_HEADER_SELECTED_PADDING * 0.75)
self.list:SetUniversalPostPadding(GAMEPAD_DEFAULT_POST_PADDING * 0.75)
-- Setup data templates of the lists
SetupItemList(self.list)
self:AddTemplate("BETTERUI_HeaderRow_Template",SetupLabelListing)
self.currentMode = LIST_WITHDRAW
self.lastPositions = { [LIST_WITHDRAW] = 1, [LIST_DEPOSIT] = 1 }
self.selectedDataCallback = OnItemSelectedChange
-- this is essentially a way to encapsulate a function which allows us to override "selectedDataCallback" but still keep some logic code
local function SelectionChangedCallback(list, selectedData)
local selectedControl = list:GetSelectedControl()
if self.selectedDataCallback then
self:selectedDataCallback(selectedControl, selectedData)
end
if selectedControl and selectedControl.bagId then
SHARED_INVENTORY:ClearNewStatus(selectedControl.bagId, selectedControl.slotIndex)
self:GetParametricList():RefreshList()
end
end
-- these are event handlers which are specific to the banking interface. Handling the events this way encapsulates the banking interface
-- these local functions are essentially just router functions to other functions within this class. it is done in this way to allow for
-- us to access this classes' members (through "self")
local function UpdateSingle_Handler(eventId, bagId, slotId, isNewItem, itemSound)
self:UpdateSingleItem(bagId, slotId)
self:RefreshList()
self:selectedDataCallback(self.list:GetSelectedControl(), self.list:GetSelectedData())
end
local function UpdateCurrency_Handler()
self:RefreshFooter()
KEYBIND_STRIP:UpdateKeybindButtonGroup(self.coreKeybinds)
self:RefreshCurrencyTooltip()
end
local function OnEffectivelyShown()
self:CurrentUsedBank()
if self.isDirty then
self:RefreshList()
elseif self.selectedDataCallback then
self:selectedDataCallback(self.list:GetSelectedControl(), self.list:GetSelectedData())
end
self.list:Activate()
if wykkydsToolbar then
wykkydsToolbar:SetHidden(true)
end
self.control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, UpdateSingle_Handler)
self:RefreshList()
end
local function OnEffectivelyHidden()
self:LastUsedBank()
self:CancelWithdrawDeposit(self.list)
self.list:Deactivate()
self.selector:Deactivate()
KEYBIND_STRIP:RemoveAllKeyButtonGroups()
GAMEPAD_TOOLTIPS:Reset(GAMEPAD_LEFT_TOOLTIP)
if wykkydsToolbar then
wykkydsToolbar:SetHidden(false)
end
self.control:UnregisterForEvent(EVENT_INVENTORY_FULL_UPDATE)
self.control:UnregisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE)
end
local selectorContainer = self.control:GetNamedChild("Container"):GetNamedChild("InputContainer")
self.selector = ZO_CurrencySelector_Gamepad:New(selectorContainer:GetNamedChild("Selector"))
self.selector:SetClampValues(true)
self.selectorCurrency = selectorContainer:GetNamedChild("CurrencyTexture")
self.list:SetOnSelectedDataChangedCallback(SelectionChangedCallback)
self.control:SetHandler("OnEffectivelyShown", OnEffectivelyShown)
self.control:SetHandler("OnEffectivelyHidden", OnEffectivelyHidden)
-- Always-running event listeners, these don't add much overhead
self.control:RegisterForEvent(EVENT_CARRIED_CURRENCY_UPDATE, UpdateCurrency_Handler)
self.control:RegisterForEvent(EVENT_BANKED_CURRENCY_UPDATE, UpdateCurrency_Handler)
end
-- Calling this function will add keybinds to the strip, likely using the primary key
-- The primary key will conflict with the category keybind descriptor if added
function BETTERUI.Banking.Class:RefreshItemActions()
local targetData = self:GetList().selectedData
--self:SetSelectedInventoryData(targetData) instead:
self.itemActions:SetInventorySlot(targetData)
end
function BETTERUI.Banking.Class:ActionsDialogSetup(dialog)
dialog.entryList:SetOnSelectedDataChangedCallback( function(list, selectedData)
self.itemActions:SetSelectedAction(selectedData and selectedData.action)
end)
local parametricList = dialog.info.parametricList
ZO_ClearNumericallyIndexedTable(parametricList)
self:RefreshItemActions()
--self:RefreshItemActions()
local actions = self.itemActions:GetSlotActions()
local numActions = actions:GetNumSlotActions()
for i = 1, numActions do
local action = actions:GetSlotAction(i)
local actionName = actions:GetRawActionName(action)
local entryData = ZO_GamepadEntryData:New(actionName)
entryData:SetIconTintOnSelection(true)
entryData.action = action
entryData.setup = ZO_SharedGamepadEntry_OnSetup
local listItem =
{
template = "ZO_GamepadItemEntryTemplate",
entryData = entryData,
}
--if actionName ~= "Use" and actionName ~= "Equip" and i ~= 1 then
table.insert(parametricList, listItem)
--end
end
dialog:setupFunc()
end
function BETTERUI.Banking.Class:InitializeActionsDialog()
local function ActionDialogSetup(dialog)
if SCENE_MANAGER.scenes['gamepad_banking']:IsShowing() then
--d("tt bank action setup")
dialog.entryList:SetOnSelectedDataChangedCallback( function(list, selectedData)
self.itemActions:SetSelectedAction(selectedData and selectedData.action)
end)
local parametricList = dialog.info.parametricList
ZO_ClearNumericallyIndexedTable(parametricList)
self:RefreshItemActions()
local actions = self.itemActions:GetSlotActions()
local numActions = actions:GetNumSlotActions()
for i = 1, numActions do
local action = actions:GetSlotAction(i)
local actionName = actions:GetRawActionName(action)
local entryData = ZO_GamepadEntryData:New(actionName)
entryData:SetIconTintOnSelection(true)
entryData.action = action
entryData.setup = ZO_SharedGamepadEntry_OnSetup
local listItem =
{
template = "ZO_GamepadItemEntryTemplate",
entryData = entryData,
}
lastActionName = actionName
--if actionName ~= "Use" and actionName ~= "Equip" and i ~= 1 then
table.insert(parametricList, listItem)
end
dialog:setupFunc()
end
end
local function ActionDialogFinish()
if SCENE_MANAGER.scenes['gamepad_banking']:IsShowing() then
--d("tt bank action finish")
-- make sure to wipe out the keybinds added by actions
self:AddKeybinds()
--restore the selected inventory item
self:RefreshItemActions()
--refresh so keybinds react to newly selected item
--self:RefreshActiveKeybinds()
self:RefreshList()
--if self.actionMode == CATEGORY_ITEM_ACTION_MODE then
-- self:RefreshCategoryList()
--end
end
end
local function ActionDialogButtonConfirm(dialog)
if SCENE_MANAGER.scenes['gamepad_banking']:IsShowing() then
--d(ZO_InventorySlotActions:GetRawActionName(self.itemActions.selectedAction))
if (lastActionName ~= nil) then
if ((ZO_InventorySlotActions:GetRawActionName(self.itemActions.selectedAction) == GetString(SI_ITEM_ACTION_LINK_TO_CHAT)) and (ZO_InventorySlotActions:GetRawActionName(self.itemActions.selectedAction) ~= nil)) then
--Also perform bag stack!
--StackBag(BAG_BACKPACK)
--link in chat
local targetData = self:GetList().selectedData
local itemLink
local bag, slot = ZO_Inventory_GetBagAndIndex(targetData)
if bag and slot then
itemLink = GetItemLink(bag, slot)
end
if itemLink then
ZO_LinkHandler_InsertLink(zo_strformat("[<<2>>]", SI_TOOLTIP_ITEM_NAME, itemLink))
end
else
self.itemActions:DoSelectedAction()
end
else
return
end
lastActionName = nil
end
end
CALLBACK_MANAGER:RegisterCallback("BETTERUI_EVENT_ACTION_DIALOG_SETUP", ActionDialogSetup)
CALLBACK_MANAGER:RegisterCallback("BETTERUI_EVENT_ACTION_DIALOG_FINISH", ActionDialogFinish)
CALLBACK_MANAGER:RegisterCallback("BETTERUI_EVENT_ACTION_DIALOG_BUTTON_CONFIRM", ActionDialogButtonConfirm)
end
-- Thanks to Ayantir for the following method to quickly return the next free slotIndex!
local tinyBagCache = {
[BAG_BACKPACK] = {},
[currentUsedBank] = {},
}
-- Thanks Merlight & circonian, FindFirstEmptySlotInBag don't refresh in realtime.
local function FindEmptySlotInBag(bagId)
if false then
for slotIndex = 0, (GetBagSize(bagId) - 1) do
if not SHARED_INVENTORY.bagCache[bagId][slotIndex] and not tinyBagCache[bagId][slotIndex] then
tinyBagCache[bagId][slotIndex] = true
return slotIndex
end
end
return nil
else
return FindFirstEmptySlotInBag(bagId)
end
end
local function FindEmptySlotInBank()
if(IsHouseBankBag(GetBankingBag()) == false) then
local emptySlotIndexBank = FindEmptySlotInBag(BAG_BANK)
local emptySlotIndexSubscriber = FindEmptySlotInBag(BAG_SUBSCRIBER_BANK)
if emptySlotIndexBank ~= nil then
return BAG_BANK, emptySlotIndexBank
elseif esoSubscriber and emptySlotIndexSubscriber ~= nil then
return BAG_SUBSCRIBER_BANK, emptySlotIndexSubscriber
else
return nil
end
else
local emptySlotIndex = FindEmptySlotInBag(currentUsedBank)
if emptySlotIndex ~= nil then
return currentUsedBank, emptySlotIndex
else
return currentUsedBank, nil
end
end
end
function BETTERUI.Banking.Class:ActivateSpinner()
self.spinner:SetHidden(false)
self.spinner:Activate()
if(self:GetList() ~= nil) then
self:GetList():Deactivate()
KEYBIND_STRIP:RemoveAllKeyButtonGroups()
KEYBIND_STRIP:AddKeybindButtonGroup(self.spinnerKeybindStripDescriptor)
end
end
function BETTERUI.Banking.Class:DeactivateSpinner()
self.spinner:SetValue(1)
self.spinner:SetHidden(true)
self.spinner:Deactivate()
if(self:GetList() ~= nil) then
self:GetList():Activate()
KEYBIND_STRIP:RemoveAllKeyButtonGroups()
KEYBIND_STRIP:AddKeybindButtonGroup(self.withdrawDepositKeybinds)
KEYBIND_STRIP:AddKeybindButtonGroup(self.coreKeybinds)
end
end
function BETTERUI.Banking.Class:MoveItem(list, quantity)
local fromBag, fromBagIndex = ZO_Inventory_GetBagAndIndex(list:GetSelectedData())
local stackCount = GetSlotStackSize(fromBag, fromBagIndex)
local fromBagItemLink = GetItemLink(fromBag, fromBagIndex)
local toBag
local toBagEmptyIndex
local toBagIndex
local toBagItemLink
local toBagStackCount
local toBagStackCountMax
local isToBagItemStackable
local inSpinner = false
if quantity ~= nil then
--in spinner
inSpinner = true
else
--not in spinner
if(stackCount > 1) then
-- display the spinner
self:UpdateSpinnerConfirmation(true, self.list)
self:SetSpinnerValue(list:GetSelectedData().stackCount, list:GetSelectedData().stackCount)
return
else
--since stackcount = 1
quantity = 1
end
end
if self.currentMode == LIST_WITHDRAW then
--we are withdrawing item from bank/subscriber bank bag
toBag = BAG_BACKPACK
toBagEmptyIndex = FindEmptySlotInBag(toBag)
else
--we are depositing item to bank/subscriber bank bag
toBag, toBagEmptyIndex = FindEmptySlotInBank()
end
if toBagEmptyIndex ~= nil then
--good to move
CallSecureProtected("RequestMoveItem", fromBag, fromBagIndex, toBag, toBagEmptyIndex, quantity)
if inSpinner then
self:UpdateSpinnerConfirmation(false, self.list)
end
-- Accomodates full banks with stackable item slots available
else
if toBag ~= nil then
local errorStringId = (toBag == BAG_BACKPACK) and SI_INVENTORY_ERROR_INVENTORY_FULL or SI_INVENTORY_ERROR_BANK_FULL
-- Get bag size
local bagSize = GetBagSize(toBag)
-- Iterate through BAG
for i = 0, bagSize do
local currentItemLink = GetItemLink(toBag, i)
-- Matches items from origin bag to destination bag
if currentItemLink == fromBagItemLink then
toBagItemLink = currentItemLink
isToBagItemStackable = IsItemLinkStackable(toBagItemLink)
-- Confirms item matched is stackable
if isToBagItemStackable then
toBagStackCount, toBagStackCountMax = GetSlotStackSize(toBag, i)
if toBagStackCount < toBagStackCountMax then
toBagIndex = i
end
end
end
end
if toBagIndex then
--good to move item that already has a non-full stack in the destination bag
CallSecureProtected("RequestMoveItem", fromBag, fromBagIndex, toBag, toBagIndex, quantity)
if inSpinner then
self:UpdateSpinnerConfirmation(false, self.list)
end
else
ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, errorStringId)
if inSpinner then
self:UpdateSpinnerConfirmation(false, self.list)
end
end
else
local banks = {BAG_BANK, BAG_SUBSCRIBER_BANK}
for bankBags = 1, 2 do
local bank = banks[bankBags]
-- Get bag size
local bagSize = GetBagSize(bank)
-- Iterate through BAG
for i = 0, bagSize do
local currentItemLink = GetItemLink(bank, i)
-- Matches items from origin bag to destination bag
if currentItemLink == fromBagItemLink then
toBagItemLink = currentItemLink
isToBagItemStackable = IsItemLinkStackable(toBagItemLink)
-- Confirms item matched is stackable
if isToBagItemStackable then
toBagStackCount, toBagStackCountMax = GetSlotStackSize(bank, i)
if toBagStackCount < toBagStackCountMax then
toBagIndex = i
toBag = bank
end
end
end
end
end
if toBagIndex and toBag then
CallSecureProtected("RequestMoveItem", fromBag, fromBagIndex, toBag, toBagIndex, quantity)
if inSpinner then
self:UpdateSpinnerConfirmation(false, self.list)
end
else
local errorStringId = (toBag == BAG_BACKPACK) and SI_INVENTORY_ERROR_INVENTORY_FULL or SI_INVENTORY_ERROR_BANK_FULL
ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, errorStringId)
if inSpinner then
self:UpdateSpinnerConfirmation(false, self.list)
end
end
end
end
end
function BETTERUI.Banking.Class:CancelWithdrawDeposit(list)
local DEACTIVATE_SPINNER = false
if self.confirmationMode then
self:UpdateSpinnerConfirmation(DEACTIVATE_SPINNER, list)
else
SCENE_MANAGER:HideCurrentScene()
end
end
function BETTERUI.Banking.Class:DisplaySelector(currencyType)
local currency_max
if(self.currentMode == LIST_DEPOSIT) then
currency_max = GetCarriedCurrencyAmount(currencyType)
else
currency_max = GetBankedCurrencyAmount(currencyType)
end
-- Does the player actually have anything that can be transferred?
if(currency_max ~= 0) then
self.selector:SetMaxValue(currency_max)
self.selector:SetClampValues(0, currency_max)
self.selector.control:GetParent():SetHidden(false)
local CURRENCY_TYPE_TO_TEXTURE =
{
[CURT_MONEY] = "EsoUI/Art/currency/gamepad/gp_gold.dds",
[CURT_TELVAR_STONES] = "EsoUI/Art/currency/gamepad/gp_telvar.dds",
[CURT_ALLIANCE_POINTS] = "esoui/art/currency/gamepad/gp_alliancepoints.dds",
[CURT_WRIT_VOUCHERS] = "EsoUI/Art/currency/gamepad/gp_writvoucher.dds",
}
self.selectorCurrency:SetTexture(CURRENCY_TYPE_TO_TEXTURE[currencyType])
self.selector:Activate()
self.list:Deactivate()
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currencyKeybinds)
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.coreKeybinds)
KEYBIND_STRIP:AddKeybindButtonGroup(self.currencySelectorKeybinds)
else
-- No, display an alert
ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, "Not enough funds available for transfer.")
end
end
function BETTERUI.Banking.Class:HideSelector()
self.selector.control:GetParent():SetHidden(true)
self.selector:Deactivate()
self.list:Activate()
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.currencySelectorKeybinds)
KEYBIND_STRIP:AddKeybindButtonGroup(self.currencyKeybinds)
KEYBIND_STRIP:AddKeybindButtonGroup(self.coreKeybinds)
end
function BETTERUI.Banking.Class:CreateListTriggerKeybindDescriptors(list)
local leftTrigger = {
keybind = "UI_SHORTCUT_LEFT_TRIGGER",
ethereal = true,
callback = function()
local list = self.list
if not list:IsEmpty() then
list:SetSelectedIndex(list.selectedIndex-tonumber(BETTERUI.Settings.Modules["CIM"].triggerSpeed))
end
end
}
local rightTrigger = {
keybind = "UI_SHORTCUT_RIGHT_TRIGGER",
ethereal = true,
callback = function()
local list = self.list
if not list:IsEmpty() then
list:SetSelectedIndex(list.selectedIndex+tonumber(BETTERUI.Settings.Modules["CIM"].triggerSpeed))
end
end,
}
return leftTrigger, rightTrigger
end
function BETTERUI.Banking.Class:UpdateActions()
local targetData = self:GetList().selectedData
-- since SetInventorySlot also adds/removes keybinds, the order which we call these 2 functions is important
-- based on whether we are looking at an item or a faux-item
if ZO_GamepadBanking.IsEntryDataCurrencyRelated(targetData) then
--d("tt currency")
self.itemActions:SetInventorySlot(nil)
else
--d("tt targetData, slotType:" .. targetData.slotType)
self.itemActions:SetInventorySlot(targetData)
end
end
function BETTERUI.Banking.Class:AddKeybinds()
KEYBIND_STRIP:RemoveAllKeyButtonGroups()
KEYBIND_STRIP:AddKeybindButtonGroup(self.withdrawDepositKeybinds)
KEYBIND_STRIP:AddKeybindButtonGroup(self.coreKeybinds)
self:UpdateActions()
end
function BETTERUI.Banking.Class:RemoveKeybinds()
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.withdrawDepositKeybinds)
KEYBIND_STRIP:RemoveKeybindButton(self.coreKeybinds)
end
function BETTERUI.Banking.Class:ShowActions()
self:RemoveKeybinds()
local function OnActionsFinishedCallback()
self:AddKeybinds()
end
local dialogData =
{
targetData = self:GetList().selectedData,
finishedCallback = OnActionsFinishedCallback,
itemActions = self.itemActions,
}
ZO_Dialogs_ShowPlatformDialog(ZO_GAMEPAD_INVENTORY_ACTION_DIALOG, dialogData)
end
function BETTERUI.Banking.Class:InitializeKeybind()
if not BETTERUI.Settings.Modules["Banking"].m_enabled then
return
end
self.coreKeybinds = {
alignment = KEYBIND_STRIP_ALIGN_LEFT,
{
name = GetString(SI_BETTERUI_BANKING_TOGGLE_LIST),
keybind = "UI_SHORTCUT_SECONDARY",
callback = function()
self:ToggleList(self.currentMode == LIST_DEPOSIT)
end,
visible = function()
return true
end,
enabled = true,
},
{
keybind = "UI_SHORTCUT_RIGHT_STICK",
name = function()
local cost = GetNextBankUpgradePrice()
if GetCarriedCurrencyAmount(CURT_MONEY) >= cost then
return zo_strformat(SI_BANK_UPGRADE_TEXT, ZO_CurrencyControl_FormatCurrency(cost), ZO_GAMEPAD_GOLD_ICON_FORMAT_24)
end
return zo_strformat(SI_BANK_UPGRADE_TEXT, ZO_ERROR_COLOR:Colorize(ZO_CurrencyControl_FormatCurrency(cost)), ZO_GAMEPAD_GOLD_ICON_FORMAT_24)
end,
visible = function()
return IsBankUpgradeAvailable()
end,
enabled = function()
return GetCarriedCurrencyAmount(CURT_MONEY) >= GetNextBankUpgradePrice()
end,
callback = function()
if GetNextBankUpgradePrice() > GetCarriedCurrencyAmount(CURT_MONEY) then
ZO_AlertNoSuppression(UI_ALERT_CATEGORY_ALERT, nil, GetString(SI_BUY_BANK_SPACE_CANNOT_AFFORD))
else
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.mainKeybindStripDescriptor)
DisplayBankUpgrade()
end
end
},
{
name = GetString(SI_GAMEPAD_INVENTORY_ACTION_LIST_KEYBIND),
keybind = "UI_SHORTCUT_TERTIARY",
order = 1000,
visible = function()
return self.selectedItemUniqueId ~= nil or self:GetList().selectedData ~= nil
end,
callback = function()
self:SaveListPosition()
self:ShowActions()
end,
},
{
alignment = KEYBIND_STRIP_ALIGN_LEFT,
name = GetString(SI_ITEM_ACTION_STACK_ALL),
keybind = "UI_SHORTCUT_LEFT_STICK",
order = 1500,
disabledDuringSceneHiding = true,
callback = function()
if(self.currentMode == LIST_WITHDRAW) then
if(currentUsedBank == BAG_BANK) then
StackBag(BAG_BANK)
StackBag(BAG_SUBSCRIBER_BANK)
else
StackBag(currentUsedBank)
end
else
StackBag(BAG_BACKPACK)
end
end,
},
}
self.withdrawDepositKeybinds = {
alignment = KEYBIND_STRIP_ALIGN_LEFT,
{
name = function() return (self.currentMode == LIST_WITHDRAW) and GetString(SI_BETTERUI_BANKING_WITHDRAW) or GetString(SI_BETTERUI_BANKING_DEPOSIT) end,
keybind = "UI_SHORTCUT_PRIMARY",
callback = function()
self:SaveListPosition()
self:MoveItem(self.list)
end,
visible = function()
return true
end,
enabled = true,
},
}
self.currencySelectorKeybinds =
{
alignment = KEYBIND_STRIP_ALIGN_LEFT,
{
name = GetString(SI_BETTERUI_CONFIRM_AMOUNT),
keybind = "UI_SHORTCUT_PRIMARY",
visible = function()
return true
end,
callback = function()
local amount = self.selector:GetValue()
local currencyType = self:GetList().selectedData.currencyType
if(self.currentMode == LIST_WITHDRAW) then
WithdrawCurrencyFromBank(currencyType, amount)
else
DepositCurrencyIntoBank(currencyType, amount)
end
self:HideSelector()
self:RefreshFooter()
KEYBIND_STRIP:UpdateKeybindButtonGroup(self.coreKeybinds)
end,
}
}
self.currencyKeybinds = {
alignment = KEYBIND_STRIP_ALIGN_LEFT,
{
name = function() return self:GetList().selectedData.label end,
keybind = "UI_SHORTCUT_PRIMARY",
callback = function()
self:SaveListPosition()
self:DisplaySelector(self:GetList().selectedData.currencyType)
end,
visible = function()
return true
end,
enabled = true,
},
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.coreKeybinds, GAME_NAVIGATION_TYPE_BUTTON) -- "Back"
ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.currencySelectorKeybinds, GAME_NAVIGATION_TYPE_BUTTON, function() self:HideSelector() end)
self.triggerSpinnerBinds = {}
local leftTrigger, rightTrigger = self:CreateListTriggerKeybindDescriptors(self.list)
table.insert(self.coreKeybinds, leftTrigger)
table.insert(self.coreKeybinds, rightTrigger)
self.spinnerKeybindStripDescriptor = {
alignment = KEYBIND_STRIP_ALIGN_LEFT,
{
name = GetString(SI_BETTERUI_CONFIRM),
keybind = "UI_SHORTCUT_PRIMARY",
callback = function()
self:SaveListPosition()
self:MoveItem(self.list, self.spinner:GetValue())
end,
visible = function()
return true
end,
enabled = true,
},
}
ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.spinnerKeybindStripDescriptor,
GAME_NAVIGATION_TYPE_BUTTON,
function()
local list = self.list
self:CancelWithdrawDeposit(list)
KEYBIND_STRIP:AddKeybindButtonGroup(self.coreKeybinds)
end)
end
function BETTERUI.Banking.Class:SaveListPosition()
-- Able to return to the current position again!
self.lastPositions[self.currentMode] = self.list.selectedIndex
end
function BETTERUI.Banking.Class:ReturnToSaved()
self:CurrentUsedBank()
local lastPosition = self.lastPositions[self.currentMode]
if(self.currentMode == LIST_WITHDRAW) then
if(lastUsedBank ~= currentUsedBank) then
self.list:SetSelectedIndexWithoutAnimation(1, true, false)
self:SaveListPosition()
self.currentMode = LIST_DEPOSIT
self.list:SetSelectedIndexWithoutAnimation(1, true, false)
self:SaveListPosition()
self.currentMode = LIST_WITHDRAW
self:LastUsedBank()
self:RefreshList()
else
self.list:SetSelectedIndexWithoutAnimation(lastPosition, true, false)
end
else
if(lastUsedBank ~= currentUsedBank) then
self.list:SetSelectedIndexWithoutAnimation(1, true, false)
self:SaveListPosition()
self:LastUsedBank()
self.currentMode = LIST_WITHDRAW
self:ToggleList(self.currentMode == LIST_WITHDRAW)
else
self.list:SetSelectedIndexWithoutAnimation(lastPosition, true, false)
end
end
end
-- Go through and get the item which has been passed to us through the event
function BETTERUI.Banking.Class:UpdateSingleItem(bagId, slotIndex)
if GetSlotStackSize(bagId, slotIndex) > 0 then
self:RefreshList()
return
else
self:RefreshList()
end
for index = 1, #self.list.dataList do
if self.list.dataList[index].bagId == bagId and self.list.dataList[index].slotIndex == slotIndex then
self:RemoveItemStack(index)
break
end
end
end
-- This is the final function for the Event "EVENT_INVENTORY_SINGLE_SLOT_UPDATE".
function BETTERUI.Banking.Class:RemoveItemStack(itemIndex)
if(itemIndex >= #self.list.dataList) then
self.list:MovePrevious()
end
table.remove(self.list.dataList,itemIndex)
table.remove(self.list.templateList,itemIndex)
table.remove(self.list.prePadding,itemIndex)
table.remove(self.list.postPadding,itemIndex)
table.remove(self.list.preSelectedOffsetAdditionalPadding,itemIndex)
table.remove(self.list.postSelectedOffsetAdditionalPadding,itemIndex)
table.remove(self.list.selectedCenterOffset,itemIndex)
self:RefreshList()
end
function BETTERUI.Banking.Class:ToggleList(toWithdraw)
self:SaveListPosition()
self.currentMode = toWithdraw and LIST_WITHDRAW or LIST_DEPOSIT
local footer = self.footer:GetNamedChild("Footer")
if(self.currentMode == LIST_WITHDRAW) then
footer:GetNamedChild("SelectBg"):SetTextureRotation(0)
footer:GetNamedChild("DepositButtonLabel"):SetColor(0.26,0.26,0.26,1)
footer:GetNamedChild("WithdrawButtonLabel"):SetColor(1,1,1,1)
else
footer:GetNamedChild("SelectBg"):SetTextureRotation(3.1415)
footer:GetNamedChild("DepositButtonLabel"):SetColor(1,1,1,1)
footer:GetNamedChild("WithdrawButtonLabel"):SetColor(0.26,0.26,0.26,1)
end
KEYBIND_STRIP:UpdateKeybindButtonGroup(self.coreKeybinds)
--KEYBIND_STRIP:UpdateKeybindButtonGroup(self.spinnerKeybindStripDescriptor)
self:RefreshList()
end
function BETTERUI.Banking.Init()
BETTERUI.Banking.Window = BETTERUI.Banking.Class:New("BETTERUI_TestWindow", BETTERUI_TEST_SCENE)
BETTERUI.Banking.Window:SetTitle("|c0066FFBanking Enhanced|r")
-- Set the column headings up, maybe put them into a table?
BETTERUI.Banking.Window:AddColumn(GetString(SI_BETTERUI_BANKING_COLUMN_NAME),87)
BETTERUI.Banking.Window:AddColumn(GetString(SI_BETTERUI_BANKING_COLUMN_TYPE),637)
BETTERUI.Banking.Window:AddColumn(GetString(SI_BETTERUI_BANKING_COLUMN_TRAIT),897)
BETTERUI.Banking.Window:AddColumn(GetString(SI_BETTERUI_BANKING_COLUMN_STAT),1067)
BETTERUI.Banking.Window:AddColumn(GetString(SI_BETTERUI_BANKING_COLUMN_VALUE),1187)
BETTERUI.Banking.Window:RefreshList()
SCENE_MANAGER.scenes['gamepad_banking'] = SCENE_MANAGER.scenes['BETTERUI_BANKING']
esoSubscriber = IsESOPlusSubscriber()
--tw = BETTERUI.Banking.Window --dev mode
end
|
local b4,_ = {},{}
-- Find and report local variables that accidently became globals.
b4={}; for k,_ in pairs(_ENV) do b4[k]=k end
function _.rogues()
for k,v in pairs(_ENV) do
if not b4[k] then _.yellow("-- rogue? %s %s",k,type(v)) end end end
-- Print colored text to standard error.
function _.hue(n,s) return string.format("\27[1m\27[%sm%s\27[0m",n,s) end
function _.btw(n,...) io.stderr:write(_.hue(n,string.format(...)).."\n") end
function _.red(...) return _.btw(31,...) end
function _.green(...) return _.btw(32,...) end
function _.yellow(...) return _.btw(33,...) end
-- all keys, sorted
function _.keys(t, u)
u={}; for k,_ in pairs(t) do u[1+#u]=k ; print(k) end; table.sort(u); return u end
-- Run some of the "acts", resetting system back to defaults before each run.
-- Return to operating system the number of fails (so returning "0" means no errors)
function _.main(all,acts)
local makeDefaults,reset2Defaults,runWithStackDumps,runWithNoStackDumps,known
local fails, defaults,ok,msg
known = function(x) return assert(acts[x],"unknown "..x) and x end
makeDefaults = function() for k,v in pairs(all) do defaults[k]=v end end
reset2Defaults = function() for k,v in pairs(defaults) do all[k]=v end end
runWithStackDumps = function(x) acts[ known(x) ]() end
runWithNoStackDumps = function(x) return pcall( acts[ known(x) ] ) end
---------------
fails,defaults = 0,{}
makeDefaults()
runWithStackDumps(all.debug) -- used when debugging one action
if all.todo then
for __,todo in pairs(all.todo=="all" and _.keys(acts) or {all.todo}) do
reset2Defaults()
ok,msg = runWithNoStackDumps(todo)
if ok then _.green("%s%s", "-- PASS ",todo)
else _.red( "%s%s %s","-- FAIL ",todo,msg); fails=fails+1 end end end
_.yellow("-- %s errors",fails)
_.rogues() -- check for stray locals on the way out
os.exit(fails) end
-- Turn strings into their right types.
function _.coerce(x)
if x=="true" then return true elseif x=="false" then return false end
return tonumber(x) or x end
-- Check for any updated to "flag" on command line. Boolean flags have
-- no arguments (and if we see them on the command line, then flip their
-- default value). Other flags have one argument, immediately after the flag.
-- Flags do not have be spelt out in full on the command line (e.g. -t X
-- will match to the flag -todo).
function _.update(flag,x)
for n,word in ipairs(arg) do
if flag:match("^"..word:sub(2)..".*") then
x= x=="true" and"false" or x=="false" and "true" or arg[n+1] end end
return _.coerce(x) end
-- For help text lines starting with " -", create a flag with a default value
-- from the first and last word on that line. Ensure that we have a random
-- number seed. Print help text (if asked to). Add a hook into "_.main".
function _.cli(s, t)
t={}
s:gsub("\n [-]([^%s]+)[^\n]*%s([^%s]+)", function(k,x) t[k]=_.update(k,x) end)
t.seed = t.seed or 10019
if t.h then print(s) end
return setmetatable(t, {__call= _.main}) end
return _.cli
|
class 'ItemEquipable' extends 'ItemBase'
ItemEquipable.name = 'Equipment Base'
ItemEquipable.description = 'An item that can be equipped.'
ItemEquipable.category = 'item.category.equipment'
ItemEquipable.stackable = false
ItemEquipable.equip_slot = 'item.slot.accessory'
ItemEquipable.equip_inv = 'hotbar'
ItemEquipable.disabled_inventories = {}
ItemEquipable.action_sounds = {
['equip'] = 'items/battery_pickup.wav',
['unequip'] = 'items/battery_pickup.wav'
}
ItemEquipable:add_button('equip', {
get_name = function(item_obj)
return item_obj:is_equipped() and 'item.option.unequip' or 'item.option.equip'
end,
icon = 'icon16/user_suit.png',
callback = 'on_equip'
})
function ItemEquipable:is_equipped()
return self.inventory_type == self.equip_inv
end
function ItemEquipable:can_transfer(inventory, x, y)
local player = self:get_player()
local inv_type = inventory.type
if inv_type == self.equip_inv then
if self:can_equip(player) == false then
return false
end
for k, v in pairs(inventory:get_items()) do
if v.equip_slot and v:is_equipped() and v.instance_id != self.instance_id then
if v.equip_slot == self.equip_slot then
return false
elseif istable(self.equip_slot) then
for k1, v1 in pairs(self.equip_slot) do
if v1 == v.equip_slot then
return false
elseif istable(v.equip_slot) then
for k2, v2 in pairs(v.equip_slot) do
if v1 == v2 then
return false
end
end
end
end
end
end
end
elseif inv_type != self.equip_inv and self.inventory_type == self.equip_inv then
if self:can_unequip(player) == false then
return false
end
end
end
function ItemEquipable:can_equip(player)
end
function ItemEquipable:can_unequip(player)
end
function ItemEquipable:post_equipped(player)
end
function ItemEquipable:post_unequipped(player)
end
function ItemEquipable:equip(player, should_equip)
if should_equip then
for k, v in pairs(self.disabled_inventories) do
local inventory = player:get_inventory(v)
if inventory then
for k1, v1 in pairs(inventory:get_items()) do
local success, error_text = player:transfer_item(v1.instance_id, 'main_inventory')
if !success then
player:notify(error_text)
return
end
end
inventory:set_disabled(true)
end
end
self:post_equipped(player)
hook.run('OnItemEquipped', player, self)
else
for k, v in pairs(self.disabled_inventories) do
local inventory = player:get_inventory(v)
if inventory then
inventory:set_disabled(false)
end
end
self:post_unequipped(player)
hook.run('OnItemUnequipped', player, self)
end
end
function ItemEquipable:on_transfer(new_inventory, old_inventory)
if new_inventory and new_inventory.type == self.equip_inv then
local player = new_inventory.owner
player:EmitSound(self.action_sounds['equip'])
self:equip(player, true)
end
if old_inventory and old_inventory.type == self.equip_inv then
local player = old_inventory.owner
player:EmitSound(self.action_sounds['unequip'])
self:equip(player, false)
end
end
function ItemEquipable:on_equip(player)
if IsValid(self.entity) then
self:do_menu_action('on_take', player, { inv_type = self.equip_inv })
else
if self:is_equipped() then
player:transfer_item(self.instance_id, 'main_inventory')
else
player:transfer_item(self.instance_id, self.equip_inv)
end
end
end
function ItemEquipable:on_loadout(player)
if self:is_equipped() then
self:equip(player, true)
end
end
|
-------------------------------------------------------------------------------
-- message.lua
-------------------------------------------------------------------------------
local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local INFO_MSG = tengine.INFO_MSG
local DEBUG_MSG = tengine.DEBUG_MSG
local ERROR_MSG = tengine.ERROR_MSG
local p = tengine.p
local _M = require (_PACKAGE.."/player")
--- 系统消息
function _M:send_system_message(...)
end
|
--[[
Normalize Audio
Author: Native Instruments
Written by: Yaron Eshkar
Modified: June 4, 2021
--]]
-- Imports
local root_path = filesystem.parentPath(scriptPath)
package.path = root_path .. "/?.lua;" .. package.path
local ctAudio = require("Modules.CtAudio")
local ctUtil = require("Modules.CtUtil")
-----------------------USER VARIABLES--------------------------------
-- Path to the samples
local current_path = root_path .. filesystem.preferred("/Samples/")
-- normalize value
local normalize_db = "-1.0"
-----------------------SCRIPT----------------------------------------
local sample_paths_table = {}
sample_paths_table = ctUtil.paths_to_table(current_path,".wav")
table.sort(sample_paths_table)
for index, file in pairs(sample_paths_table) do
ctAudio.run_audio_process(file,"normalize",normalize_db,true)
end
|
local P = require("levelhead.data.properties")
local LHS = {}
function LHS:serializeHeaders(level)
local s = level.settings
local h = self.rawHeaders
h.prefix = s.prefix
h.zone = s.zone
h.campaignMarker = s.campaignMarker
h.width = level:getWidth()
h.height = level:getHeight()
--title
for k,v in pairs(s.title) do
h.title[k] = v
end
h.settingsList.entries = {}
for id, setting in pairs(self.settingsList) do
local value = s[setting]
if type(value)=="boolean" then
value = value and 1 or 0
end
table.insert(h.settingsList.entries,{
id = id,
value = value,
})
end
h.settingsList.amount = #h.settingsList.entries
end
function LHS:serializeObjects(level,layer)
--init
local s = {}
self.rawContentEntries["single"..layer:sub(1,1):upper()..layer:sub(2)] = s
s.entries = {}
local r = {}
self.rawContentEntries[layer.."Rows"] = r
r.entries = {}
local c = {}
self.rawContentEntries[layer.."Columns"] = c
c.entries = {}
--state
local idMap = {}
local done = {}
for x=level.left, level.right, 1 do
done[x] = {}
end
--process
for y=level.bottom, level.top, -1 do
for x=level.left, level.right, 1 do
local o = level[layer][x][y]
if o and not done[x][y] then
--check the max size of a possible row/column
local rowSize = 1
while rowSize + x <= level.right do
local oo = level[layer][x+rowSize][y]
if oo and oo.id==o.id and not done[x+rowSize][y] then
rowSize = rowSize + 1
else
break
end
end
local colSize = 1
while y - colSize >= level.top do
local oo = level[layer][x][y-colSize]
if oo and oo.id==o.id and not done[x][y-colSize] then
colSize = colSize + 1
else
break
end
end
--select the biggest one, row on ties, single object when they're both 1
if rowSize == 1 and colSize == 1 then
--make it a single foreground object
if not idMap[o.id] then
local entry = {}
entry.id = o.id
entry.subentries = {}
table.insert(s.entries, entry)
idMap[o.id] = entry
end
table.insert(idMap[o.id].subentries,{
x = level:worldToFileX(o.x),
y = level:worldToFileY(o.y)
})
done[x][y] = true
elseif rowSize >= colSize then
local entry = {
length = rowSize-1,
id = o.id,
x = level:worldToFileX(o.x),
y = level:worldToFileY(o.y)
}
table.insert(r.entries, entry)
for i=0, rowSize-1, 1 do
done[x+i][y] = true
end
elseif colSize > rowSize then
local entry = {
length = colSize-1,
id = o.id,
x = level:worldToFileX(o.x),
y = level:worldToFileY(o.y)
}
table.insert(c.entries, entry)
for i=0, colSize-1, 1 do
done[x][y-i] = true
end
else
error("Col./row comparison went wrong: "..colSize.." c/r "..rowSize)
end
end
end
end
--finalize
for _,v in ipairs(s.entries) do
v.amount = #v.subentries
end
s.nEntries = #s.entries
r.nEntries = #r.entries
c.nEntries = #c.entries
end
function LHS:serializeProperties(level,pathIdMap)
local c = {
entries = {}
}
if pathIdMap then
self.rawContentEntries.pathProperties = c
else
self.rawContentEntries.objectProperties = c
end
local singleLookup = {}
local doubleLookup = {}
--process
local toIterate
if pathIdMap then
toIterate = level.paths
else
toIterate = level.objects
end
for thing in toIterate:iterate() do
if thing.properties then
for id,value in pairs(thing.properties) do
local go = true
if not singleLookup[id] then
singleLookup[id] = {
id = id,
entries = {}
}
table.insert(c.entries, singleLookup[id])
doubleLookup[id] = {}
end
local entry = singleLookup[id]
local subentry
if not doubleLookup[id][value] then
subentry = {
value = value,
entries = {}
}
doubleLookup[id][value] = subentry
table.insert(entry.entries,subentry)
else
subentry = doubleLookup[id][value]
end
if go then
if pathIdMap then
table.insert(subentry.entries,pathIdMap[thing])
else
table.insert(subentry.entries,{
x = level:worldToFileX(thing.x),
y = level:worldToFileY(thing.y)
})
end
end
end
end
end
--finalize
for _,entry in ipairs(c.entries) do
for _,subentry in ipairs(entry.entries) do
subentry.amount = #subentry.entries
end
entry.amount = #entry.entries
end
c.nEntries = #c.entries
end
function LHS:serializeContainedObjects(level)
--init
local c = {
entries = {}
}
self.rawContentEntries.containedObjects = c
--state
local idMap = {}
--process
for obj in level.objects:iterate() do
if obj.contents then
if not idMap[obj.id] then
local entry = {}
entry.id = obj.contents
entry.subentries = {}
table.insert(c.entries, entry)
idMap[obj.contents] = entry
end
table.insert(idMap[obj.contents].subentries,{
x = level:worldToFileX(obj.x),
y = level:worldToFileY(obj.y)
})
end
end
--finalize
for _,v in ipairs(c.entries) do
v.amount = #v.subentries
end
c.nEntries = #c.entries
end
function LHS:serializePaths(level)
local idMap = {}
local c = {
entries = {},
}
self.rawContentEntries.paths = c
local idCounter = 0x0000
for path in level.paths:iterate() do
local entry = {
id = idCounter,
subentries = {}
}
idMap[path] = entry.id
idCounter = idCounter + 1
for n in path:iterateNodes() do
table.insert(entry.subentries,{
x = level:worldToFileX(n.x),
y = level:worldToFileY(n.y),
})
end
entry.amount = #entry.subentries
table.insert(c.entries,entry)
end
c.nEntries = #c.entries
return idMap
end
function LHS:serializeAll(level)
self:serializeHeaders(level)
self.rawContentEntries = {}
self:serializeObjects(level,"foreground")
self:serializeProperties(level)
self:serializeContainedObjects(level)
local idMap = self:serializePaths(level)
self:serializeProperties(level,idMap)
self:serializeObjects(level,"background")
end
return LHS
|
object_draft_schematic_droid_component_chassis_droid_mining = object_draft_schematic_droid_component_shared_chassis_droid_mining:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_droid_component_chassis_droid_mining, "object/draft_schematic/droid/component/chassis_droid_mining.iff")
|
ui_page 'html/index.html'
files {
'html/index.html',
'html/static/css/app.css',
'html/static/js/app.js',
'html/static/js/manifest.js',
'html/static/js/vendor.js',
'html/static/config/config.json',
-- Coque
'html/static/img/coque/s8.png',
'html/static/img/coque/iphonex.png',
'html/static/img/coque/base.png',
'html/static/img/coque/transparent.png',
-- Background
'html/static/img/background/back001.jpg',
'html/static/img/background/back002.jpg',
'html/static/img/background/back003.jpg',
'html/static/img/background/back004.jpg',
'html/static/img/background/back005.jpg',
'html/static/img/background/back006.jpg',
'html/static/img/background/back007.jpg',
'html/static/img/background/back008.jpg',
'html/static/img/background/back009.jpg',
'html/static/img/background/back0010.jpg',
'html/static/img/background/back0011.jpg',
'html/static/img/background/back0012.jpg',
'html/static/img/background/back0013.jpg',
'html/static/img/background/back0014.jpg',
'html/static/img/background/back0015.jpg',
'html/static/img/background/back0016.jpg',
'html/static/img/background/back0017.jpg',
'html/static/img/background/back0018.jpg',
'html/static/img/background/back0019.jpg',
'html/static/img/background/back0020.jpg',
'html/static/img/background/back0021.jpg',
'html/static/img/background/back0022.jpg',
'html/static/img/background/back0023.jpg',
'html/static/img/background/back0024.jpg',
'html/static/img/background/back0025.jpg',
'html/static/img/background/back0026.jpg',
'html/static/img/background/back0027.jpg',
'html/static/img/icons_app/call.png',
'html/static/img/icons_app/contacts.png',
'html/static/img/icons_app/sms.png',
'html/static/img/icons_app/settings.png',
'html/static/img/icons_app/menu.png',
'html/static/img/icons_app/bourse.png',
'html/static/img/icons_app/tchat.png',
'html/static/img/icons_app/photo.png',
'html/static/img/icons_app/bank.png',
'html/static/img/icons_app/9gag.png',
'html/static/img/app_bank/logo_mazebank.jpg',
'html/static/img/app_tchat/splashtchat.png',
'html/static/img/courbure.png',
'html/static/fonts/fontawesome-webfont.ttf',
'html/static/sound/ring.ogg',
'html/static/sound/tchatNotification.ogg',
'html/static/sound/Phone_Call_Sound_Effect.ogg',
}
client_script {
"config.lua",
"client/animation.lua",
"client/client.lua",
"client/photo.lua",
"client/app_tchat.lua",
"client/bank.lua",
}
server_script {
'@mysql-async/lib/MySQL.lua',
"config.lua",
"server/server.lua",
"server/app_tchat.lua",
}
|
require('cosmic-ui').setup({
border_style = "rounded",
})
|
if RaidSystem then return end
RaidSystem = {}
local function AddFile(File, dir)
local fileSide = string.lower(string.Left(File, 3))
if SERVER and fileSide == "sv_" then
include(dir .. File)
print("[RaidSystem] SV INCLUDE: " .. File)
elseif fileSide == "sh_" then
if SERVER then
AddCSLuaFile(dir .. File)
print("[RaidSystem] SH ADDCS: " .. File)
end
include(dir .. File)
print("[RaidSystem] SH INCLUDE: " .. File)
elseif fileSide == "cl_" then
if SERVER then
AddCSLuaFile(dir .. File)
print("[RaidSystem] CL ADDCS: " .. File)
elseif CLIENT then
include(dir .. File)
print("[RaidSystem] CL INCLUDE: " .. File)
end
end
end
local function IncludeDir(dir)
dir = dir .. "/"
local File, Directory = file.Find(dir .. "*", "LUA")
for k, v in ipairs(File) do
if string.EndsWith(v, ".lua") then
AddFile(v, dir)
end
end
for k, v in ipairs(Directory) do
print("[RaidSystem] Directory: " .. v)
IncludeDir(dir .. v)
end
end
hook.Add("postLoadCustomDarkRPItems", "RaidSystem_Load", function()
IncludeDir("raidsystem_config")
IncludeDir("raidsystem_code")
IncludeDir("raidsystem_modules")
timer.Simple(5, SpawnBaseItems)
end)
|
-------------------------------------------------------------------------------
--- AUTHOR: Nostrademous
--- GITHUB REPO: https://github.com/Nostrademous/Dota2-WebAI
-------------------------------------------------------------------------------
BotsInit = require( "game/botsinit" )
local X = BotsInit.CreateGeneric()
function X:GetName()
return "none"
end
function X:OnStart()
end
function X:OnEnd()
end
function X:Think()
end
return X
|
--[[
© CloudSixteen.com do not share, re-distribute or modify
without permission of its author (kurozael@gmail.com).
Clockwork was created by Conna Wiles (also known as kurozael.)
http://cloudsixteen.com/license/clockwork.html
--]]
Clockwork.kernel:IncludePrefixed("shared.lua");
AddCSLuaFile("cl_init.lua");
AddCSLuaFile("shared.lua");
-- Called when the entity initializes.
function ENT:Initialize()
self:SetModel("models/extras/info_speech.mdl");
self:SetMoveType(MOVETYPE_NONE);
self:SetSolid(SOLID_NONE);
end
|
--
-- Created by IntelliJ IDEA.
-- User: ${USER}
-- Date: ${YEAR}-${MONTH}-${DAY}
-- Time: ${HOUR}:${MINUTE}
-- To change this template use File | Settings | File Templates.
--
|
-- Script to find the install path for a C module. Public domain.
if not arg or not arg[1] then
io.write("Usage: lua installpath.lua modulename\n")
os.exit(1)
end
for p in string.gfind(package.cpath, "[^;]+") do
if string.sub(p, 1, 1) ~= "." then
local p2 = string.gsub(arg[1], "%.", string.sub(package.config, 1, 1))
io.write(string.gsub(p, "%?", p2), "\n")
return
end
end
error("no suitable installation path found")
|
require( "components/cavern/cavern_encounter" )
--------------------------------------------------------------------
if encounter_combat_spirit_breaker == nil then
encounter_combat_spirit_breaker = class( {}, {}, CCavernEncounter )
end
--------------------------------------------------------------------
function encounter_combat_spirit_breaker:GetEncounterType()
return CAVERN_ROOM_TYPE_MOB
end
--------------------------------------------------------------------
function encounter_combat_spirit_breaker:GetEncounterLevels()
return { 1 }
end
--------------------------------------------------------------------
function encounter_combat_spirit_breaker:Start()
CCavernEncounter.Start( self )
self.nNumUnitsToSpawn = 16
local flOffsetMin = 250
local flOffsetMax = 1000
for i = 1, self.nNumUnitsToSpawn do
local vSpawnPoint = self.hRoom.vRoomCenter + ( RandomVector( 1 ) * RandomFloat( flOffsetMin, flOffsetMax ) )
local hUnit = self:SpawnCreepByName( "npc_dota_creature_spirit_breaker", vSpawnPoint, true, nil, nil, DOTA_TEAM_BADGUYS )
hUnit:FaceTowards( vSpawnPoint + RandomVector( 1 ) * flOffsetMin )
end
return true
end
--------------------------------------------------------------------
|
module 'mock'
CLASS: AnimatorTrackVecComponent ( AnimatorValueTrack )
:MODEL {
Field 'comId' :int() :no_edit();
}
--------------------------------------------------------------------
function AnimatorTrackVecComponent:__init( comId, name )
self.comId = comId
self.name = name
end
function AnimatorTrackVecComponent:createKey( pos )
local key = AnimatorKeyNumber( pos )
key:setPos( pos )
return self:addKey( key )
end
function AnimatorTrackVecComponent:isPlayable()
return false
end
function AnimatorTrackVecComponent:getIcon()
return 'track_number'
end
function AnimatorTrackVecComponent:isCurveTrack()
return true
end
function AnimatorTrackVecComponent:canReparent( target )
return false
end
--------------------------------------------------------------------
CLASS: AnimatorTrackFieldVecCommon ( AnimatorTrackField )
function AnimatorTrackFieldVecCommon:__init()
self.splitted = false
end
function AnimatorTrackFieldVecCommon:getComponentCount()
return 1
end
function AnimatorTrackFieldVecCommon:getComponentTrack( id )
for i, sub in ipairs( self.children ) do
if sub.comId == id then return sub end
end
return nil
end
function AnimatorTrackFieldVecCommon:createSubComponentTrack( id, name )
local track = AnimatorTrackVecComponent( id, name )
self:addChild( track )
end
function AnimatorTrackFieldVecCommon:createKey( pos, context )
local target = context.target
local x,y,z = self.targetField:getValue( target )
local keyX = self:createSubComponentTrackKey( 1, pos, x )
local keyY = self:createSubComponentTrackKey( 2, pos, y )
local keyZ = self:createSubComponentTrackKey( 3, pos, z )
return keyX, keyY, keyZ
end
function AnimatorTrackFieldVecCommon:createSubComponentTrackKey( comId, pos, value )
local track = self:getComponentTrack( comId )
local key = track:createKey( pos )
key:setValue( value )
return key
end
function AnimatorTrackFieldVecCommon:updateParentKey( parentKey, changedKey )
local childKeys = parentKey:getChildKeys()
if not childKeys then return end
local vec = {}
for i, k in ipairs( childKeys ) do
local childTrack = k:getTrack()
local comId = childTrack.comId
vec[ comId ] = k.value
k.pos = parentKey.pos
end
parentKey:setValue( unpack( vec ) )
end
function AnimatorTrackFieldVecCommon:updateChildKeys( parentKey )
local childKeys = parentKey:getChildKeys()
if not childKeys then return end
local vec = { parentKey:getValue() }
for i, k in ipairs( childKeys ) do
local childTrack = k:getTrack()
local comId = childTrack.comId
k.value = vec[ i ]
k.pos = parentKey.pos
end
end
function AnimatorTrackFieldVecCommon:unsplitKeys()
if not self.splitted then return end
self.splitted = false
local keys = {}
end
function AnimatorTrackFieldVecCommon:splitKeys()
if self.splitted then return end
self.splitted = true
self.keys = {}
end
function AnimatorTrackFieldVecCommon:apply( state, target, t )
local x = self.curveX:getValueAtTime( t )
local y = self.curveY:getValueAtTime( t )
local z = self.curveZ:getValueAtTime( t )
return self.targetField:setValue( target, x, y, z )
end
function AnimatorTrackFieldVecCommon:isEmpty()
return
self:getComponentTrack(1):isEmpty() and
self:getComponentTrack(2):isEmpty() and
self:getComponentTrack(3):isEmpty()
end
function AnimatorTrackFieldVecCommon:build( context ) --building shared data
self.curveX = self:getComponentTrack( 1 ):buildCurve()
self.curveY = self:getComponentTrack( 2 ):buildCurve()
self.curveZ = self:getComponentTrack( 3 ):buildCurve()
context:updateLength( self:calcLength() )
end
function AnimatorTrackFieldVecCommon:calcLength()
local length = math.max(
self:getComponentTrack(1):calcLength(),
self:getComponentTrack(2):calcLength(),
self:getComponentTrack(3):calcLength()
)
return length
end
function AnimatorTrackFieldVecCommon:getIcon()
return 'track_vec'
end
--------------------------------------------------------------------
CLASS: AnimatorTrackFieldVec3 ( AnimatorTrackFieldVecCommon )
function AnimatorTrackFieldVec3:init()
--create sub component track
self:createSubComponentTrack( 1, 'x' )
self:createSubComponentTrack( 2, 'y' )
self:createSubComponentTrack( 3, 'z' )
end
function AnimatorTrackFieldVec3:getComponentCount()
return 3
end
function AnimatorTrackFieldVec3:createKey( pos, context )
local target = context.target
local x,y,z = self.targetField:getValue( target )
local keyX = self:createSubComponentTrackKey( 1, pos, x )
local keyY = self:createSubComponentTrackKey( 2, pos, y )
local keyZ = self:createSubComponentTrackKey( 3, pos, z )
local masterKey = AnimatorKeyVec3()
masterKey.pos = pos
masterKey:addChildKey( keyX )
masterKey:addChildKey( keyY )
masterKey:addChildKey( keyZ )
masterKey:setValue( x,y,z )
self:addKey( masterKey )
return keyX, keyY, keyZ, masterKey
end
function AnimatorTrackFieldVec3:apply( state, target, t )
local x = self.curveX:getValueAtTime( t )
local y = self.curveY:getValueAtTime( t )
local z = self.curveZ:getValueAtTime( t )
return self.targetField:setValue( target, x, y, z )
end
function AnimatorTrackFieldVec3:build( context ) --building shared data
self.curveX = self:getComponentTrack( 1 ):buildCurve()
self.curveY = self:getComponentTrack( 2 ):buildCurve()
self.curveZ = self:getComponentTrack( 3 ):buildCurve()
context:updateLength( self:calcLength() )
end
function AnimatorTrackFieldVec3:calcLength()
local length = math.max(
self:getComponentTrack(1):calcLength(),
self:getComponentTrack(2):calcLength(),
self:getComponentTrack(3):calcLength()
)
return length
end
function AnimatorTrackFieldVec3:getIcon()
return 'track_vec3'
end
function AnimatorTrackFieldVec3:isEmpty()
return
self:getComponentTrack(1):isEmpty() and
self:getComponentTrack(2):isEmpty() and
self:getComponentTrack(3):isEmpty()
end
--------------------------------------------------------------------
CLASS: AnimatorTrackFieldVec2 ( AnimatorTrackFieldVecCommon )
function AnimatorTrackFieldVec2:init()
--create sub component track
self:createSubComponentTrack( 1, 'x' )
self:createSubComponentTrack( 2, 'y' )
end
function AnimatorTrackFieldVec3:getComponentCount()
return 2
end
function AnimatorTrackFieldVec2:createKey( pos, context )
local target = context.target
local x,y = self.targetField:getValue( target )
local keyX = self:createSubComponentTrackKey( 1, pos, x )
local keyY = self:createSubComponentTrackKey( 2, pos, y )
local masterKey = AnimatorKeyVec2()
masterKey.pos = pos
masterKey:addChildKey( keyX )
masterKey:addChildKey( keyY )
masterKey:setValue( x,y )
self:addKey( masterKey )
return keyX, keyY, masterKey
end
function AnimatorTrackFieldVec2:apply( state, target, t )
local x = self.curveX:getValueAtTime( t )
local y = self.curveY:getValueAtTime( t )
return self.targetField:setValue( target, x, y )
end
function AnimatorTrackFieldVec2:build( context ) --building shared data
self.curveX = self:getComponentTrack( 1 ):buildCurve()
self.curveY = self:getComponentTrack( 2 ):buildCurve()
context:updateLength( self:calcLength() )
end
function AnimatorTrackFieldVec2:isEmpty()
return
self:getComponentTrack(1):isEmpty() and
self:getComponentTrack(2):isEmpty()
end
function AnimatorTrackFieldVec2:calcLength()
local length = math.max(
self:getComponentTrack(1):calcLength(),
self:getComponentTrack(2):calcLength()
)
return length
end
|
return {'kepen','keper','keperband','keperen','keperflanel','kepie','keppel','keppeltje','keppel','kepel','kepser','keperbanden','keperlijnen','kepers','kepert','kepertje','kepertjes','kepies','keppeltjes','kepietje','keperbandje'}
|
local utils = {}
function utils.set(t)
local s = {}
for _, v in ipairs(t) do
s[v] = true
end
return s
end
function utils.copy(t)
local n = {}
for k, v in pairs(t) do
n[k] = v
end
return n
end
-- Returns an IO stream suitable for use with io.write() which writes
-- its output to a string.
function utils.string_io()
return {
stream = "",
write = function(self, s)
self.stream = self.stream .. s
end
}
end
-- from penlight
local function cycle_aware_copy(t, cache)
if type(t) ~= 'table' then return t end
if cache[t] then return cache[t] end
local res = {}
cache[t] = res
local mt = getmetatable(t)
for k,v in pairs(t) do
k = cycle_aware_copy(k, cache)
v = cycle_aware_copy(v, cache)
res[k] = v
end
setmetatable(res,mt)
return res
end
function utils.deepcopy(t)
return cycle_aware_copy(t,{})
end
function utils.replace_table(tbl, other)
if tbl == other then
return tbl
end
for k, _ in pairs(tbl) do
tbl[k] = nil
end
for k, v in pairs(other) do
tbl[k] = v
end
local mt = getmetatable(other)
setmetatable(tbl, mt)
return tbl
end
function utils.is_valid_lua_ident(str)
return type(str) == "string" and string.match(str, "^[_%a][_%w]*$")
end
function utils.quote_string(str)
if str:match('"') and not str:match("'") then
return "'" .. str .. "'"
end
return '"' .. str:gsub('"', '\\"') .. '"'
end
local short_control_char_escapes = {
["\a"] = "\\a", ["\b"] = "\\b", ["\f"] = "\\f", ["\n"] = "\\n",
["\r"] = "\\r", ["\t"] = "\\t", ["\v"] = "\\v"
}
local long_control_char_escapes = {} -- \a => nil, \0 => \000, 31 => \031
for i=0, 31 do
local ch = string.char(i)
if not short_control_char_escapes[ch] then
short_control_char_escapes[ch] = "\\"..i
long_control_char_escapes[ch] = string.format("\\%03d", i)
end
end
function utils.escape_string(str)
return (str:gsub("\\", "\\\\")
:gsub("(%c)%f[0-9]", long_control_char_escapes)
:gsub("%c", short_control_char_escapes))
end
function utils.table_length(tbl)
local i = 0
for _, _ in pairs(tbl) do
i = i + 1
end
return i
end
function utils.tostring_raw(tbl)
if type(tbl) ~= "table" then
return tostring(tbl)
end
local mt = getmetatable(tbl)
setmetatable(tbl, {})
local s = tostring(tbl)
setmetatable(tbl, mt)
return s
end
local string_buffer = {}
function string_buffer:append(s)
table.insert(self, s)
for i=#self-1, 1, -1 do
if string.len(self[i]) > string.len(self[i+1]) then
break
end
self[i] = self[i] .. table.remove(self)
end
end
function string_buffer:__tostring()
return table.concat(self)
end
function utils.string_buffer()
return setmetatable({""}, { __index = string_buffer, __tostring = string_buffer.__tostring })
end
function utils.split_string(s, delimiter)
local result = {}
for match in (s..delimiter):gmatch("(.-)"..delimiter) do
table.insert(result, match)
end
return result
end
return utils
|
Config = {}
Config.Display = {
allowGPS = true -- Display callouts on the GPS
}
|
local robbing = false
local bank = ""
local secondsRemaining = 0
function bank_DisplayHelpText(str)
SetTextComponentFormat("STRING")
AddTextComponentString(str)
DisplayHelpTextFromStringLabel(0, 0, 1, -1)
end
function bank_drawTxt(x,y ,width,height,scale, text, r,g,b,a, outline)
SetTextFont(0)
SetTextProportional(0)
SetTextScale(scale, scale)
SetTextColour(r, g, b, a)
SetTextDropShadow(0, 0, 0, 0,255)
SetTextEdge(1, 0, 0, 0, 255)
SetTextDropShadow()
if(outline)then
SetTextOutline()
end
SetTextEntry("STRING")
AddTextComponentString(text)
DrawText(x - width/2, y - height/2 + 0.005)
end
local banks = {
["fleeca"] = {
position = { ['x'] = 147.04908752441, ['y'] = -1044.9448242188, ['z'] = 29.36802482605 },
reward = 30000 + math.random(50000,200000),
nameofbank = "Banco do Brasil",
lastrobbed = 0
},
["fleeca2"] = {
position = { ['x'] = -2957.6674804688, ['y'] = 481.45776367188, ['z'] = 15.697026252747 },
reward = 30000 + math.random(50000,200000),
nameofbank = "Banco do Brasil (Rodovia)",
lastrobbed = 0
},
["blainecounty"] = {
position = { ['x'] = -107.06505584717, ['y'] = 6474.8012695313, ['z'] = 31.62670135498 },
reward = 30000 + math.random(50000,200000),
nameofbank = "Banco do Brasil Poupança",
lastrobbed = 0
},
["fleeca3"] = {
position = { ['x'] = -1212.2568359375, ['y'] = -336.128295898438, ['z'] = 36.7907638549805 },
reward = 30000 + math.random(50000,200000),
nameofbank = "Banco do Brasil (Vinewood Hills)",
lastrobbed = 0
},
["fleeca4"] = {
position = { ['x'] = -354.452575683594, ['y'] = -53.8204879760742, ['z'] = 48.0463104248047 },
reward = 30000 + math.random(50000,200000),
nameofbank = "Banco do Brasil (Burton)",
lastrobbed = 0
},
["fleeca5"] = {
position = { ['x'] = 309.967376708984, ['y'] = -283.033660888672, ['z'] = 53.1745223999023 },
reward = 30000 + math.random(50000,200000),
nameofbank = "Banco do Brasil (Alta)",
lastrobbed = 0
},
["fleeca6"] = {
position = { ['x'] = 1176.86865234375, ['y'] = 2711.91357421875, ['z'] = 38.097785949707 },
reward = 30000 + math.random(50000,200000),
nameofbank = "Banco do Brasil (Deserto)",
lastrobbed = 0
},
["joalheria"] = {
position = { ['x'] = -622.01617431641, ['y'] = -230.71072387695, ['z'] = 38.057056427002 },
reward = 50000 + math.random(50000,300000),
nameofbank = "Joalheria",
lastrobbed = 0
},
["bancoprincipal"] = {
position = { ['x'] = 265.60995483398, ['y'] = 213.61218261719, ['z'] = 101.68347930908 },
reward = 150000 + math.random(50000,200000),
nameofbank = "Banco do Brasil (Centro da Cidade)",
lastrobbed = 0
}
}
RegisterNetEvent('es_bank:currentlyrobbing')
AddEventHandler('es_bank:currentlyrobbing', function(robb)
robbing = true
bank = robb
secondsRemaining = 300
end)
RegisterNetEvent('es_bank:toofarlocal')
AddEventHandler('es_bank:toofarlocal', function(robb)
robbing = false
TriggerEvent('chatMessage', 'SYSTEM', {255, 0, 0}, "O Assalto ao Banco foi cancelado, voce não receberá nada.")
robbingName = ""
secondsRemaining = 0
incircle = false
end)
RegisterNetEvent('es_bank:playerdiedlocal')
AddEventHandler('es_bank:playerdiedlocal', function(robb)
robbing = false
TriggerEvent('chatMessage', 'SYSTEM', {255, 0, 0}, "O Assalto ao Banco foi cancelado, Voce Morreu!")
robbingName = ""
secondsRemaining = 0
incircle = false
end)
RegisterNetEvent('es_bank:robberycomplete')
AddEventHandler('es_bank:robberycomplete', function(reward)
robbing = false
TriggerEvent('chatMessage', 'SYSTEM', {255, 0, 0}, "Roubo terminado, Voce Recebeu :^2" .. reward)
bank = ""
secondsRemaining = 0
incircle = false
end)
Citizen.CreateThread(function()
while true do
if robbing then
Citizen.Wait(1000)
if(secondsRemaining > 0)then
secondsRemaining = secondsRemaining - 1
end
end
Citizen.Wait(0)
end
end)
Citizen.CreateThread(function()
while true do
local pos = GetEntityCoords(GetPlayerPed(-1), true)
for k,v in pairs(banks)do
local pos2 = v.position
if(Vdist(pos.x, pos.y, pos.z, pos2.x, pos2.y, pos2.z) < 15.0)then
if IsPlayerWantedLevelGreater(PlayerId(),0) or ArePlayerFlashingStarsAboutToDrop(PlayerId()) then
local wanted = GetPlayerWantedLevel(PlayerId())
Citizen.Wait(5000)
SetPlayerWantedLevel(PlayerId(), wanted, 0)
SetPlayerWantedLevelNow(PlayerId(), 0)
end
end
end
Citizen.Wait(0)
end
end)
Citizen.CreateThread(function()
for k,v in pairs(banks)do
local ve = v.position
local blip = AddBlipForCoord(ve.x, ve.y, ve.z)
SetBlipSprite(blip, 278)
SetBlipScale(blip, 0.8)
SetBlipAsShortRange(blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString("Robbable Bank")
EndTextCommandSetBlipName(blip)
end
end)
incircle = false
Citizen.CreateThread(function()
while true do
local pos = GetEntityCoords(GetPlayerPed(-1), true)
for k,v in pairs(banks)do
local pos2 = v.position
if(Vdist(pos.x, pos.y, pos.z, pos2.x, pos2.y, pos2.z) < 15.0)then
if not robbing then
DrawMarker(1, v.position.x, v.position.y, v.position.z - 1, 0, 0, 0, 0, 0, 0, 1.0001, 1.0001, 1.5001, 1555, 0, 0,255, 0, 0, 0,0)
if(Vdist(pos.x, pos.y, pos.z, pos2.x, pos2.y, pos2.z) < 2)then
if (incircle == false) then
bank_DisplayHelpText("Pressione ~INPUT_CONTEXT~ para iniciar um assalto ao Banco ~b~" .. v.nameofbank .. "~w~ Cuidado, a Policia Militar será Alertada!")
end
incircle = true
if(IsControlJustReleased(1, 51))then
TriggerServerEvent('es_bank:rob', k)
end
elseif(Vdist(pos.x, pos.y, pos.z, pos2.x, pos2.y, pos2.z) > 2)then
incircle = false
end
end
end
end
if robbing then
SetPlayerWantedLevel(PlayerId(), 4, 0)
SetPlayerWantedLevelNow(PlayerId(), 0)
bank_drawTxt(0.66, 1.44, 1.0,1.0,0.4, "Roubo a Banco em Andamento: falta ~r~" .. secondsRemaining .. "~w~ segundos restantes para concluir o Assalto", 255, 255, 255, 255)
local pos2 = banks[bank].position
local ped = GetPlayerPed(-1)
if IsEntityDead(ped) then
TriggerServerEvent('es_bank:playerdied', bank)
elseif (Vdist(pos.x, pos.y, pos.z, pos2.x, pos2.y, pos2.z) > 15)then
TriggerServerEvent('es_bank:toofar', bank)
end
end
Citizen.Wait(0)
end
end)
|
return {
_fold = true,
_id = "solarSystem1",
_type = "SolarSystem",
height = "$fill",
width = "$fill",
_children = { {
_id = "drawNodeCircle1",
_type = "DrawNodeCircle",
radius = 10,
scaleX = "$minScale",
scaleY = "$minScale",
x = 640,
y = 384,
c4f = {
a = 1,
b = 0,
g = 0,
r = 0.8},
scaleXY = {
x = "$scaleX",
y = "$scaleY"},
_children = { {
_id = "particleSystemQuad1",
_type = "cc.ParticleSystemQuad",
angleVar = 360,
life = 1,
lifeVar = 0.2,
particle = "gk/res/particle/Galaxy.plist",
speed = 10,
speedVar = 1,
startSize = 5,
startSizeVar = 1,
startSpin = 0,
totalParticles = 50,
x = 10,
y = 10,
posVar = {
x = 2,
y = 2},
sourcePosition = {
x = 0,
y = 0},
startColor = {
a = 1,
b = 0.75999999046326,
g = 0.25,
r = 0.9}}}},
{
_id = "circle_mercury",
_type = "DrawNodeCircle",
radius = 40,
rotation = 23,
scaleX = "$minScale",
scaleY = "$minScale",
skewX = 55.1,
x = 640,
y = 384,
c4f = {
a = 0.5,
b = 0,
g = 1,
r = 0},
scaleXY = {
x = "$scaleX",
y = "$scaleY"},
_children = { {
_id = "mercury",
_type = "DrawNodeCircle",
radius = 1.149,
skewX = -55.1,
solid = 0,
x = 100,
y = -60}}},
{
_id = "circle_venus",
_type = "DrawNodeCircle",
radius = 70,
rotation = 23,
scaleX = "$minScale",
scaleY = "$minScale",
skewX = 55.1,
x = 640,
y = 384,
c4f = {
a = 0.5,
b = 0,
g = 1,
r = 0},
scaleXY = {
x = "$scaleX",
y = "$scaleY"},
_children = { {
_id = "venus",
_type = "DrawNodeCircle",
radius = 2.85,
skewX = -55.1,
solid = 0,
x = 90,
y = -30}}},
{
_id = "circle_earth",
_type = "DrawNodeCircle",
radius = 100,
rotation = 23,
scaleX = "$minScale",
scaleY = "$minScale",
skewX = 55.1,
x = 640,
y = 384,
c4f = {
a = 0.5,
b = 1,
g = 1,
r = 0},
scaleXY = {
x = "$scaleX",
y = "$scaleY"},
_children = { {
_id = "earth",
_type = "DrawNodeCircle",
radius = 3,
skewX = -55.1,
solid = 0,
x = 100,
c4f = {
a = 1,
b = 1,
g = 1,
r = 0},
_children = { {
_id = "circle_moon",
_type = "DrawNodeCircle",
lineWidth = 0.5,
radius = 6,
rotation = -5,
skewX = 55.1,
x = 3,
y = 3,
c4f = {
a = 0.5,
b = 1,
g = 1,
r = 1},
_children = { {
_id = "moon",
_type = "DrawNodeCircle",
radius = 1.5,
skewX = -55.1,
solid = 0,
x = 3,
c4f = {
a = 1,
b = 1,
g = 0,
r = 1}}}}}}}},
{
_id = "circle_mars",
_type = "DrawNodeCircle",
radius = 150,
rotation = 23,
scaleX = "$minScale",
scaleY = "$minScale",
skewX = 55.1,
x = 660,
y = 384,
c4f = {
a = 0.5,
b = 0,
g = 1,
r = 0},
scaleXY = {
x = "$scaleX",
y = "$scaleY"},
_children = { {
_id = "mars",
_type = "DrawNodeCircle",
radius = 1.596,
skewX = -55.1,
solid = 0,
x = 150,
y = 50}}},
{
_id = "circle_jupiter",
_type = "DrawNodeCircle",
radius = 520,
rotation = 23,
scaleX = "$minScale",
scaleY = "$minScale",
skewX = 55.1,
x = 640,
y = 384,
c4f = {
a = 0.5,
b = 0,
g = 1,
r = 0},
scaleXY = {
x = "$scaleX",
y = "$scaleY"},
_children = { {
_id = "jupiter",
_type = "DrawNodeCircle",
radius = 32.91,
skewX = -55.1,
solid = 0,
x = 560,
y = 420}}},
{
_id = "circle_saturn",
_type = "DrawNodeCircle",
drawLineToCenter = 1,
radius = 950,
rotation = 23,
scaleX = "$minScale",
scaleY = "$minScale",
skewX = 55.1,
x = 640,
y = 384,
c4f = {
a = 0.5,
b = 0,
g = 1,
r = 0},
scaleXY = {
x = "$scaleX",
y = "$scaleY"},
_children = { {
_id = "saturn",
_type = "DrawNodeCircle",
radius = 27.42,
skewX = -55.1,
solid = 0,
x = 1010,
y = 850}}}}}
|
require("packer").use {
-- Package info {{{
"rcarriga/vim-ultest";
requires = "vim-test/vim-test";
run = ":UpdateRemotePlugins";
-- vim:set fdm=marker fdl=0: }}}
config = function()
vim.cmd [[let test#javascript#jest#options = "--color=always"]]
vim.g.ultest_pass_sign = ""
vim.g.ultest_fail_sign = ""
vim.g.ultest_skip_sign = "ﮖ"
vim.g.ultest_not_run_sign = ""
vim.g.ultest_running_sign = "•"
vim.g.ultest_output_on_line = false
require("nest").applyKeymaps {
{ "<Space>R", "<Plug>(ultest-run-file)" };
{ "<Space>r", "<Plug>(ultest-run-nearest)" };
{ "<Space>s", "<Plug>(ultest-summary-jump)" };
{ "<Space>o", "<Plug>(ultest-output-show)" };
{ "[f", "<Plug>(ultest-prev-fail)" };
{ "]f", "<Plug>(ultest-next-fail)" };
}
end;
}
|
-- Automatically subbed strings:
-- that/those
-- %S
-- a/an
-- this/these
local strings = {
ground = {
"Look here!",
"Look at this spot!",
"Look over here!",
"Look!",
"See here.",
"Here!",
},
item = {
"Look at that/those %S there!",
"Look at this/these %S!",
"See the %S here!",
"There's a/an %S here!",
"%S here!",
"%S!",
},
structure = {
"Cool looking %S here!",
"Found a/an %S!",
"See here for a/an %S!",
"Look here, it's a/an %S.",
},
mob = {
"This %S seems to be alive!",
"Watch out for the %S!",
"I spy with my eye a/an %S!",
"Be careful of the %S here!",
"Look at the %S!",
"Hmm, there's a/an %S here.",
"There is a/an %S here!",
},
boss = {
"The %S seems dangerous here!",
"The %S boss is here!",
"Look at that huge %S!",
"The %S might be able to digest me!",
"Danger! There's a/an %S here!",
"Watch out, %S is here!",
},
map = {
"Check your maps here!",
"Look at the map position!",
"Look at your maps!",
"New point of interest added to the map!"
},
other = {
"Woah, look at this %S!",
"What a glamorous %S.",
"Quite a fascinating %S here.",
"Behold it's a/an... %S.",
"Is this a/an %S?", -- *points to butterfly*
"Huh, it's a/an %S.",
},
generic = {
"Look!",
"See this!",
"Here!",
},
custom = {
-- Lists are nice when they are sorted even a bit.
-- Mobs and some interactable entities go here:
mole = {
"You shouldn't eat precious minerals, %S, it will get you killed.",
},
monkey = {
"%S! Smells like poop.",
},
molehill = {
"%S here! I bet it's hiding precious minerals and trinkets.",
},
lureplant = {
"Be careful of the %S here. Don't let the food fool you!",
},
hound = {
"%S, a minion of evil here!",
},
firehound = {
"Watch the fire, %S here!",
},
icehound = {
"Teeths of frost! %S here.",
},
lavae = {
"Stay back from that %S, it's unstable!",
},
red_mushroom = {
"Mushroom.",
},
blue_mushroom = {
"Mushroom.",
},
green_mushroom = {
"Mushroom.",
},
-- Characters go here:
wilson = {
"I see %S looking for a base.", -- Yes, don't judge me.
"Mad scientist %S is here.",
},
willow = {
"The master of flames %S is here!",
},
wolfgang = {
"The muscleman %S is here.",
},
wendy = {
"The ectoherbologist %S, I wonder if she has any potions.",
},
wx78 = {
"The robot %S, are your gears running well?",
},
wickerbottom = {
"Librarian %S is here!",
},
woodie = {
"I see lumberjack %S.",
},
wes = {
"As silent as he is deadly, %S is here."
},
waxwell = {
"Shadow pupeteer %S is here!",
},
wathgrithr = {
"The mighty warrior %S is here!",
},
warly = {
"The master chef %S is here!",
},
webber = {
"The spider child %S is here!",
},
wormwood = {
"The plant friend %S is here!",
},
winona = {
"Factory worker %S is here!",
},
wortox = {
"The mischievous imp %S is travelling here!",
},
wurt = {
"Mermfolk %S is here.",
},
walter = {
"The fearless Pinetree Pioneer %S is here.",
},
-- Items go here:
goldnugget = {
"%S here. We're rich!",
},
},
}
return strings
|
function getRequiredComponents()
return {accelerationEntities = {"acceleration", "accelerationController"}}
end
function update()
for i, entity in ipairs(accelerationEntities) do
entity.acceleration.movingUp = game.input:isKeyDown(game.input:keyFromString(entity.accelerationController.keyUp))
entity.acceleration.movingDown = game.input:isKeyDown(game.input:keyFromString(entity.accelerationController.keyDown))
entity.acceleration.movingLeft = game.input:isKeyDown(game.input:keyFromString(entity.accelerationController.keyLeft))
entity.acceleration.movingRight = game.input:isKeyDown(game.input:keyFromString(entity.accelerationController.keyRight))
end
end
|
RMenu.Add('Job', 'Interim', RageUI.CreateMenu("", "Missions disponnible", nil, nil, "root_cause", "Banner"), true)
RMenu:Get('Job', 'Interim'):DisplayGlare(false);
RMenu:Get('Job', 'Interim').Closable = false;
RMenu.Add('Job', 'Ouvrier', RageUI.CreateMenu("", "Prise de service", nil, nil, "root_cause", "Banner"), true)
RMenu:Get('Job', 'Ouvrier'):DisplayGlare(false);
RMenu:Get('Job', 'Ouvrier').Closable = false;
RMenu.Add('Job', 'Pêcheur', RageUI.CreateMenu("", "Prise de service", nil, nil, "root_cause", "Banner"), true)
RMenu:Get('Job', 'Pêcheur'):DisplayGlare(false);
RMenu:Get('Job', 'Pêcheur').Closable = false;
RMenu.Add('Job', 'Fermier', RageUI.CreateMenu("", "Prise de service", nil, nil, "root_cause", "Banner"), true)
RMenu:Get('Job', 'Fermier'):DisplayGlare(false);
RMenu:Get('Job', 'Fermier').Closable = false;
RMenu.Add('Job', 'Chest', RageUI.CreateMenu("", "Coffre", nil, nil, "root_cause", "Banner"), true)
RMenu:Get('Job', 'Chest'):DisplayGlare(false);
RMenu:Get('Job', 'Chest').Closable = false;
RMenu.Add('Job', 'Chest_Item_Ply', RageUI.CreateSubMenu(RMenu:Get('Job', 'Chest'), "", "Inventaire"))
RMenu:Get('Job', 'Chest_Item_Ply'):DisplayGlare(false);
RMenu.Add('Job', 'Chest_Item_Sct', RageUI.CreateSubMenu(RMenu:Get('Job', 'Chest'), "", "Coffre"))
RMenu:Get('Job', 'Chest_Item_Sct'):DisplayGlare(false);
RMenu.Add('Job', 'Shop', RageUI.CreateMenu("", "Fournisseur", nil, nil, "root_cause", "Banner"), true)
RMenu:Get('Job', 'Shop'):DisplayGlare(false);
RMenu:Get('Job', 'Shop').Closable = false;
RMenu.Add('Job', 'Garage', RageUI.CreateMenu("", "Garage", nil, nil, "root_cause", "Banner"), true)
RMenu:Get('Job', 'Garage'):DisplayGlare(false);
RMenu:Get('Job', 'Garage').Closable = false;
RMenu.Add('Job', 'Cloackroom', RageUI.CreateMenu("", "Vestiaire", nil, nil, "root_cause", "Banner"), true)
RMenu:Get('Job', 'Cloackroom'):DisplayGlare(false);
RMenu:Get('Job', 'Cloackroom').Closable = false;
RMenu.Add('Job', 'Stand', RageUI.CreateMenu("", "Stand", nil, nil, "root_cause", "Banner"), true)
RMenu:Get('Job', 'Stand'):DisplayGlare(false);
RMenu:Get('Job', 'Stand').Closable = false;
RMenu.Add('Job', 'Stand_Custom', RageUI.CreateSubMenu(RMenu:Get('Job', 'Stand'), "", "Estéthique"))
RMenu:Get('Job', 'Stand_Custom'):DisplayGlare(false);
RMenu.Add('Job', 'Stand_Color', RageUI.CreateSubMenu(RMenu:Get('Job', 'Stand_Custom'), "", "Estéthique"))
RMenu:Get('Job', 'Stand_Color'):DisplayGlare(false);
RMenu.Add('Job', 'Stand_Wheels', RageUI.CreateSubMenu(RMenu:Get('Job', 'Stand_Custom'), "", "Roues"))
RMenu:Get('Job', 'Stand_Wheels'):DisplayGlare(false);
RMenu.Add('Job', 'Wheels_Color', RageUI.CreateSubMenu(RMenu:Get('Job', 'Stand_Wheels'), "", "Roues"))
RMenu:Get('Job', 'Wheels_Color'):DisplayGlare(false);
RMenu.Add('Job', 'Wheels_Found', RageUI.CreateSubMenu(RMenu:Get('Job', 'Stand_Wheels'), "", "Articles disponnible"))
RMenu:Get('Job', 'Wheels_Found'):DisplayGlare(false);
RMenu.Add('Job', 'Primary_Color', RageUI.CreateSubMenu(RMenu:Get('Job', 'Stand_Color'), "", "Couleur principale"))
RMenu:Get('Job', 'Primary_Color'):DisplayGlare(false);
RMenu.Add('Job', 'Secondary_Color', RageUI.CreateSubMenu(RMenu:Get('Job', 'Stand_Color'), "", "Couleur secondaire"))
RMenu:Get('Job', 'Secondary_Color'):DisplayGlare(false);
RMenu.Add('Job', 'Pearless_Color', RageUI.CreateSubMenu(RMenu:Get('Job', 'Stand_Color'), "", "Nacrage"))
RMenu:Get('Job', 'Pearless_Color'):DisplayGlare(false);
RMenu.Add('Job', 'Stand_Perfs', RageUI.CreateSubMenu(RMenu:Get('Job', 'Stand'), "", "Performance"))
RMenu:Get('Job', 'Stand_Perfs'):DisplayGlare(false);
RMenu.Add('Job', 'Crafting', RageUI.CreateMenu("", "Plan de travail", nil, nil, "root_cause", "Banner"), true)
RMenu:Get('Job', 'Crafting'):DisplayGlare(false);
RMenu:Get('Job', 'Crafting').Closable = false;
function ShowMenu(Type)
if Type == "Interim" then
if PlayerData.job.name == "unemployed" then
RageUI.Visible(RMenu:Get('Job', Type), not RageUI.Visible(RMenu:Get('Job', Type)))
FreezeEntityPosition(PlayerPedId(), true)
InMenu = true
else
ESX.ShowNotification("Vous avez déjà un emploi.")
end
elseif Type == "Eboueur" or Type == "Ouvrier" or Type == "Pêcheur" or Type == "Fermier" then
ESX.TriggerServerCallback('MissionState', function(InJob)
if InJob then
Job.MissionTxt = "Terminer votre mission."
else
Job.MissionTxt = "Commencer votre mission."
end
end, Type)
RageUI.Visible(RMenu:Get('Job', Type), not RageUI.Visible(RMenu:Get('Job', Type)))
FreezeEntityPosition(PlayerPedId(), true)
InMenu = true
elseif Type == "Chest" then
if Job.Wl.DuttyState then
ESX.TriggerServerCallback('esx_society:getSocietyMoney', function(Money)
Job.Wl.Society_Money = Money
end, PlayerData.job.name)
RageUI.Visible(RMenu:Get('Job', Type), not RageUI.Visible(RMenu:Get('Job', Type)))
FreezeEntityPosition(PlayerPedId(), true)
InMenu = true
else
ESX.ShowNotification("Vous devez être en service.")
end
elseif Type == "DeleteCar" then
if Job.Wl.DuttyState then
CrtVhc = GetVehiclePedIsIn(PlayerPedId(), false)
CrtPlate = GetVehicleNumberPlateText(CrtVhc)
if CrtPlate == "JOBSLASV" then
DeleteEntity(CrtVhc)
ESX.ShowNotification("Vous avez rentrer le véhicule dans le garage.")
else
ESX.ShowNotification("Ce véhicule ne peut pas rentrer dans le garage.")
end
else
ESX.ShowNotification("Vous devez être en service.")
end
elseif Type == "Stand" then
CrtVhc = GetVehiclePedIsIn(PlayerPedId(), false)
if CrtVhc then
Job.Stand.FinalPrice = 0
SetVehicleModKit(CrtVhc, 0)
RageUI.Visible(RMenu:Get('Job', Type), not RageUI.Visible(RMenu:Get('Job', Type)))
FreezeEntityPosition(CrtVhc, true)
SetVehicleEngineOn(CrtVhc, false, true, true)
InMenu = true
Job.Stand.LastProps = ESX.Game.GetVehicleProperties(CrtVhc)
else
end
elseif Type == "Crafting" then
if Job.Wl.DuttyState then
RageUI.Visible(RMenu:Get('Job', Type), not RageUI.Visible(RMenu:Get('Job', Type)))
FreezeEntityPosition(PlayerPedId(), true)
InMenu = true
else
ESX.ShowNotification("Vous devez être en service.")
end
else
if Job.Wl.DuttyState then
RageUI.Visible(RMenu:Get('Job', Type), not RageUI.Visible(RMenu:Get('Job', Type)))
FreezeEntityPosition(PlayerPedId(), true)
InMenu = true
else
ESX.ShowNotification("Vous devez être en service.")
end
end
while InMenu do
Citizen.Wait(0)
RageUI.IsVisible(RMenu:Get('Job', 'Interim'), function()
for _,v in pairs(Job.Interim) do
RageUI.Item.Button("~r~>~s~ "..v.JobName, v.JobDesc, {}, true, {
onSelected = function()
SetNewWaypoint(v.Pos.x, v.Pos.y)
ESX.ShowNotification("Vous devez vous rendre sur place pour accepter la mission.")
ESX.ShowNotification("Votre mission vous est indiquer sur la carte.")
end,
})
end
RageUI.Item.Button("~r~>~s~ Retour", "", {}, true, {
onSelected = function()
FreezeEntityPosition(PlayerPedId(), false)
RageUI.CloseAll()
InMenu = false
end,
})
end)
RageUI.IsVisible(RMenu:Get('Job', 'Ouvrier'), function()
RageUI.Item.Button("~r~>~s~ "..Job.MissionTxt, "", {}, true, {
onSelected = function()
if not PlyInJob then
TriggerServerEvent("StartJob", Type)
PlyInJob = true
else
TriggerServerEvent("StopJob", Type)
end
end,
})
RageUI.Item.Button("~r~>~s~ Retour", "", {}, true, {
onSelected = function()
FreezeEntityPosition(PlayerPedId(), false)
Timing = 2000
RageUI.CloseAll()
InMenu = false
end,
})
end)
RageUI.IsVisible(RMenu:Get('Job', 'Pêcheur'), function()
RageUI.Item.Button("~r~>~s~ "..Job.MissionTxt, "", {}, true, {
onSelected = function()
if not PlyInJob then
TriggerServerEvent("StartJob", Type)
PlyInJob = true
else
TriggerServerEvent("StopJob", Type)
end
end,
})
RageUI.Item.Button("~r~>~s~ Retour", "", {}, true, {
onSelected = function()
FreezeEntityPosition(PlayerPedId(), false)
Timing = 2000
RageUI.CloseAll()
InMenu = false
end,
})
end)
RageUI.IsVisible(RMenu:Get('Job', 'Fermier'), function()
RageUI.Item.Button("~r~>~s~ "..Job.MissionTxt, "", {}, true, {
onSelected = function()
if not PlyInJob then
TriggerServerEvent("StartJob", Type)
PlyInJob = true
else
TriggerServerEvent("StopJob", Type)
end
end,
})
RageUI.Item.Button("~r~>~s~ Retour", "", {}, true, {
onSelected = function()
FreezeEntityPosition(PlayerPedId(), false)
Timing = 2000
RageUI.CloseAll()
InMenu = false
end,
})
end)
RageUI.IsVisible(RMenu:Get('Job', 'Chest'), function()
RageUI.Item.Separator("Compte : ~g~"..Job.Wl.Society_Money.." $~s~")
RageUI.Item.Button("~r~>~s~ Déposer de l'argent", "", {}, true, {
onSelected = function()
Input = KeyboardInput("Somme à déposer", "", 20)
if tonumber(Input) ~= nil then
TriggerServerEvent('esx_society:depositMoney', PlayerData.job.name, tonumber(Input))
ESX.TriggerServerCallback('esx_society:getSocietyMoney', function(Money)
Job.Wl.Society_Money = Money
end, PlayerData.job.name)
else
ESX.ShowNotification("Utilisation invalide.")
end
end,
})
RageUI.Item.Button("~r~>~s~ Déposer un objet", "", {}, true, {
onSelected = function()
Job.Wl.PlyInv = {}
ESX.TriggerServerCallback('getPlayerInventory', function(inventory)
for i=1, #inventory.items, 1 do
local item = inventory.items[i]
if item.count > 0 then
table.insert(Job.Wl.PlyInv, {label = item.label .. ' x' .. tonumber(item.count), type = 'item_standard', value = item.name})
end
end
end)
end,
},RMenu:Get('Job', 'Chest_Item_Ply'))
if PlayerData.job.grade_name == "boss" then
RageUI.Item.Button("~r~>~s~ Retirer de l'argent", "", {}, true, {
onSelected = function()
Input = KeyboardInput("Somme à retirer", "", 20)
if tonumber(Input) ~= nil then
TriggerServerEvent('esx_society:withdrawMoney', PlayerData.job.name, tonumber(Input))
ESX.TriggerServerCallback('esx_society:getSocietyMoney', function(Money)
Job.Wl.Society_Money = Money
end, PlayerData.job.name)
else
ESX.ShowNotification("Utilisation invalide.")
end
end,
})
RageUI.Item.Button("~r~>~s~ Retirer un objet", "", {}, true, {
onSelected = function()
Job.Wl.SctInv = {}
ESX.TriggerServerCallback('getStockItems', function(Sitems)
for i=1, #Sitems,1 do
table.insert(Job.Wl.SctInv, {label = Sitems[i].label..' x ' .. tonumber(Sitems[i].count), value = Sitems[i].name, Count = tonumber(Sitems[i].count)})
end
end)
end,
},RMenu:Get('Job', 'Chest_Item_Sct'))
end
RageUI.Item.Button("~r~>~s~ Retour", "", {}, true, {
onSelected = function()
FreezeEntityPosition(PlayerPedId(), false)
Timing = 2000
RageUI.CloseAll()
InMenu = false
end,
})
end)
RageUI.IsVisible(RMenu:Get('Job', 'Chest_Item_Ply'), function()
if Job.Wl.PlyInv then
for _,v in pairs (Job.Wl.PlyInv) do
RageUI.Item.Button("~r~>~s~ "..v.label, "", {}, true, {
onSelected = function()
Input = KeyboardInput("Quantité à déposer", "", 20)
if tonumber(Input) ~= nil then
TriggerServerEvent('putStockItems', v.value, tonumber(Input))
RageUI.GoBack()
else
ESX.ShowNotification("Utilisation invalide.")
end
end,
})
end
end
RageUI.Item.Button("~r~>~s~ Retour", "", {}, true, {
onSelected = function()
RageUI.GoBack()
end,
})
end)
RageUI.IsVisible(RMenu:Get('Job', 'Chest_Item_Sct'), function()
if Job.Wl.SctInv then
for _,v in pairs (Job.Wl.SctInv) do
if v.Count >= 1 then
RageUI.Item.Button("~r~>~s~ "..v.label, "", {}, true, {
onSelected = function()
Input = KeyboardInput("Quantité à retirer", "", 20)
if tonumber(Input) ~= nil then
TriggerServerEvent('getStockItem', v.value, tonumber(Input))
RageUI.GoBack()
else
ESX.ShowNotification("Utilisation invalide.")
end
end,
})
end
end
end
RageUI.Item.Button("~r~>~s~ Retour", "", {}, true, {
onSelected = function()
RageUI.GoBack()
end,
})
end)
RageUI.IsVisible(RMenu:Get('Job', 'Shop'), function()
if Job.Wl[PlayerData.job.name].Items then
for _,v in pairs (Job.Wl[PlayerData.job.name].Items) do
RageUI.Item.Button("~r~>~s~ "..v.Label, "", {RightLabel = "~g~"..v.Price.." $~s~"}, true, {
onSelected = function(Index, Items)
if v.Type == "Items" then
Input = KeyboardInput("Quantité à acheter ("..v.Limite.." maximum)", "", 20)
if tonumber(Input) ~= nil then
TriggerServerEvent("Job:BuyItems", v, tonumber(Input))
else
ESX.ShowNotification("Utilisation invalide.")
end
else
if not HasPedGotWeapon(PlayerPedId(), GetHashKey("weapon_"..v.Value), false) then
TriggerServerEvent("Job:BuyItems", v, tonumber(Input))
else
ESX.ShowNotification("Vous avez déja cette arme sur vous.")
end
end
end,
})
end
end
RageUI.Item.Button("~r~>~s~ Retour", "", {}, true, {
onSelected = function()
FreezeEntityPosition(PlayerPedId(), false)
Timing = 2000
RageUI.CloseAll()
InMenu = false
end,
})
end)
RageUI.IsVisible(RMenu:Get('Job', 'Garage'), function()
if Job.Wl[PlayerData.job.name].Vehicle[PlayerData.job.grade_name].Value then
for _,v in pairs (Job.Wl[PlayerData.job.name].Vehicle[PlayerData.job.grade_name].Value) do
RageUI.Item.Button("~r~>~s~ "..v.Label, "", {}, true, {
onSelected = function()
SpawnJobCar(v.Value, Job.Wl[PlayerData.job.name].Vehicle.Spawn)
end,
})
end
end
RageUI.Item.Button("~r~>~s~ Retour", "", {}, true, {
onSelected = function()
FreezeEntityPosition(PlayerPedId(), false)
Timing = 2000
RageUI.CloseAll()
InMenu = false
end,
})
end)
RageUI.IsVisible(RMenu:Get('Job', 'Cloackroom'), function()
if Job.Wl[PlayerData.job.name].Clothe[PlayerData.job.grade_name].Value then
for _,v in pairs (Job.Wl[PlayerData.job.name].Clothe[PlayerData.job.grade_name].Value) do
RageUI.Item.Button("~r~>~s~ "..v.Label, "", {}, true, {
onSelected = function()
TriggerEvent("ApplySkin", PlayerPedId(), json.encode(v.Value))
end,
})
end
end
RageUI.Item.Button("~r~>~s~ Retour", "", {}, true, {
onSelected = function()
FreezeEntityPosition(PlayerPedId(), false)
Timing = 2000
RageUI.CloseAll()
InMenu = false
end,
})
end)
RageUI.IsVisible(RMenu:Get('Job', 'Stand'), function()
RageUI.Item.Separator("[Prix total] : ~g~"..Job.Stand.FinalPrice.." $~s~")
Job.Stand.Btn()
RageUI.Item.Button("~r~>~s~ Retour", "", {}, true, {
onSelected = function()
if not Job.Stand.Buyed then
ESX.Game.SetVehicleProperties(CrtVhc, Job.Stand.LastProps)
LeaveStand(CrtVhc)
else
Plate = GetVehicleNumberPlateText(CrtVhc)
ESX.TriggerServerCallback('BuyMods', function(Result)
if Result then
CrtVhc = GetVehiclePedIsIn(PlayerPedId(), false)
LeaveStand(CrtVhc)
end
end, Job.Stand.FinalPrice, Plate)
end
end,
})
end)
RageUI.IsVisible(RMenu:Get('Job', 'Stand_Perfs'), function()
RageUI.Item.Separator("[Prix total] : ~g~"..Job.Stand.FinalPrice.." $~s~")
Job.Stand.PerfsBtn()
end)
RageUI.IsVisible(RMenu:Get('Job', 'Stand_Custom'), function()
RageUI.Item.Separator("[Prix total] : ~g~"..Job.Stand.FinalPrice.." $~s~")
Job.Stand.CustomBtn()
end)
RageUI.IsVisible(RMenu:Get('Job', 'Stand_Color'), function()
RageUI.Item.Separator("[Prix total] : ~g~"..Job.Stand.FinalPrice.." $~s~")
Job.Stand.ColorBtn()
end)
RageUI.IsVisible(RMenu:Get('Job', 'Primary_Color'), function()
RageUI.Item.Separator("[Prix total] : ~g~"..Job.Stand.FinalPrice.." $~s~")
Job.Stand.PrimaryBtn()
end)
RageUI.IsVisible(RMenu:Get('Job', 'Secondary_Color'), function()
RageUI.Item.Separator("[Prix total] : ~g~"..Job.Stand.FinalPrice.." $~s~")
Job.Stand.SecondaryBtn()
end)
RageUI.IsVisible(RMenu:Get('Job', 'Pearless_Color'), function()
RageUI.Item.Separator("[Prix total] : ~g~"..Job.Stand.FinalPrice.." $~s~")
Job.Stand.PearlessBtn()
end)
RageUI.IsVisible(RMenu:Get('Job', 'Wheels_Color'), function()
RageUI.Item.Separator("[Prix total] : ~g~"..Job.Stand.FinalPrice.." $~s~")
Job.Stand.WheelColorBtn()
end)
RageUI.IsVisible(RMenu:Get('Job', 'Stand_Wheels'), function()
RageUI.Item.Separator("[Prix total] : ~g~"..Job.Stand.FinalPrice.." $~s~")
Job.Stand.WheelsBtn()
end)
RageUI.IsVisible(RMenu:Get('Job', 'Wheels_Found'), function()
RageUI.Item.Separator("[Prix total] : ~g~"..Job.Stand.FinalPrice.." $~s~")
Job.Stand.WheelsTypeBtn()
end)
RageUI.IsVisible(RMenu:Get('Job', 'Crafting'), function()
Job.Crafting.Btn()
end)
end
end
|
if table.getn(arg) > 2 then
print("Too many arguments passed in.")
print("Usage: wget <url> <file_name>")
elseif table.getn(arg) < 2 then
print("Not enough arguments passed in.")
print("Usage: wget <url> <file_name>")
else
local url = arg[1]
local file_name = arg[2]
local url_content = http.get(url)
local output_file = io.open(file_name, "w")
io.output(output_file)
io.write(url_content.readAll())
io.close(output_file)
url_content.close()
end
|
local chronos = require"chronos"
--local profiler = require"profiler"
local total = chronos.chronos()
local quiet = false
local function stderr(...)
if not quiet then
io.stderr:write(string.format(...))
end
end
-- print help and exit
local function help()
io.stderr:write([=[
Usage:
lua process.lua [options] <driver> [<input.rvg> [<output-name>]]
where options are:
-profile:<output> write profiling info to <output> (slows down significantly)
-width:<number> set viewport width (and height proportionally if not set)
-height:<number> set viewport height (and width proportionally if not set)
]=])
os.exit()
end
-- locals for width and height override
local width, height
-- locals for driver, input, and output
local drivername, inputname, outputname, profilename
-- list of supported options
-- in each option,
-- first entry is the pattern to match
-- second entry is a callback
-- if callback returns true, the option is accepted.
-- if callback returns false, the option is rejected.
local options = {
{ "^%-help$", function(w)
if w then
help()
return true
else
return false
end
end },
{ "^%-quiet$", function(d)
if not d then return false end
quiet = true;
return true
end },
{ "^%-profile%:(.*)$", function(o)
if not o or #o < 1 then return false end
profilename = o
return true
end },
{ "^(%-width%:(%d*)(.*))$", function(all, n, e)
if not n then return false end
assert(e == "", "invalid option " .. all)
n = assert(tonumber(n), "invalid option " .. all)
assert(n >= 1, "invalid option " .. all)
width = math.floor(n)
return true
end },
{ "^(%-height%:(%d+)(.*))$", function(all, n, e)
if not n then return false end
assert(e == "", "invalid option " .. all)
n = assert(tonumber(n), "invalid option " .. all)
assert(n >= 1, "invalid option " .. all)
height = math.floor(n)
return true
end },
}
-- rejected options are passed to driver
local rejected = {}
local nrejected = 0
-- value do not start with -
local values = {}
local nvalues = 0
-- go over command-line arguments
-- processes recognized options
-- collect unrecognized ones into rejected list,
-- collect values into another list
for i, argument in ipairs({...}) do
if argument:sub(1,1) == "-" then
local recognized = false
for j, option in ipairs(options) do
if option[2](argument:match(option[1])) then
recognized = true
break
end
end
if not recognized then
nrejected = nrejected + 1
rejected[nrejected] = argument
end
else
nvalues = nvalues + 1
values[nvalues] = argument
end
end
drivername = values[1]
inputname = values[2]
outputname = values[3]
-- load driver
assert(drivername, "missing <driver> argument")
local driver = require(drivername)
assert(type(driver) == "table", "invalid driver")
-- load and run the Lua program that defines the scene, window, and viewport
-- the only globals visible are the ones exported by the
stderr("processing %s\n", inputname)
local time = chronos.chronos()
local input
if _VERSION == "Lua 5.1" then
input = assert(setfenv(assert(loadfile(inputname)), driver)())
else
input = assert(assert(loadfile(inputname, "bt", driver))())
end
stderr("loaded in %gs\n", time:elapsed())
-- by default, dump to stadard out
local output = io.stdout
-- if another argument was given, replace with the open file
if outputname then
output = assert(io.open(outputname, "wb"))
end
-- print options that will be passed down to driver
if #rejected > 0 then
stderr("options passed down to driver\n")
for i,v in ipairs(rejected) do
stderr(" %s\n", v)
end
end
-- update viewport if width or height were given
local viewport = input.viewport
local vxmin, vymin, vxmax, vymax = table.unpack(viewport)
local vwidth = vxmax-vxmin
local vheight = vymax-vymin
if width and not height then
assert(vwidth > 0, "empty viewport")
vheight = math.floor(vheight*width/vwidth+0.5)
assert(vheight > 0, "empty viewport")
vwidth = width
end
if height and not width then
assert(vheight > 0, "empty viewport")
vwidth = math.floor(vwidth*height/vheight+0.5)
assert(vwidth > 0, "empty viewport")
vheight = height
end
if height and width then
vwidth = width
vheight = height
end
viewport = driver.viewport(0, 0, vwidth, vheight)
-- apply window-viewport transformation to scene
local scene = input.scene:windowviewport(input.window,viewport)
local prof
if profilename then
stderr("profiling...\n")
prof = profiler.profiler()
prof:begin()
end
-- invoke driver-defined accelerate() function on scene
-- pass rejected options as last argument
time:reset()
local accel = driver.accelerate(scene, viewport, rejected)
stderr("accelerate in %gs\n", time:elapsed())
-- invoke driver-defined render() on result of accelerate()
-- pass rejected options as last argument
driver.render(accel, viewport, output, rejected)
if profilename then
stderr("writing profile results into '%s'\n", profilename)
prof:finish()
prof:write_results(profilename)
end
-- close output file if we created it
if outputname then output:close() end
stderr("done in %gs\n", total:elapsed())
|
--- Tools for working with entities.
-- @module Entity
-- @usage local Entity = require('stdlib/entity/entity')
local Entity = {_module_name = 'Entity'}
setmetatable(Entity, {__index = require('stdlib/core')})
local Is = require('stdlib/utils/is')
--- Tests whether an entity has access to a given field.
-- @tparam LuaEntity entity the entity to test the access to a field
-- @tparam string field_name the field name
-- @treturn boolean true if the entity has access to the field, false if the entity threw an exception when trying to access the field
function Entity.has(entity, field_name)
Is.Assert(entity, 'missing entity argument')
Is.Assert(field_name, 'missing field name argument')
local status =
pcall(
function()
return entity[field_name]
end
)
return status
end
--- Gets the user data that is associated with an entity.
-- The user data is stored in the global object and it persists between loads.
--> The user data will be removed from an entity when the entity becomes invalid.
-- @tparam LuaEntity entity the entity to look up
-- @param Optional field to access data like a table
-- @treturn ?|nil|Mixed the user data, or nil if no data exists for the entity
function Entity.get_data(entity, field)
Is.Assert(entity, 'missing entity argument')
if not global._entity_data then
return nil
end
local dest
local code, unit_number = pcall(function() return entity.unit_number end)
if code then
dest = global._entity_data[unit_number]
else
local prototype_name = entity.name
if not global._entity_data[prototype_name] then
return nil
end
local prototype_category = global._entity_data[prototype_name]
for i = #prototype_category, 1, -1 do
local cur_entity_data = prototype_category[i]
if not cur_entity_data.entity.valid then
table.remove(prototype_category, i)
elseif Entity._are_equal(cur_entity_data.entity, entity) then
dest = cur_entity_data.data
break
end
end
end
if dest and field then
if type(dest) == "table" then
return dest[field]
else
return nil
end
end
return dest
end
--- Associates the user data to an entity.
-- The user data will be stored in the global object and it will persist between loads.
--> The user data will be removed from an entity when the entity becomes invalid.
-- @tparam LuaEntity entity the entity with which to associate the user data
-- @tparam ?|nil|Mixed data the data to set, or nil to delete the data associated with the entity
-- @param Optional field to set data to, treats the entity data like a table
-- @treturn ?|nil|Mixed the previous data associated with the entity, or nil if the entity had no previous data
function Entity.set_data(entity, data, field)
Is.Assert(entity, 'missing entity argument')
if not global._entity_data then
global._entity_data = {}
end
local dest_table, dest_key
local code, unit_number = pcall(function() return entity.unit_number end)
if code then
dest_table = global._entity_data
dest_key = unit_number
else
local prototype_name = entity.name
dest_key = "data"
if not global._entity_data[prototype_name] then
global._entity_data[prototype_name] = {}
end
local prototype_category = global._entity_data[prototype_name]
for i = #prototype_category, 1, -1 do
local cur_entity_data = prototype_category[i]
if not cur_entity_data.entity.valid then
table.remove(prototype_category, i)
elseif Entity._are_equal(cur_entity_data.entity, entity) then
if not field and data == nil then
local prev = cur_entity_data.data
table.remove(prototype_category, i)
return prev
end
dest_table = cur_entity_data
break
end
end
if not dest_table then
table.insert(prototype_category, {entity = entity})
dest_table = prototype_category[#prototype_category]
end
end
local prev
if field then
if type(dest_table[dest_key]) ~= "table" then
dest_table[dest_key] = {}
end
prev = dest_table[dest_key][field]
dest_table[dest_key][field] = data
else
prev = dest_table[dest_key]
dest_table[dest_key] = data
end
return prev
end
--- Freezes an entity, by making it inactive, inoperable, and non-rotatable, or unfreezes by doing the reverse.
-- @tparam LuaEntity entity the entity to freeze or unfreeze
-- @tparam[opt=true] boolean mode if true, freezes the entity, if false, unfreezes the entity. If not specified, it is set to true
-- @treturn LuaEntity the entity that has been frozen or unfrozen
function Entity.set_frozen(entity, mode)
Is.Assert(entity, 'missing entity argument')
mode = mode == false and true or false
entity.active = mode
entity.operable = mode
entity.rotatable = mode
return entity
end
--- Makes an entity indestructible so that it cannot be damaged or mined neither by the player nor by their enemy factions.
-- @tparam LuaEntity entity the entity to make indestructable
-- @tparam[opt=true] boolean mode if true, makes the entity indestructible, if false, makes the entity destructable
-- @treturn LuaEntity the entity that has been made indestructable or destructable
function Entity.set_indestructible(entity, mode)
Is.Assert(entity, 'missing entity argument')
mode = mode == false and true or false
entity.minable = mode
entity.destructible = mode
return entity
end
--- Tests if two entities are equal.
-- If they don't have a reference equality and ***entity\_a*** has ***equals*** function, it will be called with ***entity\_b*** as its first argument.
-- @tparam LuaEntity entity_a
-- @tparam LuaEntity entity_b
-- @treturn boolean
function Entity._are_equal(entity_a, entity_b)
if entity_a == nil then
return entity_a == entity_b
elseif entity_a == entity_b then
return true
elseif Entity.has(entity_a, 'equals') and entity_a.equals ~= nil then
return entity_a.equals(entity_b)
else
return false
end
end
--- Functions that raise events
-- @section Raise-Events
-- from @{https://github.com/aubergine10/lifecycle-events lifecycle-events}
-- <br>Used for raising `on_built and on_died` events for other mods
--- Destroy an entity by first raising the event.
--> Some entities can't be destroyed, such as the rails with trains on them.
-- @tparam LuaEntity entity the entity to be destroyed
-- @tparam[opt=false] boolean died raise on_entity_died event
-- @tparam[opt] LuaEntity cause the entity if available that did the killing for on_entity_died
-- @tparam[opt] LuaForce force the force if any that did the killing
-- @treturn boolean was the entity destroyed?
function Entity.destroy_entity(entity, died, cause, force)
if entity and entity.valid and entity.can_be_destroyed then
local event = {
name = died and defines.events.on_entity_died or defines.events.script_raised_destroy,
entity = entity,
cause = cause,
force = force,
script = true
}
-- If no event name is passed, assume script_raised_destroy, otherwise raise the event
-- with the passed event name. ie. defines.events.on_preplayer_mined_item
event.script = true
event.mod_name = 'stdlib'
script.raise_event(event.name, event)
return entity.destroy()
end
end
--- Create an entity and raise a build event.
-- @tparam LuaSurface surface the surface to create the entity on
-- @tparam table settings settings to pass to create_entity see @{LuaSurface.create_entity}
-- @tparam[opt] uint player_index the index of the player, when not present and not raise_script_event pass a fake robot
-- @tparam[opt] boolean raise_script_event raise script_raised_built
-- @treturn LuaEntity the created entity
function Entity.create_entity(surface, settings, player_index, raise_script_event)
surface = game.surfaces[surface]
local entity = surface.create_entity(settings)
if entity then
local event = {
created_entity = entity,
script = true
}
if raise_script_event then
event.name = defines.events.script_raised_built
event.player_index = player_index
elseif player_index then
event.name = defines.events.on_built_entity
event.player_index = player_index
else
event.name = defines.events.on_robot_built_entity
event.robot = {}
end
script.raise_event(event.name, event)
return entity
end
end
--- Revivie an entity ghost and raise the `on_built` or `on_robot_built` event.
-- @tparam LuaEntity ghost the ghost entity to revivie
-- @tparam[opt] uint player_index if present, raise `on_built_entity` with player_index, if not present raise `on_robot_built_entity`
-- @tparam[opt] boolean raise_script_event, if true raise script_raised_built as the event
-- @treturn table the item stacks this entity collided with
-- @treturn LuaEntity the new revived entity
-- @treturn LuaEntity the item request proxy if present
function Entity.revive(ghost, player_index, raise_script_event)
if ghost and ghost.valid then
local collided, revived, proxy = ghost.revive(true)
if revived then
local event = {
created_entity = revived,
revived = true,
script = true,
modname = 'stdlib'
}
if raise_script_event then
event.name = defines.events.script_raised_built
event.player_index = player_index
elseif player_index then
event.name = defines.events.on_built_entity
event.player_index = player_index
else
event.name = defines.events.on_robot_built_entity
event.robot = {}
end
script.raise_event(event.name, event)
return collided, revived, proxy
end
end
end
return Entity
|
---@class BaseState
BaseState = class()
function BaseState:ctor()
self.stateMachine = nil
end
function BaseState:OnEnter(data, subState)
end
function BaseState:OnExit()
end
function BaseState:OnUpdate()
end
StateMachine = class()
function StateMachine:ctor(name, invalidId)
self.name = name or "UnnamedStateMachine"
self.invalidId = invalidId or 0
self.currentId = self.invalidId
self.states = {}
end
function StateMachine:AddState(stateId, state)
if stateId == self.invalidId then
Debugger.LogError("invalid state id")
return
end
if not BaseState.is(state, BaseState) then
Debugger.LogError("invalid state")
return
end
if self.states[stateId] then
Debugger.LogWarning("overriding existing state")
end
self.states[stateId] = state
state.stateMachine = self
end
function StateMachine:ChangeState(stateId, data, subState)
if stateId ~= self.invalidId and self.states[stateId] == nil then
Debugger.LogWarning(self.name .. " state machine doesn't have the state: " .. tostring(stateId))
stateId = self.invalidId
end
if self.currentId ~= self.invalidId then
self.states[self.currentId]:OnExit()
end
self.currentId = stateId
if stateId ~= self.invalidId then
self.states[stateId]:OnEnter(data, subState)
end
end
function StateMachine:Update()
if self.states[self.currentId] then
self.states[self.currentId]:OnUpdate()
end
end
function StateMachine:RemoveState(stateId)
if stateId ~= self.invalidId and stateId == self.currentId then
self:ChangeState(self.invalidId)
end
self.states[stateId] = nil
end
function StateMachine:ClearAll()
if self.currentId ~= self.invalidId then
self:ChangeState(self.invalidId)
end
self.states = {}
end
function StateMachine:GetCurrentStateId()
return self.currentId
end
function StateMachine:GetCurrentState()
if self.currentId ~= self.invalidId then
return self.states[self.currentId]
else
return nil
end
end
function StateMachine:GetState(stateId)
return self.states[stateId]
end
|
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