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local Context = {} Context.__index = Context function Context:new() local context = setmetatable({}, Context) -- Таблица с данными контекста, которая позволяет общаться скриптам с внешним миром context.data = setmetatable({}, { __mode = "v" }) return context end function Context:set(name, value) self.data[name] = value end function Context:remove(name) self.data[name] = nil end function Context:get(name) return self.data[name] end return Context
-- DECOM Daemon using the LUA MAL API local mal = require "libmal" local malzmq = require "malzmq" local argparse = require "3rdparty.argparse" local parser = argparse("decomd", "A telemetry decommutation daemon in lua") parser:option("-s --acqd-subscribe", "Acquisition Daemon subscription port number", "5557") parser:option("-p --port", "Port number", "6670") parser:flag("-v --verbose") parser:flag("-d --dump-headers", "Dump headers content") parser:flag("-u --pus-mode", "Read PUS secondary headers") parser:option("-o --output", "Write JSON output to a file") parser:option("-m --model", "Decommutation model generated from an XTCE file") parser:option("-f --format", "Published messages format", "json") local args = parser:parse() local Context = mal.Context local binding = malzmq('localhost', args.port) local malctx = Context:new(binding) malctx:add_actor('decom', '@decomactor.lua', args) malctx:start()
fx_version 'adamant' game 'gta5' description 'Identifier logger created by Tigo#9999' name 'FiveM Identifier Logger' author 'TigoDevelopment' contact 'me@tigodev.com' version '1.0.1' server_only 'yes' server_scripts { '@mysql-async/lib/MySQL.lua', 'locale.lua', 'locales/nl.lua', 'locales/en.lua', 'config.lua', 'server/main.lua', } dependencies { 'mysql-async' }
--[[ author: Aussiemon ----- Copyright 2019 Aussiemon Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----- Profiles for vanilla hats to make them safely visible for users of the mod. -- Player tries to equip a hat. -- Hat name is intercepted and a profile is searched for. -- If a profile exists, the hat is equipped, and the unit to spawn and attachment nodes are replaced. -- Everything needs a masterlist and attachment node linking entry. That's where the items get replaced. -- Names have to be synced between addon list and masterlist. --]] -- ############################################## -- ############################################## MORE_HATS_ADDONS = MORE_HATS_ADDONS or { configs = {}, transformations = {} } local addons = MORE_HATS_ADDONS local configs = addons.configs local transformations = addons.transformations local attachments = AttachmentNodeLinking -- Item Configurations -- ############################################## configs.adept_hat_0005 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.bountyhunter_hat_0000 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.ww_hood_0002 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.witchhunter_hat_0000 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.bountyhunter_hat_0005 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.waywatcher_hat_0007 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.knight_hat_0002 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.mercenary_hat_0004 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.bw_gate_0006 = { we_waywatcher = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.unchained_hat_0002 = { bw_scholar = { attachment_node_linking = "hat_no_a_hat", }, we_waywatcher = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.huntsman_hat_0007 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.shade_hat_0006 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.zealot_hat_0004 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.mercenary_hat_0007 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.unchained_hat_0001 = { bw_scholar = { attachment_node_linking = "hat_no_a_hat", }, we_waywatcher = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.witchhunter_hat_0001 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.unchained_hat_0009 = { bw_scholar = { attachment_node_linking = "hat_no_a_hat", }, we_waywatcher = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.es_helmet_0003 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.zealot_hat_0010 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.waywatcher_hat_0006 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.bw_gate_0007 = { we_waywatcher = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_facemask_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.huntsman_hat_0004 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.knight_hat_0001 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.scholar_hat_0003 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.slayer_hat_0005 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.dr_helmet_0005 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.maidenguard_hat_0005 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.shade_hat_0008 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.adept_hat_0000 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.waywatcher_hat_0009 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.dr_slayer_hair_0002 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.ww_hood_0000 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.bw_gate_0008 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.shade_hat_0000 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.unchained_hat_0004 = { bw_scholar = { attachment_node_linking = "hat_no_a_hat", }, we_waywatcher = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.es_hat_0000 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.wh_hat_0007 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.huntsman_hat_0005 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.slayer_hat_0010 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.slayer_hat_0006 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.bw_gate_0001 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.waywatcher_hat_0000 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.scholar_hat_0000 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.zealot_hat_0002 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.ranger_hat_0001 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.maidenguard_hat_0006 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.witchhunter_hat_0006 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.ironbreaker_hat_0000 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.adept_hat_0001 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.zealot_hat_0000 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.ironbreaker_hat_0008 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.maidenguard_hat_0003 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.waywatcher_hat_0008 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.scholar_hat_0009 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.maidenguard_hat_0010 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.shade_hat_0001 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.shade_hat_0004 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.knight_hat_0003 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.wh_hat_0000 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.huntsman_hat_0002 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.wh_hat_0008 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.slayer_hat_0011 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.mercenary_hat_0008 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.witchhunter_hat_0004 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.waywatcher_hat_0011 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.knight_hat_0008 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.scholar_hat_0001 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.ranger_hat_0006 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_skinned_long_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_long_no_j_spine2_no_j_spine1", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_long_no_j_spine2_no_j_spine1", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_long_no_j_spine2_no_j_spine1", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.dr_helmet_0003 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.mercenary_hat_0000 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.waywatcher_hat_0003 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.ironbreaker_hat_0001 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.maidenguard_hat_0007 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.ironbreaker_hat_0009 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.maidenguard_hat_0004 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.adept_hat_0002 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.slayer_hat_0012 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.zealot_hat_0008 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.wh_hat_0009 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.waywatcher_hat_0010 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.waywatcher_hat_0002 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.scholar_hat_0010 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.shade_hat_0005 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.maidenguard_hat_0000 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.dr_helmet_0002 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.zealot_hat_0006 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.bountyhunter_hat_0006 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.ironbreaker_hat_0010 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.maidenguard_hat_0008 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.huntsman_hat_0008 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.mercenary_hat_0003 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.shade_hat_0003 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.es_hat_0002 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.huntsman_hat_0000 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.dr_helmet_0001 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.unchained_hat_0005 = { bw_scholar = { attachment_node_linking = "hat_no_a_hat", }, we_waywatcher = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.slayer_hat_0001 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.witchhunter_hat_0002 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.ranger_hat_0004 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.zealot_hat_0003 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.maidenguard_hat_0009 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.unchained_hat_0008 = { bw_scholar = { attachment_node_linking = "hat_no_a_hat", }, we_waywatcher = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.ironbreaker_hat_0011 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.shade_hat_0009 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.huntsman_hat_0001 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.zealot_hat_0001 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.waywatcher_hat_0005 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.adept_hat_0003 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.wh_hat_0003 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.knight_hat_0009 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.ww_hood_0001 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.dr_helmet_0011 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.huntsman_hat_0006 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.ironbreaker_hat_0004 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.unchained_hat_0003 = { bw_scholar = { attachment_node_linking = "hat_no_a_hat", }, we_waywatcher = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.slayer_hat_0002 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.knight_hat_0000 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.witchhunter_hat_0003 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.maidenguard_hat_0002 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.waywatcher_hat_0001 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.unchained_hat_0006 = { bw_scholar = { attachment_node_linking = "hat_no_a_hat", }, we_waywatcher = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.bountyhunter_hat_0007 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.witchhunter_hat_0005 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.wh_hat_0001 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.es_hat_0003 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.ranger_hat_0005 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.mercenary_hat_0001 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.adept_hat_0004 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.dr_helmet_0000 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.ranger_hat_0003 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.ranger_hat_0002 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.scholar_hat_0002 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.ironbreaker_hat_0012 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.bountyhunter_hat_0008 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.scholar_hat_0006 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.bw_gate_0000 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.adept_hat_0006 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.bountyhunter_hat_0003 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.scholar_hat_0004 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.scholar_hat_0007 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.scholar_hat_0008 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.ranger_hat_0000 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.unchained_hat_0007 = { bw_scholar = { attachment_node_linking = "hat_no_a_hat", }, we_waywatcher = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.adept_hat_0007 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.ironbreaker_hat_0013 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.slayer_hat_0008 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.slayer_hat_0000 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.slayer_hat_0004 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.es_hat_0001 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.knight_hat_0005 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.mercenary_hat_0002 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.mercenary_hat_0005 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.mercenary_hat_0006 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.waywatcher_hat_0004 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.knight_hat_0006 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.knight_hat_0007 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.dr_helmet_0008 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.zealot_hat_0007 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.bountyhunter_hat_0001 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.bountyhunter_hat_0002 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.bountyhunter_hat_0004 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.shade_hat_0002 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.shade_hat_0007 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.maidenguard_hat_0001 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "ww_mask_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.ww_hood_0004 = { bw_adept = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_wood_elf_to_bright_wizard", }, dr_ranger = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_wood_elf_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_wood_elf_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, es_knight = { attachment_node_linking = "hat_skinned_no_j_spine2", transformation_function = "vanilla_wood_elf_to_empire_soldier", }, } configs.knight_hat_0004 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.huntsman_hat_0009 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.huntsman_hat_0003 = { bw_adept = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_empire_soldier_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, we_shade = { transformation_function = "vanilla_empire_soldier_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_empire_soldier_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_empire_soldier_to_witch_hunter", }, } configs.bountyhunter_hat_0009 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.slayer_hat_0009 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.ironbreaker_hat_0005 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { attachment_node_linking = "dr_beard_no_j_spine2", transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.unchained_hat_0000 = { bw_scholar = { attachment_node_linking = "hat_no_a_hat", }, we_waywatcher = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } configs.zealot_hat_0005 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.slayer_hat_0003 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.zealot_hat_0009 = { bw_adept = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_witch_hunter_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, we_shade = { transformation_function = "vanilla_witch_hunter_to_wood_elf", }, dr_ranger = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_ironbreaker = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, dr_slayer = { transformation_function = "vanilla_witch_hunter_to_dwarf_ranger", }, es_mercenary = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_witch_hunter_to_empire_soldier", }, } configs.slayer_hat_0007 = { bw_adept = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_scholar = { attachment_node_linking = "hat_no_a_hat", transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, bw_unchained = { transformation_function = "vanilla_dwarf_ranger_to_bright_wizard", }, we_waywatcher = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_maidenguard = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, we_shade = { transformation_function = "vanilla_dwarf_ranger_to_wood_elf", }, wh_captain = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_bountyhunter = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, wh_zealot = { transformation_function = "vanilla_dwarf_ranger_to_witch_hunter", }, es_mercenary = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_huntsman = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, es_knight = { transformation_function = "vanilla_dwarf_ranger_to_empire_soldier", }, } configs.scholar_hat_0005 = { we_waywatcher = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_maidenguard = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, we_shade = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_wood_elf", }, dr_ranger = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_ironbreaker = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, dr_slayer = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_dwarf_ranger", }, wh_captain = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_bountyhunter = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, wh_zealot = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_witch_hunter", }, es_mercenary = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_huntsman = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, es_knight = { attachment_node_linking = "bw_gate_no_j_shoulder_level", transformation_function = "vanilla_bright_wizard_to_empire_soldier", }, } -- Attachment Linkings -- ############################################## attachments.hat_no_a_hat = { slot_hat = { { target = 0, source = "j_head" } } } attachments.hat_skinned_long_no_a_hat = { slot_hat = { { target = 0, source = "j_head" }, { target = "j_spine1", source = "j_spine1" }, { target = "j_spine2", source = "j_spine2" }, { target = "j_neck", source = "j_neck" }, { target = "j_head", source = "j_head" }, { target = "j_leftshoulder", source = "j_leftshoulder" }, { target = "j_rightshoulder", source = "j_rightshoulder" } } } attachments.hat_skinned_no_j_spine2 = { slot_hat = { { target = 0, source = "j_spine" }, { target = "j_spine2", source = "j_spine" }, { target = "j_neck", source = "j_neck" }, { target = "j_head", source = "j_head" }, { target = "j_leftshoulder", source = "j_leftshoulder" }, { target = "j_rightshoulder", source = "j_rightshoulder" } } } attachments.hat_skinned_long_no_j_spine2_no_j_spine1 = { slot_hat = { { target = 0, source = "a_hat" }, { target = "j_spine1", source = "j_spine" }, { target = "j_spine2", source = "j_spine" }, { target = "j_neck", source = "j_neck" }, { target = "j_head", source = "j_head" }, { target = "j_leftshoulder", source = "j_leftshoulder" }, { target = "j_rightshoulder", source = "j_rightshoulder" } } } attachments.dr_beard_no_j_spine2 = { slot_hat = { { target = 0, source = "j_head", }, { target = "j_spine2", source = "j_spine", } } } attachments.ww_mask_no_j_spine2 = { slot_hat = { { target = 0, source = "j_spine", }, { target = "j_spine2", source = "j_spine", }, { target = "j_neck", source = "j_neck", }, { target = "j_head", source = "j_head", } } } attachments.bw_gate_no_j_shoulder_level = { slot_hat = { target = 0, source = "j_spine", } } attachments.bw_gate_facemask_no_j_shoulder_level = { slot_hat = { { target = 0, source = "j_spine", }, { target = "j_head", source = "j_head", } } } -- Transformation Functions -- ############################################## transformations.vanilla_bright_wizard_to_wood_elf = function(unit) end transformations.vanilla_bright_wizard_to_dwarf_ranger = function(unit) end transformations.vanilla_bright_wizard_to_witch_hunter = function(unit) end transformations.vanilla_bright_wizard_to_empire_soldier = function(unit) end transformations.vanilla_wood_elf_to_bright_wizard = function(unit) end transformations.vanilla_wood_elf_to_dwarf_ranger = function(unit) end transformations.vanilla_wood_elf_to_witch_hunter = function(unit) end transformations.vanilla_wood_elf_to_empire_soldier = function(unit) end transformations.vanilla_dwarf_ranger_to_bright_wizard = function(unit) end transformations.vanilla_dwarf_ranger_to_wood_elf = function(unit) end transformations.vanilla_dwarf_ranger_to_witch_hunter = function(unit) end transformations.vanilla_dwarf_ranger_to_empire_soldier = function(unit) end transformations.vanilla_witch_hunter_to_bright_wizard = function(unit) end transformations.vanilla_witch_hunter_to_wood_elf = function(unit) end transformations.vanilla_witch_hunter_to_dwarf_ranger = function(unit) end transformations.vanilla_witch_hunter_to_empire_soldier = function(unit) end transformations.vanilla_empire_soldier_to_bright_wizard = function(unit) end transformations.vanilla_empire_soldier_to_wood_elf = function(unit) end transformations.vanilla_empire_soldier_to_dwarf_ranger = function(unit) end transformations.vanilla_empire_soldier_to_witch_hunter = function(unit) end -- ############################################## -- ##############################################
glyph_umbral_fragments = class({}) function glyph_umbral_fragments:OnCreated( data ) -- ### VALUES START ### -- self.currency_artifact = 10 self.effectiveness_lightning = 4 self.effectiveness_offensive = -5.0 -- ### VALUES END ### -- if not IsServer() then return end self.perkname = data.perkName self.perkID = data.perkID self.level = data.level self.perkEffectiveness = data.perkEffectiveness Change_PerkEffectivenessStats(self, true) self.currency_artifact_orig = self.currency_artifact self:StartIntervalThink(1.00) end function glyph_umbral_fragments:OnRemoved() if not IsServer() then return end Change_PerkEffectivenessStats(self, false) end function glyph_umbral_fragments:DeclareFunctions() local funcs = { } return funcs end function glyph_umbral_fragments:OnIntervalThink() if not IsServer() then return end self:SetStackCount( 10000 * self.perkEffectiveness ) self.currency_artifact = self.currency_artifact_orig * ( self:GetStackCount() / 10000 ) end function glyph_umbral_fragments:GetAttributes() return MODIFIER_ATTRIBUTE_PERMANENT + MODIFIER_ATTRIBUTE_IGNORE_INVULNERABLE + MODIFIER_ATTRIBUTE_MULTIPLE end function glyph_umbral_fragments:IsHidden() return true end function glyph_umbral_fragments:IsPurgable() return false end function glyph_umbral_fragments:IsPurgeException() return false end function glyph_umbral_fragments:IsStunDebuff() return false end function glyph_umbral_fragments:IsDebuff() return false end
fx_version 'cerulean' game 'gta5' repository 'https://github.com/TFNRP/neons' version '0.1.0' author 'Reece Stokes <hagen@hyena.gay>' client_script { 'constants.lua', 'config.lua', 'util.lua', 'client.lua', } export 'Config'
hour_arr = {"час", "часа", "часова"} angle_arr = {"оштар", "оштар", "оштар", "туп", "прав"}
-->>Services and modules local RunService = game:GetService("RunService") -->>Some useful functions that take a table of properties. local module = {} -->>(Function) [Yields] [Returns time elapsed] heartbeatWait(length: Number) --Uses Runservice.Heartbeat to wait a more exact amount of time module.heartbeatWait = function() local startTime = os.clock() RunService.Heartbeat:Wait() return os.clock() - startTime end -->>(Function) [Yields] [Returns Instance of specified class] constructFromProperties(class: String [Specific], properties: Dictionary [Specific]) --String should be a class name that can be constructed using Instance.new. --See NametagModule for properties table usage (changeTag). module.constructFromProperties = function(class, properties) local object = Instance.new(class) for key, value in pairs(properties) do object[key] = value end return object end -->>(Function) modifyFromProperties(object: Instance, properties: Dictionary [Specific]) --Any instance works, but intended for certain UI components in the nametag. --See NametagModule for properties table usage (changeTag). module.modifyFromProperties = function(object, properties) for key, value in pairs(properties) do object[key] = value end end --->>(Function) [Yields] [Returns loaded property's value] waitForProperty(object:Instance, propertyName: String [Specific]) --Waits for a property to return a normal value, then sends it back to the requester. module.waitForProperty = function(object, propertyName) if object ~= nil then if object[propertyName] ~= nil then--If we get lucky and the property is already loaded, send it back to the requester. return object[propertyName] else--But most of the time when this is called the property is yet to be loaded. coroutine.wrap(function()--A coroutine is used to let the requester move on without it being finished. repeat module.heartbeatWait(.01) until object[propertyName] ~= nil return object[propertyName] end) end end end return module
require('scripts/globals/keyitems') require('scripts/globals/quests') require('scripts/globals/status') require('scripts/globals/weaponskillids') tpz = tpz or {} tpz.wsquest = { -------------------------------------- -- Quest: The Walls of Your Mind -- NPC: Oggbi (Port Bastok) -- WS: Asuran Fists (Hand-to-Hand) -------------------------------------- ['asuran_fists'] = { ['wsId'] = tpz.weaponskill.ASURAN_FISTS, ['wsUnlockId'] = tpz.ws_unlock.ASURAN_FISTS, ['skillId'] = tpz.skill.HAND_TO_HAND, ['minSkill'] = 250, ['trialWeaponId'] = 17507, ['logId'] = BASTOK, ['questId'] = tpz.quest.id.bastok.THE_WALLS_OF_YOUR_MIND, ['fameRegion'] = BASTOK, ['eventIds'] = { ['start'] = 286, ['cont1'] = 287, ['cont2'] = nil, ['tradedUnfinishedWeapon'] = 288, ['tradedFinishedWeapon'] = 289, ['finish'] = 290 }, ['options'] = { ['acceptStart'] = nil, ['dropped'] = 1, ['abandon'] = 2 } }, ------------------------------------ -- Quest: Cloak and Dagger -- NPC: Jakoh Wahcondalo (Kazham) -- WS: Evisceration (Dagger) ------------------------------------ ['evisceration'] = { ['wsId'] = tpz.weaponskill.EVISCERATION, ['wsUnlockId'] = tpz.ws_unlock.EVISCERATION, ['skillId'] = tpz.skill.DAGGER, ['minSkill'] = 230, ['trialWeaponId'] = 17616, ['logId'] = OUTLANDS, ['questId'] = tpz.quest.id.outlands.CLOAK_AND_DAGGER, ['fameRegion'] = KAZHAM, ['eventIds'] = { ['start'] = 279, ['cont1'] = 280, ['cont2'] = 283, ['tradedUnfinishedWeapon'] = 281, ['tradedFinishedWeapon'] = 282, ['finish'] = 284 }, ['options'] = { ['acceptStart'] = nil, ['dropped'] = 1, ['abandon'] = 3 } }, ---------------------------------------- -- Quest: Old Wounds -- NPC: Curilla (Chateau d'Oraguille) -- WS: Savage Blade (Sword) ---------------------------------------- ['savage_blade'] = { ['wsId'] = tpz.weaponskill.SAVAGE_BLADE, ['wsUnlockId'] = tpz.ws_unlock.SAVAGE_BLADE, ['skillId'] = tpz.skill.SWORD, ['minSkill'] = 240, ['trialWeaponId'] = 17654, ['logId'] = SANDORIA, ['questId'] = tpz.quest.id.sandoria.OLD_WOUNDS, ['fameRegion'] = SANDORIA, ['eventIds'] = { ['start'] = 43, ['cont1'] = 46, ['cont2'] = 47, ['tradedUnfinishedWeapon'] = 45, ['tradedFinishedWeapon'] = 44, ['finish'] = 48 }, ['options'] = { ['acceptStart'] = 1, ['dropped'] = 1, ['abandon'] = 2 } }, -------------------------------------- -- Quest: Inheritance -- NPC: Gumbah (Bastok Mines) -- WS: Ground Strike (Great Sword) -------------------------------------- ['ground_strike'] = { ['wsId'] = tpz.weaponskill.GROUND_STRIKE, ['wsUnlockId'] = tpz.ws_unlock.GROUND_STRIKE, ['skillId'] = tpz.skill.GREAT_SWORD, ['minSkill'] = 250, ['trialWeaponId'] = 16952, ['logId'] = BASTOK, ['questId'] = tpz.quest.id.bastok.INHERITANCE, ['fameRegion'] = BASTOK, ['eventIds'] = { ['start'] = 190, ['cont1'] = 191, ['cont2'] = nil, ['tradedUnfinishedWeapon'] = 192, ['tradedFinishedWeapon'] = 193, ['finish'] = 194 }, ['options'] = { ['acceptStart'] = nil, ['dropped'] = 1, ['abandon'] = 2 } }, ------------------------------- -- Quest: Axe The Competition -- NPC: Brutus (Upper Jeuno) -- WS: Decimation (Axe) ------------------------------- ['decimation'] = { ['wsId'] = tpz.weaponskill.DECIMATION, ['wsUnlockId'] = tpz.ws_unlock.DECIMATION, ['skillId'] = tpz.skill.AXE, ['minSkill'] = 240, ['trialWeaponId'] = 17933, ['logId'] = JEUNO, ['questId'] = tpz.quest.id.jeuno.AXE_THE_COMPETITION, ['fameRegion'] = JEUNO, ['eventIds'] = { ['start'] = 12, ['cont1'] = 15, ['cont2'] = 16, ['tradedUnfinishedWeapon'] = 14, ['tradedFinishedWeapon'] = 13, ['finish'] = 17 }, ['options'] = { ['acceptStart'] = 1, ['dropped'] = 1, ['abandon'] = 2 } }, ------------------------------------ -- Quest: The Weight Of Your Limits -- NPC: Iron Eater (Metalworks) -- WS: Steel Cyclone (Great Axe) ------------------------------------ ['steel_cyclone'] = { ['wsId'] = tpz.weaponskill.STEEL_CYCLONE, ['wsUnlockId'] = tpz.ws_unlock.STEEL_CYCLONE, ['skillId'] = tpz.skill.GREAT_AXE, ['minSkill'] = 240, ['trialWeaponId'] = 16735, ['logId'] = BASTOK, ['questId'] = tpz.quest.id.bastok.THE_WEIGHT_OF_YOUR_LIMITS, ['fameRegion'] = BASTOK, ['eventIds'] = { ['start'] = 790, ['cont1'] = 791, ['cont2'] = nil, ['tradedUnfinishedWeapon'] = 792, ['tradedFinishedWeapon'] = 793, ['finish'] = 794 }, ['options'] = { ['acceptStart'] = nil, ['dropped'] = 1, ['abandon'] = 2 } }, --------------------------------------------- -- Quest: Souls In Shadow -- NPC: Novalmauge (Bostaunieux Oubliette) -- WS: Spiral Hell (Scythe) --------------------------------------------- ['spiral_hell'] = { ['wsId'] = tpz.weaponskill.SPIRAL_HELL, ['wsUnlockId'] = tpz.ws_unlock.SPIRAL_HELL, ['skillId'] = tpz.skill.SCYTHE, ['minSkill'] = 240, ['trialWeaponId'] = 16793, ['logId'] = SANDORIA, ['questId'] = tpz.quest.id.sandoria.SOULS_IN_SHADOW, ['fameRegion'] = SANDORIA, ['eventIds'] = { ['start'] = 0, ['cont1'] = 3, ['cont2'] = 4, ['tradedUnfinishedWeapon'] = 2, ['tradedFinishedWeapon'] = 1, ['finish'] = 5 }, ['options'] = { ['acceptStart'] = 1, ['dropped'] = 1, ['abandon'] = 2 } }, ----------------------------------------- -- Quest: Methods Create Madness -- NPC: Balasiel (Southern San d'Oria) -- WS: Impulse Drive (Polearm) ----------------------------------------- ['impulse_drive'] = { ['wsId'] = tpz.weaponskill.IMPULSE_DRIVE, ['wsUnlockId'] = tpz.ws_unlock.IMPULSE_DRIVE, ['skillId'] = tpz.skill.POLEARM, ['minSkill'] = 240, ['trialWeaponId'] = 16892, ['logId'] = SANDORIA, ['questId'] = tpz.quest.id.sandoria.METHODS_CREATE_MADNESS, ['fameRegion'] = SANDORIA, ['eventIds'] = { ['start'] = 8, ['cont1'] = 11, ['cont2'] = 12, ['tradedUnfinishedWeapon'] = 10, ['tradedFinishedWeapon'] = 9, ['finish'] = 13 }, ['options'] = { ['acceptStart'] = 1, ['dropped'] = 1, ['abandon'] = 2 } }, ----------------------------- -- Quest: Bugi Soden -- NPC: Ryoma (Norg) -- WS: Blade: Ku (Katana) ----------------------------- ['blade_ku'] = { ['wsId'] = tpz.weaponskill.BLADE_KU, ['wsUnlockId'] = tpz.ws_unlock.BLADE_KU, ['skillId'] = tpz.skill.KATANA, ['minSkill'] = 250, ['trialWeaponId'] = 17773, ['logId'] = OUTLANDS, ['questId'] = tpz.quest.id.outlands.BUGI_SODEN, ['fameRegion'] = NORG, ['eventIds'] = { ['start'] = 184, ['cont1'] = 185, ['cont2'] = 188, ['tradedUnfinishedWeapon'] = 186, ['tradedFinishedWeapon'] = 187, ['finish'] = 189 }, ['options'] = { ['acceptStart'] = 1, ['dropped'] = nil, ['abandon'] = 2 } }, -------------------------------------- -- Quest: The Potential Within -- NPC: Jaucribaix (Norg) -- WS: Tachi: Kasha (Great Katana) -------------------------------------- ['tachi_kasha'] = { ['wsId'] = tpz.weaponskill.TACHI_KASHA, ['wsUnlockId'] = tpz.ws_unlock.TACHI_KASHA, ['skillId'] = tpz.skill.GREAT_KATANA, ['minSkill'] = 250, ['trialWeaponId'] = 17815, ['logId'] = OUTLANDS, ['questId'] = tpz.quest.id.outlands.THE_POTENTIAL_WITHIN, ['fameRegion'] = NORG, ['eventIds'] = { ['start'] = 178, ['cont1'] = 179, ['cont2'] = 182, ['tradedUnfinishedWeapon'] = 180, ['tradedFinishedWeapon'] = 181, ['finish'] = 183 }, ['options'] = { ['acceptStart'] = 1, ['dropped'] = nil, ['abandon'] = 2 } }, ---------------------------------------- -- Quest: Orastery Woes -- NPC: Kuroido-Moido (Port Windurst) -- WS: Black Halo (Club) ---------------------------------------- ['black_halo'] = { ['wsId'] = tpz.weaponskill.BLACK_HALO, ['wsUnlockId'] = tpz.ws_unlock.BLACK_HALO, ['skillId'] = tpz.skill.CLUB, ['minSkill'] = 230, ['trialWeaponId'] = 17456, ['logId'] = WINDURST, ['questId'] = tpz.quest.id.windurst.ORASTERY_WOES, ['fameRegion'] = WINDURST, ['eventIds'] = { ['start'] = 578, ['cont1'] = 579, ['cont2'] = 582, ['tradedUnfinishedWeapon'] = 580, ['tradedFinishedWeapon'] = 581, ['finish'] = 583 }, ['options'] = { ['acceptStart'] = nil, ['dropped'] = 1, ['abandon'] = 3 } }, ------------------------------------- -- Quest: Blood And Glory -- NPC: Shantotto (Windurst Walls) -- WS: Retribution (Staff) ------------------------------------- ['retribution'] = { ['wsId'] = tpz.weaponskill.RETRIBUTION, ['wsUnlockId'] = tpz.ws_unlock.RETRIBUTION, ['skillId'] = tpz.skill.STAFF, ['minSkill'] = 230, ['trialWeaponId'] = 17527, ['logId'] = WINDURST, ['questId'] = tpz.quest.id.windurst.BLOOD_AND_GLORY, ['fameRegion'] = WINDURST, ['eventIds'] = { ['start'] = 445, ['cont1'] = 446, ['cont2'] = 449, ['tradedUnfinishedWeapon'] = 447, ['tradedFinishedWeapon'] = 448, ['finish'] = 450 }, ['options'] = { ['acceptStart'] = nil, ['dropped'] = 1, ['abandon'] = 3 } }, ---------------------------------------- -- Quest: From Saplings Grow -- NPC: Perih Vashai (Windurst Woods) -- WS: Empyreal Arrow (Archery) ---------------------------------------- ['empyreal_arrow'] = { ['wsId'] = tpz.weaponskill.EMPYREAL_ARROW, ['wsUnlockId'] = tpz.ws_unlock.EMPYREAL_ARROW, ['skillId'] = tpz.skill.ARCHERY, ['minSkill'] = 250, ['trialWeaponId'] = 18144, ['logId'] = WINDURST, ['questId'] = tpz.quest.id.windurst.FROM_SAPLINGS_GROW, ['fameRegion'] = WINDURST, ['eventIds'] = { ['start'] = 661, ['cont1'] = 662, ['cont2'] = 665, ['tradedUnfinishedWeapon'] = 663, ['tradedFinishedWeapon'] = 664, ['finish'] = 666 }, ['options'] = { ['acceptStart'] = nil, ['dropped'] = 1, ['abandon'] = 3 } }, ------------------------------------------- -- Quest: Shoot First, Ask Questions Later -- NPC: Cid (Metalworks) -- WS: Detonator (Marksmanship) ------------------------------------------- ['detonator'] = { ['wsId'] = tpz.weaponskill.DETONATOR, ['wsUnlockId'] = tpz.ws_unlock.DETONATOR, ['skillId'] = tpz.skill.MARKSMANSHIP, ['minSkill'] = 250, ['trialWeaponId'] = 18146, ['logId'] = BASTOK, ['questId'] = tpz.quest.id.bastok.SHOOT_FIRST_ASK_QUESTIONS_LATER, ['fameRegion'] = BASTOK, ['eventIds'] = { ['start'] = 795, ['cont1'] = 796, ['cont2'] = nil, ['tradedUnfinishedWeapon'] = 797, ['tradedFinishedWeapon'] = 798, ['finish'] = 799 }, ['options'] = { ['acceptStart'] = nil, ['dropped'] = 1, ['abandon'] = 2 } }, } local WSQUEST_START = 0 -- Quest is available or completed local WSQUEST_CONT1 = 1 -- Player has accepted quest ('cont1') local WSQUEST_CONT2 = 2 -- Player has turned in completed trial weapon and received Map to Annals ('cont2') local WSQUEST_FINISH = 3 -- Player has killed NM and received Annals of Truth ('finish') local function getQuestState(quest, player) local status = player:getQuestStatus(quest.logId, quest.questId) if status == QUEST_ACCEPTED then if player:hasKeyItem(tpz.ki.ANNALS_OF_TRUTH) then return WSQUEST_FINISH elseif player:hasKeyItem(tpz.ki.MAP_TO_THE_ANNALS_OF_TRUTH) then return WSQUEST_CONT2 else return WSQUEST_CONT1 end elseif status == QUEST_AVAILABLE then local canEquip = player:canEquipItem(quest.trialWeaponId, true) local sufficientSkill = player:getCharSkillLevel(quest.skillId) / 10 >= quest.minSkill local hasWeapon = player:hasItem(quest.trialWeaponId) local hasTrainingGuide = player:hasKeyItem(tpz.ki.WEAPON_TRAINING_GUIDE) if canEquip and sufficientSkill and not hasWeapon and not hasTrainingGuide then return WSQUEST_START end end return nil end tpz.wsquest.getTradeEvent = function(quest, player, trade) local wsPoints = (trade:getItem(0):getWeaponskillPoints()) if getQuestState(quest, player) == WSQUEST_CONT1 and trade:hasItemQty(quest.trialWeaponId, 1) and trade:getItemCount() == 1 then if wsPoints < 300 then return quest.eventIds.tradedUnfinishedWeapon else return quest.eventIds.tradedFinishedWeapon end end return nil end tpz.wsquest.getTriggerEvent = function(quest, player) local state = getQuestState(quest, player) if state == WSQUEST_START then return quest.eventIds.start -- WS Quest start elseif state == WSQUEST_CONT1 then return quest.eventIds.cont1 elseif state == WSQUEST_CONT2 then return quest.eventIds.cont2 elseif state == WSQUEST_FINISH then return quest.eventIds.finish -- WS Quest completed (WSNM killed) end return nil end tpz.wsquest.handleQmTrigger = function(quest, player, wsnmId) local ID = zones[player:getZoneID()] if getQuestState(quest, player) == WSQUEST_CONT2 then if player:getLocalVar('killed_wsnm') == 1 then player:messageSpecial(ID.text.KEYITEM_OBTAINED, tpz.ki.ANNALS_OF_TRUTH) player:addKeyItem(tpz.ki.ANNALS_OF_TRUTH) elseif not GetMobByID(wsnmId):isSpawned() then player:messageSpecial(ID.text.SENSE_OMINOUS_PRESENCE) SpawnMob(wsnmId):updateClaim(player) end else player:messageSpecial(ID.text.NOTHING_OUT_OF_ORDINARY) end end tpz.wsquest.handleWsnmDeath = function(quest, player) if getQuestState(quest, player) == WSQUEST_CONT2 then player:setLocalVar('killed_wsnm', 1) end end tpz.wsquest.handleEventFinish = function(quest, player, csid, option, learnedId) if csid == quest.eventIds.start then -- WS Quest start if quest.options.acceptStart == nil or option == quest.options.acceptStart then if player:getFreeSlotsCount() < 1 then player:messageSpecial(zones[player:getZoneID()].text.ITEM_CANNOT_BE_OBTAINED, quest.trialWeaponId) else player:messageSpecial(zones[player:getZoneID()].text.ITEM_OBTAINED, quest.trialWeaponId) player:messageSpecial(zones[player:getZoneID()].text.KEYITEM_OBTAINED, tpz.ki.WEAPON_TRAINING_GUIDE) player:addItem(quest.trialWeaponId) player:addKeyItem(tpz.ki.WEAPON_TRAINING_GUIDE) player:addQuest(quest.logId, quest.questId) end end elseif csid == quest.eventIds.cont1 then -- WS Quest ongoing stage 1 if quest.options.dropped ~= nil and option == quest.options.dropped then -- Misplaced weapon if player:hasItem(quest.trialWeaponId) then player:messageSpecial(zones[player:getZoneID()].text.ITEM_CANNOT_BE_OBTAINED, quest.trialWeaponId) else player:messageSpecial(zones[player:getZoneID()].text.ITEM_OBTAINED, quest.trialWeaponId) player:addItem(quest.trialWeaponId) end end if option == quest.options.abandon then -- Abandon quest player:delQuest(quest.logId, quest.questId) player:delKeyItem(tpz.ki.WEAPON_TRAINING_GUIDE) player:delKeyItem(tpz.ki.MAP_TO_THE_ANNALS_OF_TRUTH) end elseif csid == quest.eventIds.tradedFinishedWeapon then -- WS Quest ongoing stage 2 player:tradeComplete() player:messageSpecial(zones[player:getZoneID()].text.KEYITEM_OBTAINED, tpz.ki.MAP_TO_THE_ANNALS_OF_TRUTH) player:addKeyItem(tpz.ki.MAP_TO_THE_ANNALS_OF_TRUTH) elseif csid == quest.eventIds.finish then -- WS Quest completed player:messageSpecial(learnedId) player:addLearnedWeaponskill(quest.wsUnlockId) player:addFame(quest.fameRegion, 30) player:delKeyItem(tpz.ki.MAP_TO_THE_ANNALS_OF_TRUTH) player:delKeyItem(tpz.ki.ANNALS_OF_TRUTH) player:delKeyItem(tpz.ki.WEAPON_TRAINING_GUIDE) player:completeQuest(quest.logId, quest.questId) end end
local M = {} local core = require "core.core" local relations = require "core.relations" local function get_union_points(union) local p = 0 for k, v in pairs(union) do p = p + get_land_points(v) end return p end local function get_union(land) local union = { land } local chunk_value = get_land_points(land) for k, v in pairs(game_data.lands) do if k ~= "Undeveloped_land" and not v.defeated then if relations.check_alliance(land, k) or relations.check_vassal(land, k) or relations.check_vassal(k, land) then table.insert(union, k) chunk_value = chunk_value + get_land_points(k) end end end return union, chunk_value end -- Advantage of union2 function M.check_advantage(union1, union2) return get_union_points(union1) + 200 < get_union_points(union2) end function M.check_land_advantage(land1, land2) local union1 = get_union(land1) local union2 = get_union(land2) return M.check_advantage(union1, union2) end function M.registered_war(aggressor, defender, is_player_function) local aggressor_union = get_union(aggressor) local defender_union = get_union(defender) local offers_count = 3 if M.check_advantage(defender_union, aggressor_union) then for k, v in rpairs(game_data.lands) do if offers_count > 0 and k ~= "Undeveloped_land" and not v.defeated and k ~= aggressor and k ~= defender and relations.available_war(k, aggressor) and not is_player_function(defender) then core.alliance(defender, k) offers_count = offers_count - 1 end end end end function M.prepare_pact(aggressor, defender, is_player_function) if not M.check_advantage(get_union(defender), get_union(aggressor)) then for k, v in rpairs(game_data.lands) do if not v.defeated and k ~= "Undeveloped_land" and relations.available_pact(aggressor, k) and not is_player_function(aggressor) and k ~= aggressor then core.pact(aggressor, k) break end end end end function M.update_balance(is_player_function) local max_union_value = 0 local max_union = {} local second_union_value = 0 local calculated_lands = {} for k, v in rpairs(game_data.lands) do if k ~= "Undeveloped_land" and not v.defeated and not find_in_table(k, calculated_lands) then local union, union_value = get_union(k) if union_value > max_union_value then second_union_value = max_union_value max_union_value = union_value max_union = union lume.extend(calculated_lands, max_union) end end end if max_union_value > second_union_value * 2.5 and lume.random() < 0.05 then for k, v in spairs(max_union, function(t,a,b) return get_land_points(max_union[a]) > get_land_points(max_union[b]) end) do if #game_data.lands[v].allies > 0 and not is_player_function(v) then core.break_alliance(v, game_data.lands[v].allies[1]) break end end end end return M
------------------------------------------------------------------------------- --- Constants (configuration) local DEFAULT_BG_COLOR = {rgba = function() return 0.5, 0.5, 0.5, 1 end} local DEFAULT_FG_COLOR = {rgba = function() return 1, 0, 0, 1 end} local DEFAULT_FONT = CONFIG.font local DEFAULT_TEXT = "UNKNOWN BACKGROUND STYLE" local DEFAULT_TEXTSIZE = 0.1 ------------------------------------------------------------------------------- --- Class local Background = {} Background.__index = Background ------------------------------------------------------------------------------- --- Helper Functions local defaultBGcolTex = resource.create_colored_texture(DEFAULT_BG_COLOR.rgba()) local defaultTextWidth = tools.textWidth(DEFAULT_FONT, DEFAULT_TEXT, DEFAULT_TEXTSIZE) local function drawBGDefault() defaultBGcolTex:draw(0, 0, NATIVE_WIDTH, NATIVE_HEIGHT) tools.drawText(DEFAULT_FONT, 0.5 - defaultTextWidth/2, 0.5 - DEFAULT_TEXTSIZE/2, DEFAULT_TEXT, DEFAULT_TEXTSIZE, DEFAULT_FG_COLOR) end local function setupStaticBackground(self) local image = CONFIG.background_static tools.debugPrint(2, "background: loading image " .. image.asset_name) image.load() self._draw = function() -- we assume the image already has the correct aspect ratio image.draw(0, 0, NATIVE_WIDTH, NATIVE_HEIGHT) end self._cleanup = function() tools.debugPrint(2, "background: unloading image " .. image.asset_name) image.unload() end self._updateNeeded = function() return image.asset_name ~= CONFIG.background_static.asset_name end end local function setupVideoBackground(self) local video = CONFIG.background_video tools.debugPrint(2, "background: loading video " .. video.asset_name) video.load({ loop=true, raw=true, layer=-1 }) self._draw = function() -- we assume the video already has the correct aspect ratio video.draw(0, 0, NATIVE_WIDTH, NATIVE_HEIGHT) end self._cleanup = function() tools.debugPrint(2, "background: unloading video " .. video.asset_name) video.unload() end self._updateNeeded = function() return video.asset_name ~= CONFIG.background_video.asset_name end end local function setupBackground(self, style) self._draw = nil self._cleanup = nil self._updateNeeded = nil local fancymode = style:match("^fancy%-(.*)$") if style == "static" then setupStaticBackground(self) elseif style == "video" then setupVideoBackground(self) elseif fancymode then local fancy = require "fancy" fancy.fixaspect = tools.fixAspect self._draw = function() fancy.render(fancymode) end else tools.debugPrint(1, "WARNING: invalid background style: " .. style) return end tools.debugPrint(1, "background style is now: " .. style) end ------------------------------------------------------------------------------- --- Constructor function Background.new(style) local self = { style = style, _draw = nil, _cleanup = nil, _check = nil } if style then setupBackground(self, style) end return setmetatable(self, Background) end ------------------------------------------------------------------------------- --- Member Functions function Background:update(style) if style ~= self.style or (self._updateNeeded and self._updateNeeded()) then self:cleanup() setupBackground(self, style) self.style = style end end function Background:cleanup() if self._cleanup then self._cleanup() end end function Background:draw() gl.ortho() if self._draw then self._draw() else drawBGDefault() end end ------------------------------------------------------------------------------- print("background.lua loaded completely") return Background
data:extend( { { type = "repair-tool", name = "copper-repair-pack", icon = "__More_Repair_Packs__/graphics/items/copper-repair-pack.png", icon_size = 63, subgroup = "tool", order = "b", speed = 2, durability = 300, stack_size = 200 } } )
ScutReader ={} function ScutReader:new() local instance = {} setmetatable(instance, self) self.__index = self end function ScutReader:readAction() return ScutReader_readAction() end function ScutReader:getInt() return ScutReader_getInt() end function ScutReader:getWORD() return ScutReader_getWORD() end function ScutReader:getByte() return ScutReader_getByte() end function ScutReader:readString() return ScutReader_readString() end function ScutReader:recordBegin() return ScutReader_recordBegin() end function ScutReader:recordEnd() return ScutReader_recordEnd() end function ScutReader:readErrorMsg() return ScutReader_readErrorMsg() end function ScutReader:readErrorCode() return ScutReader_readErrorCode() end function ScutReader:getResult() return ScutReader_getResult() end
local default_gui = data.raw["gui-style"].default default_gui["mc_notice_textbox"] = { type = "textbox_style", parent = "textbox", font = "default-mono", font_color = {r=0, g=1, b=0}, disabled_font_color = {r=0, g=0, b=0}, selection_background_color = {r=0, g=0, b=0}, rich_text_setting = "disabled", padding = 0, active_background = { filename = "__m-microcontroller__/graphics/black.png", width = 1, height = 1 }, default_background = { filename = "__m-microcontroller__/graphics/grey.png", width = 1, height = 1 } } default_gui["mc_program_input"] = { type = "textbox_style", -- parent = "textbox", font = "default-mono", font_color = {r=0, g=0.9, b=0}, disabled_font_color = {r=0, g=1, b=0}, selection_background_color = {r=0.32, g=0.32, b=0.32}, rich_text_setting = "disabled", maximal_height = 0, -- not limited minimal_width = 280, natural_width = 0, maximal_width = 0, word_wrap = false, padding = 0, horizontally_stretchable = "on", vertically_stretchable = "on", active_background = { filename = "__m-microcontroller__/graphics/black.png", width = 1, height = 1 }, default_background = { filename = "__m-microcontroller__/graphics/input.png", width = 1, height = 1 } }
-- copy this file to config.lua and edit as needed -- local cfg = {} cfg.global = {} -- this will be accessible via hsm.cfg in modules ---------------------------------------------------------------------------- local ufile = require('utils.file') -- Reload config on change cfgWatcher = hs.pathwatcher.new(os.getenv("HOME") .. "/.hammerspoon/", reloadConfig) cfgWatcher:start() -- Monospace font used in multiple modules local MONOFONT = 'Fira Mono' -- enable spotlight for application alternate names hs.application.enableSpotlightForNameSearches(true) -------------------- -- global paths -- -------------------- cfg.global.paths = {} cfg.global.paths.base = os.getenv('HOME') cfg.global.paths.tmp = os.getenv('TMPDIR') cfg.global.paths.bin = ufile.toPath(cfg.global.paths.base, 'bin') cfg.global.paths.cloud = ufile.toPath(cfg.global.paths.base, 'Box') cfg.global.paths.hs = ufile.toPath(cfg.global.paths.base, '.hammerspoon') cfg.global.paths.data = ufile.toPath(cfg.global.paths.hs, 'data') cfg.global.paths.media = ufile.toPath(cfg.global.paths.hs, 'media') cfg.global.paths.ul = '/usr/local' cfg.global.paths.ulbin = ufile.toPath(cfg.global.paths.ul, 'bin') ------------------ -- appwindows -- ------------------ -- Each app name points to a list of rules, which are event/action pairs. -- See hs.application.watcher for events, and appactions.lua for actions. local E = require('hs.application.watcher') -- appwindows events local A = require('appactions') -- appwindows actions cfg.appwindows = { rules = { Finder = {{evt = E.activated, act = 'DEBUG'}}, ['Citrix Viewer'] = {{evt = E.launched, act = 'fullscreen'}}, --['BlueJeans'] = {{evt = E.launched, act = 'fullvolume'}, -- {evt = E.terminated, act = 'restorevolume'}}, -- ['BlueJeans'] = {{evt = E.launched, act = 'videolighton'}, -- {evt = E.terminated, act = 'videolightoff'}}, -- ['zoom.us'] = {{evt = E.launched, act = 'videolighton'}, -- {evt = E.terminated, act = 'videolightoff'}}, -- iTerm2 = {{evt = E.activated, act = 'zoomin'}, -- {evt = E.deactivated, act = 'zoomout'}, -- {evt = E.activated, act = 'DEBUG'}, -- {evt = E.deactivated, act = 'DEBUG'}}, }, } --------------- -- battery -- --------------- cfg.battery = { icon = ufile.toPath(cfg.global.paths.media, 'battery.png'), } ---------------- -- caffeine -- ---------------- cfg.caffeine = { menupriority = 1390, -- menubar priority (lower is lefter) notifyMinsActive = 30, -- notify when active for this many minutes icons = { on = ufile.toPath(cfg.global.paths.media, 'caffeine-on.pdf'), off = ufile.toPath(cfg.global.paths.media, 'caffeine-off.pdf'), }, } --------------- -- browser -- --------------- cfg.browser = { apps = { ['com.apple.Safari'] = true, ['com.google.Chrome'] = true, ['org.mozilla.firefox'] = true, }, -- map of URL to browser for browser-locked URLs urlmap = { ['disney.service-now.com'] = 'com.apple.Safari', ['.disney.network'] = 'com.apple.Safari', ['.wdig.com'] = 'com.apple.Safari', ['yammer.com'] = 'com.apple.Safari', }, } cfg.browser.defaultApp = 'com.apple.Safari' ------------------ -- cheatsheet -- ------------------ cfg.cheatsheet = { defaultName = 'default', chooserWidth = 50, path = { dir = ufile.toPath(cfg.global.paths.hs, 'cheatsheets'), css = ufile.toPath(cfg.global.paths.media, 'cheatsheet.min.css'), pandoc = ufile.toPath(cfg.global.paths.ulbin, 'pandoc'), }, } ------------- -- songs -- ------------- cfg.songs = { -- set this to the path of the track binary if you're using it -- trackBinary = ufile.toPath(cfg.global.paths.bin, 'track'), trackBinary = nil } --------------- -- weather -- --------------- cfg.weather = { menupriority = 1400, -- menubar priority (lower is lefter) fetchTimeout = 120, -- timeout for downloading weather data locationTimeout = 300, -- timeout for lat/long lookup minPrecipProbability = 0.249, -- minimum to show precipitation details api = { -- forecast.io API config key = '4f8cd9a1eee2e6bf1a781275094f0317', maxCalls = 450, -- forecast.io only allows 1000 per day }, file = ufile.toPath(cfg.global.paths.data, 'weather.json'), iconPath = ufile.toPath(cfg.global.paths.media, 'weather'), tempThresholds = { -- Used for float comparisons, so +0.5 is easier warm = 79.5, hot = 87.5, tooHot = 94.5, tooDamnHot = 99.5, alert = 104.5, }, -- hs.styledtext styles styles = { default = { font = MONOFONT, size = 13, }, warm = { font = MONOFONT, size = 13, color = {red=1, green=0.96, blue=0.737, alpha=1}, }, hot = { font = MONOFONT, size = 13, color = {red=1, green=0.809, blue=0.493, alpha=1}, }, tooHot = { font = MONOFONT, size = 13, color = {red=0.984, green=0.612, blue=0.311, alpha=1}, }, tooDamnHot = { font = MONOFONT, size = 13, color = {red=0.976, green=0.249, blue=0.243, alpha=1}, }, alert = { font = MONOFONT, size = 13, color = {red=0.94, green=0.087, blue=0.319, alpha=1}, }, } } ------------ -- wifi -- ------------ cfg.wifi = { icon = ufile.toPath(cfg.global.paths.media, 'airport.png'), } --------------- -- windows -- --------------- cfg.windows = { movePct = 5, } hs.window.animationDuration = 0.3 -- eliminate errors from apps that don't play well with hammerspoon filtering hs.window.filter.ignoreAlways['nplastpass'] = true hs.window.filter.ignoreAlways['ARDAgent'] = true hs.window.filter.ignoreAlways['BlueJeans Media'] = true hs.window.filter.ignoreAlways['Little Snitch Agent'] = true hs.window.filter.ignoreAlways['Little Snitch Network Monitor'] = true hs.window.filter.ignoreAlways['Parallels Desktop'] = true hs.window.filter.ignoreAlways['Remember The Milk Networking'] = true hs.window.filter.ignoreAlways['Remember The Milk Database Storage'] = true return cfg
------------------------------------------------------------------------------ -- Tree class ------------------------------------------------------------------------------ local ctrl = { nick = "tree", parent = iup.WIDGET, subdir = "elem", creation = "", callback = { selection_cb = "nn", multiselection_cb = "nn", -- fake definition to be replaced by treefuncs module multiunselection_cb = "nn", -- fake definition to be replaced by treefuncs module branchopen_cb = "n", branchclose_cb = "n", executeleaf_cb = "n", executebranch_cb = "n", noderemoved_cb = "s", -- fake definition to be replaced by treefuncs module rename_cb = "ns", showrename_cb = "n", rightclick_cb = "n", dragdrop_cb = "nnnn", togglevalue_cb = "nn", }, extrafuncs = 1, } iup.TREEREFTABLE={} function iup.TreeSetNodeAttributes(ih, id, attrs) for attr, val in pairs(attrs) do ih[attr..id] = val end end ctrl.SetNodeAttributes = iup.TreeSetNodeAttributes function iup.TreeSetAncestorsAttributes(ih, ini, attrs) ini = ih["parent"..ini] local stack = {} while ini do table.insert(stack, 1, ini) ini = ih["parent"..ini] end for i = 1, #stack do iup.TreeSetNodeAttributes(ih, stack[i], attrs) end end ctrl.SetAncestorsAttributes = iup.TreeSetAncestorsAttributes function iup.TreeSetDescendantsAttributes(ih, ini, attrs) local id = ini for i = 1, ih["childcount"..ini] do id = id+1 iup.TreeSetNodeAttributes(ih, id, attrs) if ih["kind"..id] == "BRANCH" then id = iup.TreeSetDescendantsAttributes(ih, id, attrs) end end return id end ctrl.SetDescendantsAttributes = iup.TreeSetDescendantsAttributes function iup.TreeSetAttributeHandle(ih, name, value) if iup.GetClass(value) == "iupHandle" then value = iup.SetHandleName(value) end iup.SetAttribute(ih, name, value) end -- must be after the branch has nodes function iup.TreeSetState(ih, tnode, id) if tnode.state then iup.SetAttribute(ih, "STATE"..id, tnode.state) end end function iup.TreeSetNodeAttrib(ih, tnode, id) if tnode.color then iup.SetAttribute(ih, "COLOR"..id, tnode.color) end if tnode.titlefont then iup.SetAttribute(ih, "TITLEFONT"..id, tnode.titlefont) end if tnode.marked then iup.SetAttribute(ih, "MARKED"..id, tnode.marked) end if tnode.image then iup.TreeSetAttributeHandle(ih, "IMAGE"..id, tnode.image) end if tnode.imageexpanded then iup.TreeSetAttributeHandle(ih, "IMAGEEXPANDED"..id, tnode.imageexpanded) end if tnode.userid then iup.TreeSetUserId(ih, id, tnode.userid) end end function iup.TreeAddNodesRec(ih, t, id) if t == nil then return end local cont = #t while cont >= 0 do local tnode = t[cont] if type(tnode) == "table" then if tnode.branchname then iup.SetAttribute(ih, "ADDBRANCH"..id, tnode.branchname) iup.TreeSetNodeAttrib(ih, tnode, id+1) iup.TreeAddNodesRec(ih, tnode, id+1) iup.TreeSetState(ih, tnode, id+1) elseif tnode.leafname then iup.SetAttribute(ih, "ADDLEAF"..id, tnode.leafname) iup.TreeSetNodeAttrib(ih, tnode, id+1) end else if tnode then iup.SetAttribute(ih, "ADDLEAF"..id, tnode) end end cont = cont - 1 end end function iup.TreeAddNodes(ih, t, id) if (not id) then id = 0 -- default is the root if t.branchname then iup.SetAttribute(ih, "TITLE0", t.branchname) end iup.TreeSetNodeAttrib(ih, t, 0) end iup.TreeAddNodesRec(ih, t, id) if (id == 0) then iup.TreeSetState(ih, t, 0) end end ctrl.AddNodes = iup.TreeAddNodes -- defined in C ctrl.GetId = iup.TreeGetId ctrl.GetUserId = iup.TreeGetUserId ctrl.SetUserId = iup.TreeSetUserId -- backward compatibility iup.TreeSetValue = iup.TreeAddNodes function ctrl.createElement(class, param) return iup.Tree() end iup.RegisterWidget(ctrl) iup.SetClass(ctrl, "iupWidget")
class("Race") Race.OverflowHandling = { ForceSpectate = 1 , StackSpawns = 2 , -- Forces collision off and spawns more than one player at spawns. } Race.idCounter = 1 function Race:__init(args) EGUSM.StateMachine.__init(self) if settings.debugLevel >= 2 then print("Race:__init") end -- Id self.id = Race.idCounter Race.idCounter = Race.idCounter + 1 -- Players -- Contains both Racers and Spectators in an array. self.participants = {} self.playerIdToRacer = {} -- TODO: Is this the count of Racers, and not spectators? This needs to be clarified and be -- consistent. Use #self.participants instead? self.numPlayers = #args.players self.playerIdToSpectator = {} self.finishedRacers = {} -- This is sent to Racers now and any Spectators who join later. self.info = {} -- Course self.course = args.course self.course.race = self local maxPlayers = self.course:GetMaxPlayers() -- TODO: Is this necessary? It will be looked at with the client-side checkpoint overhaul. self.checkpointPositions = {} for n = 1 , #self.course.checkpoints do table.insert(self.checkpointPositions , self.course.checkpoints[n].position) end if self.course.type == "Circuit" then self.numLaps = settings.numLapsFunc( self.numPlayers , #self.course.spawns , self.course.numLaps ) end -- Initialize map editor things such as generic objects. self.mapInstance = MapEditor.MapInstance(self.course.map) -- World self.world = World.Create() self.world:SetTimeStep(0) if self.course.minStartHour <= self.course.maxStartHour then self.world:SetTime(math.random(self.course.minStartHour , self.course.maxStartHour)) else local range = 24 - self.course.minStartHour + self.course.maxStartHour self.world:SetTime((self.course.minStartHour + math.random(0 , range)) % 24) end if self.course.weatherSeverity == -1 then self.world:SetWeatherSeverity(math.pow(math.random() , 2.8) * 2) else self.world:SetWeatherSeverity(self.course.weatherSeverity) end -- Misc self.prizeMoneyCurrent = settings.prizeMoneyDefault self.overflowHandling = args.overflowHandling or Race.OverflowHandling.StackSpawns if args.quickStart == true then self.vehicleSelectionSeconds = 10 self.startingGridSeconds = 6 else self.vehicleSelectionSeconds = settings.vehicleSelectionSeconds self.startingGridSeconds = settings.startingGridSeconds end -- Collisions self.vehicleCollisions = args.collisions or settings.collisionChanceFunc() self.vehicleCollisions = self.course:ProcessCollisions(self.vehicleCollisions) -- Overflow handling if self.overflowHandling == Race.OverflowHandling.StackSpawns and self.numPlayers > maxPlayers then if settings.debugLevel >= 2 then print( string.format("%i/%i" , self.numPlayers , maxPlayers).. " players, turning collisions off" ) end self.vehicleCollisions = false -- Create a new spawn for each vehicle info. local overflow = self.numPlayers - maxPlayers -- testing -- local overflow = 5 for n = 1 , overflow do for index , entry in ipairs(self.course.vehicleInfoMap) do if #entry.spawns > 0 then entry.vehicleInfo.available = entry.vehicleInfo.available + 1 local copiedSpawn = table.randomvalue(entry.spawns):Copy() table.insert(self.course.spawns , copiedSpawn) end end end end -- More stuff self.moduleNames = args.modules or {} self.info = self:MarshalForClient() self.info.playerIdToInfo = {} for index , player in ipairs(args.players) do self.info.playerIdToInfo[player:GetId()] = { name = player:GetName() , color = player:GetColor() } end -- Initialize Racers and Spectators. local forceSpectators = self.overflowHandling == Race.OverflowHandling.ForceSpectate for index , player in ipairs(args.players) do if index <= maxPlayers or forceSpectators == false then self:AddRacer(player) else self:AddSpectator(player) end end for index , player in ipairs(args.spectators or {}) do self:AddSpectator(player) end -- Initialize RaceModules. for index , moduleName in ipairs(self.moduleNames) do local class = RaceModules[moduleName] if class then class(self) end end -- Prevents terminating twice. self.isValid = true -- Start the vehicle selection state, unless this is a purely on-foot race. if #self.course.vehicleInfos == 1 and self.course.vehicleInfos[1].modelId == -1 then self:SetState("StateStartingGrid") else self:SetState("StateVehicleSelection") end Events:Fire("RaceCreate" , {id = self.id}) self:ConsoleSubscribe("raceinfo") end function Race:AddRacer(player) local racer = Racer(self , player) self.playerIdToRacer[player:GetId()] = racer table.insert(self.participants , racer) end function Race:AddSpectator(player) local spectator = Spectator(self , player) self.playerIdToSpectator[player:GetId()] = spectator table.insert(self.participants , spectator) if self.state and self.state.SpectatorJoin then self.state:SpectatorJoin(spectator) end end function Race:RemovePlayer(player) local playerId = player:GetId() local racer = self.playerIdToRacer[playerId] if racer then self:RemoveRacer(racer) else local spectator = self.playerIdToSpectator[playerId] if spectator then self:RemoveSpectator(spectator) end end -- Remove from self.participants. for index , racerOrSpectator in ipairs(self.participants) do if racerOrSpectator.player == player then table.remove(self.participants , index) break end end end function Race:RemoveRacer(racer) if self.state.RacerLeave then self.state:RacerLeave(racer) end -- If they haven't finished yet, add race result to database; their -- position is -1 (DNF). -- TODO: This should probably be part of the race manager, inside RacerFinish. if racer.hasFinished == false then Stats.AddRaceResult(racer , -1 , self.course) end racer:Remove() self.playerIdToRacer[racer.playerId] = nil self.numPlayers = self.numPlayers - 1 -- If all players leave, end the race. if self.numPlayers == 0 then self:Terminate() end end function Race:RemoveSpectator(spectator) if self.state.SpectatorLeave then self.state:SpectatorLeave(spectator) end spectator:Remove() self.playerIdToSpectator[spectator.playerId] = nil end -- This cleans up everything and can be called at any time. function Race:Terminate() -- Make sure we only ever terminate once. if self.isValid then self.isValid = false else return end if settings.debugLevel >= 2 then self:Message("Гонка закончилась с "..self.numPlayers.." игроками") end -- Clean up Racers. for id , racer in pairs(self.playerIdToRacer) do self:RemovePlayer(racer.player) end -- Clean up Spectators. for id , spectator in pairs(self.playerIdToSpectator) do self:RemovePlayer(spectator.player) end -- Remove our map instance. self.mapInstance:Destroy() -- Remove the world, which removes anything in it. if self.world then self.world:Remove() self.world = nil end -- Fire RaceEnd event. local args = { id = self.id } Events:Fire("RaceEnd" , args) -- Call EGUSM Destroy method. self:Destroy() end function Race:Message(message) for id , racer in pairs(self.playerIdToRacer) do racer:Message(message) end print(message) end function Race:NetworkSendRace(name , ...) for playerId , racer in pairs(self.playerIdToRacer) do if settings.debugLevel >= 3 then print("NetworkSendRace; player = "..racer.name..", network event = "..name) end Network:Send(racer.player , name , ...) end end function Race:MarshalForClient() local info = { id = self.id , numPlayers = self.numPlayers , numLaps = self.numLaps , playerIdToInfo = self.playerIdToInfo , course = self.course:MarshalForClient() , collisions = self.vehicleCollisions , modules = self.moduleNames , vehicleSelectionSeconds = self.vehicleSelectionSeconds , startingGridSeconds = self.startingGridSeconds , } -- Load the top time from the database. local topRecord if self.course.useStats then topRecord = Stats.GetCourseRecords(self.course.fileName , 1 , 1)[1] end if topRecord then info.topRecordTime = topRecord.time info.topRecordPlayerName = topRecord.playerName else -- If there are no records, use a fake one. -- TODO: This is silly topRecord = {} info.topRecordTime = 59 * 60 + 59 + 0.99 info.topRecordPlayerName = "xXxSUpA1337r4c3rxXx" end return info end -- Racer callbacks -- TODO: Move parts of this to race manager. function Race:RacerFinish(racer) table.insert(self.finishedRacers , racer) -- Award prize money. racer.player:SetMoney(racer.player:GetMoney() + self.prizeMoneyCurrent) racer:Message(string.format("%s%i%s" , "Вы выиграли $" , self.prizeMoneyCurrent , "!")) self.prizeMoneyCurrent = self.prizeMoneyCurrent * settings.prizeMoneyMultiplier -- Add race result to database. Stats.AddRaceResult(racer , #self.finishedRacers , self.course) -- Tell every client they finished. self:NetworkSendRace("RacerFinish" , {racer.player:GetId() , #self.finishedRacers}) -- Fire the RacerFinish event. local args = { id = self.id , playerId = racer.playerId } Events:Fire("RacerFinish" , args) end -- Console events function Race:raceinfo() print() print("Race info:") print("id "..self.id) print("numPlayers "..self.numPlayers) print("Participants count "..#self.participants) print("Racer count "..table.count(self.playerIdToRacer)) print("Spectator count "..table.count(self.playerIdToSpectator)) print("Max players "..self.course:GetMaxPlayers()) print("Course name "..self.course.name) print("Laps "..tostring(self.numLaps)) print("World id "..self.world:GetId()) print("Vehicle collisions "..tostring(self.vehicleCollisions)) print() end
--[[-------------------------------------------------------- -- Framework - A library for Lua and LOVE -- -- Copyright (c) 2014-2015 TsT worldmaster.fr -- --]]-------------------------------------------------------- -- This file is usefull to load the dragoon-framework/lua/minimal/init.lua -- when : -- * the lua package.path was not yet fixed -- * the newmodule module was not available yet -- by this way the dragoon-framework/init.lua are able to require("dragoon-framework.lua.minimal") without any .init suffix local path = (... or ""):gsub("%.init$", "") path = path~="" and path.."." or "" return require(path .. "init")
local metadata = { plugin = { format = 'staticLibrary', -- This is the name without the 'lib' prefix. -- In this case, the static library is called: libSTATIC_LIB_NAME.a staticLibs = { "ObjC", "c++", "z"}, frameworks = {"Tapjoy", "AppLovinMediationTapjoyAdapter", "CFNetwork", "CoreTelephony"}, frameworksOptional = {"AppTrackingTransparency", "PassKit"}, usesSwift = true, }, } return metadata
----------------------------------------- -- ID: 5591 -- Item: Balik Sandvic +1 -- Food Effect: 60Min, All Races ----------------------------------------- -- Dexterity 3 -- Agility 1 -- Intelligence 3 -- Mind -2 -- Ranged ACC 6 ----------------------------------------- require("scripts/globals/status") require("scripts/globals/msg") ----------------------------------------- function onItemCheck(target) local result = 0 if target:hasStatusEffect(tpz.effect.FOOD) or target:hasStatusEffect(tpz.effect.FIELD_SUPPORT_FOOD) then result = tpz.msg.basic.IS_FULL end return result end function onItemUse(target) target:addStatusEffect(tpz.effect.FOOD,0,0,3600,5591) end function onEffectGain(target,effect) target:addMod(tpz.mod.DEX, 3) target:addMod(tpz.mod.AGI, 1) target:addMod(tpz.mod.INT, 3) target:addMod(tpz.mod.MND, -2) target:addMod(tpz.mod.RACC, 6) end function onEffectLose(target, effect) target:delMod(tpz.mod.DEX, 3) target:delMod(tpz.mod.AGI, 1) target:delMod(tpz.mod.INT, 3) target:delMod(tpz.mod.MND, -2) target:delMod(tpz.mod.RACC, 6) end
local key = { yen = 95, semicolon = 41, colon = 39, atmark = 33, openbracket = 30, closebracket = 42, hyphen = 27, hat = 24, comma = 93, dot = 47, slash = 44, underscore = 94, } local KeyConstants = { -- Sometimes, some special keys don't work BASIC_KEYS = {"q", "w", "e", "r", "t", "y", "u", "i", "o", "p", "a", "s", "d", "f", "g", "h", "j", "k", "l", "z", "x", "c", "v", "b", "n", "m", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "-", "[", "]", ".", "/"}, SHIFTABLE_KEYS = {"q", "w", "e", "r", "t", "y", "u", "i", "o", "p", "a", "s", "d", "f", "g", "h", "j", "k", "l", "z", "x", "c", "v", "b", "n", "m"}, DEFAULT_AUTO_GENERATED_KEYS = {"s", "a", "d", "f", "j", "k", "l", "e", "w", "c", "m", "p", "g", "h", "i", "o", "r", "t", "u", "n", "v", "b", "q", "x", "y", "z", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "S", "A", "D", "F", "J", "K", "L", "E", "W", "C", "M", "P", "G", "H", "I", "O", "R", "T", "U", "N", "V", "B", "Q", "X", "Y", "Z"}, ADDITIONAL_LAYOUT = { JAPANESE = { { {"shift"}, "1", "!" }, { {"shift"}, "2", "\"" }, { {"shift"}, "3", "#" }, { {"shift"}, "4", "$" }, { {"shift"}, "5", "%" }, { {"shift"}, "6", "&" }, { {"shift"}, "7", "'" }, { {"shift"}, "8", "(" }, { {"shift"}, "9", ")" }, -- { {"shift"}, "0", "" }, -- not exist { {}, key.hat, "^" }, -- { {}, "\\", "\\" }, -- invalid -- { {}, "¥", "¥" }, -- invalid { {"shift"}, key.hyphen, "=" }, { {"shift"}, key.hat, "~" }, -- { {"shift"}, "\\", "|" }, -- invalid -- { {"shift"}, "¥", "|" }, -- invalid -- { {"shift"}, key.yen, "|" }, -- invalid { {}, key.atmark, "@" }, { {"shift"}, key.atmark, "`" }, { {}, key.semicolon, ";" }, { {}, key.colon, ":" }, -- { {}, key.openbracket, "[" }, -- { {}, key.closebracket, "]" }, { {"shift"}, key.semicolon, "+" }, { {"shift"}, key.colon, "*" }, { {"shift"}, key.openbracket, "{" }, { {"shift"}, key.closebracket, "}" }, -- { {}, key.comma, "," }, -- invalid -- { {"shift"}, key.comma, "<" }, --invalid { {"shift"}, key.dot, ">" }, { {"shift"}, key.slash, "?" }, { {}, key.underscore, "_" }, -- { {"shift"}, key.underscore, "" }, -- not exist }, }, } return KeyConstants
if __BROWSER__ and __DEV__ then -- [ts2lua]lua中0和空字符串也是true,此处console.info需要确认 -- [ts2lua]console下标访问可能不正确 console[(console.info and {'info'} or {'log'})[1]]( + ) end
--------------------------------------------------------------------------------------------------- -- Common module --------------------------------------------------------------------------------------------------- --[[ Required Shared libraries ]] local actions = require("user_modules/sequences/actions") --[[ General configuration parameters ]] config.defaultProtocolVersion = 2 --[[ Variables ]] local m = actions return m
-- Bootstrapped Installer for my forked version of Computercraft Big Reactors Control Program -- https://github.com/lpenap/computercraft-bigreactor-control -- -- This code is intended to be executed from pastebin. -- -- The official repo doesn't have this bootstraped installation procedure yet: -- https://github.com/sandalle/minecraft_bigreactor_control -- -- Install (from an advanced computer): -- pastebin run 3W2G3Vc9 -- OR -- pastegin run 3W2G3Vc9 <branch> -- Where: -- <branch> Remote branch to use (i.e: develop, master, etc) -- Defaults to master local tree = select(1,...) if not tree then tree = 'master' end print ("Bootstrapped installer for Big Reactors Control Program") print ("Going to fetch installer from " .. tree .. " tree") local url = ('https://raw.githubusercontent.com/lpenap/computercraft-bigreactor-control/%s'):format(tree) local response = http.get(url..'/install.lua').readAll() if response == nil then print ("Error while fetching installer from github") else print ("Executing installer...") loadstring(response)() end
local TestView = BaseClass() function TestView:Constructor( ) self.UIConfig = { prefab_path = "Assets/AssetBundleRes/ui/test/TestView.prefab", canvas_name = "Normal", components = { -- {UI.PlayOpenCloseSound}, {UI.DelayDestroy, {delay_time=5}}, {UI.Background, {is_click_to_close=true, alpha=0.5}} } } --the same as set in self.UIConfig.Components -- UIMgr:AddUIComponent(self, UI.PlayOpenCloseSound) -- local delay_comp = UIMgr:AddUIComponent(self, UI.DelayDestroy) -- delay_comp:SetDelayTime(5) -- local bg_comp = UIMgr:AddUIComponent(self, UI.Background) -- bg_com:SetIsClickToClose(true) -- bg_com:SetBgAlpha(0.5)--背景的透明度 end -- function TestView:DefaultVar( ) -- return { -- UIConfig = { -- prefab_path = "Assets/AssetBundleRes/ui/test/TestView.prefab", -- canvas_name = "Normal", -- bg_alpha = 0.5,--背景的透明度,create_bg为true时才有效 -- click_bg_to_close = true,--是否点击背景就关闭界面,create_bg为true时才有效 -- components = {UIComponent.PlayOpenCloseSound, UIComponent.DelayDestroy, UIComponent.Background}, -- }, -- } -- end function TestView:OnLoad( ) print('Cat:TestView.lua[OnLoad]') local names = {"close","open_hide_other_view","open_normal_view","title","ScrollView/Viewport/item_con",} UI.GetChildren(self, self.transform, names) self.close_btn = self.close.gameObject self.open_hide_other_view_btn = self.open_hide_other_view.gameObject self.open_normal_view_btn = self.open_normal_view.gameObject self.title_txt = self.title:GetComponent("Text") print('Cat:TestView.lua[50] tostring(self.close_btn)', self.close, self.close_btn) self:AddEvent() self:UpdateView() end function TestView:AddEvent( ) local on_click = function ( click_btn, x, y ) print('Cat:TestView.lua[on_click ok]', tostring(click_btn), x, y) if self.close_btn == click_btn then UIMgr:Close(self) elseif self.open_hide_other_view_btn == click_btn then local hide_other_view = TestView.New() hide_other_view:SetData((self.data or 1) + 1) UIMgr:AddUIComponent(hide_other_view, UI.HideOtherView) UIMgr:Show(hide_other_view) elseif self.open_normal_view_btn == click_btn then local view = TestView.New() view:SetData((self.data or 1) + 1) UIMgr:Show(view) end end UIHelper.BindClickEvent(self.close_btn, on_click) UIHelper.BindClickEvent(self.open_hide_other_view_btn, on_click) UIHelper.BindClickEvent(self.open_normal_view_btn, on_click) end function TestView:SetData( data ) self.data = data end function TestView:UpdateView( ) -- self:TestCreateItem() self:TestItemListCreator() end function TestView:TestCreateItem( ) self.title_txt.text = self.data or 1 for i=1,5 do local item = { UIConfig = { prefab_path = "Assets/AssetBundleRes/ui/test/TestItem.prefab", }, OnLoad = function(item) local names = {"title","icon",} UI.GetChildren(item, item.transform, names) print('Cat:TestView.lua[68] self.item_con', self.item_con) UIHelper.SetParent(item.transform, self.item_con) item.title_txt = item.title:GetComponent("Text") item.icon_img = item.title:GetComponent("Image") item.title_txt.text = "I am item No."..i end } UIMgr:Show(item) end end function TestView:TestItemListCreator( ) local test_flag = 1 if not self.rank_item_com then self.rank_item_com = self:AddUIComponent(UI.ItemListCreator) end self.rank_item_com:Reset() local info = self.info or { data_list = {1,2,3,4,4,1,2,3,4,4,1}, item_con = self.item_con, item_height = 60, -- item_width = 250, space_y = 5, start_y = -50, space_x=10, scroll_view = self.scroll_view, -- reuse_item_num = 0, create_frequency = 0.0, -- is_scroll_back_on_update = true, } -- table.insert(info.data_list, 1) table.remove(info.data_list, 1) self.info = info if test_flag == 1 then info.item_class = TestItem info.on_update_item = function(item, i, v) item:SetData({i=i, v=v}) end elseif test_flag == 2 then info.prefab_ab_name = "test" info.prefab_res_name = "TestItem" info.child_names = {"city_name:img","room_name:img","num:txt",} info.on_update_item = function(item, i, v) item.num_txt.text = i end elseif test_flag == 3 then info.obj_pool_type = UIObjPool.UIType.AwardItem info.item_height = 80 info.space_y = 10 info.on_update_item = function(item, i, v) item:SetData(110003, i) end end self.rank_item_com:UpdateItems(info) end function TestView:OnClose( ) print('Cat:TestView.lua[OnClose]') end function TestView:OnDestroy( ) end return TestView
local configs = require "nvim_lsp/configs" local util = require "nvim_lsp/util" local server_name = "codeqlls" local root_pattern = util.root_pattern("qlpack.yml") configs[server_name] = { default_config = { cmd = {"codeql", "execute", "language-server", "--check-errors", "ON_CHANGE", "-q"}; filetypes = {'codeql'}; root_dir = function(fname) return root_pattern("qlpack.yml") or util.path.dirname(fname) end; log_level = vim.lsp.protocol.MessageType.Warning; before_init = function(initialize_params, config) initialize_params['workspaceFolders'] = {{ name = 'workspace', uri = initialize_params['rootUri'] }} end; settings = { ["search_path"] = {} }; }; docs = { package_json = "https://github.com/github/vscode-codeql/blob/master/extensions/ql-vscode/package.json"; description = [[ Reference: https://help.semmle.com/codeql/codeql-cli.html Binaries: https://github.com/github/codeql-cli-binaries ]]; default_config = { settings = { search_path = [[list containing all search paths, eg: '~/codeql-home/codeql-repo']]; }; }; }; on_new_config = function(config) if type(config.settings.search_path) == 'table' and not vim.tbl_isempty(config.settings.search_path) then local search_path = "--search-path=" for _, path in ipairs(config.settings.search_path) do search_path = search_path..vim.fn.expand(path)..":" end config.cmd = {"codeql", "execute", "language-server", "--check-errors", "ON_CHANGE", "-q", search_path} end end; }
print('hello') var a = safemath.bigint('123') pprint('a=', a) var b = safemath.bigint(456) pprint('b=', b) pprint('hex(a)=', safemath.tohex(a)) pprint('int(a)=', safemath.toint(a)) pprint('str(a)=', safemath.tostring(a)) var c = safemath.add(a, b) var d = safemath.sub(a, b) var e = safemath.mul(a, b) var f = safemath.div(b, a) var g = safemath.pow(a, safemath.bigint(10)) var h = safemath.bigint('3333333333333333333333333333333333332') var j = safemath.rem(h, safemath.bigint(2)) pprint('c', safemath.tostring(c)) pprint('d', safemath.tostring(d)) pprint('e', safemath.tostring(e)) pprint('f', safemath.tostring(f)) pprint('g', safemath.tostring(g)) pprint('h', safemath.tostring(h)) pprint('j', safemath.tostring(j)) pprint("try parse a1 is:", safemath.bigint('a1')) var c1 = safemath.gt(a, b) var c2 = safemath.ge(a, b) var c3 = safemath.lt(a, b) var c4 = safemath.le(a, b) var c5 = safemath.eq(a, b) var c6 = safemath.ne(a, b) var c7 = safemath.eq(a, a) pprint(safemath.tostring(a) .. ' > ' .. safemath.tostring(b) .. '=' .. tostring(c1)) pprint(safemath.tostring(a) .. ' >= ' .. safemath.tostring(b) .. '=' .. tostring(c2)) pprint(safemath.tostring(a) .. ' < ' .. safemath.tostring(b) .. '=' .. tostring(c3)) pprint(safemath.tostring(a) .. ' <= ' .. safemath.tostring(b) .. '=' .. tostring(c4)) pprint(safemath.tostring(a) .. ' == ' .. safemath.tostring(b) .. '=' .. tostring(c5)) pprint(safemath.tostring(a) .. ' != ' .. safemath.tostring(b) .. '=' .. tostring(c6)) pprint(safemath.tostring(a) .. ' == ' .. safemath.tostring(a) .. '=' .. tostring(c7))
local util = {} function util.pack(...) return { n = select('#', ...); ... } end function util.unpack(t) return unpack(t, 1, t.n) end function util.switch(cases, casevar, ...) local func = cases[casevar] or cases.default if func then assert(type(func) == 'function', 'caseof only excepts table of functions') return func(casevar, ...) end end return util
--- wlight Chat Commands -- -- @topic commands local S = core.get_translator(wlight.modname) --- Manages lighted nodes and debugging. -- -- **Parameters:** -- -- @chatcmd wlight -- @tparam command Command action to be executed. -- @tparam[opt] radius Area radius (default: 20). -- @usage /wlight <command> [radius] -- -- Commands: -- - add: Add lighting to current position. -- - remove: Remove lighting from current position. -- - debug: Toggle illuminated nodes visible mark for debugging. -- -- Options: -- - radius: Area radius (add default: 0, remove default: 20). -- -- Example: -- /wlight add 5 core.register_chatcommand(wlight.modname, { params = "<" .. S("command") .. "> [" .. S("radius") .. "]", privs = {server=true}, description = S("Manage lighted nodes and debugging.") .. "\n\n" .. S("Commands:") .. "\n add: " .. S("Add lighting to current position.") .. "\n remove: " .. S("Remove lighting from current position.") .. "\n debug: " .. S("Toggle illuminated nodes visible mark for debugging.") .. "\n\n" .. S("Options:") .. "\n " .. S("radius") .. ": " .. S("Area radius (add default: 0, remove default: 20)."), func = function(name, param) local command local radius if param:find(" ") then local params = param:split(" ") command = params[1] radius = tonumber(params[2]) else command = param end if not radius then radius = 0 if command == "remove" then radius = 20 end end if command == "" then core.chat_send_player(name, "\n" .. S("Missing command parameter.")) return false end if (command == "add" or command == "remove") and not radius then core.chat_send_player(name, "\n" .. S("Missing radius parameter.")) return false end local pos = vector.round(core.get_player_by_name(name):get_pos()) if command == "debug" then wlight.set_debug(not wlight.debug_enabled()) wlight.update_node() elseif command == "add" then pos = vector.new(pos.x, pos.y + 1, pos.z) if pos then local pmin = {x=pos.x-radius, y=pos.y-radius, z=pos.z-radius} local pmax = {x=pos.x+radius, y=pos.y+radius, z=pos.z+radius} local near_nodes = core.find_nodes_in_area(pmin, pmax, "air", true) if near_nodes.air then for _, npos in ipairs(near_nodes.air) do wlight.mt_add_node(npos, {type="node", name=wlight_node}) end end end elseif command == "remove" then for _, v in ipairs({"wlight:light", "wlight:light_debug"}) do local point = core.find_node_near(pos, radius, v) while point do wlight.remove_light(nil, point) local oldpoint = point point = core.find_node_near(pos, radius, v) if wlight.poseq(oldpoint, point) then return false, S("Failed... infinite loop detected.") end end end else core.chat_send_player(name, "\n" .. S("Unknown command: @1", command)) return false end return true, S("Done.") end, })
object_tangible_furniture_all_frn_all_deathtrooper_wall_body = object_tangible_furniture_all_shared_frn_all_deathtrooper_wall_body:new { } ObjectTemplates:addTemplate(object_tangible_furniture_all_frn_all_deathtrooper_wall_body, "object/tangible/furniture/all/frn_all_deathtrooper_wall_body.iff")
local env = require "config.env" local ipairs = ipairs local utils = require "lib.tools.utils" local singletons = require "config.singletons" local response = require "lib.response" local ngx_balancer = require "ngx.balancer" local get_last_failure = ngx_balancer.get_last_failure local set_current_peer = ngx_balancer.set_current_peer local set_timeouts = ngx_balancer.set_timeouts local set_more_tries = ngx_balancer.set_more_tries local tonumber = tonumber local ngx_re_match = ngx.re.match local string_format = string.format local table_insert = table.insert local ngx_log = ngx.log local ngx_DEBUG = ngx.DEBUG local ngx_ERR = ngx.ERR local ngx_WARN = ngx.WARN -- 开启的插件名称 local enable_plugins = { 'project', -- 基础组件不可插拔 'router', -- 基础组件不可插拔 'waf', -- 黑白名单 'jwt-auth', -- JWT认证 'sign-auth', -- 签名认证 'cors', -- 跨区访问 } -- 加载插件 local function loading_plugins(plugins, store) local load_plugins = {} for _, name in ipairs(plugins) do -- 组装插件的加载路径 local plugin_path = string_format("plugins.%s.handler", name) -- 加载模块 local ok, plugin_handler = utils.load_module(plugin_path) if not ok then ngx_log(ngx_WARN, "The following plugin is not installed or has no handler: " .. name) else ngx_log(ngx_DEBUG, "Loading plugin: " .. name) -- 加载成功把插件信息装载到响应的Table中 table_insert(load_plugins, { name = name, handler = plugin_handler(store), }) end end return load_plugins end -- 加载的插件 local plugins = {} -- 定义执行流对象 local _M = {} -- 初始化项目配置 function _M.init(options) options = options or {} singletons.config = env plugins = loading_plugins(enable_plugins) end -- 初始化插件配置 function _M.init_worker() for _, plugin in ipairs(plugins) do plugin.handler:init_worker() end end -- 请求转发、重定向等操作 function _M.rewrite() for _, plugin in ipairs(plugins) do plugin.handler:rewrite() end end -- 请求IP准入、权限认证相关操作 function _M.access() -- 获取Nginx内置变量 local var = ngx.var -- 获取Nginx共享变量 local ctx = ngx.ctx -- 获取Header信息 local headers = ngx.req.get_headers() -- 获取网关的请求地址 local gateway_path = var.uri -- 匹配URI中地址及信息产品标识信息 local gateway_path_info = ngx_re_match(gateway_path, "/([a-z-0-9]+)/(.*)", "jo") -- 信息匹配失败响应欢迎信息 if gateway_path_info == nil or gateway_path_info[1] == nil or gateway_path_info[2] == nil then return response:error(200, 'Welcome Used API Gateway System'):response() end -- 初始化API请求版本 headers.k_version = headers.k_version or 'v1' -- 初始化来源平台 headers.k_platform = headers.k_platform or 'web' -- 获取后端请求地址 ctx.path = gateway_path_info[2] -- 获取产品线标识 ctx.backend_name = gateway_path_info[1] -- 获取请求方式 ctx.method = var.request_method -- 获取API请求版本 ctx.version = headers.k_version -- 获取当前来源的平台 ctx.platform = headers.k_platform -- 获取客户端IP地址 ctx.client_ip = utils.get_client_ip() -- 初始化网络 1 外网 2 内网 ctx.client_network = 1 -- 声明API信息存储共享变量 ctx.api = {} -- 声明项目信息存储共享变量 ctx.upstream = {} -- 当请求为POST时允许读取Body if ctx.method == "POST" then ngx.req.read_body() end --加载插件 for _, plugin in ipairs(plugins) do plugin.handler:access(ctx) end end --负载均衡 优先接口自定义,之后是项目设置 function _M.balancer() local ctx = ngx.ctx local upstream = ctx.upstream -- 初始化错误重试计数器 if not ctx.tries then ctx.tries = 0 end -- 获取应用服务器数量 local server_count = #upstream.servers if ctx.api.try_times > server_count then --最大重试次数为后端服务器数量减1 ctx.api.try_times = server_count - 1 end -- 初始化服务器组索引 if not ctx.hash then ctx.hash = 1 end -- 如果当前是重试的访问 if ctx.tries > 0 then local state, code = get_last_failure() -- 失败情况下设置下次读取的后端服务器 if ctx.hash >= server_count then ctx.hash = 1 else ctx.hash = ctx.hash + 1 end ngx_log(ngx_ERR, ctx.backend_host .. ":" .. ctx.backend_port .. " request:" .. state .. " code:" .. code) else -- 把相同IP的请求分配到固定的服务器上 local key = ctx.client_ip .. ctx.path .. ctx.method if server_count > 1 then local hash = ngx.crc32_long(key) ctx.hash = (hash % server_count) + 1 end end --3个概念,服务器数量,设置的最大重试次数,已经重试的次数 --设置失败重试,如果设置的次数大于0 并且重试的次数小于设置的次数 并且后端服务器数据量大于1 if ctx.api.try_times > 0 and ctx.tries < ctx.api.try_times and server_count > 1 then set_more_tries(1) end ctx.tries = ctx.tries + 1 -- 获取后端应用IP地址 ctx.backend_host = upstream.servers[ctx.hash]['host'] -- 获取后端应用服务端口 ctx.backend_port = upstream.servers[ctx.hash]['port'] or 80 local ok, err = set_current_peer(ctx.backend_host, ctx.backend_port) if not ok then ngx_log(ngx_ERR, "failed to set the current peer: ", err) return ngx.exit(500) end -- 获取超时时间 local timeout = tonumber(ctx.api.timeout) if timeout >= 10 or timeout <= 0 then timeout = 10 end -- 初始化超时时间 local balancer_address = { connect_timeout = 60, --考虑用户网络不好情况,设置大些 send_timeout = 60, read_timeout = timeout, } ok, err = set_timeouts(balancer_address.connect_timeout, balancer_address.send_timeout, balancer_address.read_timeout) if not ok then ngx_log(ngx_ERR, "could not set upstream timeouts: ", err) end end -- 响应头部过滤处理 function _M.header_filter() local ctx = ngx.ctx for _, plugin in ipairs(plugins) do plugin.handler:header_filter(ctx) end end -- 响应体过滤处理 function _M.body_filter() local ctx = ngx.ctx for _, plugin in ipairs(plugins) do plugin.handler:body_filter(ctx) end end -- 会话完成后本地异步完成日志处理 function _M.log() local ctx = ngx.ctx for _, plugin in ipairs(plugins) do plugin.handler:log(ctx) end end return _M
local _tl_compat; if (tonumber((_VERSION or ''):match('[%d.]*$')) or 0) < 5.3 then local p, m = true, require('compat53.module'); if p then _tl_compat = m end end; local ipairs = _tl_compat and _tl_compat.ipairs or ipairs; local pairs = _tl_compat and _tl_compat.pairs or pairs; local string = _tl_compat and _tl_compat.string or string; local table = _tl_compat and _tl_compat.table or table local str = {} local tab = {} function tab.keys(t) local k return function() k = next(t, k) return k end end function tab.sort_in_place(t, fn) table.sort(t, fn) return t end function tab.values(t) local k, v return function() k, v = next(t, k) return v end end function tab.ivalues(t) local i = 0 return function() i = i + 1 return t[i] end end function tab.from(fn, ...) local t = {} for val in fn, ... do table.insert(t, val) end return t end function tab.set(lst) local s = {} for _, v in ipairs(lst) do s[v] = true end return s end function tab.map(t, fn) local new = {} for k, v in pairs(t) do new[k] = fn(v) end return new end function tab.map_ipairs(t, fn) local i = 0 return function() i = i + 1 if not t[i] then return else return i, fn(t[i]) end end end function tab.intersperse(t, val) local new = {} local len = #t for i, v in ipairs(t) do local idx = 2 * i new[idx - 1] = v if i < len then new[idx] = val end end return new end function tab.filter(t, pred) local pass = {} local fail = {} for _, v in ipairs(t) do table.insert(pred(v) and pass or fail, v) end return pass, fail end function tab.merge_list(a, b) local new_list = {} a = a or {} b = b or {} for _, v in ipairs(a) do table.insert(new_list, v) end for _, v in ipairs(b) do table.insert(new_list, v) end return a end function tab.contains(t, val) for _, v in ipairs(t) do if val == v then return true end end return false end function str.split_find(s, del, no_patt) local idx = 0 local prev_idx, start_idx return function() if not idx then return end idx = idx + 1 prev_idx = idx start_idx, idx = s:find(del, idx, no_patt) if start_idx and idx and idx < start_idx then error("Delimiter " .. tostring(del) .. " matched the empty string", 2) end return prev_idx, (start_idx or 0) - 1 end end function str.split(s, del, no_patt) local iter = str.split_find(s, del, no_patt) return function() local a, b = iter() if not a then return end return s:sub(a, b) end end local function esc_char(c) return "%" .. c end function str.esc(s, sub) return s:gsub( "[%^%$%(%)%%%.%[%]%*%+%-%?]", sub or esc_char) end function str.pad_left(s, n) return (" "):rep(n - s:len()) .. s end local function xor(a, b) return (a and not b) or (not a and b) end return { str = str, tab = tab, xor = xor, }
--[[ MIT License Copyright (c) 2021 Michael Wiesendanger Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]]-- --[[ Note this module modifies directly gearBars that are stored in GearMenuConfiguration ]]-- local mod = rggm local me = {} mod.gearBarManager = me me.tag = "GearBarManager" --[[ Create a new entry for the passed GearBar in the gearbar storage and also create the initial default gearSlot @param {string} gearBarName The gearBarName that should be used for display @param {boolean} addDefaultSlot true - if a default slot should be added false - if a default slot should not be added @return {table} The created gearBar ]]-- function me.AddGearBar(gearBarName, addDefaultSlot) local gearBar = { ["id"] = 100000 + math.floor(math.random() * 100000), ["displayName"] = gearBarName, ["isLocked"] = false, ["showKeyBindings"] = true, ["showCooldowns"] = true, ["slots"] = {}, ["gearSlotSize"] = RGGM_CONSTANTS.GEAR_BAR_DEFAULT_SLOT_SIZE, ["changeSlotSize"] = RGGM_CONSTANTS.GEAR_BAR_DEFAULT_SLOT_SIZE, ["position"] = { -- default position ["point"] = RGGM_CONSTANTS.GEAR_BAR_DEFAULT_POSITION[1], ["posX"] = RGGM_CONSTANTS.GEAR_BAR_DEFAULT_POSITION[2], ["posY"] = RGGM_CONSTANTS.GEAR_BAR_DEFAULT_POSITION[3], } } table.insert(GearMenuConfiguration.gearBars, gearBar) mod.logger.LogInfo(me.tag, "Created new GearBar with id: " .. gearBar.id) if addDefaultSlot then me.AddGearSlot(gearBar.id, true) end return gearBar end --[[ Remove a gearBar from the gearbar storage. E.g. when it was deleted by the player @param {number} gearBarId An id of a gearBar ]]-- function me.RemoveGearBar(gearBarId) for index, gearBar in pairs(GearMenuConfiguration.gearBars) do if gearBar.id == gearBarId then table.remove(GearMenuConfiguration.gearBars, index) mod.logger.LogInfo(me.tag, "Removed GearBar with id: " .. gearBarId) return -- abort end end mod.logger.LogError( me.tag, "Failed to remove GearBar from storage. Was unable to find GearBar with id: " .. gearBarId ) end --[[ Retrieve a gearBar by its id @param {number} gearBarId An id of a gearBar @return {table | nil} table - if the gearBar was found nil - if no matching gearBar could be found ]]-- function me.GetGearBar(gearBarId) for _, gearBar in pairs(GearMenuConfiguration.gearBars) do if gearBar.id == gearBarId then return gearBar end end mod.logger.LogError(me.tag, "Could not find GearBar with id: " .. gearBarId) return nil end --[[ @return {table} Return a clone of all gearBars ]]-- function me.GetGearBars() return GearMenuConfiguration.gearBars end --[[ Update the position of a specific gearBar @param {number} gearBarId @param {string} point @param {string} relativeTo @param {string} relativePoint @param {number} posX @param {number} posY ]]-- function me.UpdateGearBarPosition(gearBarId, point, relativeTo, relativePoint, posX, posY) local gearBar = me.GetGearBar(gearBarId) gearBar.position.point = point gearBar.position.relativeTo = relativeTo gearBar.position.relativePoint = relativePoint gearBar.position.posX = posX gearBar.position.posY = posY end --[[ Unlock the moving of a specific gearBar @param {number} gearBarId ]]-- function me.UnlockGearBar(gearBarId) local gearBar = me.GetGearBar(gearBarId) gearBar.isLocked = false mod.gearBar.UpdateGearBarLockedState(gearBar) end --[[ Lock the moving of a specific gearBar @param {number} gearBarId ]]-- function me.LockGearBar(gearBarId) local gearBar = me.GetGearBar(gearBarId) gearBar.isLocked = true mod.gearBar.UpdateGearBarLockedState(gearBar) end --[[ @param {number} gearBarId @return {boolean} true - if the gearBar is locked false - if the gearBar is not locked ]]-- function me.IsGearBarLocked(gearBarId) local gearBar = me.GetGearBar(gearBarId) return gearBar.isLocked end --[[ Show keybindings @param {number} gearBarId ]]-- function me.EnableShowKeyBindings(gearBarId) local gearBar = me.GetGearBar(gearBarId) gearBar.showKeyBindings = true mod.gearBar.UpdateKeyBindingState(gearBar) mod.ticker.UnregisterForTickerRangeCheck(gearBarId) end --[[ Hide keybindings @param {number} gearBarId ]]-- function me.DisableShowKeyBindings(gearBarId) local gearBar = me.GetGearBar(gearBarId) gearBar.showKeyBindings = false mod.gearBar.UpdateKeyBindingState(gearBar) mod.ticker.RegisterForRangeCheck(gearBarId) end --[[ @param {number} gearBarId @return {boolean} true - if showing of keybindings is enabled false - if showing of keybindings is disabled ]]-- function me.IsShowKeyBindingsEnabled(gearBarId) local gearBar = me.GetGearBar(gearBarId) return gearBar.showKeyBindings end --[[ Show cooldowns @param {number} gearBarId ]]-- function me.EnableShowCooldowns(gearBarId) local gearBar = me.GetGearBar(gearBarId) gearBar.showCooldowns = true mod.gearBar.UpdateGearBarGearSlotCooldowns(gearBar) end --[[ Hide cooldowns @param {number} gearBarId ]]-- function me.DisableShowCooldowns(gearBarId) local gearBar = me.GetGearBar(gearBarId) gearBar.showCooldowns = false mod.gearBar.UpdateGearBarGearSlotCooldowns(gearBar) end --[[ @param {number} gearBarId @return {boolean} true - if showing of cooldown is enabled false - if showing of cooldown is disabled ]]-- function me.IsShowCooldownsEnabled(gearBarId) local gearBar = me.GetGearBar(gearBarId) return gearBar.showCooldowns end --[[ Show keybindings @param {number} gearBarId ]]-- function me.EnableShowKeyBindings(gearBarId) local gearBar = me.GetGearBar(gearBarId) gearBar.showKeyBindings = true mod.gearBar.UpdateKeyBindingState(gearBar) end --[[ Hide keybindings @param {number} gearBarId ]]-- function me.DisableShowKeyBindings(gearBarId) local gearBar = me.GetGearBar(gearBarId) gearBar.showKeyBindings = false mod.gearBar.UpdateKeyBindingState(gearBar) end --[[ @param {number} gearBarId @return {boolean} true - if showing of keybindings is enabled false - if showing of keybindings is disabled ]]-- function me.IsShowKeyBindingsEnabled(gearBarId) local gearBar = me.GetGearBar(gearBarId) return gearBar.showKeyBindings end --[[ Create a new gearSlot and add it to passed gearBar @param {number} gearBarId An id of a gearBar @param {boolean} init true if initial state and no ui update should be triggered false if not initial state and the ui update should be triggered @return {table | nil} ]]-- function me.AddGearSlot(gearBarId, init) local gearSlot = { ["name"] = "", -- {string} ["type"] = {}, -- list of {string} ["textureId"] = nil, -- {number} ["slotId"] = nil, --[[ {number} one of INVSLOT_HEAD INVSLOT_NECK INVSLOT_SHOULDER INVSLOT_CHEST INVSLOT_WAIST INVSLOT_LEGS INVSLOT_FEET INVSLOT_WRIST INVSLOT_HAND INVSLOT_FINGER1 INVSLOT_FINGER2 INVSLOT_TRINKET1 INVSLOT_TRINKET2 INVSLOT_BACK INVSLOT_MAINHAND INVSLOT_OFFHAND INVSLOT_RANGED INVSLOT_AMMO ]]-- ["keyBinding"] = nil --[[ {string} ]]-- } local gearBar = me.GetGearBar(gearBarId) local defaultGearSlot = mod.gearManager.GetGearSlotForSlotId(RGGM_CONSTANTS.GEAR_BAR_GEAR_SLOT_DEFAULT_VALUE) gearSlot.name = defaultGearSlot.name gearSlot.type = defaultGearSlot.type gearSlot.textureId = defaultGearSlot.textureId gearSlot.slotId = defaultGearSlot.slotId if gearBar ~= nil then table.insert(gearBar.slots, gearSlot) if not init then mod.gearBar.UpdateGearBarGearSlots(gearBar) end return gearSlot end mod.logger.LogError(me.tag, "Was unable to find GearBar with id: " .. gearBarId) return nil end --[[ Remove a gearSlot from a gearBar @param {number} gearBarId An id of a gearBar @param {number} position @return {boolean} true - if the operation was successful false - if the operation was not successful ]]-- function me.RemoveGearSlot(gearBarId, position) local gearBar = me.GetGearBar(gearBarId) if gearBar ~= nil then table.remove(gearBar.slots, position) mod.gearBar.UpdateGearBarGearSlots(gearBar) mod.keyBind.CheckKeyBindingSlots(gearBarId) mod.gearBar.UpdateKeyBindingState(gearBar) return true end mod.logger.LogError(me.tag, "Was unable to find GearBar with id: " .. gearBarId) return false end --[[ Retrieve a gearslot from a gearBar by its gearBarId and gearslot position @param {number} gearBarId @param {number} position @return {table | nil} table - the gearSlot that was found nil - if no gearSlot was found ]]-- function me.GetGearSlot(gearBarId, position) local gearBar = me.GetGearBar(gearBarId) if gearBar == nil then mod.logger.LogError(me.tag, "Was unable to find GearBar with id: " .. gearBarId) return nil end return gearBar.slots[position] end --[[ @param {number} gearBarId An id of a gearBar @param {number} position @param {table} updatedGearSlot A gearSlot table that will overwrite the configured values for the slot @param {boolean} init true - do not do any ui updates false - normal process update ui @return {boolean} true - if the operation was successful false - if the operation was not successful ]]-- function me.UpdateGearSlot(gearBarId, position, updatedGearSlot, init) local gearBar = me.GetGearBar(gearBarId) if gearBar ~= nil and gearBar.slots[position] ~= nil then gearBar.slots[position] = updatedGearSlot if not init then mod.gearBar.UpdateGearBarGearSlots(gearBar) end return true end mod.logger.LogError(me.tag, "Failed to update gearBarSlot position {" .. position .. "} for gearBar with id: " .. gearBarId) end --[[ Update the gearbar gearSlotSize in the gearBars configuration and invoke an ui update of the specific gearBar @param {number} gearBarId An id of a gearBar @param {number} gearSlotSize ]]-- function me.SetGearSlotSize(gearBarId, gearSlotSize) local gearBar = me.GetGearBar(gearBarId) if gearBar then gearBar.gearSlotSize = gearSlotSize mod.gearBar.UpdateGearSlotSizes(gearBar) else mod.logger.LogError(me.tag, "Failed to update the gearSlotSize of the gearBar with id: " .. gearBarId) end mod.gearBar.UpdateGearBarSize(gearBar) -- resize the underlying gearBarFrame end --[[ Get the configured gearbar slotsize @param {number} gearBarId An id of a gearBar @return {number | nil} ]]-- function me.GetGearSlotSize(gearBarId) local gearBar = me.GetGearBar(gearBarId) if gearBar then return gearBar.gearSlotSize else mod.logger.LogError(me.tag, "Failed to retrieve gearSlotSize. Using default size") return nil end end --[[ Update the gearbar changeSlotSize in the gearBars configuration and invoke an ui update of the specific gearBar @param {number} gearBarId An id of a gearBar @param {number} changeSlotSize ]]-- function me.SetChangeSlotSize(gearBarId, changeSlotSize) local gearBar = me.GetGearBar(gearBarId) if gearBar then gearBar.changeSlotSize = changeSlotSize -- no ui update necessary, update will be triggered next time the changeMenu is shown else mod.logger.LogError(me.tag, "Failed to update the changeSlotSize of the gearBar with id: " .. gearBarId) end end --[[ Get the configured gearbar slotsize @param {number} gearBarId An id of a gearBar @return {number | nil} ]]-- function me.GetChangeSlotSize(gearBarId) local gearBar = me.GetGearBar(gearBarId) if gearBar then return gearBar.changeSlotSize * mod.common.GetUiScale() else mod.logger.LogError(me.tag, "Failed to retrieve changeSlotSize. Using default size") return nil end end --[[ Set the keyBinding on a slot. keyBinding can be empty to unset/remove the keyBinding @param {number} gearBarId @param {number} position @param {string} keyBinding ]]-- function me.SetSlotKeyBinding(gearBarId, position, keyBinding) local gearBar = me.GetGearBar(gearBarId) if gearBar ~= nil and gearBar.slots[position] ~= nil then gearBar.slots[position].keyBinding = keyBinding mod.gearBar.UpdateGearBars(mod.gearBar.UpdateKeyBindingState) else mod.logger.LogError(me.tag, "Failed to update gearBarSlot keybinding {" .. position .. "} for gearBar with id: " .. gearBarId) end end
Config = { Map = "aduermael.hills" } Client.OnStart = function() -- Defines a function to drop -- the player above the map. dropPlayer = function() Player.Position = Number3(Map.Width * 0.5, Map.Height + 10, Map.Depth * 0.5) * Map.Scale Player.Rotation = { 0, 0, 0 } Player.Velocity = { 0, 0, 0 } end World:AddChild(Player) -- Call dropPlayer function: dropPlayer() end Client.Tick = function(dt) -- Game loop, executed ~30 times per second on each client. -- Detect if player is falling, -- drop it above the map when it happens. if Player.Position.Y < -500 then dropPlayer() Player:TextBubble("💀 Oops!") end end -- jump function, triggered with Action1 Client.Action1 = function() if Player.IsOnGround then Player.Velocity.Y = 100 end end -- -- Server code -- Server.Tick = function(dt) -- Server game loop, executed ~30 times per second on the server. end
----------------------------------------- -- LOCALIZED GLOBAL VARIABLES ----------------------------------------- local ZGV = ZGV if not ZGV then return end local tinsert,tremove,sort,zginherits,min,max,floor,type,pairs,ipairs,unpack = table.insert,table.remove,table.sort,table.zginherits,math.min,math.max,math.floor,type,pairs,ipairs,unpack local CHAIN = ZGV.Utils.ChainCall local print = ZGV.print local ui = ZGV.UI local ToggleButton = ZGV.Class:New("ToggleButton") local DEFAULT_SIZE = 12 local ACCENT_COLOR = {HTMLColor("#fe6100ff")} local BG_COLOR = {.2,.2,.2,1} -- Copied from SecBackdrop local BG_EDGE_COLOR = {0,0,0,1} local DEFAULT_FONT_SIZE = 11 ----------------------------------------- -- LOAD TIME SETUP ----------------------------------------- ui:RegisterWidget("ToggleButton",ToggleButton) ----------------------------------------- -- TOGGLEBUTTON CLASS FUNCTIONS ----------------------------------------- function ToggleButton:New(parent,name) local but = CHAIN(ui:Create("Button",parent,name)) :SetSize(DEFAULT_SIZE,DEFAULT_SIZE) :SetBackdropColor(unpack(BG_COLOR)) -- SecButton is already this button, clarity :SetBackdropEdgeColor(unpack(BG_EDGE_COLOR)) -- Black instead of grey :SetHandler("OnMouseEnter",function(me) me.hilitex:Show() end) -- Don't change colors. We have a highlight texture :SetHandler("OnMouseExit",function(me) me.hilitex:Hide() end) :SetHandler("OnClicked",function(me) me:Toggle(not me.curToggle) end) .__END but.hilitex = CHAIN(ui:Create("Texture",but,name.."_Hili")) :SetAllPoints() :SetColor(unpack({HTMLColor("#44444455")})) -- TODO Crappy highlighting.. :SetMouseOverTexture is strange. .__END -- Button that contains the text so that if you click the text it toggles the box too. but.textbutton = CHAIN(ui:Create("InvisButton",but,name.."_TextBut")) -- We are invisible --:SetHeight(DEFAULTHEIGHT + TEXTBUTTONBONUS) :SetPoint(TOPLEFT,but,TOPRIGHT,5,0) :SetPoint(BOTTOMLEFT,but,BOTTOMRIGHT,5,0) :SetPerfectSizing(1) :SetFontSize(DEFAULT_FONT_SIZE) :SetText("TOGGLE_BUTTON_NO_TEXT") :SetHandler("OnMouseEnter",function(me) -- Just do w/e the main button does local par = me:GetParent() par:GetHandler("OnMouseEnter")(par) end) :SetHandler("OnMouseExit",function(me) local par = me:GetParent() par:GetHandler("OnMouseExit")(par) end) :SetHandler("OnClicked",function(me) local par = me:GetParent() par:GetHandler("OnClicked")(par) end) .__END -- initial settings but.canToggle = true but.curToggle = false return but end function ToggleButton:Toggle(set) if not self.canToggle then return end self:SetToggle(set) end function ToggleButton:SetToggle(set) if set then -- Make it orange. self:SetBackdropColor(unpack(ACCENT_COLOR)) else -- Same as initial self:SetBackdropColor(unpack(BG_COLOR)) end self.curToggle = set if self.callbacks then for i,callback in ipairs(self.callbacks) do callback(self,set) end end end ToggleButton.SetValue = ToggleButton.SetToggle function ToggleButton:SetCanToggle(set) self:SetEnabled(set) self.canToggle = set end function ToggleButton:IsChecked() return self.curToggle end function ToggleButton:SetText(text) if not text then return end self.textbutton:SetText(text) end --[[ Put the text of a toggle button on the LEFT or RIGHT Defaults to RIGHT so should really only need to be moved to the left --]] function ToggleButton:SetTextPos(pos) -- TODO does this work? self.textbutton:ClearAnchors() if pos == "LEFT" then CHAIN(self.textbutton) :SetPoint(TOPRIGHT,but,TOPLEFT,-5,0) :SetPoint(BOTTOMRIGHT,but,BOTTOMLEFT,-5,0) elseif pos == "RIGHT" then CHAIN(self.textbutton) :SetPoint(TOPLEFT,but,TOPRIGHT,5,0) :SetPoint(BOTTOMLEFT,but,BOTTOMRIGHT,5,0) else error("Can only move text to left or right") end end function ToggleButton:SetFontSize(size) self.textbutton:SetFontSize(size or DEFAULT_FONT_SIZE) end function ToggleButton:SetBold(bold) self.textbutton:SetBold(bold) end --[[ function ToggleButton:SetTextColor(r,g,b,a) self.text:SetTextColor(r or 1, g or 1, b or 1, a or 1) end function ToggleButton:GetFont() return self.text:GetFont() end --]] function ToggleButton:GetText() return self.textbutton:GetText() end -- Register a callback that gets called on SetToggle with function(togglebutton,value) function ToggleButton:AddValueChangedCallback(callback) assert(type(callback)=="function", "Callback must be a function!") self.callbacks = self.callbacks or {} tinsert(self.callbacks,callback) end function ToggleButton:AddTooltip(head,msg,owner,onme,x,y,onpt) -- Default point is topright of self. owner = owner or self onme = onme or BOTTOM x = x or 0 y = y or 0 onpt = onpt or TOP local enter = function(me) CHAIN(ZGV.Tooltip) :ClearLines() :SetWidth(0) :SetOwner(owner,onme,x,y,onpt) :AddHeader(head or "None") :AddLine(msg or "Msg") :Show() end local exit = function(me) ZGV.Tooltip:Hide() end CHAIN(self) :HookHandler("OnMouseEnter",enter) :HookHandler("OnMouseExit",exit) CHAIN(self.textbutton) :HookHandler("OnMouseEnter",enter) :HookHandler("OnMouseExit",exit) end ----------------------------------------- -- INHERITANCE -----------------------------------------
local Class = require("lib.Class") local Circle = Class:derive("Circle") --[[ This class creates a circle from a given x, y, radius The properties available are: intersects(circle) : returns true if intersecting with given circle getCircle() : returns x, y, radius getCentre() : returns x and y of centre (or center with getCenter()) setX() and setY() changes the x or y position update() : sets x and y to values given updatePosition : updates x and y by supplied values eg speed ]] function Circle:new(x, y, radius) --[[ class constructor ]] self.x = x self.y = y self.radius = radius self.centre = {x = 0, y = 0} self:setProperties() end function Circle:intersects(circle) -- love.graphics.circle('line', x, y, radius) -- get distance between the circle's centers -- use the Pythagorean Theorem to compute the distance distX = self.x - circle.x distY = self.y - circle.y distance = math.sqrt((distX * distX) + (distY * distY)) -- if the distance is less than the sum of the circle's -- radii, the circles are touching! if distance <= self.radius + circle.radius then return true end return false end function Circle:setProperties() self.top = self.y - self.radius self.left = self.x - self.radius self.bottom = self.y + self.radius self.right = self.x + self.radius self.centre.x = self.x self.centre.y = self.y end function Circle:getCircle() return { x = self.x, y = self.y, radius = self.radius, centre = self.centre, center = self.centre -- allow use of uk/us spelling } end function Circle:getCentre() return self.x, self.y end function Circle:getCenter() -- allow use of uk/us spelling return self.x, self.y end function Circle:setX(value) self.x = value self:setProperties() end function Circle:setY(value) self.y = value self:setProperties() end function Circle:update(x, y) --[[ usage: circle:update(nil, 50) to update y only]] if x ~= nil then self.x = x end if y ~= nil then self.y = y end self:setProperties() end function Circle:updatePosition(speedx, speedy) --[[ usage: rect:updatePosition(10, nil) or (10, 0) to update x value only]] if speedx ~= nil and speedx ~= 0 then self.x = self.x + speedx end if speedy ~= nil and speedy ~= 0 then self.y = self.y + speedy end self:setProperties() end return Circle
module("moonscript.compile", package.seeall) local util = require("moonscript.util") local data = require("moonscript.data") local Set do local _table_0 = require("moonscript.data") Set = _table_0.Set end local ntype do local _table_0 = require("moonscript.types") ntype = _table_0.ntype end local concat, insert = table.concat, table.insert indent_char = " " user_error = function(...) return error({ "user-error", ... }) end moonlib = { bind = function(tbl, name) return concat({ "moon.bind(", tbl, ".", name, ", ", tbl, ")" }) end } non_atomic = Set({ "update" }) has_value = function(node) if ntype(node) == "chain" then local ctype = ntype(node[#node]) return ctype ~= "call" and ctype ~= "colon" else return true end end is_non_atomic = function(node) return non_atomic[ntype(node)] end count_lines = function(str) local count = 1 for _ in str:gmatch("\n") do count = count + 1 end return count end
local L = BigWigs:NewBossLocale("Tol Dagor Trash", "ptBR") if not L then return end if L then L.vicejaw = "Boca-de-alicate de Esgoto" L.thug = "Bandido Maré-férrea" L.seaspeaker = "Falamares Rato de Porão" L.flamecaster = "Lança-chamas Grimpagris" L.officer = "Oficial Grimpagris" L.marine = "Fuzileiro Grimpagris" L.priest = "Sacerdotisa Grimpagris" end
local mod = get_mod("%%name") -- Your mod code goes here. -- https://vmf-docs.verminti.de
Locales['fr'] = { ['skin_menu'] = 'Bienvenue, sur Bristols', ['use_rotate_view'] = 'utilisez ~INPUT_VEH_FLY_ROLL_LEFT_ONLY~ et ~INPUT_VEH_FLY_ROLL_RIGHT_ONLY~ pour tourner la vue.', ['skin'] = 'changer de skin', ['saveskin'] = 'sauvegarder skin dans un fichier', }
#!/usr/bin/lua local site = require 'gluon.site_config' local uci = require('luci.model.uci').cursor() local fastd_mtu_low = tostring(site.fastd_auto_mtu.mtu_fastd_low) local fastd_mtu_high = tostring(site.fastd_auto_mtu.mtu_fastd_high) local DSL_mtu = tostring(site.fastd_auto_mtu.mtu_uplink_max) - '28' local ptarget = site.fastd_auto_mtu.ping_target local delay = site.fastd_auto_mtu.delay_time local wan_if = site.fastd_auto_mtu.wan_if local result = fastd_mtu_low local mtu = uci:get('fastd', 'mesh_vpn', 'mtu') local f local o -- function setMTU ( x ) os.execute('logger automtu: fastd MTU-Size changed') uci:set('fastd', 'mesh_vpn', 'mtu', x) uci:save('fastd') uci:commit('fastd') os.execute('logger automtu: Restart the network...') os.execute('/etc/init.d/fastd stop') os.execute('/etc/init.d/network restart') os.execute('/etc/init.d/fastd start') return x end -- if not (uci:get('fastd','mesh_vpn','enabled') == '1') then os.execute('logger automtu: mesh_vpn not enabled.') os.exit() end if not (uci:get('fastd','mesh_vpn','auto_mtu_enabled') == '1') then os.execute('logger automtu: auto_mtu not enabled.') os.exit() end -- mtu = uci:get('fastd', 'mesh_vpn', 'mtu') os.execute('logger automtu: Current fastd MTU = ' .. mtu .. ' Byte') print ("mtu = " .. mtu) -- os.execute('logger automtu: Check Up-Link...') f = io.popen('/sbin/ifconfig ' .. wan_if) o = f:read('*all') f:close() if not o:find('inet addr:') then os.execute('logger automtu: Up-Link not found yet. Wait...') os.execute('sleep ' .. delay) end -- os.execute('logger automtu: Start MTU-Check...') f = io.popen('/usr/bin/ping -M do -s ' .. DSL_mtu .. ' -c 5 ' .. ptarget) o = f:read('*all') f:close() if o:find('5 packets transmitted') then if not o:find('100%% packet loss') then result = fastd_mtu_high end end -- if result == fastd_mtu_high then if not (mtu == fastd_mtu_high) then mtu = setMTU (fastd_mtu_high) end else if not (mtu == fastd_mtu_low) then mtu = setMTU (fastd_mtu_low) end end -- os.execute('logger automtu: New fastd MTU = ' .. mtu .. ' Byte')
vines.register_vine( 'root', { description = "Roots", average_length = 9, },{ choose_random_wall = true, avoid_nodes = {"vines:root_middle"}, avoid_radius = 5, spawn_delay = 500, spawn_chance = 10, spawn_surfaces = { "default:dirt_with_grass", "default:dirt" }, spawn_on_bottom = true, plantlife_limit = -0.6, humidity_min = 0.4, }) vines.register_vine( 'vine', { description = "Vines", average_length = 5, },{ choose_random_wall = true, avoid_nodes = {"group:vines"}, avoid_radius = 5, spawn_delay = 500, spawn_chance = 100, spawn_surfaces = { "default:jungleleaves", "moretrees:jungletree_leaves_red", "moretrees:jungletree_leaves_yellow", "moretrees:jungletree_leaves_green" }, spawn_on_bottom = true, plantlife_limit = -0.9, humidity_min = 0.7, }) vines.register_vine( 'side', { description = "Vines", average_length = 6, },{ choose_random_wall = true, avoid_nodes = {"group:vines", "default:apple"}, choose_random_wall = true, avoid_radius = 3, spawn_delay = 500, spawn_chance = 100, spawn_surfaces = { "default:jungleleaves", "moretrees:jungletree_leaves_red", "moretrees:jungletree_leaves_yellow", "moretrees:jungletree_leaves_green" }, spawn_on_side = true, plantlife_limit = -0.9, humidity_min = 0.4, }) vines.register_vine( "jungle", { description = "Jungle Vines", average_length = 7, },{ choose_random_wall = true, neighbors = { "default:jungleleaves", "moretrees:jungletree_leaves_red", "moretrees:jungletree_leaves_yellow", "moretrees:jungletree_leaves_green" }, avoid_nodes = { "vines:jungle_middle", "vines:jungle_end", }, avoid_radius = 5, spawn_delay = 500, spawn_chance = 100, spawn_surfaces = { "default:jungletree", "moretrees:jungletree_trunk" }, spawn_on_side = true, plantlife_limit = -0.9, humidity_min = 0.2, }) vines.register_vine( 'willow', { description = "Willow Vines", average_length = 9, },{ choose_random_wall = true, avoid_nodes = { "vines:willow_middle" }, avoid_radius = 5, near_nodes = { 'default:water_source' }, near_nodes_size = 1, near_nodes_count = 1, near_nodes_vertical = 7, plantlife_limit = -0.8, spawn_chance = 10, spawn_delay = 500, spawn_on_side = true, spawn_surfaces = {"moretrees:willow_leaves"}, humidity_min = 0.5 })
local KUI, E, L, V, P, G = unpack(select(2, ...)) local KUF = KUI:GetModule("KUIUnits") local UF = E:GetModule("UnitFrames") --Cache global variables --Lua functions --WoW API / Variables function KUF:Update_PartyFrames(frame, db) frame.db = db do end frame:UpdateAllElements("KUI_UpdateAllElements") end function KUF:InitParty() if not E.db.unitframe.units.party.enable then return end --hooksecurefunc(UF, "Update_PartyFrames", KUF.Update_PartyFrames) end
load("A") load("B") load("BRK") load("C")
local LibAnim = LibStub( 'LibAnimation-1.0' ) if ( not LibAnim ) then return end local ZO_ObjectPool = ZO_ObjectPool LootDropAnimPool = ZO_ObjectPool:Subclass() function LootDropAnimPool:New() local result = ZO_ObjectPool.New( self, self.Create, function( ... ) self:Reset( ... ) end ) return result end function LootDropAnimPool:Create( animType, loop ) return LibAnim:New( nil, animType, loop ) end function LootDropAnimPool:Reset( anim ) anim:Stop() end function LootDropAnimPool:Apply( control ) local anim, key = self:AcquireObject() anim:SetUserData( key ) anim:Apply( control ) anim:SetHandler( 'OnStop', function( animation ) if ( animation:GetProgress() == 1.0 ) then self:ReleaseObject( anim:GetUserData() ) animation:SetHandler( 'OnStop', nil ) end end ) return anim end
local skynet = require "skynet" local fruit = require "fruit" local CMD={} local player = {} ----player[uniid]={agent,money,connecting} local lastresult local MAXCOUNT = 2--最大连任次数 local leavelist = {}--待离开游戏的玩家 local leavedearler --待,不当庄家的id local status = {FREE=1,BUSY=2,OPEN=3}--三个状态无论那个都可以上庄家队列,free不可压,庄家可自由选择当不当庄家 --busy庄家不能动,庄家可压注,open状态,不可压不可下庄家,游戏开奖中 local gamestatus --游戏状态,如果是正在进行中,不可更换庄家,如果是休息状态,可以这段时间内更换,庄家选择下庄,也 --要等到一轮压注结束 ------------ local clearthread --控制玩家游戏退出游戏的线程,游戏进行中不可退出,游戏准备中此线程运行 local disconthread={}--每个掉线用户启动一个线程 local reconnecttime = 10--掉线超时时间,秒 local ERRORCODE = require "errorcode" function tellgameStatus( )--告诉房间里所有的人 local tmp = fruit:getGameStatus( ) tmp.action="gamestatus" for k,v in pairs(player) do if k=="aaaaaaaa" then local pstatus = fruit:getPlayerStatus( k ) --pstatus --- money=money --luobo=0 --baicai=0 --wandou=0 --nangua=0 -- gangzhe=0 -- mogu=0 -- guangchangsu=0 -- yidianhong=0 -- currentwin=0 -- win=0 tmp.mystatus=pstatus --tellagent(agent,t) print("****************************************") print("****************************************") for k,v in pairs(tmp) do if type(v)=="table" then print(k) for i,j in pairs(v) do if k=="onlinepeople" then print("x ",i,j,fruit:getPlayerMoney(j)) else print("x ",i,j) end end else print(k,v) end end tellagent("TESTSERVER",tmp) end end end function tellerror( uniid, code ) if uniid=="aaaaaaaa" then local t = {action="error",code=code} tellagent("TESTSERVER",t) end end function tellstatus( t )--所有玩家共用同样的信息 --遍历玩家table,分别给agent发送消息,t中已经存有状态信息 tellagent("TESTSERVER",t) end function tellagent( agent,t ) --拜托agent把消息传到客户端 skynet.send(agent,"lua","tellagent",t) end function CMD.getgamestatus( uniid )--主动请求游戏状态 local tmp = fruit:getGameStatus( ) tmp.action="gamestatus" tmp.mystatus=fruit:getPlayerStatus( uniid ) --只告诉uniid一个用户就可以了 if player[uniid] then local agent = player[uniid].agent tellagent("TESTSERVER",tmp) end end function CMD.newplayer( uniid, money )-- print("newplayer") player[uniid]={agent="0000",money=money,connecting=true}--通过redis查到它的agent地址,把它存起来 local success,code = fruit:newPlayer( uniid, money )--往游戏逻辑中加入玩家 if not success then tellerror(uniid,code) else tellgameStatus( ) end end function CMD.leavehourse( uniid ) if gamestatus==status.FREE then playerExit( uniid ) else print("玩家准备离开房间",uniid) table.insert(leavelist,uniid)--加入待退出玩家, end end function CMD.reconnect( uniid )--重连后,服务器需要把状态推送给客户端口 player[uniid].connecting=true end function CMD.disconnect( uniid ) player[uniid].connecting=false --做掉线的数据处理 disconthread[uniid]=skynet.fork(function ( ) local count = 0 local myid = uniid while true do if not player[myid].connecting then skynet.sleep(100) count=count+1 if count>reconnecttime then CMD.leavehourse(myid) disconthread[uniid]=nil break end else --期间重新连接,connecting变成true disconthread[uniid]=nil break end end end) end function playerExit( uniid )--只有玩家被服务器认可的退出才可调用此方法 fruit:playerExit( uniid ) --退出房间做后续的工作,将用户的钱保存进数据库 player[uniid]=nil tellgameStatus( ) end function CMD.wantdealer( uniid )--排队上庄 local success,code = fruit:wantDealer( uniid )--上庄是否成功 if not success then tellerror(uniid,code) else tellgameStatus( ) end end function CMD.exitdearlerlist( uniid )--取消排队 local success,code = fruit:exitDearlerList( uniid ) if not success then tellerror(uniid,code) else tellgameStatus( ) end end function CMD.exitdealer( uniid )--庄家不想当庄家 if fruit:getDealerUid( )~=uniid then print("you are not a dealer!") elseif gamestatus==status.FREE then fruit:exitDealer( uniid ) tellgameStatus( ) else --uniid是庄家,而且游戏在进行中 leavedearler=uniid print("当前不可下庄家,在此局游戏结束后下庄") tellerror(uniid,ERRORCODE.notadealernexttime) end end function CMD.yaluobo( uniid,money ) if gamestatus==status.BUSY then local success ,code= fruit:yaLouBo( uniid,money ) if success then tellgameStatus() --实时更新游戏状态 else tellerror( uniid, code) end else print("压注失败,游戏稍后开始!") tellerror( uniid, ERRORCODE.gameisprepare) end end function CMD.yabaicai( uniid,money ) if gamestatus==status.BUSY then local success ,code= fruit:yaBaiCai( uniid,money ) if success then tellgameStatus()--实时更新游戏状态 else tellerror( uniid, code) end else print("压注失败,游戏稍后开始!") tellerror( uniid, ERRORCODE.gameisprepare) end end function CMD.yawandou( uniid,money ) if gamestatus==status.BUSY then local success ,code= fruit:yaWanDou( uniid,money ) if success then tellgameStatus()--实时更新游戏状态 else tellerror( uniid, code) end else print("压注失败,游戏稍后开始!") tellerror( uniid, ERRORCODE.gameisprepare) end end function CMD.yanangua( uniid,money ) if gamestatus==status.BUSY then local success ,code= fruit:yaNanGua( uniid,money ) if success then tellgameStatus()--实时更新游戏状态 else tellerror( uniid, code) end else print("压注失败,游戏稍后开始!") tellerror( uniid, ERRORCODE.gameisprepare) end end function CMD.yagangzhe( uniid,money ) if gamestatus==status.BUSY then local success ,code= fruit:yaGangZhe( uniid,money ) if success then tellgameStatus()--实时更新游戏状态 else tellerror( uniid, code) end else print("压注失败,游戏稍后开始!") tellerror( uniid, ERRORCODE.gameisprepare) end end function CMD.yamogu( uniid,money ) if gamestatus==status.BUSY then local success ,code= fruit:yaMoGu( uniid,money ) if success then tellgameStatus()--实时更新游戏状态 else tellerror( uniid, code) end else print("压注失败,游戏稍后开始!") tellerror( uniid, ERRORCODE.gameisprepare) end end function CMD.yaguangchangsu( uniid,money ) if gamestatus==status.BUSY then local success ,code= fruit:yaGuangChangSu( uniid,money ) if success then tellgameStatus()--实时更新游戏状态 else tellerror( uniid, code) end else print("压注失败,游戏稍后开始!") tellerror( uniid, ERRORCODE.gameisprepare) end end function CMD.yayidianhong( uniid,money ) if gamestatus==status.BUSY then local success ,code= fruit:yaYiDianHong( uniid,money ) if success then tellgameStatus() else tellerror( uniid, code) end else print("压注失败,游戏稍后开始!") tellerror( uniid, ERRORCODE.gameisprepare) end end function syncMoney( )--游戏逻辑中的Money和player中的money for k,v in pairs(player) do v.money=fruit:getPlayerMoney( k ) end end local preparetime = 5 local yazhutime = 10 local opentime =5 function CMD.start( )--游戏主逻辑控制 fruit:newgame( ) skynet.fork(function ( ) while true do --{action="prepare"} gamestatus=status.FREE--闲家不可压注,庄家可随意更换状态 print("游戏准备开始") tellstatus({action="prepare"}) skynet.sleep(preparetime*100)--此状态保持10S skynet.error("game begin","地主ID "..fruit:getDealerUid( ),"连任次数"..fruit:getReslectCount( )) ----------------------- ----{action="busy"} ----------------------- print("游戏已经开始") gamestatus=status.BUSY--庄家不可更换,闲家压注 tellstatus({action="busy"}) skynet.sleep(yazhutime*100)--此状态保持10S --------------------- local result=fruit:open()--游戏开奖,返回一个结果table --{action="result",result="",index=""} lastresult=result.result result.action="result" syncMoney( ) gamestatus=status.OPEN--开奖状态 tellstatus(result) skynet.sleep(opentime*100)--此状态保持10S fruit:newgame( )--清除数据,重新开始 if fruit:getReslectCount( )>=MAXCOUNT then fruit:changeDearler( ) elseif fruit:isComputer() and #fruit:getDearlerList()>0 then --如果是电脑做庄,队列不为空,换为玩家做庄 fruit:changeDearler( ) end --------------------- skynet.wakeup(clearthread)--唤醒co做游戏结束后的处理 end end) clearthread=skynet.fork(function ( ) while true do skynet.wait()--可以让玩家退出的时候唤醒它 skynet.error("clear home!") -------------FREE状态--------------- if #leavelist~=0 then for k,v in pairs(leavelist) do playerExit( v ) end leavelist={} end if leavedearler then print(leavedearler,"退出庄家") fruit:exitDealer( leavedearler ) leavedearler=nil end ------------------------------------ tellgameStatus( ) end end) -- skynet.fork(function ( ) -- while true do -- skynet.sleep(50) -- os.execute("clear") -- local tmp = fruit:getGameStatus( ) -- local rightprint = {} -- table.insert(rightprint,"--------------------------") -- table.insert(rightprint,"--------------------------") -- table.insert(rightprint,"--------------------------") -- for k,v in pairs(tmp) do -- if type(v)~="table" then -- table.insert(rightprint,"-----"..k..": "..v.."--------") -- end -- end -- table.insert(rightprint,"--------------------------") -- table.insert(rightprint,"--------------------------") -- table.insert(rightprint,"--------------------------") -- local leftprint = {} -- table.insert(leftprint,"--------------------------") -- table.insert(leftprint,"--------------------------") -- table.insert(leftprint,"--------------------------") -- table.insert(leftprint,"-------onlinepeople-------") -- local playert = fruit:getPlayer() -- for k,v in pairs(playert) do -- table.insert(leftprint,"-----"..k..": "..v.."----"..fruit:getPlayerMoney(v)) -- end -- table.insert(leftprint,"-------onlinepeople2-------") -- for k,v in pairs(player) do -- table.insert(leftprint,"-----"..k..": "..v.money.."--------") -- end -- table.insert(leftprint,"-------list------------") -- playert=fruit:getDearlerList() -- for k,v in pairs(playert) do -- table.insert(leftprint,"-----"..k..": "..v.."--------") -- end -- table.insert(leftprint,"--------------------------") -- table.insert(leftprint,"--------------------------") -- table.insert(leftprint,"--------------------------") -- if gamestatus==status.BUSY then -- print(" 正在压注中------上一局开出",lastresult) -- elseif gamestatus==status.FREE then -- print(" 游戏准备中------上一局开出",lastresult) -- elseif gamestatus==status.OPEN then -- print(" 游戏开奖中------开出 ",lastresult) -- end -- for k,v in pairs(disconthread) do -- print("掉线玩家",k,v) -- end -- local prints=" can1fdsf can2fdsf " -- for i=1,20 do -- if not leftprint[i] then -- leftprint[i]="---------------------" -- end -- if not rightprint[i] then -- rightprint[i]="---------------------" -- end -- local print2 -- print2=string.gsub(prints,"can1fdsf",leftprint[i]) -- print2=string.gsub(print2,"can2fdsf",rightprint[i]) -- print(print2) -- end -- local a = {} -- for k,v in pairs(player) do -- table.insert(a,fruit:getPlayerStatus( k )) -- end -- print("-------------------------------------") -- for k,v in pairs(player) do -- local x = fruit:getPlayerStatus(k) -- for i,j in pairs(x) do -- if j~=0 then -- print(k,i,j) -- end -- end -- end -- end -- end) end skynet.start(function ( ) skynet.dispatch("lua",function ( session,source,cmd,... ) local f = CMD[cmd] if f then f(...) end end) end)
---------------------------------------------------------------------------------------- -- Corp Missions v1.0 - code library ---------------------------------------------------------------------------------------- -- small library intended to provide functions to add/remove mission to corporations. -- required to make mission mods compatible with island replacement mods. -- -- NOTE that islands do not get swapped until after init, so if you want to add -- a mission to a custom corporation on an island, you need to do so at load. -- ---------------------------------------------------------------------------------------- -- Usage: ---------------------------------------------------------------------------------------- -- place the following at the top of any lua file that wants to use the library. -- -- local path = mod_loader.mods[modApi.currentMod].scriptPath -- local corpMissions = require(path .."corpMissions") -- ---------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------- -- Signature of all addition functions: ---------------------------------------------------------------------------------------- -- corpMissions.Add_Missions_High(mission, corp, force) ---------------------------------------------------------------------------------------- -- adds a mission to a corporation. -- if corp is nil, the mission will be added to all default corps. -- -- arg - type - description -- ------ ----------- ------------------------------------------------------------ -- mission - string - mission we want to add. -- corp - string - corporation we want to add the mission to. -- force - boolean - if we should allow duplicate additions of mission. (optional) ---------------------------------------------------------------------------------------- -- Signature of all removal functions: ---------------------------------------------------------------------------------------- -- corpMissions.Rem_Missions_High(mission, corp, once) ---------------------------------------------------------------------------------------- -- removes a mission from a corporation. -- if corp is nil, the mission will be removed from all default corps. -- -- arg - type - description -- ------ ----------- ------------------------------------------------------------ -- mission - string - mission we want to remove. -- corp - string - corporation we want to remove the mission from. -- once - number - if true, it will only attempt to remove the mission once. (optional) ---------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------- -- Examples: ---------------------------------------------------------------------------------------- -- corpMissions.Add_Missions_High("Mission_Survive", "Corp_Grass") -- corpMissions.Add_Missions_Low("Mission_Survive", "Corp_Grass") -- corpMissions.Add_Bosses("Mission_BotBoss", "Corp_Grass") -- corpMissions.Add_UniqueBosses("Mission_BotBoss", "Corp_Grass") -- corpMissions.Rem_Missions_High("Mission_Survive", "Corp_Grass") -- corpMissions.Rem_Missions_Low("Mission_Survive", "Corp_Grass") -- corpMissions.Rem_Bosses("Mission_BotBoss", "Corp_Grass") -- corpMissions.Rem_UniqueBosses("Mission_BotBoss", "Corp_Grass") -- ---------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------- local this = {} local corps = { "Corp_Grass", "Corp_Desert", "Corp_Snow", "Corp_Factory" } -- set id for default corporations. for i, v in ipairs(corps) do _G[v].id = _G[v].id or v end _G["Corp_Default"].id = "Corp_Default" local function Add(tbl) this['Add_'.. tbl] = function(mission, corp, force) for _, v in ipairs(corps) do if corp == _G[v].id or (not corp and list_contains(corps, _G[v].id)) then if force or not list_contains(_G[v][tbl], mission) then table.insert(_G[v][tbl], mission) end end end end this['Rem_'.. tbl] = function(mission, corp, once) for _, v in ipairs(corps) do if not corp or corp == _G[v].id then while list_contains(_G[v][tbl], mission) do remove_element(mission, _G[v][tbl]) end end end end end Add("Missions_High") Add("Missions_Low") Add("Bosses") Add("UniqueBosses") return this
-- DunGener v0.1.1 -- generates a dungeon using the BSP algorithm -- the width and height are arbitrary units -- that can be used for pixels, the pico8 map, or -- something of your own creation. -- @see http://www.roguebasin.com/index.php?title=Basic_BSP_Dungeon_generation -- @see https://eskerda.com/bsp-dungeon-generation/ -- @param {int} width Map width - see above for more info -- @param {int} height Map Height - see above for more info -- @param {int} max_depth - how deep the BSP tree gets -- the greater the number, the more and smaller rooms -- are generated. For large maps, a higher number is useful, -- smaller maps, a lower number works better. -- The program will begin to decrease depth automatically -- if the process is taking too long. (decreases every second) -- @param {fn} pathfn - path connection function -- it is called with (x0,y0,x1,y1) -- where the coordinates make a line -- from two points, the line is always -- vertical, and horizontal. it always goes -- from center of a container to another center -- of another container. It is guaranteed to -- go from left to right, or top to bottom. -- you can use this to render tiles -- to the map, or to pixels. -- @param {fn} renderfn - room rendering function -- it is called with (x0,y0,x1,y1) -- where the coordinates make a rectangle -- called on your own by iterating -- over rooms and calling room.render() on each -- used to render tiles to the map, or to pixels. -- @param {int} min_size - minimum room size before -- the room is not added to the rooms array, default is 8. -- The program will decrease the minimum size if it is taking -- too long to process, which is usually only the case when -- the minimum size is too high. -- @returns {table} rooms, {table} tree -- tuple of tables, rooms and tree. -- rooms contains data about each room in the map -- tree contains traversable tree of containing cells -- primarily used for calling rendering functions function genesis(width, height, max_depth, pathfn, renderfn, min_size) local fail = false if (__retries == 500) then if (max_depth > 2) max_depth -= 1 end if (__retries == 1000) then if (min_size > 4) min_size -= 1 __retries = 0 end if (nil == min_size) min_size = 8 local rooms = {} function new_tree(leaf) if (fail) return return { leaf=leaf, lchild=nil, rchild=nil } end function new_container(x, y, w, h) if (fail) return -- create a container cell local c = { x=flr(x), y=flr(y), w=flr(w), h=flr(h), } -- calculate center coordinates c.cx=c.x+flr(c.w/2) c.cy=c.y+flr(c.h/2) -- render path fn function c:render_path(o) local x0 = min(self.cx, o.cx) local y0 = min(self.cy, o.cy) local x1 = max(self.cx, o.cx) local y1 = max(self.cy, o.cy) pathfn(x0,y0,x1,y1) end return c end -- divide container into two -- smaller "sub" containers function split_container(cont, tries) if (fail) return if (nil == tries) tries = 0 local r1 = nil local r2 = nil tries += 1 if (rint(1, 2) == 1) then r1 = new_container( cont.x, cont.y, rint(1, cont.w), cont.h, tries ) r2 = new_container( cont.x + r1.w, cont.y, cont.w - r1.w, cont.h, tries ) if (tries < 60) then local r1_w_ratio=r1.w/r1.h local r2_w_ratio=r2.w/r2.h if (r1_w_ratio < 0.45 or r2_w_ratio < 0.45) split_container(cont, tries) end else r1 = new_container( cont.x, cont.y, cont.w, rint(1, cont.h), tries ) r2 = new_container( cont.x, cont.y + r1.h, cont.w, cont.h - r1.h, tries ) if (tries < 60) then local r1_h_ratio=r1.h/r1.w local r2_h_ratio=r2.h/r2.w if (r1_h_ratio < 0.45 or r2_h_ratio < 0.45) split_container(cont, tries) end end if (tries >= 60) fail = true return r1, r2 end function add_children(c, depth) if (fail) return depth -= 1 local root = new_tree(c) if (depth >= 0) then if (c.w > min_size*2.5 and c.h > min_size*2.5) then local sr1, sr2 = split_container(c) if (sr1.w > min_size and sr2.w > min_size and sr1.h > min_size and sr2.h > min_size) then root.lchild = add_children(sr1, depth) root.rchild = add_children(sr2, depth) -- when we reach the end, -- add rooms to the containers if (depth == 0) then make_room(sr1) make_room(sr2) end else if (__retries) fail = true end else fail = true end end return root end function make_room(c) if (nil == c or fail) return -- create and add room from -- the given container's info local r = {} local w_padding = rint(flr(c.w*.15), flr(c.w*.25)) local h_padding = rint(flr(c.h*.20), flr(c.h*.25)) r.x = c.x + w_padding r.y = c.y + h_padding r.w = c.w - (w_padding * 2) r.h = c.h - (h_padding * 2) if (r.h > r.w*1.6) then local cap = rint(r.w, r.w*1.25) local difference = r.h-cap r.h=cap r.y += flr(difference/2) end if (r.w > r.h*1.6) then local cap = rint(r.h, r.h*1.25) local difference = r.w-cap r.w=cap r.x += flr(difference/2) end function r:render() renderfn( self.x, self.y, self.x + self.w, self.y + self.h ) end add(rooms, r) end local root = new_container(0, 0, width, height) local tree = add_children(root, max_depth) if (fail == false) then return rooms, tree else __retries +=1 root=nil tree=nil return genesis(width, height, max_depth, pathfn, renderfn, min_size) end end function rint(a, b) return flr(rnd(b)) + a end __retries = 0
local ServiceType = require("ServiceType"); local CmdType = require("logic/Const/CmdType"); local Respones = require("Respones"); local Player = require("logic/Player"); local RobotPlayer =require("logic/RobotPlayer"); local Zone = require("logic/Const/Zone"); local MatchMgr = require("logic/MatchMgr"); local RoomState = require("logic/Const/RoomState"); local CenterRedis = require("datebase/redis_center"); local GameRedis = require("datebase/redis_game"); local CenterMysql = require("datebase/mysql_center"); local GameMysql = require("datebase/mysql_game"); --在线玩家【uid->Player】 local onlinePlayers = {}; local onlinePlayerCount = 0; --地区等待列表【zoneWaitingPlayerList[Zone.Sgyd]={},uid->Player] local zoneWaitingPlayerList = {}; zoneWaitingPlayerList[Zone.Sgyd]={}; zoneWaitingPlayerList[Zone.Assy]={}; --机器人列表 local zoneRobotList={}; zoneRobotList[Zone.Sgyd]={}; zoneRobotList[Zone.Assy]={}; --当前房间列表【roomList[Zone.Sgyd]={},uid->room] local zoneRoomList = {}; zoneRoomList[Zone.Sgyd]={}; zoneRoomList[Zone.Assy]={}; local _robot_game_infos_={}; local _robot_load_index_=1; --实例化机器人对象 local function _do_new_robotplayers(robots) local halfLen = math.floor(#robots * 0.5); local index = 0; for k, robot in pairs(robots) do local rp = RobotPlayer:New(); rp:Init(robot.uid,nil,nil); if index < halfLen then zoneRobotList[Zone.Sgyd][robot.uid]=rp; else zoneRobotList[Zone.Assy][robot.uid]=rp; end index = index + 1; end end --加载机器人角色信息到Redis【uinfo】 local function _do_load_robot_uinfo(uid) CenterMysql.GetUinfoByUid(uid, function(err,uinfo) if err or not uinfo then Debug.LogError(err); return; end --设置到Redis中去 CenterRedis.SetUinfo(uid,uinfo, function() --加载完最后一个的时候开始实例化机器人对象 if _robot_load_index_ == #_robot_game_infos_ then _do_new_robotplayers(_robot_game_infos_); _robot_game_infos_=nil; end _robot_load_index_ = _robot_load_index_ + 1; end); end); end --加载机器人游戏信息Redis【ginfo】 local function _do_load_robot_ugame_info() -- print("_do_load_robot_ugame_info"); GameMysql.GetRobotUgameInfo( function(err,robots) if err then Debug.LogError(err); return; end if not robots or #robots<=0 then Debug.LogError("not robots or #robots<=0"); return; end --保存到全局变量 _robot_game_infos_=robots; --写入Redis for k, robot in pairs(robots) do GameRedis.SetUgameInfo(robot.uid,robot, function() _do_load_robot_uinfo(robot.uid); end); end end ); end --加载机器人信息 local function _load_robots() -- print("_load_robots"); if not CenterRedis.IsConnect() or not GameRedis.IsConnect() or not CenterMysql.IsConnect() or not GameMysql.IsConnect() then Timer.Once(_load_robots,5000); return; end _do_load_robot_ugame_info(); end --获取空闲机器人 local function _search_idle_robot(zid) for k, robot in pairs(zoneRobotList[zid]) do if robot.roomid==-1 then return robot; end end return nil; end --把空闲机器人匹配到房间中去 local function _do_push_robots_to_room() for zid, roomList in pairs(zoneRoomList) do -- print("zoneType",zid,"rooms",#roomList); for roomid, room in pairs(roomList) do if room.state==RoomState.InView then -- print("find room",room.roomid,roomid); --找一个空闲机器人 local robot=_search_idle_robot(zid); if robot then room:AddPlayer(robot); -- test -- Timer.Once(function() -- room:RemovePlayer(robot) -- end,5000); end end end end end --查询还在集结状态的房间,没有就创建 local function _search_inview_room( zoneType ) local targetRooms = zoneRoomList[zoneType]; for roomid,room in ipairs(targetRooms) do if room.state==RoomState.InView then return room; end end --没有就创建房间 local room = MatchMgr:New(); room:Init(zoneType); if not room then Debug.LogError("create room failed"); return; elseif not room.roomid then Debug.LogError("room.roomid is nil"); return; end targetRooms[room.roomid]=room; print("create room",room.roomid); return room; end --匹配玩家 local function _do_match_players() for zoneType,waitlist in pairs(zoneWaitingPlayerList) do if not waitlist then Debug.LogError("waiting list is null,zoneType: ",zoneType); return; end for uid,player in pairs(waitlist) do local room = _search_inview_room(zoneType); if room then if not room:AddPlayer(player) then Debug.LogError("player enter room error,player.state",player.state,"room.state",room.state); end --进入房间成功,将玩家移出等待队列 waitlist[player.uid]=nil; end end end end --返回区域ID的合法性 local function _check_zoneid( zid ) for k,v in pairs(Zone) do if v==zid then return true; end end return false; end --发送消息 local function _send_status( s,stype,ctype,uid,_status) local msg = {stype,ctype,uid, { status=_status, }}; Session.SendPackage(s,msg); end --玩家登陆请求 local function on_login_logic_req( s,req ) local uid = req[3]; local stype = req[1]; local p = onlinePlayers[uid]; local msg=req[4]; --玩家已经存在 if p then --更新session p:SetSession(s); p:SetAddr(msg.ip,msg.udp_port); _send_status(s,stype,CmdType.eLoginLogicRes,uid,Respones.OK); return; end --保存Player对象 p=Player:New(); p:Init(uid,s,function ( status ) --出错 if status~=Respones.OK then _send_status(s,stype,CmdType.eLoginLogicRes,uid,status); return; end --成功 onlinePlayers[uid]=p; onlinePlayerCount=onlinePlayerCount+1; print("Player [ "..uid.." ] come in"); _send_status(s,stype,CmdType.eLoginLogicRes,uid,Respones.OK); p:SetAddr(msg.ip,msg.udp_port); end); end --玩家短线 local function on_player_lost_conn( s,req ) local uid = req[3]; local p = onlinePlayers[uid]; if not p then return; end p:SetSession(nil); p:SetAddr(-1,-1); --游戏中的玩家 if p.zoneid~=-1 then --是否在地区中 if zoneWaitingPlayerList[p.zoneid][uid] and zoneWaitingPlayerList[p.zoneid][uid]==p then --移除玩家 zoneWaitingPlayerList[p.zoneid][uid]=nil; p.zoneid=-1; end end --玩家下线 print("Player [ "..uid.." ] leave"); onlinePlayers[uid]=nil; onlinePlayerCount=onlinePlayerCount-1; end --网关掉线 local function on_gateway_disconnect(s) local k,v; for k,v in pairs(onlinePlayers) do v:SetSession(nil); end end --网关连接 local function on_gateway_connect( s,stype ) print("gateway connect to logic"); local k,v; for k,v in pairs(onlinePlayers) do v:SetSession(s); end end --进入区域 local function enter_zone( s,req ) local stype = req[1]; local uid = req[3]; local p = onlinePlayers[uid]; --检查Player以及所在区域的合法性 if not p then Debug.LogError("player is null ???"); _send_status(s,stype,CmdType.eEnterZoneRes,uid,Respones.InvalidOprate); return; elseif p.zoneid~=-1 then Debug.LogError("player has entered zone: ",p.zoneid); _send_status(s,stype,CmdType.eEnterZoneRes,uid,Respones.InvalidOprate); return; end local zid = req[4].zoneid; if not _check_zoneid(zid) then _send_status(s,stype,CmdType.eEnterZoneRes,uid,Respones.InvalidParams); return; end --加入等待列表 if not zoneWaitingPlayerList[zid] then zoneWaitingPlayerList[zid]={}; end zoneWaitingPlayerList[zid][uid]=p; p.zoneid=zid; _send_status(s,stype,CmdType.eEnterZoneRes,uid,Respones.OK); return; end --离开房间 local function on_player_exit_room(s,req) local uid = req[3]; local player = onlinePlayers[uid]; if not player or player.roomid==-1 or player.zoneid==-1 or player.seatid==-1 or player.state~=RoomState.InView then _send_status(s,req[1],CmdType.eExitRoomRes,Respones.InvalidOprate); return; end local room = zoneRoomList[player.zoneid][player.roomid]; if not room or room.state~=RoomState.InView then _send_status(s,req[1],CmdType.eExitRoomRes,Respones.InvalidOprate); return; end room:RemovePlayer(player); end --Udp测试消息处理 local function on_udp_test(s,req) print("get conent: ", req[4].content); Session.SendPackage(s,req); end local function on_next_frame_opts(s,req) local stype = req[1]; local uid = req[3]; local body = req[4]; local zone = zoneRoomList[body.zoneid]; if not zone then Debug.LogError("zone is invalid: ",body.zoneid); return; end local room =zone[body.roomid]; if not room then Debug.LogError("room is invalid: ",body.zoneid.." : "..body.roomid); return; end if room.state~=RoomState.Playing then Debug.LogError("room state wrong: "..room.state); return; end room:OnNextFrame(body); end GameRedis.Connect(); GameMysql.Connect(); CenterRedis.Connect(); CenterMysql.Connect(); --加载机器人信息 _load_robots(); --启动一个定时器,定期匹配玩家 Timer.Repeat(_do_match_players,1000,-1,5000); --定期匹配机器人 Timer.Repeat(_do_push_robots_to_room,1000,-1,2000); return{ OnLoginLogicReq = on_login_logic_req, OnPlayerLostConn = on_player_lost_conn, OnGatewayLostConn = on_gateway_disconnect, OnGatewayConn = on_gateway_connect, EnterZone = enter_zone, OnPlayerExitRoom = on_player_exit_room, OnUdpTest = on_udp_test, OnNextFrameOpts = on_next_frame_opts, };
#!/usr/bin/env lua function trim(s) return s:match '^%s*(.-)%s*$' end function split(s, delimiter) if not delimiter or delimiter == "" then return s end result = {} for match in (s..delimiter):gmatch("(.-)"..delimiter) do table.insert(result, match) end return unpack(result) end local current_word = nil local current_count = 0 local word = nil local count = nil repeat local line = io.read("*line") if line then word, count = split(trim(line), "\t") count = tonumber(count) if word and count then if current_word == word then current_count = current_count + count else if current_word then print(string.format("%s\t%s", current_word, current_count)) end current_count = count current_word = word end end end until not line if current_word == word then print(string.format("%s\t%s", current_word, current_count)) end
-------------------- -- `forall` statement. -- The syntax is `forall VAR SELECT [if CONDN] do` where -- `SELECT` is either `in TBL` or `= START,FINISH` -- -- For example, -- -- forall name in {'one','two'} do print(name) end -- -- forall obj in get_objects() if obj:alive() then -- obj:action() -- end -- -- Using `forall`, we also define _list comprehensions_ like -- `L{s:upper() | s in names if s:match '%S+'}` -- -- @module macro.forall local M = require 'macro' --- extended for statement. -- @macro forall M.define('forall',function(get,put) local var = get:name() local t,v = get:next() local rest,endt = get:list(M.upto_keywords('do','if')) put:keyword 'for' if v == 'in' then put:name '_' ',' :name(var):keyword 'in' put:name 'ipairs' '(' :list(rest) ')' elseif v == '=' then put:name(var) '=' :list(rest) else M.error("expecting in or =") end put:keyword 'do' if endt[2] == 'if' then rest,endt = get:list(M.upto_keywords('do')) put:keyword 'if':list(rest):keyword 'then':name '_END_END_' end return put end) --- list comprehension. -- Syntax is `L{expr | select}` where `select` is as in `forall`, -- or `L{expr for select}` where `select` is as in the regular `for` statement. -- @macro L -- @return a list of values -- @usage L{2*x | x in {1,2,3}} == {1,4,9} -- @usage L{2*x|x = 1,3} == {1,4,9} -- @usage L{{k,v} for k,v in pairs(t)} -- @see forall M.define('L',function(get,put) local t,v = get:next() -- must be '{' local expr,endt = get:list(function(t,v) return t == '|' or t == 'keyword' and v == 'for' end,'') local select = get:list('}','') put '(' : keyword 'function' '(' ')' :keyword 'local':name 'res' '=' '{' '}' if endt[2] == '|' then put:name'forall' else put:keyword 'for' end put:list(select):space():keyword'do' put:name'res' '[' '#' :name'res' '+' :number(1) ']' '=' :list(expr):space() put:keyword 'end' :keyword 'return' : name 'res' :keyword 'end' ')' '(' ')' put:name '_POP_':string'L' return put end)
--[[ Remove jobs from the specific set. Input: KEYS[1] set key, KEYS[2] events stream key ARGV[1] jobId ARGV[2] timestamp ARGV[3] limit the number of jobs to be removed. 0 is unlimited ARGV[4] set name, can be any of 'wait', 'active', 'paused', 'delayed', 'completed', or 'failed' ]] local rcall = redis.call local command = "ZRANGE" local isList = false if ARGV[4] == "wait" or ARGV[4] == "active" or ARGV[4] == "paused" then command = "LRANGE" isList = true end local rangeStart = 0 local rangeEnd = -1 local limit = tonumber(ARGV[3]) -- If we're only deleting _n_ items, avoid retrieving all items -- for faster performance -- -- Start from the tail of the list, since that's where oldest elements -- are generally added for FIFO lists if limit > 0 then rangeStart = -1 - limit + 1 rangeEnd = -1 end local jobs = rcall(command, KEYS[1], rangeStart, rangeEnd) local deleted = {} local deletedCount = 0 local jobTS for _, job in ipairs(jobs) do if limit > 0 and deletedCount >= limit then break end local jobKey = ARGV[1] .. job if (rcall("EXISTS", jobKey .. ":lock") == 0) then jobTS = rcall("HGET", jobKey, "timestamp") if (not jobTS or jobTS < ARGV[2]) then if isList then rcall("LREM", KEYS[1], 0, job) else rcall("ZREM", KEYS[1], job) end rcall("DEL", jobKey) rcall("DEL", jobKey .. ":logs") deletedCount = deletedCount + 1 table.insert(deleted, job) end end end rcall("XADD", KEYS[2], "*", "event", "cleaned", "count", deletedCount) return deleted
local path = require "path" local function is_empty_dir(p) local ok = path.each(path.join(p, '*.*'), function() return true end) return not ok end local function walk_empty_dirs(p, fn) local is_recurse = p:sub(1,1) == '!' if is_recurse then p = p:sub(2) end path.each(path.join(p, '*.*'), fn, { skipfiles=true, skipdirs=false, recurse=is_recurse, filter=is_empty_dir, }) end return walk_empty_dirs
-- Require statements local ReplicatedStorage = game:GetService("ReplicatedStorage") local Resources = require(ReplicatedStorage:WaitForChild("Resources")) local module = {} -- Libraries local Color = Resources:LoadLibrary("Color") local Enumeration = Resources:LoadLibrary("Enumeration") local Tween = Resources:LoadLibrary("Tween") local Snackbar = Resources:LoadLibrary("Snackbar") -- Constants local PrimaryColor3 = Color.Teal[500] local SourceSansSemibold = Enum.Font.SourceSansSemibold.Value local Code = Enum.Font.Code local Align = Enum.TextXAlignment.Center local ENTER_TIME = 150 / 1000 * 2 local InBack = Enumeration.EasingFunction.InBack.Value local OutBack = Enumeration.EasingFunction.OutBack.Value function module.make(loc) local LoadingScreen = Instance.new("ScreenGui") LoadingScreen.Name = "loadingScreen" local Frame = Instance.new("Frame") Frame.BackgroundTransparency = 1 Frame.Size = UDim2.new(1, 0, 1, 0) Frame.Name = "Loading" Frame.Parent = LoadingScreen local UIScale = Instance.new("UIScale") UIScale.Scale = 0 UIScale.Name = "UIScale" UIScale.Parent = Frame local Background = Instance.new("ImageLabel") Background.BackgroundTransparency = 1 Background.ScaleType = Enum.ScaleType.Slice Background.SliceCenter = Rect.new(4, 4, 256 - 4, 256 - 4) Background.Image = "rbxassetid://1934624205" Background.Size = UDim2.new(0, 280, 0, 117) Background.Position = UDim2.new(0.5, 0, 0.5, 0) Background.AnchorPoint = Vector2.new(0.5, 0.5) Background.Name = "Background" Background.ZIndex = 2 Background.Parent = Frame local Header = Instance.new("TextLabel") Header.Font = SourceSansSemibold Header.TextSize = 26 Header.Size = UDim2.new(1, -48, 0, 64) Header.Position = UDim2.new(0, 24, 0.5, -64) Header.BackgroundTransparency = 1 Header.TextXAlignment = Align Header.TextTransparency = 0.13 Header.TextColor3 = Color.Black Header.Name = "Header" Header.ZIndex = 3 Header.Text = "Loading" Header.Parent = Background LoadingScreen.Parent = loc local Sub = Instance.new("TextLabel") Sub.Font = Code Sub.TextSize = 13 Sub.Size = UDim2.new(1, -24, 0, 16) Sub.Position = UDim2.new(0, 12, 0.5, -12) Sub.BackgroundTransparency = 1 Sub.TextXAlignment = Align Sub.TextTransparency = 0.13 Sub.TextColor3 = Color.Black Sub.Name = "Subtext" Sub.ZIndex = 3 Sub.Text = "Loading" Sub.Parent = Background script.TextChanger:Clone().Parent = Sub LoadingScreen.Parent = loc module.ui = LoadingScreen end function module.show(loc) if (module.ui) then print("Already made ") else module.make(loc) end Tween(module.ui.Loading.UIScale, "Scale", 1, OutBack, ENTER_TIME, true) Snackbar.new("Polaris promotion centres: Alpha", module.ui) end function module.hide() if (module.ui) then Tween(module.ui.Loading.UIScale, "Scale", 0, OutBack, ENTER_TIME, true) module.ui:Destroy() module.ui = nil end end return module
RegisterNetEvent('ND_hospital:client:RPCheckPos') AddEventHandler('ND_hospital:client:RPCheckPos', function() TriggerServerEvent('ND_hospital:server:RPRequestBed', GetEntityCoords(PlayerPedId())) end) RegisterNetEvent('ND_hospital:client:RPSendToBed') AddEventHandler('ND_hospital:client:RPSendToBed', function(id, data) bedOccupying = id bedOccupyingData = data SetBedCam() Citizen.CreateThread(function() local scaleform = InBedTooltip('instructional_buttons', false) while bedOccupyingData ~= nil do DrawScaleformMovieFullscreen(scaleform, 255, 255, 255, 255, 0) if IsControlJustReleased(0, Config.Keys.GetUp) then LeaveBed() end Citizen.Wait(1) end end) end) RegisterNetEvent('ND_hospital:client:SendToBed') AddEventHandler('ND_hospital:client:SendToBed', function(id, data) bedOccupying = id bedOccupyingData = data SetBedCam() Citizen.CreateThread(function () Citizen.Wait(5) local player = PlayerPedId() exports['ND_notify']:SendAlert('inform', Config.Strings.BeingTreated) Citizen.Wait(Config.AIHealTimer * 1000) TriggerServerEvent('ND_hospital:server:EnteredBed') end) end) RegisterNetEvent('ND_hospital:client:ForceLeaveBed') AddEventHandler('ND_hospital:client:ForceLeaveBed', function() LeaveBed() end)
impulse.Relationships = impulse.Relationships or {} impulse.Relationships.Players = impulse.Relationships.Players or {} impulse.Relationships.NPCS = impulse.Relationships.NPCS or {} local function StoreDefaultRelationship(npc) if player.GetCount() == 0 then return end npc.DefaultRelationship = npc:Disposition(player.GetAll()[1]) or 1 end function impulse.Relationships.Find(ply, npcclass) local t = ply:Team() local tData = impulse.Teams.Data[t] if tData and tData.Relationships and tData.Relationships[npcclass] then return tData.Relationships[npcclass] end return impulse.Relationships.Defaults[npcclass] or D_NU end function impulse.Relationships.SyncNPC(npc) if player.GetCount() > 1 then for v,k in pairs(impulse.Relationships.Players) do if IsValid(k) then npc:AddEntityRelationship(k, D_HT, 99) else impulse.Relationships.Players[v] = nil end end end table.insert(impulse.Relationships.NPCS, npc) end function impulse.Relationships.SyncPlayer() end
/* SFM Bridge for Garry's Mod This software is licensed under the MIT License. Copyright (c) 2021 KiwifruitDev THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ SFM_BRIDGE_CLIENT_BONES = SFM_BRIDGE_CLIENT_BONES or {} SFM_BRIDGE_CLIENT_CALLBACKS = SFM_BRIDGE_CLIENT_CALLBACKS or {} SFM_BRIDGE_CLIENT_MOVIE_DATA = SFM_BRIDGE_CLIENT_MOVIE_DATA or {} local sfm_bridge_cl_disablebones = CreateConVar("sfm_bridge_cl_disablebones", "0", FCVAR_NONE, "Disables bone manipulation on the client.") local sfm_bridge_cl_framecommand = CreateConVar("sfm_bridge_cl_framecommand", "", FCVAR_NONE, "Runs this command on every frame sent by SFM Bridge.") local function printdebug(...) if GetConVar("sfm_bridge_debug", "0"):GetBool() then print(...) end end local function flush(ent) local count = 0 if IsValid(ent) then local callbacks = ent:GetCallbacks("BuildBonePositions") if callbacks then for k, v in pairs(callbacks) do ent:RemoveCallback("BuildBonePositions", k) count = count + 1 end end end if sfm_bridge_cl_disablebones:GetBool() then return count end -- ignore bone data if disabled SFM_BRIDGE_CLIENT_CALLBACKS[ent:EntIndex()] = ent:AddCallback("BuildBonePositions", function( self, numbones ) if SFM_BRIDGE_CLIENT_BONES[self:EntIndex()] then for _, data in pairs(SFM_BRIDGE_CLIENT_BONES[self:EntIndex()]) do local boneindex = self:LookupBone(data.name) if boneindex ~= nil then if self:GetBoneContents(boneindex) ~= 0 then self:SetBoneMatrix(boneindex, data.matrix) end end end end end) return count end cvars.AddChangeCallback("sfm_bridge_cl_disablebones", function(cvar, old, new) for k, v in pairs(SFM_BRIDGE_CLIENT_BONES) do local ent = Entity(k) if IsValid(ent) then flush(ent) end end if new == "1" then SFM_BRIDGE_CLIENT_BONES = {} end end) concommand.Add("sfm_bridge_cl_flush", function() SFM_BRIDGE_CLIENT_BONES = {} for k, v in pairs(SFM_BRIDGE_CLIENT_CALLBACKS) do local ent = ents.GetByIndex(k) if IsValid(ent) then local count = flush(ent) printdebug("Removed " .. count .. " callback" .. (count ~= 1 and "s" or "") .. " from entity index " .. k) else printdebug("Could not remove callbacks from invalid entity index " .. k) end end SFM_BRIDGE_CLIENT_CALLBACKS = {} end) net.Receive("SFM_BRIDGE_SetupLight", function() local ent = net.ReadEntity() if not IsValid(ent) then return end if not ent.IsLightDag then return end printdebug("[SFM_BRIDGE] Setting up light for entity index " .. ent:EntIndex()) ent:InitializeLight() end) net.Receive("SFM_BRIDGE_StopBoneData", function() -- todo: GetCallbacks local ent = net.ReadEntity() SFM_BRIDGE_CLIENT_BONES[ent:EntIndex()] = nil if SFM_BRIDGE_CLIENT_CALLBACKS[ent:EntIndex()] then ent:RemoveCallback("BuildBonePositions", SFM_BRIDGE_CLIENT_CALLBACKS[ent:EntIndex()]) SFM_BRIDGE_CLIENT_CALLBACKS[ent:EntIndex()] = nil end end) net.Receive("SFM_BRIDGE_GetBoneData", function() local commit = net.ReadBool() local frame = net.ReadInt(32) local newmatrix = net.ReadMatrix() local ent = net.ReadEntity() local bones = net.ReadTable() if IsValid(ent) then SFM_BRIDGE_CLIENT_BONES[ent:EntIndex()] = bones if commit then SFM_BRIDGE_CLIENT_MOVIE_DATA[frame] = SFM_BRIDGE_CLIENT_MOVIE_DATA[frame] or {} SFM_BRIDGE_CLIENT_MOVIE_DATA[frame][ent:EntIndex()] = bones end printdebug("Processing bone data for " .. ent:GetModel() .. " on frame " .. frame .. ".") flush(ent) -- this was a problem, so I added this if newmatrix then ent:EnableMatrix("RenderMultiply", newmatrix) end ent:SetRenderBoundsWS(Vector(), Vector(), Vector(16384, 16384, 16384)) -- the entire world ent:SetLOD(0) end end) net.Receive("SFM_BRIDGE_MovieFrame", function() local ent = net.ReadEntity() local frame = net.ReadInt(32) -- just in case if IsValid(ent) then flush(ent) if SFM_BRIDGE_CLIENT_MOVIE_DATA[frame] then printdebug("Playing frame " .. frame .. " for " .. ent:GetModel()) SFM_BRIDGE_CLIENT_BONES = SFM_BRIDGE_CLIENT_MOVIE_DATA[frame] local command = sfm_bridge_cl_framecommand:GetString() local args = string.Explode(" ", command) command = args[1] table.remove(args, 1) RunConsoleCommand(command, unpack(args)) end end end)
--[[ Libreria in cui finiscono le funzioni non altrimenti categorizzabili --]] local ot = {} --[[ Ritorna un numero random compreso tra i due argomenti, presi come estremo inferiore (primo) e superiore (secondo) dell'intervallo --]] ot.random = function(inf, sup) math.randomseed(os.time()) if inf == nil then return math.random() elseif sup == nil then return math.random(inf) end return math.random(inf, sup) end ot.Random = ot.random return ot
function Part(P, Anch, Coll, Tran, Ref, Col, X, Y, Z) local p = Instance.new("Part") p.TopSurface = 0 p.BottomSurface = 0 p.Transparency = Tran p.Reflectance = Ref p.CanCollide = Coll p.Anchored = Anch p.BrickColor = BrickColor.new(Col) p.formFactor = "Custom" p.Size = Vector3.new(X,Y,Z) p.Parent = P p.Locked = true p:BreakJoints() return p end function Weld(P0, P1, X, Y, Z, A, B, C) local w = Instance.new("Weld") w.Part0 = P0 w.Part1 = P1 w.C1 = CN(X, Y, Z) * CA(A, B, C) w.Parent = P0 return w end CA = CFrame.Angles CN = CFrame.new V3 = Vector3.new MR = math.rad MP = math.pi MRA = math.random MH = math.huge Asset = "http://www.roblox.com/asset/?id=" Noob = nil function MakeMotor(torso, p1, c0, c1) local mot = Instance.new("Motor6D") mot.C0 = c0 mot.C1 = c1 mot.Part0 = torso mot.Part1 = p1 mot.Parent = torso return mot end function Set(tab) for _,v in pairs(tab) do local motor = v[1] local vel = v[2] local des = v[3] motor.MaxVelocity = vel motor.DesiredAngle = des end end function Animate(Hum, RSH, LSH, RH, LH) local pose = "Standing" local function sit() pose = "Seated" end local function jump() pose = "Jumping" end local function died() pose = "Dead" end local function falling() pose = "Falling" end local function climbing() pose = "Climbing" end local function run(speed) if speed > 0.5 then pose = "Running" else pose = "Standing" end end local function move(tiem) local amplitude, frequency if pose == "Seated" then Set({{RSH, 0.15, math.pi/2}, {LSH, 0.15, -math.pi/2}, {LH, 0.15, math.pi/2}, {RH, 0.15, -math.pi/2}}) return end if pose == "Jumping" then Set({{RSH, 0.3, math.pi}, {LSH, 0.3, -math.pi}, {LH, 0.3, 0}, {RH, 0.3, 0}}) return end if pose == "Falling" then Set({{RSH, 0.35, math.pi}, {LSH, 0.35, -math.pi}, {LH, 0.35, 0}, {RH, 0.35, 0}}) return end local climb = 0 if pose == "Running" then RSH.MaxVelocity = 0.15 LSH.MaxVelocity = 0.15 amplitude = 1 frequency = 8 elseif pose == "Climbing" then RSH.MaxVelocity = 0.3 LSH.MaxVelocity = 0.3 amplitude = 1 frequency = 8 climb = math.pi else amplitude = 0.1 frequency = 1 end des = amplitude * math.sin(tiem*frequency) RSH.DesiredAngle = des + climb LSH.DesiredAngle = des - climb RH.DesiredAngle = -des LH.DesiredAngle = -des end Hum.Jumping:connect(jump) Hum.Running:connect(run) Hum.Seated:connect(sit) Hum.Died:connect(died) Hum.FreeFalling:connect(falling) Hum.Climbing:connect(climbing) coroutine.resume(coroutine.create(function() while pose ~= "Dead" do local _, time = wait(0.1) move(time) end end)) end function MakeNoob(pos, scale) local Nub = Instance.new("Model") Nub.Name = "Narb" Noob = Nub local Torso = Part(Nub, false, false, 0, 0, "Bright blue", 2*scale, 2*scale, 1*scale) Torso.Name = "Torso" local Head = Part(Nub, false, false, 0, 0, "Bright yellow", 2*scale, 1*scale, 1*scale) Head.Name = "Head" local Neck = MakeMotor(Torso, Head, CN(0, 1*scale, 0), CN(0, -0.5*scale, 0)) local HeadMesh = Instance.new("SpecialMesh",Head) HeadMesh.Scale = V3(1.25, 1.25, 1.25) local Face = Instance.new("Decal",Head) Face.Face = "Front" Face.Texture = Asset..(13038247) local Rarm = Part(Nub, false, false, 0, 0, "Bright yellow", 1*scale, 2*scale, 1*scale) Rarm.Name = "Right Arm" local Larm = Part(Nub, false, false, 0, 0, "Bright yellow", 1*scale, 2*scale, 1*scale) Larm.Name = "Left Arm" local Rleg = Part(Nub, false, false, 0, 0, "Br. yellowish green", 1*scale, 2*scale, 1*scale) Rleg.Name = "Right Leg" local Lleg = Part(Nub, false, false, 0, 0, "Br. yellowish green", 1*scale, 2*scale, 1*scale) Lleg.Name = "Left Leg" local RSH = MakeMotor(Torso, Rarm, CN(1*scale, 0.5*scale, 0) * CA(0, MR(90), 0), CN(-0.5*scale, 0.5*scale, 0) * CA(0, MR(90), 0)) local LSH = MakeMotor(Torso, Larm, CN(-1*scale, 0.5*scale, 0) * CA(0, MR(-90), 0), CN(0.5*scale, 0.5*scale, 0) * CA(0, MR(-90), 0)) local RH = MakeMotor(Torso, Rleg, CN(0.5*scale, -1*scale, 0) * CA(0, MR(-90), 0), CN(0, 1*scale, 0) * CA(0, MR(-90), 0)) local LH = MakeMotor(Torso, Lleg, CN(-0.5*scale, -1*scale, 0) * CA(0, MR(90), 0), CN(0, 1*scale, 0) * CA(0, MR(90), 0)) local Hum = Instance.new("Humanoid") Hum.MaxHealth = 40+(scale*60) Hum.Health = 100 Hum.Parent = Nub Nub.Parent = workspace Nub:MakeJoints() Nub:MoveTo(pos) Animate(Hum,RSH,LSH,RH,LH) Hum.Died:connect(function() wait(6) Nub:remove() wait(4) MakeNoob(pos, scale) end) return Nub end for i = 1, 11 do local nub = MakeNoob(V3(MRA(-20, 20),10,MRA(-20, 20)), 1) end
local TOCNAME,core = ... core.GuildChecker = {}; local GuildChecker = core.GuildChecker; local GuildCheckerFrame; local child; local content1, content2, content3; local allowedGuildsListFontString; local blacklistedPlayersFontString; local intentionallyOpened; allowedGuilds={} UserBlacklist={} core.PatternWho1=core.Tool.CreatePattern(WHO_LIST_FORMAT ) core.PatternWho2=core.Tool.CreatePattern(WHO_LIST_GUILD_FORMAT ) core.PatternOnline=core.Tool.CreatePattern(ERR_FRIEND_ONLINE_SS) --Defaults local defaults = { theme = { r = 0, g = 0.8, b = 1, hex = "00ccff" }, offline = {0.5,0.5,0.5}, unknown = {0.7,0.7,1}, unguilded = {1,0,0}, approved = {0,1,0}, notapproved = {1,0,0}, blacklisted = {1,0,0} } -- local Functions ------------------------------------------------------------------------------------------------------------- local function ScrollFrame_OnMouseWheel(self, delta) local newValue = self:GetVerticalScroll() - (delta * 20); if (newValue < 0) then newValue = 0; elseif (newValue > self:GetVerticalScrollRange()) then newValue = self:GetVerticalScrollRange(); end self:SetVerticalScroll(newValue); end local function newStack() return {""} -- starts with an empty string end local function addString(stack, s) table.insert(stack, s) -- push 's' into the the stack for i=table.getn(stack)-1, 1, -1 do if string.len(stack[i]) > string.len(stack[i+1]) then break end stack[i] = stack[i] .. table.remove(stack) end end local function addGuild() local guilds = core.Tool.Split(UpdateApprovalListBox:GetText(), ","); for i,guild in pairs(guilds) do guild = string.gsub(guild, '^%s*(.-)%s*$', '%1'); if guild == "" or string.upper(guild) == string.upper("Enter Guild Name(s)") then core:Print("Guild name cannot be blank."); return end for k,v in pairs(allowedGuilds) do if string.upper(guild) == string.upper(v) then core:Print("The guild |cff00FF00".. guild .. "|r already exists in whitelist."); GuildChecker:RosterUpdate(); return end end tinsert(allowedGuilds,guild); core:Print("The guild |cff00FF00" .. guild .. "|r has been added to the whitelist.") UpdateApprovalListBox:ClearFocus(); --UpdateApprovalListBox:SetText(""); GuildChecker:RosterUpdate(); allowedGuildsListFontString:SetText(GuildChecker:GetAllowedGuildsAsString()); end end local function removeGuild() local guilds = core.Tool.Split(UpdateApprovalListBox:GetText(),","); for i,guild in pairs(guilds) do guild = string.gsub(guild, '^%s*(.-)%s*$', '%1'); if guild == "" or string.upper(guild) == string.upper("Enter Guild Name(s)") then core:Print("Guild name cannot be blank."); return end for k,v in pairs(allowedGuilds) do if string.upper(guild) == string.upper(v) then tremove(allowedGuilds,k) core:Print("The guild |cff00FF00" .. v .. "|r has been removed from the whitelist."); end end UpdateApprovalListBox:ClearFocus(); GuildChecker:RosterUpdate(); allowedGuildsListFontString:SetText(GuildChecker:GetAllowedGuildsAsString()); end end local function clearList() if #allowedGuilds > 0 then allowedGuilds = {} core:Print("Guild whitelist has been reset."); GuildChecker:RosterUpdate(); allowedGuildsListFontString:SetText(GuildChecker:GetAllowedGuildsAsString()); end end local function addBlacklist() local usernames = core.Tool.Split(BlacklistEditBox:GetText(),","); for i,username in pairs(usernames) do username = string.gsub(username, '^%s*(.-)%s*$', '%1'); if username == "" or string.upper(username) == string.upper("Enter Player Name(s)") then core:Print("Player name cannot be blank."); return end for k,v in pairs(UserBlacklist) do if string.upper(username) == string.upper(v) then core:Print("The player |cffFF0000" .. v .. "|r already exists in blacklist.") GuildChecker:RosterUpdate(); return end end tinsert(UserBlacklist,username) core:Print("The player |cffFF0000" .. username .. "|r has been added to the blacklist.") BlacklistEditBox:ClearFocus(); --BlacklistEditBox:SetText(""); GuildChecker:RosterUpdate(); if UserBlacklist and #UserBlacklist > 0 then blacklistStr = "" for k,v in pairs(UserBlacklist) do if k == #UserBlacklist then blacklistStr = blacklistStr .. v else blacklistStr = blacklistStr .. v .. ", " end end --core:Print("Blacklist: " .. blacklistStr) else --core:Print("No blacklist contents to load.") end blacklistedPlayersFontString:SetText(GuildChecker:GetBlacklistedPlayersAsString()); end end local function removeBlacklist() local usernames = core.Tool.Split(BlacklistEditBox:GetText(),","); for i,username in pairs(usernames) do username = string.gsub(username, '^%s*(.-)%s*$', '%1'); if username == "" or string.upper(username) == string.upper("Enter Player Name(s)") then core:Print("Player name cannot be blank."); return end for k,v in pairs(UserBlacklist) do if string.upper(username) == string.upper(v) then core:Print("The player |cffFF0000".. v .. "|r has been removed from blacklist.") tremove(UserBlacklist,k) BlacklistEditBox:ClearFocus(); --BlacklistEditBox:SetText(""); GuildChecker:RosterUpdate(); if UserBlacklist and #UserBlacklist > 0 then blacklistStr = "" for k,v in pairs(UserBlacklist) do if k == #UserBlacklist then blacklistStr = blacklistStr .. v else blacklistStr = blacklistStr .. v .. ", " end end --core:Print("Blacklist: " .. blacklistStr) else --core:Print("No blacklist contents to load.") end end end blacklistedPlayersFontString:SetText(GuildChecker:GetBlacklistedPlayersAsString()); end end local function clearBlacklist() if #UserBlacklist > 0 then UserBlacklist = {} GuildChecker:RosterUpdate(); core:Print("Player blacklist has been reset.") blacklistedPlayersFontString:SetText(GuildChecker:GetBlacklistedPlayersAsString()); end end local function Tab_OnClick(self) PanelTemplates_SetTab(self:GetParent(), self:GetID()); local scrollChild = GuildCheckerFrame.ScrollFrame:GetScrollChild(); if (scrollChild) then scrollChild:Hide(); end GuildCheckerFrame.ScrollFrame:SetScrollChild(self.content); GuildCheckerFrame.ScrollFrame:SetVerticalScroll(0); self.content:Show(); if self:GetID() == 1 then --TODO:write function showContent1Buttons() and hideContent1Buttons() GuildCheckerFrame.RosterUpdateButton:Show(); else GuildCheckerFrame.RosterUpdateButton:Hide(); end if self:GetID() == 3 then --TODO:write function showContent1Buttons() and hideContent1Buttons() GuildCheckerFrame.createdByMessage:Show(); else GuildCheckerFrame.createdByMessage:Hide(); end --core:Print("self.content:GetID() = "..self:GetID()); end local function SetTabs(frame,numTabs,...) frame.numTabs = numTabs; local contents = {}; local frameName = frame:GetName(); for i = 1, numTabs do local tab = CreateFrame("Button", frameName.."Tab"..i, frame, "CharacterFrameTabButtonTemplate"); tab:SetID(i); tab:SetText(select(i, ...)); tab:SetScript("OnClick", Tab_OnClick); tab.content = CreateFrame("Frame", nil, GuildCheckerFrame.ScrollFrame); tab.content:SetSize(455, 700); tab.content:Hide(); --[[ just for tutorial only: tab.content.bg = tab.content:CreateTexture(nil, "BACKGROUND"); tab.content.bg:SetAllPoints(true); tab.content.bg:SetColorTexture(math.random(), math.random(), math.random(), 0.6); ]] table.insert(contents, tab.content); if (i == 1) then tab:SetPoint("TOPLEFT", GuildCheckerFrame, "BOTTOMLEFT", 5, 2); else tab:SetPoint("TOPLEFT", _G[frameName.."Tab"..(i - 1)], "TOPRIGHT", -14, 0); end end if GuildCheckerFirstTimeRun then --core:Print("Debug: first time run, showing about tab") Tab_OnClick(_G[frameName.."Tab3"]); GuildCheckerFirstTimeRun = false; else --core:Print("Debug: not first time run, showing players tab") Tab_OnClick(_G[frameName.."Tab1"]); end return unpack(contents); end local function GetPlayersList() local plist={} if IsInRaid() then for i=1,40 do if (UnitName('raid'..i)) then tinsert(plist,(UnitName('raid'..i))) end end elseif IsInGroup() then for i=1,4 do if (UnitName('party'..i)) then tinsert(plist,(UnitName('party'..i))) end end tinsert(plist,(UnitName('player'))) end return plist; end local function PlayerIsInGroup(name) local playerIsInGroup = false; for k,v in pairs(GetPlayersList()) do if string.upper(v) == string.upper(name) then playerIsInGroup = true; end end return playerIsInGroup; end local function PlayerIdInGroup(name) local playerIdInGroup; for k,v in pairs(GetPlayersList()) do if string.upper(v) == string.upper(name) then playerIdInGroup = k; end end return playerIdInGroup; end local function GuildIsApproved(name) local guildIsApproved = false; for k,v in pairs(allowedGuilds) do if string.upper(v) == string.upper(name) then guildIsApproved = true; end end return guildIsApproved; end local function PlayerIsBlacklisted(name) local blacklisted = false; for k,v in pairs(UserBlacklist) do if string.upper(name) == string.upper(v) then core:Print("Player |cffFF0000" .. v .. "|r is blacklisted and flagged for removal (click Update button)."); blacklisted = true; end end return blacklisted; end local function SetTextColor(fontString,hex) fontString:SetTextColor(unpack(hex)) end local function ExistingFrameIdForPlayer(playerName) local id = 0; for i=1,#GuildCheckerFrame.playerNames do if string.upper(playerName) == string.upper(GuildCheckerFrame.playerNames[i]:GetText()) and GuildCheckerFrame.playerNames[i]:IsShown() then id = i end end return id; end local function RemovePlayer(i) --core:Print("Debug: RemovePlayer at index i = " .. i .. GuildCheckerFrame.playerNames[i]:GetText()) GuildCheckerFrame.playerNames[i]:SetText(""); GuildCheckerFrame.playerGuilds[i]:SetText(""); GuildCheckerFrame.validatebuttons[i]:Enable(); GuildCheckerFrame.kickbuttons[i]:Enable(); GuildCheckerFrame.blacklistbuttons[i]:Enable(); GuildCheckerFrame.playerNames[i]:ClearAllPoints(); GuildCheckerFrame.playerGuilds[i]:ClearAllPoints(); GuildCheckerFrame.validatebuttons[i]:ClearAllPoints(); GuildCheckerFrame.kickbuttons[i]:ClearAllPoints(); GuildCheckerFrame.blacklistbuttons[i]:ClearAllPoints(); GuildCheckerFrame.validatebuttons[i]:Hide(); GuildCheckerFrame.kickbuttons[i]:Hide(); GuildCheckerFrame.blacklistbuttons[i]:Hide(); tinsert(GuildCheckerFrame.emptyPlayerNames, GuildCheckerFrame.playerNames[i]) tinsert(GuildCheckerFrame.emptyPlayerGuilds, GuildCheckerFrame.playerGuilds[i]) tinsert(GuildCheckerFrame.emptyValidatebuttons, GuildCheckerFrame.validatebuttons[i]) tinsert(GuildCheckerFrame.emptyKickbuttons, GuildCheckerFrame.kickbuttons[i]) tinsert(GuildCheckerFrame.emptyBlacklistbuttons, GuildCheckerFrame.blacklistbuttons[i]) tremove(GuildCheckerFrame.playerNames, i) tremove(GuildCheckerFrame.playerGuilds, i) tremove(GuildCheckerFrame.validatebuttons, i) tremove(GuildCheckerFrame.kickbuttons, i) tremove(GuildCheckerFrame.blacklistbuttons, i) end local function GetExistingEmptyPlayerNameFrameId() local frameId = 0 return frameId end local function ShowPlayer(i) GuildCheckerFrame.playerNames[i]:Show(); GuildCheckerFrame.playerGuilds[i]:Show(); GuildCheckerFrame.validatebuttons[i]:Show(); GuildCheckerFrame.kickbuttons[i]:Show(); GuildCheckerFrame.blacklistbuttons[i]:Show(); end local function GetGuildForPlayer(playerName) local guildName, guildRankName, guildRankIndex = GetGuildInfo(playerName) if guildName == nil then local existingFrameId = ExistingFrameIdForPlayer(playerName) --core:Print("Debug: existingFrameId = " .. existingFrameId) if existingFrameId > 0 then local fontStringText = GuildCheckerFrame.playerGuilds[existingFrameId]:GetText() if fontStringText ~= nil and fontStringText ~= "" and fontStringText ~= "UNGUILDED" then guildName=string.sub(fontStringText,3,#fontStringText-1); --need to trim the angle brackets off this string elseif fontStringText == "UNGUILDED" then guildName = fontStringText else guildName = "" end end end return guildName end local function UpdatePlayerColor(id) local playerName = GuildCheckerFrame.playerNames[id]:GetText() local guildName = GetGuildForPlayer(playerName) --core:Print("Debug: UpdatePlayerColor(): playerName = " .. playerName .. ", guildName = " .. guildName) if not UnitIsConnected(playerName) then --core:Print("Debug: UpdatePlayerColor(): offline player " .. playerName) SetTextColor(GuildCheckerFrame.playerNames[id], defaults.offline); SetTextColor(GuildCheckerFrame.playerGuilds[id], defaults.offline); GuildCheckerFrame.validatebuttons[id]:Disable(); GuildCheckerFrame.kickbuttons[id]:Enable(); GuildCheckerFrame.blacklistbuttons[id]:Enable(); elseif string.upper(guildName) == "UNGUILDED" then --core:Print("Debug: UpdatePlayerColor(): unguilded player " .. playerName) SetTextColor(GuildCheckerFrame.playerNames[id], defaults.unguilded); SetTextColor(GuildCheckerFrame.playerGuilds[id], defaults.unguilded); GuildCheckerFrame.validatebuttons[id]:Disable(); GuildCheckerFrame.kickbuttons[id]:Enable(); GuildCheckerFrame.blacklistbuttons[id]:Enable(); elseif GuildIsApproved(guildName) then --core:Print("Debug: UpdatePlayerColor(): guild is approved for player " .. playerName) SetTextColor(GuildCheckerFrame.playerNames[id], defaults.approved); SetTextColor(GuildCheckerFrame.playerGuilds[id], defaults.approved); GuildCheckerFrame.validatebuttons[id]:Disable(); GuildCheckerFrame.kickbuttons[id]:Enable(); GuildCheckerFrame.blacklistbuttons[id]:Enable(); elseif guildName ~= "" and not GuildIsApproved(guildName) then --core:Print("Debug: UpdatePlayerColor(): guild is not approved for player " .. playerName) SetTextColor(GuildCheckerFrame.playerNames[id], defaults.notapproved); SetTextColor(GuildCheckerFrame.playerGuilds[id], defaults.notapproved); GuildCheckerFrame.validatebuttons[id]:Disable(); GuildCheckerFrame.kickbuttons[id]:Enable(); GuildCheckerFrame.blacklistbuttons[id]:Enable(); elseif PlayerIsBlacklisted(playerName) then --core:Print("Debug: UpdatePlayerColor(): blacklisted player " .. playerName) SetTextColor(GuildCheckerFrame.playerNames[id], defaults.blacklisted); SetTextColor(GuildCheckerFrame.playerGuilds[id], defaults.blacklisted); GuildCheckerFrame.validatebuttons[id]:Enable(); GuildCheckerFrame.kickbuttons[id]:Enable(); GuildCheckerFrame.blacklistbuttons[id]:Enable(); else --unknown --core:Print("Debug: UpdatePlayerColor(): guild is unknown for player " .. playerName) SetTextColor(GuildCheckerFrame.playerNames[id], defaults.unknown); SetTextColor(GuildCheckerFrame.playerGuilds[id], defaults.unknown); GuildCheckerFrame.validatebuttons[id]:Enable(); GuildCheckerFrame.kickbuttons[id]:Enable(); GuildCheckerFrame.blacklistbuttons[id]:Enable(); end if guildName ~= "" and guildName ~= "UNGUILDED" then GuildCheckerFrame.playerGuilds[id]:SetText(" <" .. guildName .. ">") else GuildCheckerFrame.playerGuilds[id]:SetText(guildName) end end local function GetShownPlayersList() local shownPlayers = {} for i=1,#GuildCheckerFrame.playerNames do if GuildCheckerFrame.playerNames[i]:IsShown() then tinsert(shownPlayers,GuildCheckerFrame.playerNames[i]) end end return shownPlayers end local function GetBlacklistedPlayersList() local shownPlayersList = GetShownPlayersList(); local blacklistedPlayersList = GetShownPlayersList(); for i=1,#shownPlayersList do shownPlayerName = shownPlayersList[i]:GetText() if PlayerIsBlacklisted(shownPlayerName) then tinsert(blacklistedPlayersList,shownPlayerName) end end return blacklistedPlayersList end local function GetUnapprovedGuildPlayersList() local shownPlayersList = GetShownPlayersList(); local unapprovedGuildPlayersList = {} for i=1,#shownPlayersList do shownPlayerName = shownPlayersList[i]:GetText() if not GuildIsApproved(shownPlayerName) then tinsert(unapprovedGuildPlayersList,shownPlayerName) end end return unapprovedGuildPlayersList end local function GetUnguildedPlayersList() local shownPlayersList = GetShownPlayersList(); local unguildedPlayersList = {} for i=1,#shownPlayersList do shownPlayerName = shownPlayersList[i]:GetText() if ShownPlayerIsUnguilded(shownPlayerName) then tinsert(unguildedPlayersList,shownPlayerName) end end return unguildedPlayersList end local function ShownPlayerIsUnguilded(name) --TODO local shownPlayersList = GetShownPlayersList(); local unguilded = false; for i=1,#shownPlayersList do shownGuildName=string.sub(shownPlayersList[i]:GetText(),3,#shownPlayersList[i]:GetText()-1); if shownGuildName == "UNGUILDED" then unguilded = true; end end return unguilded end local function SortPlayersList() --TODO: this function sorts the current list of player fontstrings and puts at the top those users that are blacklisted, have an unapproved guild, or are unguilded end local function SwapPlayers(existingFrameId, currentPlayersIndex) --core:Print("Debug: SwapPlayers(): swapping existingFrameId= "..existingFrameId.." into currentPlayersIndex="..currentPlayersIndex) local tempName, tempGuild, tempKickButton, tempValidateButton, tempBlacklistButton --if originalPlayerId ~= PlayerIdInGroup(GuildCheckerFrame.playerNames[originalPlayerId]:GetText()) then --HidePlayer(originalPlayerId) --end --save the original player data if the player is in the group tempName = GuildCheckerFrame.playerNames[currentPlayersIndex] tempGuild = GuildCheckerFrame.playerGuilds[currentPlayersIndex] tempKickButton = GuildCheckerFrame.kickbuttons[currentPlayersIndex] tempValidateButton = GuildCheckerFrame.validatebuttons[currentPlayersIndex] tempBlacklistButton = GuildCheckerFrame.blacklistbuttons[currentPlayersIndex] --swap new player data into original slot GuildCheckerFrame.playerNames[currentPlayersIndex] = GuildCheckerFrame.playerNames[existingFrameId] GuildCheckerFrame.playerGuilds[currentPlayersIndex] = GuildCheckerFrame.playerGuilds[existingFrameId] GuildCheckerFrame.kickbuttons[currentPlayersIndex] = GuildCheckerFrame.kickbuttons[existingFrameId] GuildCheckerFrame.validatebuttons[currentPlayersIndex] = GuildCheckerFrame.validatebuttons[existingFrameId] GuildCheckerFrame.blacklistbuttons[currentPlayersIndex] = GuildCheckerFrame.blacklistbuttons[existingFrameId] GuildCheckerFrame.playerNames[existingFrameId] = tempName GuildCheckerFrame.playerGuilds[existingFrameId] = tempGuild GuildCheckerFrame.kickbuttons[existingFrameId] = tempKickButton GuildCheckerFrame.validatebuttons[existingFrameId] = tempValidateButton GuildCheckerFrame.blacklistbuttons[existingFrameId] = tempBlacklistButton --[[get original player id's latest group position if the player is in the group if PlayerIsInGroup(originalPlayerId) then local originalPlayerNewId = PlayerIdInGroup(tempName:GetText()) --get the id for where we inserted the tempframe local existingFrameId = ExistingFrameIdForPlayer(tempName:GetText()) SwapPlayers(existingFrameId,originalPlayerNewId) end]] end local function UpdatePlayerPosition(existingFrameIndex,currentPlayerListIndex) --core:Print("Debug: UpdatePlayerPosition: existingFrameIndex = " ..existingFrameIndex..", currentPlayerListIndex = " .. currentPlayerListIndex) if currentPlayerListIndex == 1 then GuildCheckerFrame.playerNames[existingFrameIndex]:SetPoint("TOPLEFT", content1, "TOPLEFT", 5, -6); GuildCheckerFrame.playerGuilds[existingFrameIndex]:SetPoint("LEFT", GuildCheckerFrame.playerNames[existingFrameIndex], "RIGHT", 0, 0); GuildCheckerFrame.validatebuttons[existingFrameIndex]:SetPoint("LEFT",GuildCheckerFrame.playerGuilds[existingFrameIndex],"RIGHT",0,0); GuildCheckerFrame.kickbuttons[existingFrameIndex]:SetPoint("LEFT",GuildCheckerFrame.validatebuttons[existingFrameIndex],"RIGHT") GuildCheckerFrame.blacklistbuttons[existingFrameIndex]:SetPoint("LEFT",GuildCheckerFrame.kickbuttons[existingFrameIndex],"RIGHT") else --TODO: need to anchor the n > 2 frames onto the n=1 frame...once proper frame recycling is in place --SwapPlayers(existingFrameIndex,currentPlayerListIndex) --core:Print("Debug: UpdatePlayerPosition: existingFrameIndex="..existingFrameIndex..", currentPlayerListIndex="..currentPlayerListIndex) --figure out which value is nil if GuildCheckerFrame.playerNames[existingFrameIndex] == nil then core:Print("|cffFF1493Debug: UpdatePlayerPosition: GuildCheckerFrame.playerNames[existingFrameIndex] == nil|r") end if GuildCheckerFrame.playerNames[existingFrameIndex-1] == nil then core:Print("|cffFF1493Debug: UpdatePlayerPosition: GuildCheckerFrame.playerNames[existingFrameIndex-1] == nil|r") end --GuildCheckerFrame.playerNames[existingFrameIndex]:SetPoint("TOPLEFT", content1, "TOPLEFT", 5,-18*(currentPlayerListIndex-1)); GuildCheckerFrame.playerNames[existingFrameIndex]:SetPoint("TOPLEFT", GuildCheckerFrame.playerNames[existingFrameIndex-1], "TOPLEFT", 0,-18); GuildCheckerFrame.playerGuilds[existingFrameIndex]:SetPoint("LEFT", GuildCheckerFrame.playerNames[existingFrameIndex], "RIGHT", 0, 0); --GuildCheckerFrame.validatebuttons[existingFrameIndex]:SetPoint("TOPRIGHT",content1,0,-18*(currentPlayerListIndex-1)); GuildCheckerFrame.validatebuttons[existingFrameIndex]:SetPoint("LEFT",GuildCheckerFrame.playerGuilds[existingFrameIndex],"RIGHT",0,0); GuildCheckerFrame.kickbuttons[existingFrameIndex]:SetPoint("LEFT",GuildCheckerFrame.validatebuttons[existingFrameIndex],"RIGHT") GuildCheckerFrame.blacklistbuttons[existingFrameIndex]:SetPoint("LEFT",GuildCheckerFrame.kickbuttons[existingFrameIndex],"RIGHT") end end -- GuildChecker Functions ------------------------------------------------------------------------------------------------------ function GuildChecker:Toggle() local window = GuildCheckerFrame or GuildChecker:CreateGuildChecker(); window:SetShown(not window:IsShown()); end function GuildChecker:CreatePlayer(k, v, guildName) --core:Print("Debug: CreatePlayer: " .. v .. "") local playerName, playerGuild, validateButton, kick1, blacklist1 --check if empty frame exists if #GuildCheckerFrame.emptyPlayerNames > 0 then --core:Print("Debug: CreatePlayer: " .. v .. ": Re-using existing frames") --take the top object from each table playerName = GuildCheckerFrame.emptyPlayerNames[1] playerGuild = GuildCheckerFrame.emptyPlayerGuilds[1] validateButton = GuildCheckerFrame.emptyValidatebuttons[1] kick1 = GuildCheckerFrame.emptyKickbuttons[1] blacklist1 = GuildCheckerFrame.emptyBlacklistbuttons[1] tremove(GuildCheckerFrame.emptyPlayerNames, 1) tremove(GuildCheckerFrame.emptyPlayerGuilds, 1) tremove(GuildCheckerFrame.emptyValidatebuttons, 1) tremove(GuildCheckerFrame.emptyKickbuttons, 1) tremove(GuildCheckerFrame.emptyBlacklistbuttons, 1) else --core:Print("Debug: CreatePlayer: " .. v .. ": creating new frames") playerName = content1:CreateFontString("playerName","OVERLAY", content1,nil); playerGuild = content1:CreateFontString("playerGuild","OVERLAY",content1,nil); validateButton = CreateFrame("Button", "validateButton", content1, "UIPanelButtonTemplate") kick1 = CreateFrame("Button","kick1",content1,"UIPanelButtonTemplate") blacklist1 = CreateFrame("Button","blacklist1",content1,"UIPanelButtonTemplate") end playerName:SetFontObject("GameFontNormal"); playerName:SetText(v); playerName:SetWidth(100) playerName:SetJustifyH("LEFT") playerGuild:SetFontObject("GameFontNormal"); playerGuild:SetWidth(100) playerGuild:SetJustifyH("LEFT") validateButton:SetSize(60 ,18) validateButton:SetText("Detect") validateButton:SetScript("OnClick", function() core.Tool.RunSlashCmd("/who n-" .. v) end) kick1:SetSize(60,18) kick1:SetText("Kick") kick1:SetScript("OnClick", function () core.Tool.RunSlashCmd("/kick " .. v) --core:Print("Clicked kick button, now updating roster"); GuildChecker:RosterUpdate(); end) blacklist1:SetSize(60,18) blacklist1:SetText("Blacklist") blacklist1:SetScript("OnClick", function () tinsert(UserBlacklist,v) blacklist1:Disable() SetTextColor(playerName, defaults.blacklisted); SetTextColor(playerGuild, defaults.blacklisted); blacklistedPlayersFontString:SetText(GuildChecker:GetBlacklistedPlayersAsString()); UninviteUnit(v); core:Print("|cffFF0000" .. v .. "|r has been blacklisted and uninvited from the group."); end) tinsert(GuildCheckerFrame.playerNames, playerName); tinsert(GuildCheckerFrame.playerGuilds, playerGuild); tinsert(GuildCheckerFrame.validatebuttons, validateButton); tinsert(GuildCheckerFrame.kickbuttons, kick1); tinsert(GuildCheckerFrame.blacklistbuttons, blacklist1); validateButton:Show() kick1:Show() blacklist1:Show() validateButton:Enable() kick1:Enable() blacklist1:Enable() local existingFrameId = ExistingFrameIdForPlayer(v) if existingFrameId > 0 then UpdatePlayerPosition(ExistingFrameIdForPlayer(v),k) if ExistingFrameIdForPlayer(v) ~= k then SwapPlayers(ExistingFrameIdForPlayer(v),k) UpdatePlayerPosition(ExistingFrameIdForPlayer(v),k) end end UpdatePlayerColor(k) --implement a return value so i can keep track of whole player objects in another table --return {playerName,playerGuild,validateButton,kick1,blacklist1} end function GuildChecker:GetThemeColor() local c = defaults.theme; return c.r, c.g, c.b, c.hex; end function GuildChecker:GetBlacklistedPlayersAsString() local blacklistString = ""; for g,w in pairs(UserBlacklist) do if(g == #UserBlacklist) then blacklistString = blacklistString .. w; else blacklistString = blacklistString .. w .. ", "; end end if(blacklistString == "") then blacklistString = "None"; end return blacklistString; end function GuildChecker:GetAllowedGuildsAsString() local guildstring = ""; for g,w in pairs(allowedGuilds) do if(g == #allowedGuilds) then guildstring = guildstring .. w; else guildstring = guildstring .. w .. ", "; end end if(guildstring == "") then guildstring = "None"; end return guildstring; end function GuildChecker:Show() GuildCheckerFrame:Show(); end function GuildChecker:Hide() GuildCheckerFrame:Hide(); end function GuildChecker:IsShown() return GuildCheckerFrame:IsShown() end function GuildChecker:IsIntentionallyOpened() return intentionallyOpened end function GuildChecker:SetIntentionallyOpened(arg1) intentionallyOpened = arg1 end function GuildChecker:RosterUpdate() --core:Print("Debug: Update Method:") local currentPlayersList= GetPlayersList(); -- this check will keep the window open if the user opened it with the /guildchecker command if GuildCheckerFirstTimeRun or IsInGroup() or intentionallyOpened then GuildCheckerFrame:Show(); else GuildCheckerFrame:Hide(); end -- handle the roster button (only enable it if you are in a group) if IsInGroup() then GuildCheckerFrame.RosterUpdateButton:Enable(); else GuildCheckerFrame.RosterUpdateButton:Disable(); end --cycle through existing frames and hide players that have left the group for i=1,#GuildCheckerFrame.playerNames do --core:Print("Debug: checking to see if player i="..i.."needs to be hidden") --playerNames[i] can be nil sometimes if you remove a player while iterating if GuildCheckerFrame.playerNames[i] ~= nil then local existingFramePlayerName = GuildCheckerFrame.playerNames[i]:GetText() if not PlayerIsInGroup(existingFramePlayerName) then --core:Print("Debug: "..existingFramePlayerName..": hiding existing frameId=" .. i .. " for user that left group") RemovePlayer(i) --let's say removed player is i=2, the removePlayer method will remove teh reference for playerNames[2], then the for loop iterates to i=3 end end end --cycle through current list of players in group and update or create frame for currentPlayersIndex,currentPlayersName in pairs(currentPlayersList) do local guildName = GetGuildForPlayer(currentPlayersName) --core:Print("Debug: " .. currentPlayersName .. ": checking to see if player has an existing frame") --get frame id if frame already exists for this player local existingFrameId = ExistingFrameIdForPlayer(currentPlayersName) if existingFrameId > 0 then --update player frame --core:Print("Debug: Update Method: currentPlayersName = " .. currentPlayersName .. ", existingFrameId = " .. existingFrameId .. ", currentPlayersIndex = " .. currentPlayersIndex) if existingFrameId ~= currentPlayersIndex then --core:Print("Debug: " .. currentPlayersName .. ": need to swap existingFrameId=" .. existingFrameId .. ", into currentPlayersIndex=" .. currentPlayersIndex) --copy existing contents into current index SwapPlayers(existingFrameId, currentPlayersIndex) --on the right track here --need to remove the old existingFrameId data in the tables UpdatePlayerColor(currentPlayersIndex) UpdatePlayerPosition(existingFrameId,currentPlayersIndex) --ShowPlayer(currentPlayersIndex) else UpdatePlayerColor(existingFrameId) UpdatePlayerPosition(existingFrameId,currentPlayersIndex) --ShowPlayer(existingFrameId) end else --frame does not exist, create player frame if currentPlayersName ~= "Unknown" then GuildChecker:CreatePlayer(currentPlayersIndex, currentPlayersName, guildName) end --core:Print("Debug: Roser Update: " .. currentPlayersName .. ": created new frame at currentPlayersIndex=" .. currentPlayersIndex) end end -- Blacklist code ---------------------------------------------------------------------------------- for i=1,#GuildCheckerFrame.playerNames do name = GuildCheckerFrame.playerNames[i]:GetText() if PlayerIsBlacklisted(name) then GuildCheckerFrame.blacklistbuttons[i]:Disable(); GuildCheckerFrame.validatebuttons[i]:Disable(); SetTextColor(GuildCheckerFrame.playerNames[i], defaults.blacklisted); SetTextColor(GuildCheckerFrame.playerGuilds[i], defaults.blacklisted); UninviteUnit(GuildCheckerFrame.playerNames[i]:GetText()) end end end function GuildChecker:ParseSystemMessage(arg1) local d,name,level,a1,a2,a3 = string.match(arg1,core.PatternWho2) --a3 is guild if not name or not a3 then d,name,level,a1,a2,a3 = string.match(arg1,core.PatternWho1) end if not name then return; end if PlayerIsInGroup(name) then local existingFrameId = ExistingFrameIdForPlayer(name) if existingFrameId > 0 then if a3 ~= "" then GuildCheckerFrame.playerGuilds[existingFrameId]:SetText(" <"..a3..">"); else --user exists but guild is empty (they are unguilded) GuildCheckerFrame.playerGuilds[existingFrameId]:SetText("UNGUILDED"); end UpdatePlayerColor(existingFrameId) end end --[[ if(PlayerIsInGroup(name)) then for i=1,#GuildCheckerFrame.playerNames do if name then if string.upper(GuildCheckerFrame.playerNames[i]:GetText()) == string.upper(name) then if a3 ~= "" then local matchfound = false; for g,w in pairs(allowedGuilds) do if w == string.upper(a3) then SetTextColor(GuildCheckerFrame.playerNames[i], defaults.approved); SetTextColor(GuildCheckerFrame.playerGuilds[i], defaults.approved); GuildCheckerFrame.validatebuttons[i]:Disable(); GuildCheckerFrame.blacklistbuttons[i]:Enable(); matchfound = true; end end if not matchfound then SetTextColor(GuildCheckerFrame.playerNames[i], defaults.notapproved); SetTextColor(GuildCheckerFrame.playerGuilds[i], defaults.notapproved); GuildCheckerFrame.validatebuttons[i]:Disable(); GuildCheckerFrame.blacklistbuttons[i]:Enable(); end GuildCheckerFrame.playerGuilds[i]:SetText(" <"..a3..">"); else --user exists but guild is empty SetTextColor(GuildCheckerFrame.playerNames[i], defaults.unguilded); SetTextColor(GuildCheckerFrame.playerGuilds[i], defaults.unguilded); GuildCheckerFrame.playerGuilds[i]:SetText("UNGUILDED"); GuildCheckerFrame.blacklistbuttons[i]:Enable(); GuildCheckerFrame.validatebuttons[i]:Disable(); end end end end end ]] end function GuildChecker:ParseNamplates(unitID) --local nameplate = C_NamePlate.GetNamePlateForUnit(unitID) local name = UnitName(unitID); if PlayerIsInGroup(name) then --core:Print("[ParseNamePlates] Detected nameplate for group member " .. name); if PlayerIsBlacklisted(name) then --[[ cannot uninvite a player during this event, it simply won't work- maybe i should do something else like update a label indicating a blacklisted user has joined core:Print("[ParseNamePlates] " .. name .. " is blacklisted and will be removed from the group"); UninviteUnit(name); core.Tool.RunSlashCmd("/kick " .. name) ]] else local guildName, guildRankName, guildRankIndex = GetGuildInfo(name); for i=1,#GuildCheckerFrame.playerNames do if guildName then if string.upper(GuildCheckerFrame.playerNames[i]:GetText()) == string.upper(name) then local matchfound = false; for g,w in pairs(allowedGuilds) do if w == string.upper(guildName) then SetTextColor(GuildCheckerFrame.playerNames[i], defaults.approved); SetTextColor(GuildCheckerFrame.playerGuilds[i], defaults.approved); GuildCheckerFrame.validatebuttons[i]:Disable(); GuildCheckerFrame.blacklistbuttons[i]:Enable(); matchfound = true; end end if not matchfound then SetTextColor(GuildCheckerFrame.playerNames[i], defaults.notapproved); SetTextColor(GuildCheckerFrame.playerGuilds[i], defaults.notapproved); GuildCheckerFrame.validatebuttons[i]:Disable(); GuildCheckerFrame.blacklistbuttons[i]:Enable(); end GuildCheckerFrame.playerGuilds[i]:SetText(" <"..guildName..">"); end else GuildCheckerFrame.playerGuilds[i]:SetText("|cff0000FFUNGUILDED|r"); end end end else --player is not in the group end end function GuildChecker:CreateGuildChecker() GuildCheckerFrame = CreateFrame("Frame","GuildCheckerFrame",UIParent,"BasicFrameTemplateWithInset"); GuildCheckerFrame:SetMovable(true); GuildCheckerFrame:SetResizable(true); GuildCheckerFrame:EnableMouse(true); GuildCheckerFrame:RegisterForDrag("LeftButton"); GuildCheckerFrame:SetScript("OnDragStart",GuildCheckerFrame.StartMoving); GuildCheckerFrame:SetScript("OnDragStop",GuildCheckerFrame.StopMovingOrSizing); GuildCheckerFrame:SetSize(500,200); GuildCheckerFrame:SetMinResize(500,200); GuildCheckerFrame:SetMaxResize(500,600); GuildCheckerFrame:SetPoint("CENTER", UIParent, "CENTER"); GuildCheckerFrame.title = GuildCheckerFrame:CreateFontString(nil,"OVERLAY"); GuildCheckerFrame.title:SetFontObject("GameFontHighlight"); GuildCheckerFrame.title:SetPoint("LEFT", GuildCheckerFrame.TitleBg, "LEFT", 5, 0); GuildCheckerFrame.title:SetText("|cff00ccff"..TOCNAME.."|r |cffFF1493BETA|r"); GuildCheckerFrame.RosterUpdateButton = CreateFrame("Button", "RosterUpdateButton", GuildCheckerFrame, "UIPanelButtonTemplate") GuildCheckerFrame.RosterUpdateButton:SetSize(60 ,18) GuildCheckerFrame.RosterUpdateButton:SetText("Update") GuildCheckerFrame.RosterUpdateButton:SetScript("OnClick", function(self) GuildChecker:RosterUpdate(); end) GuildCheckerFrame.RosterUpdateButton:SetPoint("TOPRIGHT",GuildCheckerFrame.TitleBg,"TOPRIGHT",0,2); GuildCheckerFrame.RosterUpdateButton:Disable(); GuildCheckerFrame.createdByMessage = GuildCheckerFrame:CreateFontString("createdByMessage","OVERLAY",GuildCheckerFrame,nil); GuildCheckerFrame.createdByMessage:SetFontObject("GameFontHighlight"); GuildCheckerFrame.createdByMessage:SetPoint("TOPRIGHT",GuildCheckerFrame.TitleBg,"TOPRIGHT",-5,-2); GuildCheckerFrame.createdByMessage:SetText("Created By: |cff9370DBWiibur <TL> Herod|r".." Discord: |cff9370DBWiibur#0001|r\n"); local rb = CreateFrame("Button", nil, GuildCheckerFrame) rb:SetPoint("BOTTOMRIGHT", -6, 7) rb:SetSize(16, 16) rb:SetNormalTexture("Interface\\ChatFrame\\UI-ChatIM-SizeGrabber-Up") rb:SetHighlightTexture("Interface\\ChatFrame\\UI-ChatIM-SizeGrabber-Highlight") rb:SetPushedTexture("Interface\\ChatFrame\\UI-ChatIM-SizeGrabber-Down") rb:SetScript("OnMouseDown", function() GuildCheckerFrame:StartSizing("BOTTOMRIGHT") end) rb:SetScript("OnMouseUp", function() GuildCheckerFrame:StopMovingOrSizing() end) --scroll frame--------------------------------------------------------------------------------------------------------------------------------------------- GuildCheckerFrame.ScrollFrame = CreateFrame("ScrollFrame", nil, GuildCheckerFrame, "UIPanelScrollFrameTemplate"); GuildCheckerFrame.ScrollFrame:SetPoint("TOPLEFT", GuildCheckerFrame.InsetBg, "TOPLEFT", 4, 0); GuildCheckerFrame.ScrollFrame:SetPoint("BOTTOMRIGHT", GuildCheckerFrame.InsetBg, "BOTTOMRIGHT", -3, 3); GuildCheckerFrame.ScrollFrame:SetClipsChildren(true); GuildCheckerFrame.ScrollFrame:SetScript("OnMouseWheel", ScrollFrame_OnMouseWheel); GuildCheckerFrame.ScrollFrame.ScrollBar:ClearAllPoints(); GuildCheckerFrame.ScrollFrame.ScrollBar:SetPoint("TOPLEFT", GuildCheckerFrame.ScrollFrame, "TOPRIGHT", -12, -18); GuildCheckerFrame.ScrollFrame.ScrollBar:SetPoint("BOTTOMRIGHT", GuildCheckerFrame.ScrollFrame, "BOTTOMRIGHT", -7, 18); child = CreateFrame("Frame", nil, GuildCheckerFrame.ScrollFrame); child:SetSize(455, 700); GuildCheckerFrame.ScrollFrame:SetScrollChild(child); GuildCheckerFrame:HookScript("OnHide", function() -- do stuff --core:Print("Debug: intentionally opened set to false") intentionallyOpened = false; end) --------------------------------------------------------------------------------------------------------------------------------------------- content1, content2, content3 = SetTabs(GuildCheckerFrame, 3, "Players", "Options", "About") --content2-------------------------------------------------------------------------------------------------- --TODO: set this local allowedGuildsListHeader = content2:CreateFontString("allowedGuildsList","OVERLAY",content2,nil); allowedGuildsListHeader:SetFontObject("GameFontHighlight"); allowedGuildsListHeader:SetText("Allowed Guilds: "); allowedGuildsListHeader:SetPoint("TOPLEFT",content2,5,-6); allowedGuildsListFontString = content2:CreateFontString("allowedGuildsListString","OVERLAY",content2,nil); allowedGuildsListFontString:SetFontObject("GameFontGreen"); allowedGuildsListFontString:SetText(GuildChecker:GetAllowedGuildsAsString()); allowedGuildsListFontString:SetPoint("TOPLEFT",allowedGuildsListHeader,"BOTTOMLEFT",0,0); allowedGuildsListFontString:SetWidth(465); allowedGuildsListFontString:SetJustifyH("LEFT"); local UpdateApprovalListBox = CreateFrame("EditBox","UpdateApprovalListBox", content2, "InputBoxTemplate") UpdateApprovalListBox:SetSize(240 ,18) SetTextColor(UpdateApprovalListBox, defaults.offline) UpdateApprovalListBox:SetText("Enter Guild Name(s)"); UpdateApprovalListBox:SetPoint("TOPLEFT",allowedGuildsListFontString,"BOTTOMLEFT",5,0) UpdateApprovalListBox:SetAutoFocus( false ); UpdateApprovalListBox:SetScript('OnEditFocusGained', function(self) UpdateApprovalListBox:SetTextColor(1,1,1) UpdateApprovalListBox:SetText("") end) UpdateApprovalListBox:SetScript('OnEditFocusLost', function(self) SetTextColor(UpdateApprovalListBox, defaults.offline) UpdateApprovalListBox:SetText("Enter Guild Name(s)") end) local UpdateApprovalListButton = CreateFrame("Button", "UpdateApprovalListButton", content2, "UIPanelButtonTemplate") UpdateApprovalListButton:SetSize(80 ,18) UpdateApprovalListButton:SetText("Add") UpdateApprovalListButton:SetScript("OnClick", addGuild) UpdateApprovalListButton:SetPoint("TOPLEFT",UpdateApprovalListBox,"BOTTOMLEFT",-5,-2) local RemoveGuildButton = CreateFrame("Button", "RemoveGuildButton", content2, "UIPanelButtonTemplate") RemoveGuildButton:SetSize(80 ,18) RemoveGuildButton:SetText("Remove") RemoveGuildButton:SetScript("OnClick", removeGuild) RemoveGuildButton:SetPoint("LEFT",UpdateApprovalListButton,"RIGHT",0,0) local ClearApprovalListButton = CreateFrame("Button", "ClearApprovalListButton", content2, "UIPanelButtonTemplate") ClearApprovalListButton:SetSize(80 ,18) ClearApprovalListButton:SetText("Reset") ClearApprovalListButton:SetScript("OnClick", clearList) ClearApprovalListButton:SetPoint("LEFT",RemoveGuildButton,"RIGHT",0,0) local blacklistedPlayersListHeader = content2:CreateFontString("blacklistedPlayersListHeader","OVERLAY",allowedGuildsListHeader,nil); blacklistedPlayersListHeader:SetFontObject("GameFontHighlight"); blacklistedPlayersListHeader:SetText("Blacklisted Players: "); blacklistedPlayersListHeader:SetPoint("TOPLEFT",UpdateApprovalListButton,"BOTTOMLEFT",0,-10); blacklistedPlayersFontString = content2:CreateFontString("blacklistedPlayersFontString","OVERLAY",content2,nil); blacklistedPlayersFontString:SetFontObject("GameFontRed"); blacklistedPlayersFontString:SetText(GuildChecker:GetBlacklistedPlayersAsString()); blacklistedPlayersFontString:SetPoint("TOPLEFT",blacklistedPlayersListHeader,"BOTTOMLEFT"); blacklistedPlayersFontString:SetWidth(465); blacklistedPlayersFontString:SetJustifyH("LEFT"); local BlacklistEditBox = CreateFrame("EditBox","BlacklistEditBox", content2, "InputBoxTemplate") BlacklistEditBox:SetSize(240 ,18) SetTextColor(BlacklistEditBox, defaults.offline) BlacklistEditBox:SetText("Enter Player Name(s)"); BlacklistEditBox:SetPoint("TOPLEFT",blacklistedPlayersFontString,"BOTTOMLEFT",5,-2) BlacklistEditBox:SetAutoFocus( false ); BlacklistEditBox:SetScript('OnEditFocusGained', function(self) BlacklistEditBox:SetTextColor(1,1,1) BlacklistEditBox:SetText("") end) BlacklistEditBox:SetScript('OnEditFocusLost', function(self) SetTextColor(BlacklistEditBox, defaults.offline) BlacklistEditBox:SetText("Enter Player Name(s)") end) local BlacklistUpdateButton = CreateFrame("Button", "BlacklistUpdateButton", content2, "UIPanelButtonTemplate") BlacklistUpdateButton:SetSize(80 ,18) BlacklistUpdateButton:SetText("Add") BlacklistUpdateButton:SetScript("OnClick", addBlacklist) BlacklistUpdateButton:SetPoint("TOPLEFT",BlacklistEditBox,"BOTTOMLEFT",-5,-2) local removeBlacklistButton = CreateFrame("Button", "removeBlacklistButton", content2, "UIPanelButtonTemplate") removeBlacklistButton:SetSize(80 ,18) removeBlacklistButton:SetText("Remove") removeBlacklistButton:SetScript("OnClick", removeBlacklist) removeBlacklistButton:SetPoint("LEFT",BlacklistUpdateButton,"RIGHT",0,0) local ClearBlacklistButton = CreateFrame("Button", "ClearBlacklistButton", content2, "UIPanelButtonTemplate") ClearBlacklistButton:SetSize(80 ,18) ClearBlacklistButton:SetText("Reset") ClearBlacklistButton:SetScript("OnClick", clearBlacklist) ClearBlacklistButton:SetPoint("LEFT",removeBlacklistButton,"RIGHT",0,0) --content3-------------------------------------------------------------------------------------------------- local aboutMessage = content3:CreateFontString("aboutMessage","OVERLAY", content3,nil); aboutMessage:SetFontObject("GameFontHighlight"); aboutMessage:SetPoint("TOPLEFT", content3, "TOPLEFT", 5, -6); aboutMessage:SetWidth(460); aboutMessage:SetJustifyH("LEFT"); local aboutString = newStack(); --addString(aboutString,"Created By: |cff9370DBWiibur <TL> - Herod|r".." Discord: |cff9370DBWiibur#0001|r\n"); addString(aboutString,"Description:\n"); addString(aboutString,"|cff9ACD32"..TOCNAME.." is a tool for guild coalitions that allows raid or group leaders to verify that everyone in the group belongs to a guild in the coalition.|r\n"); addString(aboutString,"\nUsage:\n"); addString(aboutString,"|cff9ACD321. Add guilds to the whitelist of approved guilds on the Options tab. This can be done individually or with a comma-separated list.|r\n"); addString(aboutString,"|cff9ACD322. As group members join they will be added on the Players tab and their guild will be detected, if they are in range.|r\n"); addString(aboutString,"|cff9ACD323. Use the |rDetect button |cff9ACD32if a player's guild isn't detected automatically (can only be used once every few seconds).|r\n"); addString(aboutString,"|cff9ACD324. Use the |rUpdate button |cff9ACD32if a player's name shows up as |r|cff808080UNKNOWN|r|cff9ACD32.|r\n"); addString(aboutString,"|cff9ACD325. Enable friendly nameplates to boost guild detection.|r\n"); addString(aboutString,"|cff9ACD326. If you hide the add-on, show it again with: |r|cffFFD700/guildchecker|r\n"); addString(aboutString,"|cff9ACD327. Blacklisted players should be removed from the group automatically, but this requires another roster update event to occur (can be triggered manually via the |rUpdate button|cff9ACD32).|r\n"); addString(aboutString,"\n"); --[[addString(aboutString,"Player Name Color Codes:\n"); addString(aboutString,"|cff808080Offline|r\n"); addString(aboutString,"|cffFFD700Guild unknown|r\n"); addString(aboutString,"|cff0000FFUnguilded|r\n"); addString(aboutString,"|cff00FF00In whitelisted guild|r\n"); addString(aboutString,"|cffFF0000Not in whitelisted guild|r\n"); addString(aboutString,"|cffFF00FFBlacklisted user|r\n"); ]] aboutMessage:SetText(table.concat(aboutString)); local colorCodesHeaderFontString = content3:CreateFontString("colorCodesString","OVERLAY", content3, nil) colorCodesHeaderFontString:SetFontObject("GameFontHighlight") colorCodesHeaderFontString:SetPoint("TOP", aboutMessage, "BOTTOM", 0, 0) colorCodesHeaderFontString:SetWidth(460) colorCodesHeaderFontString:SetJustifyH("LEFT") colorCodesHeaderFontString:SetText("Player Name Color Codes:") local offlineColorCodeFontString = content3:CreateFontString("offlineColorCodeFontString","OVERLAY", content3, nil) offlineColorCodeFontString:SetFontObject("GameFontNormal") offlineColorCodeFontString:SetPoint("TOP", colorCodesHeaderFontString, "BOTTOM", 0, 0) offlineColorCodeFontString:SetWidth(460) offlineColorCodeFontString:SetJustifyH("LEFT") SetTextColor(offlineColorCodeFontString, defaults.offline) offlineColorCodeFontString:SetText("Player is offline") local guildUnknownColorCodeFontString = content3:CreateFontString("guildUnknownCodeFontString","OVERLAY", content3, nil) guildUnknownColorCodeFontString:SetFontObject("GameFontNormal") guildUnknownColorCodeFontString:SetPoint("TOP", offlineColorCodeFontString, "BOTTOM", 0, 0) guildUnknownColorCodeFontString:SetWidth(460) guildUnknownColorCodeFontString:SetJustifyH("LEFT") SetTextColor(guildUnknownColorCodeFontString, defaults.unknown) guildUnknownColorCodeFontString:SetText("Player's guild unknown") local approvedColorCodeFontString = content3:CreateFontString("approvedColorCodeFontString","OVERLAY", content3, nil) approvedColorCodeFontString:SetFontObject("GameFontNormal") approvedColorCodeFontString:SetPoint("TOP", guildUnknownColorCodeFontString, "BOTTOM", 0, 0) approvedColorCodeFontString:SetWidth(460) approvedColorCodeFontString:SetJustifyH("LEFT") SetTextColor(approvedColorCodeFontString, defaults.approved) approvedColorCodeFontString:SetText("Player is in an approved guild") local unguildedColorCodeFontString = content3:CreateFontString("unguildedCodeFontString","OVERLAY", content3, nil) unguildedColorCodeFontString:SetFontObject("GameFontNormal") unguildedColorCodeFontString:SetPoint("TOP", approvedColorCodeFontString, "BOTTOM", 0, 0) unguildedColorCodeFontString:SetWidth(460) unguildedColorCodeFontString:SetJustifyH("LEFT") SetTextColor(unguildedColorCodeFontString, defaults.unguilded) unguildedColorCodeFontString:SetText("Player is unguilded, in an unapproved guild, or blacklisted") --[[ local unapprovedColorCodeFontString = content3:CreateFontString("unapprovedColorCodeFontString","OVERLAY", content3, nil) unapprovedColorCodeFontString:SetFontObject("GameFontNormal") unapprovedColorCodeFontString:SetPoint("TOP", unguildedColorCodeFontString, "BOTTOM", 0, 0) unapprovedColorCodeFontString:SetWidth(460) unapprovedColorCodeFontString:SetJustifyH("LEFT") SetTextColor(unapprovedColorCodeFontString, defaults.notapproved) unapprovedColorCodeFontString:SetText("Player is in an unapproved guild") local blacklistedColorCodeFontString = content3:CreateFontString("blacklistedColorCodeFontString","OVERLAY", content3, nil) blacklistedColorCodeFontString:SetFontObject("GameFontNormal") blacklistedColorCodeFontString:SetPoint("TOP", unapprovedColorCodeFontString, "BOTTOM", 0, 0) blacklistedColorCodeFontString:SetWidth(460) blacklistedColorCodeFontString:SetJustifyH("LEFT") SetTextColor(blacklistedColorCodeFontString, defaults.blacklisted) blacklistedColorCodeFontString:SetText("Player is blacklisted") ]] ----------------------------------------------------------------------------------------------------------- GuildCheckerFrame.playerNames = {}; GuildCheckerFrame.playerGuilds = {}; GuildCheckerFrame.validatebuttons = {}; GuildCheckerFrame.kickbuttons = {}; GuildCheckerFrame.blacklistbuttons = {}; GuildCheckerFrame.emptyPlayerNames = {}; GuildCheckerFrame.emptyPlayerGuilds = {}; GuildCheckerFrame.emptyValidatebuttons = {}; GuildCheckerFrame.emptyKickbuttons = {}; GuildCheckerFrame.emptyBlacklistbuttons = {}; GuildCheckerFrame:Hide(); return GuildCheckerFrame; end --[[ function GuildChecker:CreateButton(point, relativeFrame, relativePoint, yOffset, text) local btn = CreateFrame("Button", nil, relativeFrame, "UIPanelButtonTemplate"); btn:SetPoint(point, relativeFrame, relativePoint, 0, yOffset); btn:SetSize(60 ,18) btn:SetText(text); return btn; end ]] --[[Color codes |cffFF0000This text is red|r This text is white |cff00FF00This text is green|r |cff0000FFThis text is blue|r") https://www.rapidtables.com/web/color/html-color-codes.html yellowgreen #9ACD32 |cff9ACD32 |r deeppink #FF1493 |cffFF1493|r mediumpurple #9370DB |cff9370DB|r magenta #FF00FF |cffFF00FF|r gray #808080 |cff808080|r gold #FFD700 |cffFFD700|r rgb(255,215,0) 1,0.84,0 ]] --[[TODO: 2. create a reorder function for the player names to put blacklisted and non-approved guilds at the top automatically (might be an option toggle) 4. update rosterUpdate() to mass kick players not in an approved guild? 5. add title label on players tab to show number of players in the raid, number approved, number not approved/blacklisted/unguilded a. maybe something like 35/40 players approved (x approved players / group size) 6. make sure player name frames are being used efficiently, not wasting frames a. when a user leaves the group, recycle their frame so it can be used again -there is a bug where a user's name color won't update when the blacklist is cleared or they are removed from the blacklist - rosterupdate doesn't update the color of unguilded players correctly /who player gas returned several players with gas in their name need to add logic to check the full name match for a list of /who results (how to read the results list and match from it?) the 2nd player's y-position is too close to the first row because i'm not checking when k==1 if that player is first in the list in the addon already, even if they're first in the plist if new player record but it's not first in the overall list ]]
Rectangle = {} function Rectangle:new(x, y, w, h) o = {} setmetatable(o, self) self.__index = self o.x = x o.y = y o.w = w o.h = h return o end function Rectangle:isContained(x, y) if self.x < x and x < self.x + self.w and self.y < y and y < self.y + self.h then return true else return false end end
local ReplicatedStorage = game:GetService("ReplicatedStorage") local fitumi = require(ReplicatedStorage:WaitForChild("fitumi")) local a = fitumi.a return function() local noopSignal = a.fake() a.callTo(noopSignal["Connect"], noopSignal, fitumi.wildcard):returns(a.fake()) return noopSignal end
-- I just want to use premake instead of cmake. -- LOL, I'm not even sure if assimp is correctly built. project "irrXML" location "contrib/irrXML" kind "StaticLib" language "C++" targetdir ("bin/" .. OutputDir .. "/%{prj.name}") objdir ("bin-int/" .. OutputDir .. "/%{prj.name}") files { "contrib/irrXML/irrXML.cpp", "contrib/irrXML/CXMLReaderImpl.h", "contrib/irrXML/heapsort.h", "contrib/irrXML/irrArray.h", "contrib/irrXML/irrString.h", "contrib/irrXML/irrTypes.h", "contrib/irrXML/irrXML.h" } includedirs { "", "include", "code", "contrib/zlib" } defines { "UNICODE", "_UNICODE", "ASSIMP_BUILD_NO_C4D_IMPORTER", "MINIZ_USE_UNALIGNED_LOADS_AND_STORES=0", "ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC=1", "_SCL_SECURE_NO_WARNINGS", "_CRT_SECURE_NO_WARNINGS", "OPENDDL_STATIC_LIBARY", "OPENDDLPARSER_BUILD" } filter "system:windows" defines { "WIN32", "_WINDOWS", "WIN32_LEAN_AND_MEAN" } filter "configurations:Release" defines { "NDEBUG", "CMAKE_INTDIR=\"Release\"" } filter "configurations:Debug" defines { "DEBUG", "_DEBUG", "CMAKE_INTDIR=\"Debug\"" } filter "system:windows" systemversion "latest" staticruntime "on" project "zlib" location "contrib/zlib" kind "StaticLib" language "C" targetdir ("bin/" .. OutputDir .. "/%{prj.name}") objdir ("bin-int/" .. OutputDir .. "/%{prj.name}") files { "contrib/zlib/*.c", "contrib/zlib/*.h" } includedirs { "", "include", "code", "contrib/zlib" } defines { "UNICODE", "_UNICODE", "ASSIMP_BUILD_NO_C4D_IMPORTER", "MINIZ_USE_UNALIGNED_LOADS_AND_STORES=0", "ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC=1", "_SCL_SECURE_NO_WARNINGS", "_CRT_SECURE_NO_WARNINGS", "OPENDDL_STATIC_LIBARY", "OPENDDLPARSER_BUILD" } filter "system:windows" defines { "WIN32", "_WINDOWS", "WIN32_LEAN_AND_MEAN" } filter "configurations:Release" defines { "NDEBUG", "CMAKE_INTDIR=\"Release\"" } filter "configurations:Debug" defines { "DEBUG", "_DEBUG", "CMAKE_INTDIR=\"Debug\"" } filter "system:windows" systemversion "latest" staticruntime "on" project "assimp" location "code" kind "StaticLib" language "C++" targetdir ("bin/" .. OutputDir .. "/%{prj.name}") objdir ("bin-int/" .. OutputDir .. "/%{prj.name}") files { "code/**.cpp", "contrib/unzip/ioapi.c", "contrib/unzip/unzip.c", "contrib/poly2tri/poly2tri/**.cc", "contrib/clipper/clipper.cpp", "contrib/openddlparser/code/**.cpp", "contrib/Open3DGC/**.cpp", "contrib/zip/src/zip.c" } removefiles { "code/Importer/IFC/IFCReaderGen_4.cpp" } includedirs { "", "include", "code", "contrib/zlib", "contrib/rapidjson/include", "contrib", "contrib/unzip", "contrib/irrXML", "contrib/openddlparser/include" } defines { "UNICODE", "_UNICODE", "ASSIMP_BUILD_NO_C4D_IMPORTER", "MINIZ_USE_UNALIGNED_LOADS_AND_STORES=0", "ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC=1", "_SCL_SECURE_NO_WARNINGS", "_CRT_SECURE_NO_WARNINGS", "OPENDDL_STATIC_LIBARY", "OPENDDLPARSER_BUILD" } filter "system:windows" defines { "WIN32", "_WINDOWS", "WIN32_LEAN_AND_MEAN" } filter "configurations:Release" defines { "NDEBUG", "CMAKE_INTDIR=\"Release\"" } filter "configurations:Debug" defines { "DEBUG", "_DEBUG", "CMAKE_INTDIR=\"Debug\"" } filter "system:windows" systemversion "latest" staticruntime "on"
AddCSLuaFile( "shared.lua" ) --Send shared.lua to the client include( 'shared.lua' ) --Include shared.lua if (SERVER) then function ENT:Initialize() self:SetModel("models/spenser/kek1ch/stalker_neutral0c.mdl") self:SetUseType(SIMPLE_USE) self:SetMoveType(MOVETYPE_NONE) self:DrawShadow( true ) self:SetSolid(SOLID_BBOX) self:PhysicsInit(SOLID_BBOX) self:DropToFloor() end function ENT:Think(client) for k, v in pairs( ents.FindInSphere( self:GetPos(),90 ) ) do if (v:IsPlayer() and v:GetActiveWeapon():GetClass() == "weapon_cop_ak74u") then self:PhysicsInit(SOLID_VPHYSICS) if (!self.proxodi1 or self.proxodi1 < CurTime()) then self:EmitSound("wick/characters_voice/scenario/bar/bar_guard/bar_guard_prohodi_1.ogg") self.proxodi1 = CurTime() + 9 end elseif (v:IsPlayer() and v:GetActiveWeapon():GetClass() == "weapon_cop_fort") then if (!self.holsterwep or self.holsterwep < CurTime()) then self:EmitSound("zona/stalker/scenario/zaton/zat_a2_base_guard_"..math.random(1,3)..".ogg") self.holsterwep = CurTime() + 6 end end end if (!self.anim or self.anim < CurTime()) then self:ResetSequence(self:LookupSequence("sit_2_idle_"..math.random(0, 4))) self:SetPlaybackRate(1) --скорость анимации self.anim = CurTime() + 8 end if (!self.speak or self.speak < CurTime()) then self:EmitSound("zona/stalker/stalker/states/idle/idle_"..math.random(1,38)..".ogg") self.speak = CurTime() + 35 end end function ENT:OnRemove() end end
fw.ents.registerItem("Tier 1 Money Printer", { model = "models/props_c17/consolebox01a.mdl", entity = "fw_printer_tier1", price = 1500, category = "Printers", max = 8, }) fw.ents.registerItem("Tier 2 Money Printer", { model = "models/props_c17/consolebox01a.mdl", entity = "fw_printer_tier2", price = 3000, category = "Printers", max = 4, }) fw.ents.registerItem("Tier 3 Money Printer", { model = "models/props_c17/consolebox01a.mdl", entity = "fw_printer_tier3", price = 5000, category = "Printers", max = 4, }) fw.ents.registerItem("Tier 4 Money Printer", { model = "models/props_c17/consolebox01a.mdl", entity = "fw_printer_tier4", price = 12500, category = "Printers", max = 2 }) fw.ents.registerItem("Tier 5 Money Printer", { model = "models/props_c17/consolebox01a.mdl", entity = "fw_printer_tier5", price = 25000, category = "Printers", max = 2, }) fw.ents.registerItem("Titan Money Printer", { model = "models/props_c17/consolebox01a.mdl", entity = "fw_printer_titan", price = 40000, category = "Printers", max = 1, }) fw.ents.registerItem("Printer Paper", { model = "models/props_junk/cardboard_box003a.mdl", entity = "fw_paper", price = 100, category = "Resources", max = 25, }) fw.ents.registerItem("Gas Cansiter", { model = "models/props_junk/gascan001a.mdl", entity = "fw_gas_medium", category = "Resources", price = 100, max = 20, }) fw.ents.registerItem("Water Tank", { model = "models/props_borealis/bluebarrel001.mdl", entity = "fw_water_large", category = "Resources", price = 120, max = 20, }) --- --- BEGIN OTHER WEAPON REGISTRATION --- fw.ents.registerItem("Turret", { model = "models/combine_turrets/ground_turret.mdl", entity = "fw_turret", price = 15000, category = "Defense", factions = {FACTION_GANGA, FACTION_GANGB, FACTION_POLICE}, max = 20, }) fw.ents.registerItem("Radar", { model = "", entity = "fw_radar", price = 1500, category = "Defense", factions = {FACTION_GANGA, FACTION_GANGB, FACTION_POLICE}, max = 5, }) --- --- BEGIN RESOURCE REGISTRATION --- fw.ents.registerItem("Generator", { model = "models/props_vehicles/generatortrailer01.mdl", entity = "fw_generator", price = 2000, max = 20, }) fw.ents.registerItem("Health Machine", { model = "models/props_lab/reciever_cart.mdl", entity = "fw_healthmachine", price = 1000, max = 10, }) fw.ents.registerItem("Armour Machine", { model = "models/props_lab/reciever_cart.mdl", entity = "fw_armourmachine", price = 1000, max = 10, }) fw.ents.registerItem("Respawn Point", { model = "", entity = "fw_respawn_point", price = 100, max = 10, customRun = function(ent, ply) ply:SetNWEntity("spawn_point", ent) end, }) fw.ents.registerItem("Mineral Extractor", { model = "models/props_combine/combinethumper002.mdl", entity = "fw_mineral_extractor", price = 5000, max = 5, }) fw.ents.registerItem("Fermentation Tank", { model = "models/props_wasteland/laundry_basket001.mdl", entity = "fw_fermentation_tank", price = 500, max = 10, }) fw.ents.registerItem("Distillery", { model = "models/props_c17/FurnitureBoiler001a.mdl", entity = "fw_distillery", price = 900, max = 5, }) fw.ents.registerItem("Meth Lab", { model = "models/props_lab/crematorcase.mdl", entity = "fw_methlab", price = 1600, max = 5, }) fw.ents.registerItem("Oil Extractor", { model = "models/props_wasteland/gaspump001a.mdl", entity = "fw_oil_extractor", price = 3000, max = 5, }) fw.ents.registerItem("Medical Opiate Lab", { model = "models/props/cs_italy/it_mkt_table1.mdl", entity = "fw_opioid_crafting", price = 10000, max = 5, }) fw.ents.registerItem("Opiate Refinery", { model = "models/props_wasteland/laundry_washer001a.mdl", entity = "fw_opioid_refinery", price = 1500, max = 10, }) fw.ents.registerItem("Gun Factory", { model = "", entity = "fw_gun_factory", price = 690, max = 10, }) fw.ents.registerItem("Gun Grinder", { model = "", entity = "fw_gun_grinder", price = 666, max = 10, }) --- --- BEGIN AMMO REGISTRATION --- fw.ents.registerItem('AR2 Ammo', { model = "", entity = "", ammo = "AR2", ammoCount = 100, category = "Ammo", max = 0, price = 300, }) fw.ents.registerItem('SMG Ammo', { model = "", entity = "", ammo = "SMG1", ammoCount = 100, category = "Ammo", max = 0, price = 300, }) fw.ents.registerItem('Shotgun Ammo', { model = "", entity = "", ammo = "Buckshot", ammoCount = 50, category = "Ammo", max = 0, price = 300, }) fw.ents.registerItem('Pistol Ammo', { model = "", entity = "", ammo = "pistol", ammoCount = 100, category = "Ammo", max = 0, price = 300, }) --- --- BEGIN WEAPON REGISTRATION --- fw.ents.registerWeapon("Five-Seven", { model = "models/weapons/w_pist_fiveseven.mdl", weapon = "fw_gun_fiveseven", price = 275, both = true, -- creates both a shipment anda single -- shipment = true, -- single = true, -- both is equivalent to defining both these fields }) fw.ents.registerWeapon("Desert Eagle", { model = "models/weapons/w_pist_deagle.mdl", weapon = "fw_gun_deagle", price = 450, both = true, }) fw.ents.registerWeapon("Glock", { model = "models/weapons/w_pist_glock18.mdl", weapon = "fw_gun_glock", price = 150, both = true, }) fw.ents.registerWeapon("P228", { model = "models/weapons/w_pist_p228.mdl", price = 225, weapon = "fw_gun_p228", both = true }) fw.ents.registerWeapon("USP", { weapon = "fw_gun_usp", price = 150, model = "models/weapons/w_pist_usp.mdl", both = true, }) fw.ents.registerWeapon("Dualies", { weapon = "fw_gun_dualies", price = 325, model = "models/weapons/w_pist_elite.mdl", both = true, }) fw.ents.registerWeapon("MAC 10", { weapon = "fw_gun_mac10", price = 700, model = "models/weapons/w_smg_mac10.mdl", both = true, }) fw.ents.registerWeapon("AK-47", { weapon = "fw_gun_ak47", price = 3000, model = "models/weapons/w_rif_ak47.mdl", both = true, }) fw.ents.registerWeapon("M3 Super 90", { weapon = "fw_gun_m3", price = 2500, model = "models/weapons/w_shot_m3super90.mdl", both = true, }) fw.ents.registerWeapon("TMP", { weapon = "fw_gun_tmp", price = 750, model = "models/weapons/w_smg_tmp.mdl", both = true, }) fw.ents.registerWeapon("UMP", { weapon = "fw_gun_ump", price = 800, model = "models/weapons/w_smg_ump45.mdl", both = true, }) fw.ents.registerWeapon("Scout", { weapon = "fw_gun_scout", price = 2250, model = "models/weapons/w_snip_scout.mdl", both = true, }) fw.ents.registerWeapon("AWP", { price = 5000, weapon = "fw_gun_awp", model = "models/weapons/w_snip_awp.mdl", both = true, team = TEAM_GUN, }) fw.ents.registerWeapon("P90", { weapon = "fw_gun_p90", price = 1000, model = "models/weapons/w_smg_p90.mdl", both = true, team = TEAM_GUN, }) fw.ents.registerWeapon("SG552", { price = 3500, model = "models/weapons/w_rif_sg552.mdl", weapon = "fw_gun_sg552", both = true, team = TEAM_GUN }) fw.ents.registerWeapon("AUG", { price = 3500, model = "models/weapons/w_rif_aug.mdl", weapon = "fw_gun_aug", both = true, team = TEAM_GUN, }) fw.ents.registerWeapon("G3SG1", { price = 6500, model = "models/weapons/w_snip_g3sg1.mdl", weapon = "fw_gun_g3sg1", both = true, team = TEAM_GUN, }) fw.ents.registerWeapon("MP5", { price = 800, model = "models/weapons/w_smg_mp5.mdl", weapon = "fw_gun_mp5", both = true, team = TEAM_GUN, }) fw.ents.registerWeapon("Famas", { price = 2500, model = "models/weapons/w_rif_famas.mdl", weapon = "fw_gun_famas", both = true, team = TEAM_GUN, }) fw.ents.registerWeapon("Galil", { price = 2300, model = "models/weapons/w_rif_galil.mdl", weapon = "fw_gun_galil", both = true, team = TEAM_GUN, }) fw.ents.registerWeapon("M4A1", { price = 3000, model = "models/weapons/w_rif_m4a1.mdl", weapon = "fw_gun_m4a1", both = true, team = TEAM_GUN, }) fw.ents.registerWeapon("XM-1014", { price = 3500, model = "models/weapons/w_shot_xm1014.mdl", weapon = "fw_gun_xm1014", both = true, team = TEAM_GUN, }) fw.ents.registerWeapon("Repair Tool", { weapon = "fw_repairtool", price = 300, model = "", single = true, }) fw.ents.registerWeapon("Cutting Torch", { model = "models/weapons/w_IRifle.mdl", weapon = "fw_cuttingtorch", price = 800, both = true, })
local PATH = (...):gsub('%.init$', '') --INSTANCES return { test = require(PATH..".iTest"), }
---------------------------------------------------- local UnitGetIncomingHeals = UnitGetIncomingHeals; local sIsOthers, sIsOwn, sIsNoInc; function VUHDO_healCommAdapterInitLocalOverrides() sIsOthers = VUHDO_CONFIG["SHOW_INCOMING"]; sIsOwn = VUHDO_CONFIG["SHOW_OWN_INCOMING"]; sIsNoInc = not sIsOwn and not sIsOthers; end ---------------------------------------------------- local VUHDO_INC_HEAL = { }; -- function VUHDO_getIncHealOnUnit(aUnit) return VUHDO_INC_HEAL[aUnit] or 0; end -- local tAllIncoming; function VUHDO_determineIncHeal(aUnit) if sIsNoInc then return; end if sIsOthers then if sIsOwn then VUHDO_INC_HEAL[aUnit] = UnitGetIncomingHeals(aUnit); else tAllIncoming = (UnitGetIncomingHeals(aUnit) or 0) - (UnitGetIncomingHeals(aUnit, "player") or 0); VUHDO_INC_HEAL[aUnit] = tAllIncoming < 0 and 0 or tAllIncoming; end else VUHDO_INC_HEAL[aUnit] = UnitGetIncomingHeals(aUnit, "player"); end end
do local Self = {} function Particle(x, y, category) local self = setmetatable({}, {__index = Self}) self.category = category or 'poof' self.x = x self.y = y self.dispose = false self.z = 500 self.frameIndex = 1 self.frame = resource.image[self.category][self.frameIndex] self.hitbox = { width = self.frame.width, height = self.frame.height } self.timer = 0 return self end function Self:render() self.frame:draw(self.x - world.x, self.y, screen) end function Self:update() if self.category == 'boom' then for i, player in ipairs(players) do if player:touches(self) then player:subtractTime(1000 + math.random(0, 500)) end end end self.timer = self.timer + 1 if self.timer > 5 then self.timer = 0 if self.frameIndex < 7 then self.frameIndex = self.frameIndex + 1 self.frame = resource.image[self.category][self.frameIndex] self.hitbox = { width = self.frame.width, height = self.frame.height } else self.dispose = true end end end end
print("testing bitwise operations") assert(bit32.band() == bit32.bnot(0)) assert(bit32.btest() == true) assert(bit32.bor() == 0) assert(bit32.bxor() == 0) assert(bit32.band() == bit32.band(0xffffffff)) assert(bit32.band(1,2) == 0) -- out-of-range numbers assert(bit32.band(-1) == 0xffffffff) assert(bit32.band(2^33 - 1) == 0xffffffff) assert(bit32.band(-2^33 - 1) == 0xffffffff) assert(bit32.band(2^33 + 1) == 1) assert(bit32.band(-2^33 + 1) == 1) assert(bit32.band(-2^40) == 0) assert(bit32.band(2^40) == 0) assert(bit32.band(-2^40 - 2) == 0xfffffffe) assert(bit32.band(2^40 - 4) == 0xfffffffc) assert(bit32.lrotate(0, -1) == 0) assert(bit32.lrotate(0, 7) == 0) assert(bit32.lrotate(0x12345678, 4) == 0x23456781) assert(bit32.rrotate(0x12345678, -4) == 0x23456781) assert(bit32.lrotate(0x12345678, -8) == 0x78123456) assert(bit32.rrotate(0x12345678, 8) == 0x78123456) assert(bit32.lrotate(0xaaaaaaaa, 2) == 0xaaaaaaaa) assert(bit32.lrotate(0xaaaaaaaa, -2) == 0xaaaaaaaa) for i = -50, 50 do assert(bit32.lrotate(0x89abcdef, i) == bit32.lrotate(0x89abcdef, i%32)) end assert(bit32.lshift(0x12345678, 4) == 0x23456780) assert(bit32.lshift(0x12345678, 8) == 0x34567800) assert(bit32.lshift(0x12345678, -4) == 0x01234567) assert(bit32.lshift(0x12345678, -8) == 0x00123456) assert(bit32.lshift(0x12345678, 32) == 0) assert(bit32.lshift(0x12345678, -32) == 0) assert(bit32.rshift(0x12345678, 4) == 0x01234567) assert(bit32.rshift(0x12345678, 8) == 0x00123456) assert(bit32.rshift(0x12345678, 32) == 0) assert(bit32.rshift(0x12345678, -32) == 0) assert(bit32.arshift(0x12345678, 0) == 0x12345678) assert(bit32.arshift(0x12345678, 1) == 0x12345678 / 2) assert(bit32.arshift(0x12345678, -1) == 0x12345678 * 2) assert(bit32.arshift(-1, 1) == 0xffffffff) assert(bit32.arshift(-1, 24) == 0xffffffff) assert(bit32.arshift(-1, 32) == 0xffffffff) -- NeoLua: I do not logic behind this. --assert(bit32.arshift(-1, -1) == (-1 * 2) % 2^32) print("+") -- some special cases local c = {0, 1, 2, 3, 10, 0x80000000, 0xaaaaaaaa, 0x55555555, 0xffffffff, 0x7fffffff} for _, b in pairs(c) do assert(bit32.band(b) == b) assert(bit32.band(b, b) == b) assert(bit32.btest(b, b) == (b ~= 0)) assert(bit32.band(b, b, b) == b) assert(bit32.btest(b, b, b) == (b ~= 0)) assert(bit32.band(b, bit32.bnot(b)) == 0) assert(bit32.bor(b, bit32.bnot(b)) == bit32.bnot(0)) assert(bit32.bor(b) == b) assert(bit32.bor(b, b) == b) assert(bit32.bor(b, b, b) == b) assert(bit32.bxor(b) == b) assert(bit32.bxor(b, b) == 0) assert(bit32.bxor(b, 0) == b) assert(bit32.bnot(b) ~= b) assert(bit32.bnot(bit32.bnot(b)) == b) assert(bit32.bnot(b) == 2^32 - 1 - b) assert(bit32.lrotate(b, 32) == b) assert(bit32.rrotate(b, 32) == b) assert(bit32.lshift(bit32.lshift(b, -4), 4) == bit32.band(b, bit32.bnot(0xf))) assert(bit32.rshift(bit32.rshift(b, 4), -4) == bit32.band(b, bit32.bnot(0xf))) for i = -40, 40 do assert(bit32.lshift(b, i) == math.floor((b * 2^i) % 2^32)) end end assert(not pcall(bit32.band, {})) assert(not pcall(bit32.bnot, "a")) assert(not pcall(bit32.lshift, 45)) assert(not pcall(bit32.lshift, 45, print)) assert(not pcall(bit32.rshift, 45, print)) print("+") -- testing extract/replace assert(bit32.extract(0x12345678, 0, 4) == 8) assert(bit32.extract(0x12345678, 4, 4) == 7) assert(bit32.extract(0xa0001111, 28, 4) == 0xa) assert(bit32.extract(0xa0001111, 31, 1) == 1) assert(bit32.extract(0x50000111, 31, 1) == 0) assert(bit32.extract(0xf2345679, 0, 32) == 0xf2345679) assert(not pcall(bit32.extract, 0, -1)) assert(not pcall(bit32.extract, 0, 32)) assert(not pcall(bit32.extract, 0, 0, 33)) assert(not pcall(bit32.extract, 0, 31, 2)) assert(bit32.replace(0x12345678, 5, 28, 4) == 0x52345678) assert(bit32.replace(0x12345678, 0x87654321, 0, 32) == 0x87654321) assert(bit32.replace(0, 1, 2) == 2^2) assert(bit32.replace(0, -1, 4) == 2^4) assert(bit32.replace(-1, 0, 31) == 2^31 - 1) assert(bit32.replace(-1, 0, 1, 2) == 2^32 - 7) print'OK'
local function PrintHelp() print("Usage:") print("`/bags show` to show the bag bar.") print("`/bags hide` to hide the bag bar.") end local function HideBags() MicroButtonAndBagsBar:Hide() end local function ShowBags() MicroButtonAndBagsBar:Show() end local eventFrame = CreateFrame("Frame") -- PLAYER_ENTERING_WORLD is fired when user logs in, reloads UI, or goes through a loading screen (zone change) eventFrame:RegisterEvent("PLAYER_ENTERING_WORLD") eventFrame:SetScript("OnEvent", function (self, event, isInitialLogin, isReloadingUi) HideBags() end) SLASH_BAGS1 = "/bags" function SlashCmdList.BAGS(msg, editBox) -- Trim the string and convert it to lowercase msg = string.gsub(msg, "^%s*(.-)%s*$", "%1"):lower() if msg == "show" then ShowBags() elseif msg == "hide" then HideBags() else PrintHelp() end end
return Command 'dog' :setCategory 'Images' :setDesc 'Return a random dog image.' :setAliases {'doggy', 'puppy', 'doggo', 'doggie', 'doge', 'pooch', 'poochie'} :run(function(msg, args, util) util.request { url = 'https://some-random-api.ml/img/dog'; }:next(function(res) res = res[1] local embed = util.Embed() :setTitle 'Here\'s a dog!' :setImage(res.link) :setColor 'random' :setFooter(settings.footer) :setTimestamp() :finish(); msg.channel:send(embed) end); end);
local _, L = ... if L.locale ~= 'frFR' then return end L["Change the placement and scale of your dialogue options."] = [=[Modifier le placement et l'échelle de vos options de dialogue.]=] L["Change the speed of text delivery."] = [=[Change la vitesse de défilement du texte.]=] L["Customize the talking head frame."] = [=[Personnaliser le cadre du personnage qui parle.]=] L["Dialog"] = [=[Dialogue]=] L["Disable automatic text progress"] = [=[Désactiver la progression automatique du texte]=] L["Disable horizontal drag"] = "Désactiver le glisser horizontal pour les options de discussions." L["Disable model animations"] = "Désactiver l'animation du modèle" L["Disable mouseover highlight"] = "Désactiver la mise en surbrillance au passage de la souris" L["Disable portrait border"] = "Désactiver la bordure du portrait" L["Flip mouse functions"] = [=[Inverser les fonctions de la souris]=] L["Frame strata"] = [=[Positionnement du cadre]=] L["Fullscreen"] = [=[Plein écran]=] L["Fullscreen dialog"] = [=[Dialogue en plein écran]=] L["Global scale"] = [=[Echelle globale]=] L["Hide interface"] = [=[Masquer l'interface]=] L["Hide minimap"] = [=[Masquer la minimap]=] L["Hide my user interface when interacting with an NPC."] = [=[Masquer mon interface utilisateur lors d'une interaction avec un PNJ.]=] L["Hide objective tracker"] = [=[Masquer le suivi d'objectifs]=] L["Hide tooltip"] = "Cacher l'infobulle" L["High"] = "Élevé" L["How are you doing today?"] = [=[Comment ça va aujourd'hui?]=] L["Immersive mode"] = [=[Mod immersif]=] L["Left click is used to handle text."] = [=[Le clic gauche est utilisé pour gérer le texte.]=] L["Low"] = [=[Faible]=] L["Medium"] = [=[Moyen]=] L["On the fly"] = [=[A la volée]=] L["Right click is used to accept/hand in quests."] = [=[Le clic droit est utilisé pour accepter/rendre des quêtes.]=] L["Scale"] = [=[Echelle]=] L["Show at mouse location"] = [=[Afficher à l'emplacement de la souris]=] L["Show text progress bar"] = "Afficher la barre de progression du texte" L["Stop NPCs from automatically proceeding to the next line of dialogue."] = [=[Blocage automatique de la progression du dialogue du PNJ.]=] L["Text speed"] = [=[Vitesse du texte]=] L["The quest/gossip text doesn't vanish when you stop interacting with the NPC or when accepting a new quest. Instead, it vanishes at the end of the text sequence. This allows you to maintain your immersive experience when speed leveling."] = [=[Le texte de quête/discussion ne disparaît pas lorsque vous arrêtez d'interagir avec le PNJ ou lorsque vous acceptez une nouvelle quête. Au lieu de cela, il disparaît à la fin de la séquence du texte. Ce qui vous permet de maintenir votre expérience immersive lors de la montée de niveaux rapide.]=] L["Tooltip"] = [=[Info-bulle]=] L["Use your primary mouse button to read through text, accept/turn in quests and select the best available gossip option."] = [=[Utilisez votre bouton de souris primaire pour parcourir le texte, accepter/rendre des quêtes et choisir la meilleure option de discussion disponible.]=]
--[[ Copyright 2019 Konsulko Group author:Edi Feschiyan <edi.feschiyan@konsulko.com> 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. --]] -- Test location 0 _AFT.testVerbStatusSuccess('testLocationSuccess','geoclue','location', {}) -- Test subscribe 1 _AFT.testVerbStatusSuccess('testSubscribeSuccess','geoclue','subscribe', {value="location"}) -- Test unsubscribe 2 _AFT.testVerbStatusSuccess('testUnsubscribeSuccess','geoclue','unsubscribe', {value="location"})
local Asset = {} -- local function stripString(base, s) -- local a = s:sub(base:len()+2,s:len()) -- return a:sub(0, a:find("%.")-1) -- end -- local function loadFiles(base, dir, files, ignore) -- dir = dir or base -- local items = love.filesystem.getDirectoryItems(dir) -- for i,v in ipairs(items) do -- local file = dir .. "/" .. v -- if love.filesystem.isFile(file) then -- if not ignore or not file:find(ignore) then -- files[stripString(base, file)] = file -- end -- else -- loadFiles(base, file, files, ignore) -- end -- end -- return files -- end local imgCache = {} local fontCache = {} local audioCache = {} local videoCache = {} -- local imgDirs = loadFiles("assets/images", nil, {}, "%.ase") -- local audioDirs = loadFiles("assets/audio", nil, {}) -- local fontDirs = loadFiles("assets/fonts", nil, {}) function Asset.image(url, force) -- assert(imgDirs[url], 'The image "' .. url .. '" does not exist!', 2) local img if force or not imgCache[url] then img = love.graphics.newImage("assets/images/" .. url .. ".png") imgCache[url] = img else img = imgCache[url] end return img end function Asset.font(url, size, force) local font if force or not fontCache[url] or not fontCache[url][size] then font = love.graphics.newFont("assets/fonts/" .. url .. ".ttf", size) if not fontCache[url] then fontCache[url] = {} end fontCache[url][size] = font else font = fontCache[url][size] end return font end function Asset.audio(url, static, force) local aud if force or not audioCache[url] then aud = love.audio.newSource("assets/audio/" .. url .. ".ogg", "static") audioCache[url] = aud else aud = audioCache[url] end return aud end function Asset.video(url) local vid if force or not videoCache[url] then vid = love.graphics.newVideo("assets/videos/" .. url .. ".ogv") videoCache[url] = vid else vid = videoCache[url] end return vid end return Asset
function createSampleProject(name,cppfile,guid) project(name) uuid(guid) location ("../../build/" .. _ACTION) language "C++" if name == "testPinDialog" then kind "WindowedApp" else kind "ConsoleApp" end files { cppfile } includedirs { "../..","..","/usr/include/" } links { "utility","smartcard++" } if os.is("linux") then links {"dl","pthread"} if name == "testPinDialog" then linkoptions {"`pkg-config gtkmm-2.4 --libs`"} buildoptions {"`pkg-config gtkmm-2.4 --cflags`"} end else if name == "testPinDialog" then flags "WinMain" end end if name == "testPinDialog" then createConfigs({ "WinMain" }) else createConfigs() end premake.buildconfigs() return premake.CurrentContainer end createSampleProject("testreadcardid",{"testreadcardid.cpp"},"094C61ED-A334-6E48-A572-1CD9817BBBA8") createSampleProject("testcardmanager",{"testcardmanager.cpp"},"328985C1-E147-6548-8F0A-58A4D71BE61F") createSampleProject("testctapi",{"testctapi.cpp"},"0B965702-CE50-0142-99EC-1EF04A8A0747") createSampleProject("testdownload",{"testdownload.cpp"},"42A20BA8-4E2B-3F4F-BCBB-F1F0092F0610") if os.is("windows") then createSampleProject("testPinDialog",{"testpindialog.cpp","testpindialog.rc"},"C64BEDFC-9570-4B40-BCFE-D69813F0253A") else createSampleProject("testPinDialog",{"testpindialog.cpp"},"C64BEDFC-9570-4B40-BCFE-D69813F0253A") end createSampleProject("testMonitorThread",{"testmonitorthread.cpp"},"BE67BF46-173F-A54E-BE66-7FD11922695B") createSampleProject("testlogger",{"testlogger.cpp"},"A61E7196-6B89-8F44-9DFF-F1EFC5AE6E8B") createSampleProject("testcert",{"testcert.cpp"},"F83249DF-A06F-284E-B4CA-0623900D4541") createSampleProject("testsign",{"testsign.cpp"},"C30767FF-8179-4185-9959-871E189ED8AF") createSampleProject("testpkcs", {"testpkcs.cpp"},"6C566498-FBA7-46a2-9651-74ACBC0EFB2E")
------------------------------------------------------------ ------------------------------------------------------------ ---- Author: Dylan 'Itokoyamato' Thuillier ---- ---- ---- ---- Email: itokoyamato@hotmail.fr ---- ---- ---- ---- Resource: tokovoip_script ---- ---- ---- ---- File: c_TokoVoip.lua ----\ ------------------------------------------------------------ ------------------------------------------------------------ -------------------------------------------------------------------------------- -- Client: TokoVoip functions -------------------------------------------------------------------------------- TokoVoip = {}; TokoVoip.__index = TokoVoip; local lastTalkState = false function TokoVoip.init(self, config) local self = setmetatable(config, TokoVoip); self.config = json.decode(json.encode(config)); self.lastNetworkUpdate = 0; self.lastPlayerListUpdate = self.playerListRefreshRate; self.playerList = {}; return (self); end function TokoVoip.loop(self) Citizen.CreateThread(function() while (true) do Citizen.Wait(self.refreshRate); self:processFunction(); self:sendDataToTS3(); self.lastNetworkUpdate = self.lastNetworkUpdate + self.refreshRate; self.lastPlayerListUpdate = self.lastPlayerListUpdate + self.refreshRate; if (self.lastNetworkUpdate >= self.networkRefreshRate) then self.lastNetworkUpdate = 0; self:updateTokoVoipInfo(); end if (self.lastPlayerListUpdate >= self.playerListRefreshRate) then self.playerList = GetActivePlayers(); self.lastPlayerListUpdate = 0; end end end); end function TokoVoip.sendDataToTS3(self) -- Send usersdata to the Javascript Websocket self:updatePlugin("updateTokoVoip", self.plugin_data); end function TokoVoip.updateTokoVoipInfo(self, forceUpdate) -- Update the top-left info local info = ""; if (self.mode == 1) then info = "Normal"; elseif (self.mode == 2) then info = "Whispering"; elseif (self.mode == 3) then info = "Shouting"; end if (self.plugin_data.radioTalking) then info = info .. " on radio "; end if (self.talking == 1 or self.plugin_data.radioTalking) then info = "<font class='talking'>" .. info .. "</font>"; end if (self.plugin_data.radioChannel ~= -1 and self.myChannels[self.plugin_data.radioChannel]) then if (string.match(self.myChannels[self.plugin_data.radioChannel].name, "Call")) then info = info .. "<br> [Phone] " .. self.myChannels[self.plugin_data.radioChannel].name; else info = info .. "<br> [Radio] " .. self.myChannels[self.plugin_data.radioChannel].name; end end if (info == self.screenInfo and not forceUpdate) then return end self.screenInfo = info; self:updatePlugin("updateTokovoipInfo", "" .. info); end function TokoVoip.updatePlugin(self, event, payload) exports.tokovoip_script:doSendNuiMessage(event, payload); end function TokoVoip.updateConfig(self) local data = self.config; data.plugin_data = self.plugin_data; data.pluginVersion = self.pluginVersion; data.pluginStatus = self.pluginStatus; data.pluginUUID = self.pluginUUID; self:updatePlugin("updateConfig", data); end function TokoVoip.initialize(self) self:updateConfig(); self:updatePlugin("initializeSocket", nil); Citizen.CreateThread(function() while (true) do Citizen.Wait(5); if ((self.keySwitchChannelsSecondary and IsControlPressed(0, self.keySwitchChannelsSecondary)) or not self.keySwitchChannelsSecondary) then -- Switch radio channels if (IsControlJustPressed(0, self.keySwitchChannels) and tablelength(self.myChannels) > 0) then local myChannels = {}; local currentChannel = 0; local currentChannelID = 0; for channel, _ in pairs(self.myChannels) do if (channel == self.plugin_data.radioChannel) then currentChannel = #myChannels + 1; currentChannelID = channel; end myChannels[#myChannels + 1] = {channelID = channel}; end if (currentChannel == #myChannels) then currentChannelID = myChannels[1].channelID; else currentChannelID = myChannels[currentChannel + 1].channelID; end self.plugin_data.radioChannel = currentChannelID; setPlayerData(self.serverId, "radio:channel", currentChannelID, true); self:updateTokoVoipInfo(); end elseif (IsControlJustPressed(0, self.keyProximity)) then -- Switch proximity modes (normal / whisper / shout) if (not self.mode) then self.mode = 1; end self.mode = self.mode + 1; if (self.mode > 3) then self.mode = 1; end setPlayerData(self.serverId, "voip:mode", self.mode, true); self:updateTokoVoipInfo(); end if (IsControlPressed(0, self.radioKey) and self.plugin_data.radioChannel ~= -1) then -- Talk on radio self.plugin_data.radioTalking = true; self.plugin_data.localRadioClicks = true; if (self.plugin_data.radioChannel > 100) then self.plugin_data.localRadioClicks = false; end if (not getPlayerData(self.serverId, "radio:talking")) then setPlayerData(self.serverId, "radio:talking", true, true); end self:updateTokoVoipInfo(); if (lastTalkState == false and self.myChannels[self.plugin_data.radioChannel]) then if (not string.match(self.myChannels[self.plugin_data.radioChannel].name, "Call") and not IsPedSittingInAnyVehicle(PlayerPedId())) then RequestAnimDict("random@arrests"); while not HasAnimDictLoaded("random@arrests") do Wait(5); end TaskPlayAnim(PlayerPedId(),"random@arrests","generic_radio_chatter", 8.0, 0.0, -1, 49, 0, 0, 0, 0); end lastTalkState = true end else self.plugin_data.radioTalking = false; if (getPlayerData(self.serverId, "radio:talking")) then setPlayerData(self.serverId, "radio:talking", false, true); end self:updateTokoVoipInfo(); if lastTalkState == true then lastTalkState = false StopAnimTask(PlayerPedId(), "random@arrests","generic_radio_chatter", -4.0); end end end end); end function TokoVoip.disconnect(self) self:updatePlugin("disconnect"); end
modifier_sandra_undeniable_torture = class({}) -------------------------------------------------------------------------------- -- Classifications function modifier_sandra_undeniable_torture:IsHidden() return true end function modifier_sandra_undeniable_torture:IsPurgable() return false end -------------------------------------------------------------------------------- -- Initializations function modifier_sandra_undeniable_torture:OnCreated( kv ) -- references self.lifesteal = self:GetAbility():GetSpecialValueFor( "lifesteal" ) -- special value end function modifier_sandra_undeniable_torture:OnRefresh( kv ) -- references self.lifesteal = self:GetAbility():GetSpecialValueFor( "lifesteal" ) -- special value end function modifier_sandra_undeniable_torture:OnDestroy( kv ) end -------------------------------------------------------------------------------- -- Modifier Effects function modifier_sandra_undeniable_torture:DeclareFunctions() local funcs = { -- MODIFIER_PROPERTY_TOTAL_CONSTANT_BLOCK, MODIFIER_PROPERTY_AVOID_DAMAGE, } return funcs end function modifier_sandra_undeniable_torture:GetModifierAvoidDamage( params ) if IsServer() then if params.attacker==self:GetParent() or params.attacker:GetTeamNumber()~=self:GetParent():GetTeamNumber() then return 0 end if self:FlagExist( params.damage_flags, DOTA_DAMAGE_FLAG_NO_SPELL_LIFESTEAL ) then return 0 end -- heal local heal = math.min( self:GetParent():GetHealth(), params.damage ) params.attacker:Heal( heal, self:GetAbility() ) self:PlayEffects( params.attacker ) -- deal damage with non-lethal local damageTable = { victim = self:GetParent(), attacker = params.attacker, damage = params.original_damage, damage_type = params.damage_type, ability = self:GetAbility(), --Optional. damage_flags = DOTA_DAMAGE_FLAG_NON_LETHAL + DOTA_DAMAGE_FLAG_NO_SPELL_LIFESTEAL + DOTA_DAMAGE_FLAG_NO_SPELL_AMPLIFICATION, --Optional. } ApplyDamage(damageTable) -- block the damage return 1 end end -- function modifier_sandra_undeniable_torture:GetModifierTotal_ConstantBlock( params ) -- if IsServer() then -- if params.attacker==self:GetParent() or params.attacker:GetTeamNumber()~=self:GetParent():GetTeamNumber() then -- return 0 -- end -- if self:FlagExist( params.damage_flags, DOTA_DAMAGE_FLAG_NO_SPELL_LIFESTEAL ) then -- return 0 -- end -- local damage = params.damage -- local block = 0 -- -- check lethality -- if params.damage>self:GetParent():GetHealth() then -- damage = self:GetParent():GetHealth() -- block = params.damage-self:GetParent():GetHealth()+1 -- print("health", self:GetParent():GetHealth(), "damage", params.damage, "block", block) -- print("health-(damage-block):",self:GetParent():GetHealth()-(params.damage-block)) -- end -- params.attacker:Heal( damage, self:GetAbility() ) -- self:PlayEffects( params.attacker ) -- return block -- end -- end -------------------------------------------------------------------------------- -- Status Effects function modifier_sandra_undeniable_torture:CheckState() local state = { [MODIFIER_STATE_SPECIALLY_DENIABLE] = true, } return state end -------------------------------------------------------------------------------- -- Helper: Flag operations function modifier_sandra_undeniable_torture:FlagExist(a,b)--Bitwise Exist local p,c,d=1,0,b while a>0 and b>0 do local ra,rb=a%2,b%2 if ra+rb>1 then c=c+p end a,b,p=(a-ra)/2,(b-rb)/2,p*2 end return c==d end -------------------------------------------------------------------------------- -- Graphics & Animations function modifier_sandra_undeniable_torture:PlayEffects( target ) -- Get Resources local particle_cast = "particles/generic_gameplay/generic_lifesteal.vpcf" -- Create Particle local effect_cast = ParticleManager:CreateParticle( particle_cast, PATTACH_ABSORIGIN_FOLLOW, target ) ParticleManager:ReleaseParticleIndex( effect_cast ) end
local function new_request(request_instance) local response = platform.new_response(); return response; end return { new = new_response };
local item_value = os.getenv('item_value') local item_type = os.getenv('item_type') local item_dir = os.getenv('item_dir') local warc_file_base = os.getenv('warc_file_base') local url_count = 0 local tries = 0 local downloaded = {} local ignore_patterns = {} local addedtolist = {} local abortgrab = false local ids = {} for ignore in io.open("ignore-patterns", "r"):lines() do ignore_patterns[ignore] = true end read_file = function(file) if file then local f = assert(io.open(file)) local data = f:read("*all") f:close() return data else return "" end end allowed = function(url, parenturl) for pattern, _ in pairs(ignore_patterns) do if string.match(url, pattern) then return false end end local tested = {} for s in string.gmatch(url, "([^/]+)") do if tested[s] == nil then tested[s] = 0 end if tested[s] == 6 then return false end tested[s] = tested[s] + 1 end return true end wget.callbacks.download_child_p = function(urlpos, parent, depth, start_url_parsed, iri, verdict, reason) local url = urlpos["url"]["url"] local html = urlpos["link_expect_html"] if downloaded[url] ~= true and addedtolist[url] ~= true and allowed(url, parent["url"]) then addedtolist[url] = true return true end return false end wget.callbacks.httploop_result = function(url, err, http_stat) status_code = http_stat["statcode"] url_count = url_count + 1 io.stdout:write(url_count .. "=" .. status_code .. " " .. url["url"] .. " \n") io.stdout:flush() if status_code >= 300 and status_code <= 399 then local newloc = string.match(http_stat["newloc"], "^([^#]+)") if string.match(newloc, "^//") then newloc = string.match(url["url"], "^(https?:)") .. string.match(newloc, "^//(.+)") elseif string.match(newloc, "^/") then newloc = string.match(url["url"], "^(https?://[^/]+)") .. newloc elseif not string.match(newloc, "^https?://") then newloc = string.match(url["url"], "^(https?://.+/)") .. newloc end if downloaded[newloc] == true or addedtolist[newloc] == true or not allowed(newloc, url["url"]) then tries = 0 return wget.actions.EXIT end end if status_code >= 200 and status_code <= 399 then downloaded[url["url"]] = true downloaded[string.gsub(url["url"], "https?://", "http://")] = true end if abortgrab == true then io.stdout:write("ABORTING...\n") return wget.actions.ABORT end if status_code >= 500 or (status_code >= 400 and status_code ~= 404) or status_code == 0 then io.stdout:write("Server returned "..http_stat.statcode.." ("..err.."). Sleeping.\n") io.stdout:flush() if tries > 6 then io.stdout:write("\nI give up...\n") io.stdout:flush() tries = 0 return wget.actions.EXIT else os.execute("sleep " .. math.floor(math.pow(2, tries))) tries = tries + 1 return wget.actions.CONTINUE end end tries = 0 local sleep_time = 0 if sleep_time > 0.001 then os.execute("sleep " .. sleep_time) end return wget.actions.NOTHING end wget.callbacks.before_exit = function(exit_status, exit_status_string) if abortgrab == true then return wget.exits.IO_FAIL end return exit_status end
AddCSLuaFile() local invis = Color(0, 0, 0, 0) hook.Add("AddToolMenuCategories", "Photon.AddMenuCategory", function() spawnmenu.AddToolCategory("Utilities", "Photon", "Photon") end) local function logoHeader(panel, imgpath) if not imgpath then imgpath = "photon/ui/settings_logo.png" end panel:AddControl("Header", { Description = string.format("Photon Lighting Engine | %s | Update #%s", PHOTON_SERIES, PHOTON_UPDATE) }) local parent = vgui.Create("DPanel") parent:SetSize(300, 256) parent:SetBackgroundColor(invis) local header = vgui.Create("DImage", parent) header:SetImage(imgpath) header:SetSize(256, 256) panel:AddPanel(parent) header:Center() end local function buildControlsMenu(panel) panel:ClearControls() logoHeader(panel) panel:AddControl("Header", {Description = "Adjust the keys for Photon controls"}) panel:AddControl("Numpad", {Label = "Primary Lights On/Off", Command="photon_key_primary_toggle", Label2 = "Primary Lights Mode", Command2="photon_key_primary_alt"}) panel:AddControl("Numpad", {Label = "Siren On/Off", Command="photon_key_siren_toggle", Label2 = "Siren Tone", Command2="photon_key_siren_alt"}) panel:AddControl("Numpad", {Label = "Auxiliary Lights", Command="photon_key_auxiliary", Label2 = "Illumination", Command2="photon_key_illum"}) panel:AddControl("Numpad", {Label = "Horn", Command="photon_key_horn", Label2 = "Siren Manual", Command2="photon_key_manual"}) panel:AddControl("Numpad", {Label = "Blackout Mode", Command="photon_key_blackout", Label2 = "Radar", Command2="photon_key_radar"}) panel:AddControl("Numpad", {Label = "Siren 1", Command="photon_key_siren1", Label2 = "Siren 2", Command2="photon_key_siren2"}) panel:AddControl("Numpad", {Label = "Siren 3", Command="photon_key_siren3", Label2 = "Siren 4", Command2="photon_key_siren4"}) panel:AddControl("Numpad", {Label = "Indicator Activate", Command="photon_key_signal_activate", Label2 = "Indicator Lock", Command2="photon_key_signal_deactivate"}) panel:AddControl("Numpad", {Label = "Indicator Left", Command="photon_key_signal_left", Label2 = "Indicator Right", Command2="photon_key_signal_right"}) panel:AddControl("Numpad", {Label = "Indicator Hazards", Command="photon_key_signal_hazard", Label2 = "Reverse Light/Siren/TA Mode (Hold)", Command2="photon_key_alt_reverse"}) panel:AddControl("Button", {Label = "Reset to Default", Command="photon_keys_reset"}) end local function buildClientSettings(panel) panel:ClearControls() logoHeader(panel) if PHOTON_CHRISTMAS_PERMIT then panel:AddControl("Header", {Description = "Special"}) panel:AddControl("CheckBox", {Label = "Holiday Mode", Command = "photon_christmas_mode_auto"}) end panel:AddControl("Header", {Description = "General Settings"}) panel:AddControl("CheckBox", {Label = "Enable Emergency Lighting", Command = "photon_emerg_enabled"}) panel:AddControl("CheckBox", {Label = "Enable Standard Lighting", Command = "photon_stand_enabled"}) panel:AddControl("CheckBox", {Label = "Enable Radar Sound", Command = "photon_radar_sound"}) panel:AddControl("Header", {Description = "Performance & Appearance"}) panel:AddControl("CheckBox", {Label = "Enable Lens Flare Effects", Command = "photon_lens_effects"}) panel:AddControl("CheckBox", {Label = "Enable Dynamic Lighting", Command = "photon_dynamic_lights", Description = "Experimental feature. This WILL significantly decrease FPS."}) panel:AddControl("Slider", {Label = "Light Bloom Modifier", Command = "photon_bloom_modifier", Type = "Float", Min = "0", Max = "2"}) panel:AddControl("Header", {Description = "Change HUD settings"}) panel:AddControl("Slider", {Label = "Opacity", Command = "photon_hud_opacity", Type = "Float", Min = "0", Max = "1"}) panel:AddControl("Header", {Description = "Personal Options"}) panel:AddControl("TextBox", {Label = "Unit ID", Command = "photon_emerg_unit", WaitForEnter = "1", Max = "3"}) end local function buildServerSettings(panel) panel:ClearControls() logoHeader(panel) panel:AddControl("Header", {Description = "Adjust server Photon settings"}) panel:AddControl( "CheckBox", { Label = "Enable Changing Siren Model", Command = "photon_emv_changesirens" } ) panel:AddControl( "CheckBox", { Label = "Enable Changing Lighting Presets", Command = "photon_emv_changepresets" } ) panel:AddControl( "CheckBox", { Label = "Enable Siren Running Outside Of Vehicle", Command = "photon_emv_stayon" } ) panel:AddControl( "CheckBox", { Label = "Enable Rendering Illumination Light", Command = "photon_emv_useillum" } ) end local function createSirenOptions() list.Set("PhotonSirenOptions", "None", {photon_creator_siren = "0"}) local sirenTable = EMVU.GetSirenTable() for index, siren in ipairs(sirenTable) do list.Set("PhotonSirenOptions", siren.Category .. " - " .. siren.Name, {photon_creator_siren = tostring(index)}) end end local function createLightbarOptions() list.Set("PhotonLightbarOptions", "None", {photon_creator_lightbar = 0}) local autoComponents = EMVU.Auto for key, data in pairs( autoComponents ) do if data.Lightbar then list.Set("PhotonLightbarOptions", key, {photon_creator_lightbar = key}) end end end local function buildCreatorMenu(panel) createSirenOptions() createLightbarOptions() panel:ClearControls() logoHeader(panel, "photon/ui/settings_creator.png") panel:AddControl("Header", {Description = "This is the Photon Creator menu. Here you can pre-customize a vehicle's settings and copy them when creating your own Photon car."}) panel:AddControl("Header", {Description = "Basic Parameters:"}) panel:AddControl("TextBox", {Label = "Vehicle Name", Command = "photon_creator_name", WaitForEnter = "0"}) panel:AddControl("TextBox", {Label = "Spawn Category", Command = "photon_creator_category", WaitForEnter = "0"}) panel:AddControl("ListBox", {Label = "Siren Model", Options = list.Get("PhotonSirenOptions"), Height = 80}) panel:AddControl("ListBox", {Label = "Starter Lightbar", Options = list.Get("PhotonLightbarOptions"), Height = 80}) panel:AddControl("Header", {Description = "Configure skins, bodygroups and colors on a vehicle. Sit in the vehicle and press the button below to copy the initial data to the clipboard."}) panel:AddControl("Button", {Text = "Copy Configuration", Command = "photon_creator_copyconfig"}) end hook.Add("PopulateToolMenu", "Photon.AddSettingsMenu", function() spawnmenu.AddToolMenuOption("Utilities", "Photon", "photon_settings_controls", "Controls", "", "", buildControlsMenu) spawnmenu.AddToolMenuOption("Utilities", "Photon", "photon_settings_client", "Client", "", "", buildClientSettings) spawnmenu.AddToolMenuOption("Utilities", "Photon", "photon_settings_server", "Settings", "", "", buildServerSettings) spawnmenu.AddToolMenuOption("Utilities", "Photon", "photon_settings_config_creator", "Configurations", "", "", Photon.Editor.CreateConfiguration) if game.SinglePlayer() then spawnmenu.AddToolMenuOption("Utilities", "Photon", "photon_settings_creator", "Express Creator", "", "", buildCreatorMenu) spawnmenu.AddToolMenuOption("Utilities", "Photon", "photon_settings_editor", "Express Editor", "", "", Photon.Editor.CreateMenu) end end)
--------------------helpers-------------------- function string.char_len(str) local _, len = string.gsub(str, "[^\128-\193]", "") return len end function string.plain_format(str) return string.gsub(str, "(#%[%w+%])", "") end local function is_ASCII_DBC_punct(unicode) if not unicode then return false end -- ! to / if unicode >= 33 and unicode <= 47 then return true end -- : to @ if unicode >= 58 and unicode <= 64 then return true end -- [ to ` if unicode >= 91 and unicode <= 96 then return true end -- { to ~ if unicode >= 123 and unicode <= 126 then return true end return false end local function is_ASCII_SBC_punct(unicode) return is_ASCII_DBC_punct(unicode-65248) end local function is_JP_punct(unicode) if not unicode then return false end if unicode >= 65377 and unicode <= 65381 then return true end if unicode == 0x3002 or unicode == 0x3001 or unicode == 0x300C or unicode == 0x300D or unicode == 0x30FB then return true end return false end local function is_punct(unicode) if not unicode then return false end if is_ASCII_DBC_punct(unicode) then return true end if is_ASCII_SBC_punct(unicode) then return true end if is_JP_punct(unicode) then return true end return false end local function is_ascii(unicode) if not unicode then return false end if unicode >= 33 and unicode <= 126 then return true end local shift = unicode-65248 if shift >= 33 and shift <= 126 then return true end return false end local function is_alnum(unicode) if not unicode then return false end return is_ascii(unicode) and not is_punct(unicode) end ----------------ends of helpers----------------- local M = {} local gap = 4 local CTL_CODE_POP=0 local CTL_CODE_COLOR=1 local CTL_CODE_LINEFEED=2 M.operates = { yellow ={val=0xFFFFFF00,type="color"}, red ={val=0xFFFF0000,type="color"}, blue ={val=0xFF0000FF,type="color"}, green ={val=0xFF00FF00,type="color"}, stop ={type=CTL_CODE_POP}, lf ={type=CTL_CODE_LINEFEED}, } function M:init_operates(operates) for k, v in pairs(operates) do self.operates[k] = v end end local pos_pieces = {} function M.is_rich(txt) local _, cnt = string.plain_format(txt) return cnt > 0 end function M:format(label, txt) local fields = {} local tag_cnt = 0 for match in string.gmatch(txt, "(#%[%w+%])") do tag_cnt = tag_cnt + 1 end if tag_cnt == 0 then return self:_post_format(label, txt, fields) end local s=1 local e=1 local pos_cnt = 0 for i=1, tag_cnt do s, e = string.find(txt, "(#%[%w+%])") local tag = string.sub(txt, s+2, e-1) if not self.operates[tag] then txt = string.gsub(txt, "(#%[%w+%])", "", 1) else local pos = string.char_len(string.sub(txt, 1, s)) pos_cnt = pos_cnt+1 pos_pieces[pos_cnt] = pos pos_cnt = pos_cnt+1 pos_pieces[pos_cnt] = tag txt = string.gsub(txt, "(#%[%w+%])", "", 1) end end local count = pos_cnt / 2 local last_field = nil for i=1, count do local pos = pos_pieces[2*i-1] local tag = pos_pieces[2*i] local ope = self.operates[tag] if ope.type == "color" then local field = {false, false, false, false} field[1] = pos field[2] = i==count and string.char_len(txt) or pos_pieces[2*(i+1)-1]-1 field[3] = CTL_CODE_COLOR field[4] = ope.val table.insert(fields, field) last_field = field elseif ope.type == CTL_CODE_POP then last_field = nil elseif ope.type == CTL_CODE_LINEFEED then local field = {false, false, false, false} field[1] = pos field[2] = pos field[3] = ope.type field[4] = ope.val table.insert(fields, field) if last_field then local field_restore = {false, false, false} field_restore[1] = pos field_restore[2] = i==count and string.char_len(txt) or pos_pieces[2*(i+1)-1]-1 field_restore[3] = last_field[3] field_restore[4] = last_field[4] table.insert(fields, field_restore) last_field = field_restore end end end return self:_post_format(label, txt, fields) end function M:_post_format(label, txt, fields) local w, h = self:layout(label, txt, fields) return {txt, fields, w, h} end function M:_locate_alnum(sizes, anchor) local start = anchor local forward_len = sizes[start] while sizes[start-gap+3] do if start-gap < 3 or not is_alnum(sizes[start-gap+3]) then break end start = start - gap forward_len = forward_len + sizes[start] end local stop = anchor local backward_len = 0 while sizes[stop+gap+3] do if not is_alnum(sizes[stop+gap+3]) then break end stop = stop + gap backward_len = backward_len + sizes[stop] end return forward_len, start, stop, backward_len end local function add_linefeed(fields, pos, offset) local field = {false, false, false, false} field[1] = pos-1 --zero base index field[2] = pos-1 field[3] = CTL_CODE_LINEFEED field[4] = math.tointeger(offset) or 1000 -- field[4] = 1000 table.insert(fields, field) end local char_sizes = {} local function char_width(idx) return char_sizes[idx] end local function char_height(idx) return char_sizes[idx+1] end local function char_unicode_len(idx) return char_sizes[idx+2] end local function char_unicode(idx) return char_sizes[idx+3] end function M:layout(label, txt, fields) -- print(txt) --{label_width, label_height, char_width_1, char_width_1, unicode_len_1, unicode_1...} local size_cnt = label:char_size(char_sizes, txt) local width = char_sizes[1] local line_width = 0 local char_idx = 1 local ignore_next, extra_len = 0, 0 local max_width, max_height, line_max_height=0, 0, 0 for i=3, size_cnt, gap do local idx = i if ignore_next == 0 then line_width = line_width + char_width(idx) else ignore_next = ignore_next-1 end if extra_len > 0 then line_width = line_width + extra_len extra_len=0 end --reset if \n if char_unicode(idx) == 10 then max_height = max_height + char_height(idx) line_width = 0 end line_max_height = char_height(idx) > line_max_height and char_height(idx) or line_max_height char_idx = char_idx + char_unicode_len(idx) if line_width >= width then --line width equalization -- if not is_alnum(char_unicode(idx)) and -- line_width - width > width - line_width + char_width(idx) and -- idx - gap > 3 then -- print("equalization:", line_width, char_width(idx)) -- line_width = line_width - char_width(idx) -- idx = idx - gap -- extra_len = char_width(idx) -- end max_width = line_width > max_width and line_width or max_width max_height = max_height + line_max_height line_max_height = 0 local pos = (idx+1) / gap local next_unicode = char_unicode(idx+gap) --make sure punctation does not stand at line head if is_punct(next_unicode) then line_width = line_width + char_width(idx+gap) pos = pos + 1 next_unicode = char_unicode(idx+gap+gap) ignore_next = ignore_next + 1 end if next_unicode and next_unicode ~= 10 then if ignore_next > 0 or not is_alnum(char_unicode(idx)) then add_linefeed(fields, pos) else local forward_len, start, stop, backward_len = self:_locate_alnum(char_sizes, idx) if stop == idx+gap and not is_punct(char_unicode(stop+gap)) then ignore_next = ignore_next+1 local scale = line_width * 1000 / (line_width + char_width(stop)) scale = scale >= 970 and scale or 1000 line_width = line_width + char_width(stop) add_linefeed(fields, pos+1, scale) -- print("shrink:", scale) else local scale = width * 1000 / (line_width - forward_len) -- local scale = line_width * 1000 / (line_width - forward_len) if scale <= 1250 and scale > 0 then extra_len = forward_len line_width = line_width - extra_len add_linefeed(fields, ((start+1) / gap)-1, scale) else add_linefeed(fields, pos) end -- print("extend:", scale) end end -- print("............delta:", line_width, line_width - width, char_width(idx), ignore_next) end line_width = 0 end end if line_width < width and line_width > 0 then max_height = max_height + line_max_height end max_width = max_width == 0 and line_width or max_width return max_width, max_height end return M
----------------------------------- -- Area: Gustav Tunnel (212) ----------------------------------- require("scripts/globals/zone") ----------------------------------- zones = zones or {} zones[tpz.zone.GUSTAV_TUNNEL] = { text = { ITEM_CANNOT_BE_OBTAINED = 6382, -- You cannot obtain the <item>. Come back after sorting your inventory. ITEM_OBTAINED = 6388, -- Obtained: <item>. GIL_OBTAINED = 6389, -- Obtained <number> gil. KEYITEM_OBTAINED = 6391, -- Obtained key item: <keyitem>. NOTHING_OUT_OF_ORDINARY = 6402, -- There is nothing out of the ordinary here. FELLOW_MESSAGE_OFFSET = 6417, -- I'm ready. I suppose. GEOMAGNETRON_ATTUNED = 7010, -- Your <keyitem> has been attuned to a geomagnetic fount in the corresponding locale. CONQUEST_BASE = 7049, -- Tallying conquest results... FISHING_MESSAGE_OFFSET = 7208, -- You can't fish here. REGIME_REGISTERED = 9578, -- New training regime registered! COMMON_SENSE_SURVIVAL = 10662, -- It appears that you have arrived at a new survival guide provided by the Adventurers' Mutual Aid Network. Common sense dictates that you should now be able to teleport here from similar tomes throughout the world. PLAYER_OBTAINS_ITEM = 10630, -- <name> obtains <item>! UNABLE_TO_OBTAIN_ITEM = 10631, -- You were unable to obtain the item. PLAYER_OBTAINS_TEMP_ITEM = 10632, -- <name> obtains the temporary item: <item>! ALREADY_POSSESS_TEMP = 10633, -- You already possess that temporary item. NO_COMBINATION = 10638, -- You were unable to enter a combination. }, mob = { GOBLINSAVIOR_HERONOX_PH = { [17645592] = 17645609, -- 153.000 -10.000 -53.000 [17645605] = 17645609, -- 152.325 -10.702 -77.007 [17645604] = 17645609, -- 165.558 -10.647 -68.537 }, WYVERNPOACHER_DRACHLOX_PH = { [17645633] = 17645640, -- -100.000 1.000 -44.000 [17645634] = 17645640, -- -101.000 1.000 -29.000 [17645644] = 17645640, -- -165.598 0.218 -21.966 [17645643] = 17645640, -- -150.673 -0.067 -20.914 }, BAOBHAN_SITH_PH = { [17645717] = 17645719, -- 171.000 9.194 55.000 [17645718] = 17645719, -- 187.000 9.000 105.000 }, TAXIM_PH = { [17645731] = 17645742, -- -172.941 -1.220 55.577 [17645738] = 17645742, -- -137.334 -0.108 48.105 [17645744] = 17645742, -- -125.000 0.635 59.000 [17645739] = 17645742, -- -118.000 -0.515 79.000 }, UNGUR_PH = { [17645764] = 17645755, -- -242.000 -0.577 120.000 [17645792] = 17645755, -- -88.000 0.735 190.000 [17645784] = 17645755, -- -123.856 0.239 223.303 [17645758] = 17645755, -- -277.000 -10.000 -34.000 [17645754] = 17645755, -- -316.000 -9.000 3.000 }, AMIKIRI_PH = { [17645763] = 17645774, -- -245.000 -0.045 146.000 [17645768] = 17645774, -- -228.872 -0.264 144.689 [17645772] = 17645774, -- -209.552 -0.257 161.728 }, BUNE = 17645578, GIGAPLASM = 17645794, BARONIAL_BAT = 17645809, }, npc = { CASKET_BASE = 17645851, }, } return zones[tpz.zone.GUSTAV_TUNNEL]
data:extend({ { type = "technology", name = "advanced-battery-research-1", icon_size = 128, icon = "__expanded-rocket-payloads__/graphic/iss-128.png", effects = { { type = "worker-robot-battery", modifier = 0.1 } }, prerequisites = {"space-lab"}, unit = { count_formula = "1", ingredients = { {"station-science", 1}, }, time = 60 }, max_level = "10", order = "y-a" }, { type = "technology", name = "advanced-battery-research-11", icon_size = 128, icon = "__expanded-rocket-payloads__/graphic/iss-128.png", effects = { { type = "worker-robot-battery", modifier = 0.1 } }, prerequisites = {"advanced-battery-research-1"}, unit = { count_formula = "2", ingredients = { {"station-science", 1}, }, time = 120 }, max_level = "20", order = "y-a" }, { type = "technology", name = "advanced-battery-research-21", icon_size = 128, icon = "__expanded-rocket-payloads__/graphic/iss-128.png", effects = { { type = "worker-robot-battery", modifier = 0.1 } }, prerequisites = {"advanced-battery-research-11"}, unit = { count_formula = "L-11", ingredients = { {"station-science", 1}, }, time = 240 }, max_level = "infinite", order = "y-a" }, })
local _, class = UnitClass("player") if class ~= "WARLOCK" then return end local DS = LibStub("AceAddon-3.0"):NewAddon("Doom Shards", "AceEvent-3.0", "AceTimer-3.0", "AceConsole-3.0") local L = LibStub("AceLocale-3.0"):GetLocale("DoomShards") local ACR = LibStub("AceConfigRegistry-3.0") ------------------- -- Global Object -- ------------------- DoomShards = DS --------------- -- Variables -- --------------- --@alpha@ local isAlpha = true --@end-alpha@ ----------------------- -- Locking/unlocking -- ----------------------- do local function dragStop(self, moduleName) self:StopMovingOrSizing() self:SetUserPlaced(false) local _, anchorFrame, anchor, posX, posY = self:GetPoint() DS.db[moduleName].anchor = anchor DS.db[moduleName].anchorFrame = anchorFrame and anchorFrame:GetName() or "UIParent" DS.db[moduleName].posX = posX DS.db[moduleName].posY = posY ACR:NotifyChange("Doom Shards") end -- frame factory for all display modules' parent frames function DS:CreateParentFrame(name, moduleName) local frame = CreateFrame("frame", name, UIParent) frame:SetFrameStrata("LOW") frame:SetMovable(true) frame:SetUserPlaced(false) -- necessary? frame.texture = frame:CreateTexture(nil, "BACKGROUND") frame.texture:SetPoint("BOTTOMLEFT", -1, -1) frame.texture:SetPoint("TOPRIGHT", 1, 1) frame.texture:SetTexture(0.38, 0.23, 0.51, 0.7) frame.texture:Hide() function frame:Unlock() self:Show() self.texture:Show() self:SetScript("OnEnter", function(self) GameTooltip:SetOwner(self, "ANCHOR_TOP") GameTooltip:AddLine("Doom Shards", 0.51, 0.31, 0.67, 1, 1, 1) GameTooltip:AddLine(L["dragFrameTooltip"], 1, 1, 1, 1, 1, 1) GameTooltip:Show() end) self:SetScript("OnLeave", function(s) GameTooltip:Hide() end) self:SetScript("OnMouseDown", function(self, button) if button == "RightButton" then dragStop(self, moduleName) -- in case user right clicks while dragging the frame DS:Lock() elseif button == "LeftButton" then self:StartMoving() end end) self:SetScript("OnMouseUp", function(self, button) dragStop(self, moduleName) end) self:SetScript("OnMouseWheel", function(self, delta) if IsShiftKeyDown() then DS.db[moduleName].posX = DS.db[moduleName].posX + delta else DS.db[moduleName].posY = DS.db[moduleName].posY + delta end self:SetPoint(DS.db[moduleName].anchor, DS.db[moduleName].posX, DS.db[moduleName].posY) end) end function frame:Lock() self.texture:Hide() self:EnableMouse(false) self:SetScript("OnEnter", nil) self:SetScript("OnLeave", nil) self:SetScript("OnMouseDown", nil) self:SetScript("OnMouseUp", nil) self:SetScript("OnMouseWheel", nil) end return frame end end function DS:Unlock() print(L["Doom Shards unlocked!"]) self:EndTestMode() self.locked = false for name, module in self:IterateModules() do if self.db[name] and self.db[name].enable then if module.Unlock then module:Unlock() end if module.frame then module.frame:Unlock() end end end self:Build() end function DS:Lock() if not self.locked then print(L["Doom Shards locked!"]) end self.locked = true for name, module in self:IterateModules() do if self.db[name] and self.db[name].enable then if module.Lock then module:Lock() end if module.frame then module.frame:Lock() end end end self:SpecializationsCheck() -- build displays -- TODO: rebuild initialization flow end --------------- -- Debugging -- --------------- do local debugFrame function DS:Debug(message) if not self.db.debug then return end message = tostring(message) -- in case message == nil and for contentation if debugFrame then debugFrame:AddMessage(message) end print("|cFF814eaaDoom Shards|r Debug: "..message) end -- client needs to get reloaded for this function DS:DebugCheckChatWindows() for i = 1, NUM_CHAT_WINDOWS do if GetChatWindowInfo(i) == "DS Debug" then debugFrame = _G["ChatFrame"..tostring(i)] return true end end end end -------------------- -- Initialization -- -------------------- function DS:ApplySettings() for name, module in self:IterateModules() do if self.db[name] and self.db[name].enable then module:Enable() if not DS.locked and module.frame then module.frame:Unlock() end if module.Build then module:Build() end else module:Disable() if module.frame then module.frame:Hide() end end end end function DS:OnInitialize() self.locked = true -- Database local OPT = LibStub("AceDBOptions-3.0") local DSDB = LibStub("AceDB-3.0"):New("DoomShardsDB", self.defaultSettings, true) DS.DSDB = DSDB -- Copy settings from old database (TODO: Deprecate in the future) if next(DSDB.global) ~= nil then for k, v in pairs(DSDB.global) do if type(v) == "table" then for k2, v2 in pairs(v) do DSDB.profile[k][k2] = v2 end else DSDB.profile[k] = v end DSDB.global[k] = nil end end self.db = DSDB.profile -- Handle legacy options if self.db.specializations[30108] ~= nil then local oldUASetting = self.db.specializations[30108] self.db.specializations[233490] = oldUASetting self.db.specializations[233496] = oldUASetting self.db.specializations[233497] = oldUASetting self.db.specializations[233498] = oldUASetting self.db.specializations[233499] = oldUASetting self.db.specializations[30108] = nil end self:AddDisplayOptions("Profile", function() local options = OPT:GetOptionsTable(DSDB) options.order = 6 return options end, {} ) function self:ResetDB() DSDB:ResetDB() self.db = DSDB.profile ACR:NotifyChange("Doom Shards") self:Build() print(L["Doom Shards reset!"]) end -- Dual Spec local LDS = LibStub("LibDualSpec-1.0") LDS:EnhanceDatabase(DSDB, "Doom Shards") LDS:EnhanceOptions(OPT:GetOptionsTable(DSDB), DSDB) DSDB.RegisterCallback(self, "OnProfileChanged", "ReloadSettings") DSDB.RegisterCallback(self, "OnProfileCopied", "ReloadSettings") DSDB.RegisterCallback(self, "OnProfileReset", "ReloadSettings") -- Debugging if not isAlpha then -- Automatically reset debug values if version isn't alpha self.db.debug = false self.db.debugSA = false end local debugFrameExists = self:DebugCheckChatWindows() if self.db.debug then print("|cFF814eaaDoom Shards|r: debugging enabled") if not debugFrameExists then print("|cFF814eaaDoom Shards|r: Create chat window named \"DS Debug\" for separate output.") end end if self.db.debugSA then print("|cFF814eaaDoom Shards|r: debugging SATimers enabled") end self:RegisterEvent("PLAYER_ENTERING_WORLD") -- will fire once for every talent tier after player is in-game and ultimately initialize events and displays if player is Shadow self:RegisterEvent("PLAYER_TALENT_UPDATE", "SpecializationsCheck") end function DS:ReloadSettings() self.db = self.DSDB.profile self:Build() end
-------------------------------------------------------------------------------- -- ダンジョンマップデータからタイルマップデータを生成するクラスです. -------------------------------------------------------------------------------- -- import local class = require "flower.class" local DrawableObject = require "flower.DrawableObject" -- class local DungeonMapView = class(DrawableObject) --- -- Constructor. function DungeonMapView:init(dungeonMap) DungeonMapView.__super.init(self, dungeonMap.width, dungeonMap.height) self.dungeonMap = dungeonMap self.roomColor = MOAIColor.new() self.roadColor = MOAIColor.new() self.roomColor:setParent(self) self.roadColor:setParent(self) self.roomColor:setColor(0.5, 0.5, 0.5, 1) self.roadColor:setColor(0.5, 0.5, 0.5, 1) end function DungeonMapView:onDraw(index, xOff, yOff, xFlip, yFlip) self:_drawRooms() self:_drawRoads() end function DungeonMapView:_drawRooms() MOAIGfxDevice.setPenColor(self.roomColor:getColor()) for i, room in ipairs(self.dungeonMap.rooms) do MOAIDraw.fillRect(room.x, room.y, room.x + room.width, room.y + room.height) end end function DungeonMapView:_drawRoads() MOAIGfxDevice.setPenColor(self.roadColor:getColor()) MOAIGfxDevice.setPenWidth(1) for i, road in ipairs(self.dungeonMap.roads) do MOAIDraw.drawLine(unpack(road.points)) end end return DungeonMapView
--[[ Cloud Manager API This API allows access to Cloud Manager programs, pipelines, and environments by an authorized technical account created through the Adobe I/O Console. The base url for this API is https://cloudmanager.adobe.io, e.g. to get the list of programs for an organization, you would make a GET request to https://cloudmanager.adobe.io/api/programs (with the correct set of headers as described below). This swagger file can be downloaded from https://raw.githubusercontent.com/AdobeDocs/cloudmanager-api-docs/master/swagger-specs/api.yaml. The version of the OpenAPI document: 1.0.0 Contact: opensource@shinesolutions.com Generated by: https://openapi-generator.tech ]] -- pipeline_execution_step_state__links class local pipeline_execution_step_state__links = {} local pipeline_execution_step_state__links_mt = { __name = "pipeline_execution_step_state__links"; __index = pipeline_execution_step_state__links; } local function cast_pipeline_execution_step_state__links(t) return setmetatable(t, pipeline_execution_step_state__links_mt) end local function new_pipeline_execution_step_state__links(http__ns_adobe_com_adobecloud_rel_execution, http__ns_adobe_com_adobecloud_rel_pipeline, http__ns_adobe_com_adobecloud_rel_pipeline_logs, http__ns_adobe_com_adobecloud_rel_pipeline_metrics, http__ns_adobe_com_adobecloud_rel_pipeline_advance, http__ns_adobe_com_adobecloud_rel_pipeline_cancel, http__ns_adobe_com_adobecloud_rel_program, self) return cast_pipeline_execution_step_state__links({ ["http://ns.adobe.com/adobecloud/rel/execution"] = http__ns_adobe_com_adobecloud_rel_execution; ["http://ns.adobe.com/adobecloud/rel/pipeline"] = http__ns_adobe_com_adobecloud_rel_pipeline; ["http://ns.adobe.com/adobecloud/rel/pipeline/logs"] = http__ns_adobe_com_adobecloud_rel_pipeline_logs; ["http://ns.adobe.com/adobecloud/rel/pipeline/metrics"] = http__ns_adobe_com_adobecloud_rel_pipeline_metrics; ["http://ns.adobe.com/adobecloud/rel/pipeline/advance"] = http__ns_adobe_com_adobecloud_rel_pipeline_advance; ["http://ns.adobe.com/adobecloud/rel/pipeline/cancel"] = http__ns_adobe_com_adobecloud_rel_pipeline_cancel; ["http://ns.adobe.com/adobecloud/rel/program"] = http__ns_adobe_com_adobecloud_rel_program; ["self"] = self; }) end return { cast = cast_pipeline_execution_step_state__links; new = new_pipeline_execution_step_state__links; }
-- In this example we create a menu of the users Documents folder. We -- want to match all files and folders (except for dot-files) local FLM = require("hs._asm.filelistmenu") local eventtap = require("hs.eventtap") -- Here we define an action function which takes the modifiers pressed when the -- menu is clicked on so we can choose what action to perform. This action function -- is used for both Files and Folders local actionFunction = function(x) local mods = eventtap.checkKeyboardModifiers() if mods["cmd"] then os.execute([[/usr/local/bin/edit "]]..x..[["]]) else os.execute([[open -a Finder "]]..x..[["]]) end end local docMenu = FLM.new("Docs") ; -- Here we define the match criteria as a function. The function receives 3 arguments -- and returns up to 2. The arguments passed in are the file name (without path), -- the path (without the file at the end), and the purpose of this call, which will be -- "file" -- indicates we're matching files (i.e. menu end nodes) -- "directory" -- indicates we're matching folders (i.e. potential submenus) -- "update" -- indicates we're matching against the results of hs.pathwatcher for -- potential updates to the menu. -- Note that unlike a string criteria, when a function is used, file matches are not -- automatically exempted from subfolder matches -- this allows more flexibility when -- it comes to OS X bundle types (like .app) -- Returns 'boolean, label' where boolean will be true if we should consider this file -- a match or false if we should skip it. Label is what will be put in the menu and is -- optional when the boolean value is false. docMenu:menuCriteria(function(file, path, purpose) -- ignore dot files if string.match(file, "^%..*$") then return false end -- For file checks, we want to ignore directories if purpose == "file" then if hs.fs.attributes(path.."/"..file, "mode") == "directory" then return false end return true, file -- otherwise, return true and file as label -- We want all folders as well, when looking for them elseif purpose == "directory" then if hs.fs.attributes(path.."/"..file, "mode") == "directory" then return true, file end return false -- otherwise, return false -- And any update which makes it this far should also be accepted elseif purpose == "update" then return true, file end end ) docMenu:actionFunction(actionFunction) docMenu:folderFunction(actionFunction) docMenu:rootDirectory(os.getenv("HOME").."/Documents") docMenu:showWarnings(false) docMenu:menuIcon("ASCII:....................\n".. "....................\n".. "...c........c.......\n".. "...dt....tri12......\n".. "....v...............\n".. "...............3....\n".. "...........i...4b...\n".. "..........rg...g....\n".. "..........p...pm....\n".. "....................\n".. "....................\n".. "....................\n".. "....................\n".. "....................\n".. "....................\n".. "....v..........m....\n".. "...dk..........kb...\n".. "...a............a...\n".. "....................\n".. "....................") docMenu:subFolders("mixed") docMenu:activate() return docMenu
local autosave = require("autosave") autosave.setup({ enabled = true, execution_message = "AutoSave: saved at " .. vim.fn.strftime("%H:%M:%S"), events = {"InsertLeave", "TextChanged"}, conditions = { exists = true, filename_is_not = {}, filetype_is_not = {}, modifiable = true }, write_all_buffers = false, on_off_commands = true, clean_command_line_interval = 0, debounce_delay = 135 })
---@meta --=== rfswitch === ---@class rfswitch rfswitch = {} ---Transmit data using the radio module. ---@param protocol_id integer @positive integer value, from 1-6 ---@param pulse_length integer @length of one pulse in microseconds, usually from 100 to 650 ---@param repeat_val integer @repeat value, usually from 1 to 5. This is a synchronous task. ---@param pin integer @I/O index of pin, example 6 is for GPIO12 ---@param value integer @positive integer value, this is the primary data which will be sent ---@param length integer @bit length of value, if value length is 3 bytes, then length is 24 ---@return nil function rfswitch.send(protocol_id, pulse_length, repeat_val, pin, value, length) end
function main() mml.init() local window = Window.new("MML Lua demo", 640, 480, 1, { "resizable" }) local now = 0 local last = 0 local frame_time = 0 local fps_timer = 0 local fps_string = "fps: 0" local logo = Bitmap:load("mml.png") local font = Font:load("res/jetbrainsmono.ttf", 14); local attribs = window:query() print(attribs.w .. ", " .. attribs.h .. ", " .. attribs.pixel_size) for i, v in ipairs(attribs.flags) do print(v) end local running = true while running do now = mml.get_time() / mml.get_frequency() frame_time = now - last; last = now fps_timer = fps_timer + frame_time if fps_timer > 1 then fps_timer = 0 fps_string = "fps: " .. tostring(1 / frame_time) print(fps_string) end event = {} while window:next_event(event) do if event.type == "quit" then running = false elseif event.type == "key press" then print("press " .. event.key) elseif event.type == "key release" then print("release " .. event.key) elseif event.type == "mouse press" then print("mouse press " .. event.button) elseif event.type == "mouse release" then print("mouse release " .. event.button) end end local backbuffer = window:backbuffer() backbuffer:fill({ 0, 0, 0 }) backbuffer:fill_rect({ 200, 200, 100, 100 }, { 255, 255, 255 }) logo:copy(backbuffer, { 0, 0 }, { 0, 0, logo:width(), logo:height() }) backbuffer:render_text(font, fps_string, { 0, 0 }, { 255, 255, 255 }) window:update() end mml.deinit() end main()
require 'dokx' local tester = torch.Tester() local myTests = {} local package = "dummyPackageName" local sourceFile = "dummySourceFile" local checkTableSize = function(...) dokx._checkTableSize(tester, ...) end local checkComment = function(...) dokx._checkComment(tester, package, sourceFile, ...) end local checkWhitespace = function(...) dokx._checkWhitespace(tester, ...) end local checkFunction = function(...) dokx._checkFunction(tester, package, sourceFile, ...) end local checkClass = function(...) dokx._checkClass(tester, package, sourceFile, ...) end -- Unit tests function myTests:testParseWhitespace() local parser = dokx.createParser(package, sourceFile) local testInput = " \n\t " local result = parser(testInput) checkTableSize(result, 1) checkWhitespace(result[1]) end function myTests:testParseDocumentedFunction() local parser = dokx.createParser(package, sourceFile) local testInput = [[-- this is some dummy documentation function foo() end ]] local result = parser(testInput) checkTableSize(result, 3) checkComment(result[1], "this is some dummy documentation\n", 2) checkFunction(result[2], "foo", false, 5) checkWhitespace(result[3]) end function myTests:testParseGlobalFunction() local parser = dokx.createParser(package, sourceFile) local testInput = [[function foo(a) end]] local result = parser(testInput) checkTableSize(result, 1) checkFunction(result[1], "foo", false, 1, 'a') end function myTests:testParseLocalFunction() local parser = dokx.createParser(package, sourceFile) local testInput = [[local function foo(a, b) end]] local result = parser(testInput) checkTableSize(result, 1) checkFunction(result[1], "foo", false, 1, 'a, b') end function myTests:testParseInstanceMethod() local parser = dokx.createParser(package, sourceFile) local testInput = [[function myClass:foo() end]] local result = parser(testInput) checkTableSize(result, 1) checkFunction(result[1], "foo", "myClass", 1) end function myTests:testParseClassMethod() local parser = dokx.createParser(package, sourceFile) local testInput = [[function myClass.foo() end]] local result = parser(testInput) checkTableSize(result, 1) checkFunction(result[1], "foo", "myClass", 1) end function myTests:testParseMustHave() local parser = dokx.createParser(package, sourceFile) local testInput = [[myClass:mustHave("step")]] local result = parser(testInput) checkTableSize(result, 1) checkFunction(result[1], "step", "myClass", 1) end function myTests:testParseSeparateComments() local parser = dokx.createParser(package, sourceFile) local testInput = [=[ --[[ first comment lorem ipsum ]] --second comment ]=] local result = parser(testInput) checkTableSize(result, 5) checkWhitespace(result[1]) checkComment(result[2], " first comment\n lorem ipsum\n \n", 4) checkWhitespace(result[3]) checkComment(result[4], "second comment\n", 6) checkWhitespace(result[5]) end function myTests:testParseAdjacentComments() local parser = dokx.createParser(package, sourceFile) local testInput = [[ -- first comment -- second comment ]] local result = parser(testInput) checkTableSize(result, 5) checkWhitespace(result[1]) checkComment(result[2], "first comment\n", 2) checkWhitespace(result[3]) checkComment(result[4], "second comment\n", 3) checkWhitespace(result[5]) end function myTests:testParseClass() local parser = dokx.createParser(package, sourceFile) local testInput = [=[--[[ This is a dummy class. --]] local MyClass, parent = torch.class('dummyPackageName.MyClass', 'otherPackage.Parent') ]=] local result = parser(testInput) checkTableSize(result, 4) checkComment(result[1], "\n\nThis is a dummy class.\n\n\n", 6) checkWhitespace(result[2]) checkClass(result[3], "MyClass", "otherPackage.Parent", 7) checkWhitespace(result[4]) end function myTests:testParseClassicClass() local parser = dokx.createParser(package, sourceFile) local testInput = [=[--[[ This is a dummy class. --]] local MyClass, parent = classic.class('dummyPackageName.MyClass', 'otherPackage.Parent') ]=] local result = parser(testInput) checkTableSize(result, 4) checkComment(result[1], "\n\nThis is a dummy class.\n\n\n", 6) checkWhitespace(result[2]) checkClass(result[3], "MyClass", "otherPackage.Parent", 7) checkWhitespace(result[4]) end function myTests:testParseClassicClassWithEllipsis() local parser = dokx.createParser(package, sourceFile) local testInput = [=[--[[ This is a dummy class. --]] local MyClass, parent = classic.class(..., otherPackage.Parent) ]=] local result = parser(testInput) checkTableSize(result, 4) checkComment(result[1], "\n\nThis is a dummy class.\n\n\n", 6) checkWhitespace(result[2]) checkClass(result[3], "dummySourceFile", "otherPackage.Parent", 7) checkWhitespace(result[4]) end function myTests:testParsePenlightClass() local parser = dokx.createParser(package, sourceFile) local testInput = [=[--[[ This is a dummy class. --]] local MyClass = class() ]=] local result = parser(testInput) checkTableSize(result, 4) checkComment(result[1], "\n\nThis is a dummy class.\n\n\n", 6) checkWhitespace(result[2]) checkClass(result[3], "MyClass", false, 7) checkWhitespace(result[4]) end function myTests:testParsePenlightClassWithParent() local parser = dokx.createParser(package, sourceFile) local testInput = [=[--[[ This is a dummy class. --]] local MyClass = class(MyParent) ]=] local result = parser(testInput) checkTableSize(result, 4) checkComment(result[1], "\n\nThis is a dummy class.\n\n\n", 6) checkWhitespace(result[2]) checkClass(result[3], "MyClass", "MyParent", 7) checkWhitespace(result[4]) end function myTests:testFunctionAsAssignment() local parser = dokx.createParser(package, sourceFile) local testInput = [[myFunction = function(a, b) end]] local result = parser(testInput) checkTableSize(result, 1) checkFunction(result[1], "myFunction", false, 1) tester:asserteq(result[1]:args(), "a, b", "function should have expected args") end function myTests:testFunctionAsAssignmentWithClass() local parser = dokx.createParser(package, sourceFile) local testInput = [[myClass.myFunction = function(a, b) end]] local result = parser(testInput) checkTableSize(result, 1) checkFunction(result[1], "myFunction", "myClass", 1) tester:asserteq(result[1]:args(), "a, b", "function should have expected args") end function myTests:testIgnoreAssignment() local parser = dokx.createParser(package, sourceFile) local testInput = [[myFunction = 3]] local result = parser(testInput) checkTableSize(result, 0) end function myTests:testIgnoreAssignmentString() local parser = dokx.createParser(package, sourceFile) local testInput = [[a="function(a, b) return 1 end"]] local result = parser(testInput) checkTableSize(result, 0) end function myTests:testBadParse() local parser = dokx.createParser(package, sourceFile) local testInput = [[a=function)"]] local result = parser(testInput) tester:asserteq(result, nil, "result of bad parse should be nil") end function myTests:testFunctionAsAssigmentWithDocs() local parser = dokx.createParser(package, sourceFile) local testInput = [[ -- a function module.aFunction = function(x, y) x = y z = function() end local p = function(a) return 2 end return z end local f = function(z) end]] local result = parser(testInput) checkTableSize(result, 3) checkComment(result[1], "a function\n", 2) checkFunction(result[2], "aFunction", "module", 10) tester:asserteq(result[2]:args(), "x, y", "function should have expected args") checkWhitespace(result[3]) end function myTests:testNumberParsing() local parser = dokx.createParser(package, sourceFile) local testInput = "return 1.0" tester:assertne(parser(testInput), nil, "float should parse") testInput = "return 1." tester:assertne(parser(testInput), nil, "float with no fractional part should parse") testInput = "return 1" tester:assertne(parser(testInput), nil, "integer should parse") end function myTests:testInterposingComment() local parser = dokx.createParser(package, sourceFile) local testInput = [[ local foo = -- my very special number 3 bar = -- another number 4 ]] tester:assertne(parser(testInput), nil, "interposing comment should parse") end tester:add(myTests):run()
-- This script demonstrates how to create a scrolling background. BACKGROUND_WIDTH = 128 BACKGROUND_HEIGHT = 128 SCROLL_SPEED = 1 SCALE = 3 function Start() CreateWindow(BACKGROUND_WIDTH * SCALE, BACKGROUND_HEIGHT * SCALE) SetWindowTitle("Scrolling Background") backgroundImage = LoadImage("images/eris_background.png") --starting positions of the two background pieces. --they will always have a y position of 0. x1 = 0 x2 = BACKGROUND_WIDTH end function Update() x1 = x1 - SCROLL_SPEED if x1 <= -BACKGROUND_WIDTH then x1 = BACKGROUND_WIDTH end x2 = x2 - SCROLL_SPEED if x2 <= -BACKGROUND_WIDTH then x2 = BACKGROUND_WIDTH end end function Draw() --not needed for scrolling algorithm; just here to make the background larger. SetDrawScale(SCALE, SCALE) DrawImage(backgroundImage, x1, 0) DrawImage(backgroundImage, x2, 0) end
require 'colorizer'.setup ({ '*'; }, { rgb_fn = true, RRGGBBAA = true, css = true, css_fn = true, hsl_fn = true })
Global( "g_bgAddonList", { "AlchemyV2", "AstralDamageAnnounce", "AstralEvents", "AstralMap", "BillingBonuses", "BonusPools", "BossPlate", "BuffsAstral", "BugReport", "ChangeRoom", "ChatBubbles", "Checkroom", "ChoiceFaction", "ClientImage", "ComebackGuide", "ContextAuction", "ContextBulletinBoard2", "ContextBuyPopup", "ContextBuySplitStack", "ContextCharacter2", "ContextCurrencyExchange", "ContextDamageVisualization", "ContextDepositeBox", "ContextEmotions", "ContextFXPlayer", "ContextLootBag", "ContextPOIMarker", "ContextPlayerTrade", "ContextShipAstrolabeJump", "ContextShipCustomization", "ContextShipDeviceCrosshair", "ContextShipDeviceNavigator", "ContextShipDeviceOvertip", "ContextShipDevicesReplacement", "ContextShipHangar", "ContextShipPlate", "ContextSplitstack", "ContextTalents", "ContextTooltipCompare", "CraftReforge", "CraftV22", "DetectorManager", "EmailCollection", "Enchanter", "EventCalendar", "EventNotification", "Fitting", "GuildHeraldicsBuilder", "HangarDevices", "IMEHelper", "InspectCharacter", "InstanceKick", "InstanceModifiers", "ItemMall", "LagMeter", "LastStand", "LayoutManager", "LeaderBoard", "LootMaster", "Lottery", "MailBox", "NecroVision", "NewRunes", "Options", "OvertipAstral", "QuestAutoNavigationOptionAsk", "QuestLog", "QuestTracker", "Rating", "ReadyCheck", "Remort", "RemortEquipment", "RemortList", "RemortShareAbility", "RewardsExchange", "RouletteBox", "RuneCombiner", "SOSMessage", "ScrollingCombatText", "ShipParkingOvertip", "ShipSummon", "SocialNetworksCaptcha", "SocialNetworksOptions", "SocialNetworksPosting", "SoulTalents", "Sounds", "Spellbook", "StrongBox", "StrongholdBestiary", "StrongholdChoiceDungeon", "SubtitleShipInfo", "Subtitles", "TalentInformer", "TargetSale", "TheOrder", "Tutorial", "UpgradeMetaItem", "UserAddonManager", "ZoneAnnounce" }) Global( "g_pveAddonList", { "AlchemyV2", "ArenaTimer", "AstralDamageAnnounce", "AstralEvents", "AstralMap", "BattleGrounds", "BillingBonuses", "BonusPools", "BuffsAstral", "ChangeRoom", "Checkroom", "ChoiceFaction", "ClientImage", "ComebackGuide", "ContextBulletinBoard2", "ContextCurrencyExchange", "ContextDamageVisualization", "ContextEmotions", "ContextFXPlayer", "ContextPOIMarker", "ContextShipAstrolabeJump", "ContextShipCustomization", "ContextShipDevice", "ContextShipDeviceCrosshair", "ContextShipDeviceNavigator", "ContextShipDeviceOvertip", "ContextShipDevicesReplacement", "ContextShipHangar", "ContextShipPlate", "ContextTalents", "ContextTooltipCompare", "CraftV22", "EventCalendar", "EventNotification", "Fitting", "GuildHeraldicsBuilder", "HangarDevices", "IMEHelper", "InspectCharacter", "LeaderBoard", "MatchMakingScoreBoard", "NecroVision", "Options", "OvertipAstral", "QuestAutoNavigationOptionAsk", "QuestLog", "QuestTracker", "Rating", "Remort", "RemortEquipment", "RemortList", "RemortShareAbility", "RuneCombiner", "SOSMessage", "ScrollingCombatText", "ShipParkingOvertip", "ShipSummon", "SocialNetworksCaptcha", "SocialNetworksOptions", "SocialNetworksPosting", "StrongBox", "StrongholdBestiary", "StrongholdChoiceDungeon", "SubtitleShipInfo", "Subtitles", "TalentInformer", "TargetSale", "Tutorial", "UpgradeMetaItem", "WheelOfLoot", "ZoneAnnounce" }) Global( "g_astralAddonList", { "AlchemyV2", "ArenaTimer", "BattleGrounds", "BillingBonuses", "BonusPools", "Buffs", "ChangeRoom", "ChatBubbles", "Checkroom", "ChoiceFaction", "ComebackGuide", "ContextAuction", "ContextBulletinBoard2", "ContextCharacter2", "ContextCurrencyExchange", "ContextDepositeBox", "ContextEmotions", "ContextMatchMakingNotifier", "ContextMatchMakingSelect", "ContextPOIMarker", "ContextPlayerTrade", "ContextStable", "ContextTalents", "ContextTooltipCompare", "CraftReforge", "CraftV22", "Death", "EventCalendar", "EventNotification", "GuildHeraldicsBuilder", "IMEHelper", "InspectCharacter", "LFG", "LeaderBoard", "LoginLottery", "Lottery", "MailBox", "Map", "MatchMakingScoreBoard", "Minimap", "NecroVision", "NewRunes", "QuestAutoNavigationOptionAsk", "QuestLog", "QuestTracker", "Remort", "RemortEquipment", "RemortList", "RemortShareAbility", "RuneCombiner", "SOSMessage", "SocialNetworksCaptcha", "SocialNetworksOptions", "SocialNetworksPosting", "Spellbook", "StrongBox", "StrongholdBestiary", "StrongholdChoiceDungeon", "TalentInformer", "TheOrder", "Tutorial", "WheelOfLoot", "ZoneAnnounce" })
-- ========== THIS IS AN AUTOMATICALLY GENERATED FILE! ========== PlaceObj('AmbientLife', { group = "VisitSpot", id = "Workbar", param1 = "unit", param2 = "bld", param3 = "obj", param4 = "spot", param5 = "slot_data", param6 = "slot", param7 = "slotname", PlaceObj('XPrgCheckExpression', { 'form', "while-do", }, { PlaceObj('XPrgPlayAnim', { 'obj', "unit", 'anim', "spacebarOperate", }), PlaceObj('XPrgHasVisitTime', { 'Not', true, }, { PlaceObj('XPrgNearestSpot', { 'obj', "bld", 'spot_type', "Elevator", 'target', "unit", 'var_spot', "espot", }), PlaceObj('XPrgGetSlotFromSpot', { 'obj', "bld", 'spot', "espot", 'var_slotname', "eslotname", 'var_slot', "eslot", }), PlaceObj('XPrgCheckSpotFlags', { 'bld', "bld", 'obj', "obj", 'spot', "espot", 'slotname', "eslotname", 'slot', "eslot", 'flags_missing', 1, }, { PlaceObj('XPrgCheckExpression', { 'form', "break-if", }), }), }), }), })
-- LabelCell: a specific UICollectionViewCell with a Text label in it local UiView = require "UIKit.UIView" local NsText = require "UIKit.NSText" local CaTransform3D = require "QuartzCore.CATransform3D" ----------------------------------------------------------------------- -- LabelCell class creation (subclass of UICollectionViewCell) local UICollectionViewCell = objc.UICollectionViewCell local LabelCell = class.createClass ("LabelCell", UICollectionViewCell) ----------------------------------------------------------------------- -- LabelCell initializer function LabelCell:initWithFrame (frame) -- Call super self = self[UICollectionViewCell]:initWithFrame (frame) if self ~= nil then -- configure the cell's content and appearance self:setAppearance() end return self end ----------------------------------------------------------------------- -- LabelCell configuration -- Define local references to Objective C classes local UILabel = objc.UILabel local UIFont = objc.UIFont local UIColor = objc.UIColor function LabelCell:setAppearance (cellIndex, cellCount) -- set default values to params if nil (when called from initWithFrame) cellIndex, cellCount = cellIndex or 0, cellCount or 1 self.cellIndex = cellIndex self.cellCount = cellCount -- Content view local contentView = self.contentView local contentViewSize = contentView.size contentView.clipsToBounds = true -- Cell colors and borders local cellHue = (cellIndex / cellCount + 0.6) % 1.0 contentView.backgroundColor = UIColor:colorWithHue_saturation_brightness_alpha (cellHue, 0.2, 0.8, 1) contentView.layer.borderWidth = 8 contentView.layer.borderColor = UIColor:colorWithHue_saturation_brightness_alpha (cellHue, 0.9, 0.8, 1).CGColor local label = self.label if label == nil then -- create the label and add it to the content view label = UILabel:newWithFrame(contentView.bounds) label.autoresizingMask = UiView.Autoresizing.FlexibleHeight + UiView.Autoresizing.FlexibleWidth label.textAlignment = NsText.Alignment.Center contentView:addSubview (label) self.label = label end if self.layoutAttributesSize then label.font = LabelCell:labelFontForSize(self.layoutAttributesSize) else label.font = UIFont:boldSystemFontOfSize (28.0) end label.backgroundColor = UIColor.clearColor label.shadowColor = UIColor.darkGrayColor label.textColor = UIColor.whiteColor end ----------------------------------------------------------------------- -- LabelCell layout-based customization function LabelCell:applyLayoutAttributes (layoutAttributes) -- call super self[UICollectionViewCell]:applyLayoutAttributes(layoutAttributes) local label = self.label self.layoutAttributesSize = layoutAttributes.size label.font = LabelCell:labelFontForSize(self.layoutAttributesSize) end ----------------------------------------------------------------------- -- Utility class method function LabelCell.classMethod:labelFontForSize (proposedSize) return UIFont:boldSystemFontOfSize (--[[ math.min(proposedSize.width,]] proposedSize.height * 0.4) end ----------------------------------------------------------------------- -- return LabelCell class return LabelCell;
day1 = {"понедељак", "уторак", "среду", "четвртак", "петак", "суботу", "недељу"} day2 = {"понедељак", "уторак", "среду", "четвртак", "петак", "суботу", "недељу"} choice1 = {"првог", "другог", "трећег", "четвртог"} choice2 = {"прве", "друге", "треће", "четврте"} month_n = {"ЈАНУАР", "ФЕБРУАР", "МАРТ", "АПРИЛ", "МАЈ", "ЈУН", "ЈУЛ", "АВГУСТ", "СЕПТЕМБАР", "ОКТОБАР", "НОВЕМБАР", "ДЕЦЕМБАР"} month_d = {"јануару", "фебруару", "марту", "априлу", "мају", "јуну", "јулу", "августу", "септембру", "октобру", "новембру", "децембру"} month_g = {"јануара", "фебруара", "марта", "априла", "маја", "јуна", "јула", "августа", "септембра", "октобра", "новембра", "децембра"} day_str = {"П", "У", "С", "Ч", "П", "С", "Н"}
--- -- The VNC library provides some basic functionality needed in order to -- communicate with VNC servers, and derivatives such as Tight- or Ultra- -- VNC. -- -- Summary -- ------- -- The library currently supports the VNC Authentication security type only. -- This security type is supported by default in VNC, TightVNC and -- "Remote Desktop Sharing" in eg. Ubuntu. For servers that do not support -- this authentication security type the login method will fail. -- -- Overview -- -------- -- The library contains the following classes: -- -- o VNC -- - This class contains the core functions needed to communicate with VNC -- -- @copyright Same as Nmap--See https://nmap.org/book/man-legal.html -- @author Patrik Karlsson <patrik@cqure.net> -- Version 0.1 -- Created 07/07/2010 - v0.1 - created by Patrik Karlsson <patrik@cqure.net> local bin = require "bin" local bits = require "bits" local match = require "match" local nmap = require "nmap" local stdnse = require "stdnse" local string = require "string" local table = require "table" _ENV = stdnse.module("vnc", stdnse.seeall) local HAVE_SSL, openssl = pcall(require,'openssl') VENCRYPT_SUBTYPES = { PLAIN = 256, TLSNONE = 257, TLSVNC = 258, TLSPLAIN = 259, X509NONE = 260, X509VNC = 261, X509PLAIN = 262, X509SASL = 263, TLSSASL = 264, } VENCRYPT_SUBTYPES_STR = { [256] = "Plain", [257] = "None, Anonymous TLS", [258] = "VNC auth, Anonymous TLS", [259] = "Plain, Anonymous TLS", [260] = "None, Server-authenticated TLS", [261] = "VNC auth, Server-authenticated TLS", [262] = "Plain, Server-authenticated TLS", [263] = "SASL, Server-authenticated TLS", [264] = "SASL, Anonymous TLS", } local function process_error(socket) local status, tmp = socket:receive_buf(match.numbytes(4), true) if( not(status) ) then return false, "VNC:handshake failed to retrieve error message" end local len = select(2, bin.unpack(">I", tmp)) local status, err = socket:receive_buf(match.numbytes(len), true) if( not(status) ) then return false, "VNC:handshake failed to retrieve error message" end return false, err end local function first_of (list, lookup) for i=1, #list do if stdnse.contains(lookup, list[i]) then return list[i] end end end -- generalized output formatter for security types and subtypes local function get_types_as_table (types, lookup) local tmp = {} local typemt = { __tostring = function(me) return ("%s (%s)"):format(me.name, me.type) end } for i=1, types.count do local t = {name = lookup[types.types[i]] or "Unknown security type", type=types.types[i]} setmetatable(t, typemt) table.insert( tmp, t ) end return tmp end VNC = { versions = { ["RFB 003.003"] = "3.3", ["RFB 003.007"] = "3.7", ["RFB 003.008"] = "3.8", -- Mac Screen Sharing, could probably be used to fingerprint OS ["RFB 003.889"] = "3.889", }, sectypes = { INVALID = 0, NONE = 1, VNCAUTH = 2, RA2 = 5, RA2NE = 6, TIGHT = 16, ULTRA = 17, TLS = 18, VENCRYPT = 19, GTK_VNC_SASL = 20, MD5 = 21, COLIN_DEAN_XVP = 22, MAC_OSX_SECTYPE_30 = 30, MAC_OSX_SECTYPE_35 = 35, MSLOGON = 0xfffffffa, }, -- Security types are fetched from the rfbproto.pdf sectypes_str = { [0] = "Invalid security type", [1] = "None", [2] = "VNC Authentication", [5] = "RA2", [6] = "RA2ne", [16]= "Tight", [17]= "Ultra", [18]= "TLS", [19]= "VeNCrypt", [20]= "GTK-VNC SASL", [21]= "MD5 hash authentication", [22]= "Colin Dean xvp", -- Mac OS X screen sharing uses 30 and 35 [30]= "Apple Remote Desktop", [35]= "Mac OS X security type", [0xfffffffa] = "UltraVNC MS Logon", }, new = function(self, host, port, socket) local o = { host = host, port = port, socket = socket or nmap.new_socket(), } o.socket:set_timeout(5000) setmetatable(o, self) self.__index = self return o end, --- Connects the VNC socket connect = function(self) return self.socket:connect(self.host, self.port, "tcp") end, --- Disconnects the VNC socket disconnect = function(self) return self.socket:close() end, --- Performs the VNC handshake and determines -- * The RFB Protocol to use -- * The supported authentication security types -- -- @return status, true on success, false on failure -- @return error string containing error message if status is false handshake = function(self) local status, data = self.socket:receive_buf(match.pattern_limit("[\r\n]+", 16), true) if not status or not string.match(data, "^RFB %d%d%d%.%d%d%d[\r\n]") then stdnse.debug1("ERROR: Not a VNC port. Banner: %s", data) return false, "Not a VNC port." end data = data:sub(1,11) local vncsec = { count = 1, types = {} } if ( not(status) ) then return status, "ERROR: VNC:handshake failed to receive protocol version" end self.protover = VNC.versions[data] local cli_version = data if ( not(self.protover) ) then stdnse.debug1("ERROR: VNC:handshake unsupported version (%s)", data) self.protover = string.match(data, "^RFB (%d+%.%d+)") --return false, ("Unsupported version (%s)"):format(data:sub(1,11)) local versions = { "RFB 003.003", "RFB 003.007", "RFB 003.008", "RFB 003.889", } for i=1, #versions do if versions[i] >= data then break end cli_version = versions[i] end end self.client_version = VNC.versions[cli_version or "RFB 003.889"] status = self.socket:send( (cli_version or "RFB 003.889") .. "\n" ) if ( not(status) ) then stdnse.debug1("ERROR: VNC:handshake failed to send client version") return false, "ERROR: VNC:handshake failed" end if ( self.client_version == "3.3" ) then local status, tmp = self.socket:receive_buf(match.numbytes(4), true) if( not(status) ) then return false, "VNC:handshake failed to receive security data" end vncsec.types[1] = select(2, bin.unpack(">I", tmp) ) self.vncsec = vncsec -- do we have an invalid security type, if so we need to handle an -- error condition if ( vncsec.types[1] == 0 ) then return process_error(self.socket) end else local status, tmp = self.socket:receive_buf(match.numbytes(1), true) if ( not(status) ) then stdnse.debug1("ERROR: VNC:handshake failed to receive security data") return false, "ERROR: VNC:handshake failed to receive security data" end vncsec.count = select(2, bin.unpack("C", tmp)) if ( vncsec.count == 0 ) then return process_error(self.socket) end status, tmp = self.socket:receive_buf(match.numbytes(vncsec.count), true) if ( not(status) ) then stdnse.debug1("ERROR: VNC:handshake failed to receive security data") return false, "ERROR: VNC:handshake failed to receive security data" end for i=1, vncsec.count do table.insert( vncsec.types, select(2, bin.unpack("C", tmp, i) ) ) end self.vncsec = vncsec end return true end, --- Creates the password bit-flip needed before DES encryption -- -- @param password string containing the password to process -- @return password string containing the processed password createVNCDESKey = function( self, password ) -- exactly 8 chars needed if #password > 8 then password = password:sub(1,8) elseif #password < 8 then password = password .. string.rep('\0', 8 - #password) end return password:gsub(".", function(c) return string.char(bits.reverse(c:byte())) end) end, --- Encrypts a password with the server's challenge to create the challenge response -- -- @param password string containing the password to process -- @param challenge string containing the server challenge -- @return the challenge response string encryptVNCDES = function (self, password, challenge) local key = self:createVNCDESKey(password) return openssl.encrypt("des-ecb", key, nil, challenge, false) end, sendSecType = function (self, sectype) return self.socket:send( bin.pack("C", sectype)) end, --- Attempts to login to the VNC service using any supported method -- -- @param username string, could be anything when VNCAuth is used -- @param password string containing the password to use for authentication -- @param authtype The VNC auth type from the <code>VNC.sectypes</code> table (default: best available method) -- @return status true on success, false on failure -- @return err string containing error message when status is false login = function( self, username, password, authtype ) if ( not(password) ) then return false, "No password was supplied" end if not authtype then if self:supportsSecType( VNC.sectypes.NONE ) then self:sendSecType(VNC.sectypes.NONE) return self:login_none() elseif self:supportsSecType( VNC.sectypes.VNCAUTH ) then self:sendSecType(VNC.sectypes.VNCAUTH) return self:login_vncauth(username, password) elseif self:supportsSecType( VNC.sectypes.TLS ) then self:sendSecType(VNC.sectypes.TLS) return self:login_tls(username, password) elseif self:supportsSecType( VNC.sectypes.VENCRYPT ) then self:sendSecType(VNC.sectypes.VENCRYPT) return self:login_vencrypt(username, password) elseif self:supportsSecType( VNC.sectypes.TIGHT ) then self:sendSecType(VNC.sectypes.TIGHT) return self:login_tight(username, password) elseif self:supportsSecType( VNC.sectypes.MAC_OSX_SECTYPE_30 ) then self:sendSecType(VNC.sectypes.MAC_OSX_SECTYPE_30) return self:login_ard(username, password) else return false, "The server does not support any matching security type" end elseif ( not( self:supportsSecType( authtype ) ) ) then return false, string.format( 'The server does not support the "%s" security type.', VNC.sectypes_str[authtype]) end end, login_none = function (self) if self.client_version == "3.8" then return self:check_auth_result() end -- nothing to do here! return true end, --- Attempts to login to the VNC service using VNC Authentication -- -- @param username string, could be anything when VNCAuth is used -- @param password string containing the password to use for authentication -- @return status true on success, false on failure -- @return err string containing error message when status is false login_vncauth = function( self, username, password ) local status, chall = self.socket:receive_buf(match.numbytes(16), true) if ( not(status) ) then return false, "Failed to receive authentication challenge" end local resp = self:encryptVNCDES(password, chall) status = self.socket:send( resp ) if ( not(status) ) then return false, "Failed to send authentication response to server" end return self:check_auth_result() end, check_auth_result = function(self) local status, result = self.socket:receive_buf(match.numbytes(4), true) if ( not(status) ) then return false, "Failed to retrieve authentication status from server" end if ( select(2, bin.unpack(">I", result) ) ~= 0 ) then return false, "Authentication failed" end return true end, handshake_aten = function(self, buffer) -- buffer is 24 bytes, currently unused, no idea what it's for. if #buffer ~= 24 then return false end self.aten = buffer return true end, login_aten = function(self, username, password) username = username or "" self.socket:send(username .. ("\0"):rep(24 - #username) .. password .. ("\0"):rep(24 - #password)) return self:check_auth_result() end, handshake_tight = function(self) -- TightVNC security type -- https://vncdotool.readthedocs.org/en/0.8.0/rfbproto.html#tight-security-type -- Sometimes also ATEN KVM VNC: -- https://github.com/thefloweringash/chicken-aten-ikvm local status, buf = self.socket:receive_bytes(4) if not status then return false, "Failed to get number of tunnels" end -- If it's ATEN, it sends 24 bytes right away. Need to try parsing these -- in case it's TightVNC instead, though. local aten = #buf == 24 and buf local pos, ntunnels = bin.unpack(">I", buf) -- reasonable limits: ATEN might send a huge number here if ntunnels > 0x10000 then return self:handshake_aten(aten) end local tight = { tunnels = {}, types = {} } if ntunnels > 0 then local have = #buf - pos + 1 if have < 16 * ntunnels then local newbuf status, newbuf = self.socket:receive_bytes(16 * ntunnels - have) if not status then if aten then return self:handshake_aten(aten) end return false, "Failed to get list of tunnels" end buf = buf .. newbuf aten = false -- we must have read something beyond 24 bytes end local have_none_tunnel = false for i=1, ntunnels do local tunnel = {} pos, tunnel.code, tunnel.vendor, tunnel.signature = bin.unpack(">IA4A8", buf, pos) if tunnel.code == 0 then have_none_tunnel = true end tight.tunnels[#tight.tunnels+1] = tunnel end -- at this point, might still be ATEN with a first byte of 1, but chances are it's Tight if have_none_tunnel then -- Try the "NOTUNNEL" tunnel, for simplicity, if it's available. self.socket:send(bin.pack(">I", 0)) else -- for now, just return the first one. TODO: choose a supported tunnel type self.socket:send(bin.pack(">I", tight.tunnels[1].code)) end end local have = #buf - pos + 1 if have < 4 then local newbuf status, newbuf = self.socket:receive_bytes(4 - have) if not status then if aten then return self:handshake_aten(aten) end return false, "Failed to get number of Tight auth types" end buf = buf .. newbuf if #buf > 24 then aten = false end end local nauth pos, nauth = bin.unpack(">I", buf, pos) -- reasonable limits: ATEN might send a huge number here if nauth > 0x10000 then return self:handshake_aten(aten) end if nauth > 0 then have = #buf - pos + 1 if have < 16 * nauth then local newbuf status, newbuf = self.socket:receive_bytes(16 * nauth - have) if not status then if aten then return self:handshake_aten(aten) end return false, "Failed to get list of Tight auth types" end buf = buf .. newbuf if #buf > 24 then aten = false end end for i=1, nauth do local auth = {} pos, auth.code, auth.vendor, auth.signature = bin.unpack(">IA4A8", buf, pos) tight.types[#tight.types+1] = auth end end if aten and pos < 24 then -- server sent 24 bytes but we could only parse some of them. Probably ATEN KVM return self:handshake_aten(aten) end self.tight = tight return true end, login_tight = function(self, username, password) local status, err = self:handshake_tight() if not status then return status, err end if self.aten then return self:login_aten(username, password) end if #self.tight.types == 0 then -- nothing further, no auth return true end -- choose a supported auth type for _, auth in ipairs({ {1, "login_none"}, {2, "login_vncauth"}, {19, "login_vencrypt"}, }) do for _, t in ipairs(self.tight.types) do if t.code == auth[1] then self.socket:send(bin.pack(">I", t.code)) return self[auth[2]](self, username, password) end end end return false, "The server does not support any supported Tight security type" end, handshake_tls = function(self) local status, err = self.socket:reconnect_ssl() if not status then return false, "Failed to reconnect SSL" end local status, tmp = self.socket:receive_buf(match.numbytes(1), true) if ( not(status) ) then stdnse.debug1("ERROR: VNC:handshake failed to receive security data") return false, "ERROR: VNC:handshake failed to receive security data" end local vncsec = { count = 1, types = {} } vncsec.count = select(2, bin.unpack("C", tmp)) if ( vncsec.count == 0 ) then return process_error(self.socket) end status, tmp = self.socket:receive_buf(match.numbytes(vncsec.count), true) if ( not(status) ) then stdnse.debug1("ERROR: VNC:handshake failed to receive security data") return false, "ERROR: VNC:handshake failed to receive security data" end for i=1, vncsec.count do table.insert( vncsec.types, select(2, bin.unpack("C", tmp, i) ) ) end self.vncsec = vncsec return true end, login_tls = function( self, username, password ) local status, err = self:handshake_tls() if not status then return status, err end return self:login(username, password) end, handshake_vencrypt = function(self) local status, buf = self.socket:receive_buf(match.numbytes(2), true) local pos, maj, min = bin.unpack("CC", buf) if maj ~= 0 or min ~= 2 then return false, string.format("Unknown VeNCrypt version: %d.%d", maj, min) end self.socket:send(bin.pack("CC", maj, min)) status, buf = self.socket:receive_buf(match.numbytes(1), true) pos, status = bin.unpack("C", buf) if status ~= 0 then return false, string.format("Server refused VeNCrypt version %d.%d", maj, min) end status, buf = self.socket:receive_buf(match.numbytes(1), true) local pos, nauth = bin.unpack("C", buf) if nauth == 0 then return false, "No VeNCrypt auth subtypes received" end -- vencrypt auth types are u32 status, buf = self.socket:receive_buf(match.numbytes(nauth * 4), true) pos = 1 local vencrypt = { count = nauth, types = {} } for i=1, nauth do local auth pos, auth = bin.unpack(">I", buf, pos) table.insert(vencrypt.types, auth) end self.vencrypt = vencrypt return true end, login_vencrypt = function(self, username, password) local status, err = self:handshake_vencrypt() if not status then return status, err end local subauth = first_of({ VENCRYPT_SUBTYPES.TLSNONE, VENCRYPT_SUBTYPES.X509NONE, VENCRYPT_SUBTYPES.PLAIN, VENCRYPT_SUBTYPES.TLSPLAIN, VENCRYPT_SUBTYPES.X509PLAIN, VENCRYPT_SUBTYPES.TLSVNC, VENCRYPT_SUBTYPES.X509VNC, -- These not supported yet --VENCRYPT_SUBTYPES.TLSSASL, --VENCRYPT_SUBTYPES.X509SASL, }, self.vencrypt.types) if not subauth then return false, "The server does not support any supported security type" end self.socket:send(bin.pack(">I", subauth)) local status, buf = self.socket:receive_buf(match.numbytes(1), true) if not status or string.byte(buf, 1) ~= 1 then return false, "VeNCrypt auth subtype refused" end if subauth == VENCRYPT_SUBTYPES.PLAIN then return self:login_plain(username, password) end status, err = self.socket:reconnect_ssl() if not status then return false, "Failed to reconnect SSL to VNC server" end if subauth == VENCRYPT_SUBTYPES.TLSNONE or subauth == VENCRYPT_SUBTYPES.X509NONE then return self:check_auth_result() elseif subauth == VENCRYPT_SUBTYPES.TLSVNC or subauth == VENCRYPT_SUBTYPES.X509VNC then return self:login_vncauth(username, password) elseif subauth == VENCRYPT_SUBTYPES.TLSPLAIN or subauth == VENCRYPT_SUBTYPES.X509PLAIN then return self:login_plain(username, password) elseif subauth == VENCRYPT_SUBTYPES.TLSSASL or subauth == VENCRYPT_SUBTYPES.X509SASL then return self:login_sasl(username, password) end end, login_plain = function(self, username, password) username = username or "" local status = self.socket:send(bin.pack(">IIAA", #username, #password, username, password)) if not status then return false, "Failed to send plain auth" end return self:check_auth_result() end, login_sasl = function(self, username, password) -- TODO: support this! return false, "Unsupported" end, login_ard = function(self, username, password) -- Thanks to David Simmons for describing this protocol: -- https://cafbit.com/post/apple_remote_desktop_quirks/ local status, buf = self.socket:receive_bytes(4) if not status then return false, "Failed to get auth material lengths" end local gen, keylen, pos = string.unpack(">I2I2", buf) if #buf - (pos - 1) < 2*keylen then local status, buf2 = self.socket:receive_bytes(2*keylen - #buf) if not status then return false, "Failed to get auth material" end buf = buf .. buf2 end local modulus, pos = string.unpack("c"..keylen, buf, pos) local pubkey, pos = string.unpack("c"..keylen, buf, pos) -- DH key exchange pubkey = openssl.bignum_bin2bn(pubkey) modulus = openssl.bignum_bin2bn(modulus) gen = openssl.bignum_dec2bn(gen) local secret = openssl.bignum_pseudo_rand(512) -- 512 bit DH? yeah, ok. local ourkey = openssl.bignum_mod_exp(gen, secret, modulus) local shared = openssl.bignum_mod_exp(pubkey, secret, modulus) -- Pad shared secret with nulls shared = openssl.bignum_bn2bin(shared) shared = ('\0'):rep(keylen - #shared) .. shared -- Generate AES key as MD5 of shared DH secret local aeskey = openssl.md5(shared) -- Encrypt username and password with AES in ECB mode local blob = username .. ('\0'):rep(64 - #username) .. password .. ('\0'):rep(64 - #password) local hash = openssl.encrypt('aes-128-ecb', aeskey, '', blob, false) -- Send encrypted blob and DH public key local tmpkey = openssl.bignum_bn2bin(ourkey) -- pad public key on the left with nulls self.socket:send(hash .. ('\0'):rep(keylen - #tmpkey) .. tmpkey) return self:check_auth_result() end, --- Returns all supported security types as a table -- -- @return table containing a entry for each security type getSecTypesAsTable = function( self ) return get_types_as_table(self.vncsec, VNC.sectypes_str) end, getVencryptTypesAsTable = function (self) return get_types_as_table(self.vencrypt, VENCRYPT_SUBTYPES_STR) end, --- Checks if the supplied security type is supported or not -- -- @param sectype number containing the security type to check for -- @return status true if supported, false if not supported supportsSecType = function( self, sectype ) for i=1, self.vncsec.count do if ( self.vncsec.types[i] == sectype ) then return true end end return false end, --- Returns the protocol version reported by the server -- -- @param version string containing the version number getProtocolVersion = function( self ) return self.protover end, --- Send a ClientInit message. --@param shared boolean determining whether the screen should be shared, or whether other logged-on users should be booted. --@return status true if message was successful, false otherwise --@return table containing contents of ServerInit message, or error message. client_init = function (self, shared) self.socket:send(shared and "\x01" or "\x00") local status, buf = self.socket:receive_buf(match.numbytes(24), true) if not status then return false, "Did not receive ServerInit message" end local pos, width, height, bpp, depth, bigendian, truecolor, rmax, gmax, bmax, rshift, gshift, bshift, pad1, pad2, namelen = bin.unpack(">SSCCCCSSSCCCSCI", buf) local status, buf = self.socket:receive_buf(match.numbytes(namelen), true) if not status then return false, "Did not receive ServerInit desktop name" end local pos, name = bin.unpack("A" .. namelen, buf) return true, { width = width, height = height, bpp = bpp, depth = depth, bigendian = bigendian, truecolor = truecolor, rmax = rmax, gmax = gmax, bmax = bmax, rshift = rshift, gshift = gshift, bshift = bshift, name = name } end } if not HAVE_SSL then local login_unsupported = function() return false, "Login type unsupported without OpenSSL" end VNC.login_vncauth = login_unsupported VNC.login_tls = login_unsupported VNC.login_ard = login_unsupported end local unittest = require "unittest" if not unittest.testing() then return _ENV end test_suite = unittest.TestSuite:new() local test_vectors = { -- from John the Ripper's vnc_fmt_plug.c -- pass, challenge, response { "1234567890", "\x2f\x75\x32\xb3\xef\xd1\x7e\xea\x5d\xd3\xa0\x94\x9f\xfd\xf1\xd8", "\x0e\xb4\x2d\x4d\x9a\xc1\xef\x1b\x6e\xf6\x64\x7b\x95\x94\xa6\x21" }, { "123", "\x79\x63\xf9\xbb\x7b\xa6\xa4\x2a\x08\x57\x63\x80\x81\x56\xf5\x70", "\x47\x5b\x10\xd0\x56\x48\xe4\x11\x0d\x77\xf0\x39\x16\x10\x6f\x98" }, { "Password", "\x08\x05\xb7\x90\xb5\x8e\x96\x7f\x2a\x35\x0a\x0c\x99\xde\x38\x81", "\xae\xcb\x26\xfa\xea\xaa\x62\xd7\x96\x36\xa5\x93\x4b\xac\x10\x78" }, { "pass\xc2\xA3", "\x84\x07\x6f\x04\x05\x50\xee\xa9\x34\x19\x67\x63\x3b\x5f\x38\x55", "\x80\x75\x75\x68\x95\x82\x37\x9f\x7d\x80\x7f\x73\x6d\xe9\xe4\x34" }, } for _, v in ipairs(test_vectors) do test_suite:add_test(unittest.equal( VNC:encryptVNCDES(v[1], v[2]), v[3]), v[1]) end return _ENV
local zmq = require 'lzmq' local context = zmq.init(1) --~ while true do --~ -- Recieve from broadcast --~ local msg = '' --~ if msg.code == 0 then --~ return 0 --~ elseif msg.code == 1 then --~ return 0 --~ elseif msg.code == 3 then --~ return 0 --~ elseif msg.code == 5 or msg.code == 7 then --~ return 0 --~ end --~ -- Recieve from everywhere else --~ local msg = '' --~ local result = my.procedure (msg) --~ if result == 0 then --~ end --~ end print (code) -- Socket to talk to server print("Connecting to hello world server…") local socket = context:socket(zmq.REQ) socket:connect("tcp://localhost:5555") for n=1,10 do print("Sending Hello " .. n .. " …") socket:send("Hello") local reply = socket:recv() print("Received World " .. n .. " [" .. reply .. "]") end socket:close() context:term() os.exit(0)
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:28' using the latest game version. NOTE: This file should only be used as IDE support; it should NOT be distributed with addons! **************************************************************************** CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC. **************************************************************************** ]] ZO_RecentMessages = ZO_Object:Subclass() function ZO_RecentMessages:New(...) local object = ZO_Object.New(self) object:Initialize(...) return object end function ZO_RecentMessages:Initialize(expiryDelayMilliseconds) self.recentMessages = {} self.expiryDelayMilliseconds = expiryDelayMilliseconds or 3000 end function ZO_RecentMessages:AddRecent(message) self.recentMessages[message] = GetFrameTimeMilliseconds() end function ZO_RecentMessages:IsRecent(message) return self.recentMessages[message] ~= nil end function ZO_RecentMessages:Update(timeNowMilliseconds) local recentMessages = self.recentMessages local expiry = self.expiryDelayMilliseconds for message, timeStamp in pairs(recentMessages) do if(timeNowMilliseconds >= (timeStamp + expiry)) then recentMessages[message] = nil end end end -- Returns true if the message wasn't recent and should be displayed -- Adds the given message to the recent queue if the message would be displayed -- Future calls to this function will update the queue automatically function ZO_RecentMessages:ShouldDisplayMessage(message) self:Update(GetFrameTimeMilliseconds()) if(message == SOUNDS.ABILITY_NOT_ENOUGH_STAMINA or message == SOUNDS.ABILITY_NOT_ENOUGH_MAGICKA or message == SOUNDS.ABILITY_NOT_ENOUGH_ULTIMATE or message == SOUNDS.ITEM_ON_COOLDOWN or message == SOUNDS.ABILITY_WEAPON_SWAP_FAIL or message == SOUNDS.ABILITY_NOT_READY or message == SOUNDS.ABILITY_TARGET_OUT_OF_LOS or message == SOUNDS.ABILITY_TARGET_OUT_OF_RANGE or message == SOUNDS.ABILITY_TARGET_IMMUNE or message == SOUNDS.ABILITY_CASTER_SILENCED or message == SOUNDS.ABILITY_CASTER_STUNNED or message == SOUNDS.ABILITY_CASTER_BUSY or message == SOUNDS.ABILITY_TARGET_BAD_TARGET or message == SOUNDS.ABILITY_TARGET_DEAD or message == SOUNDS.ABILITY_CASTER_DEAD or message == SOUNDS.ABILITY_NOT_ENOUGH_HEALTH or message == SOUNDS.ABILITY_FAILED or message == SOUNDS.ABILITY_FAILED_IN_COMBAT or message == SOUNDS.ABILITY_FAILED_REQUIREMENTS or message == SOUNDS.ABILITY_CASTER_FEARED or message == SOUNDS.ABILITY_CASTER_DISORIENTED or message == SOUNDS.ABILITY_TARGET_TOO_CLOSE or message == SOUNDS.ABILITY_WRONG_WEAPON or message == SOUNDS.ABILITY_TARGET_NOT_PVP_FLAGGED or message == SOUNDS.ABILITY_CASTER_PACIFIED or message == SOUNDS.ABILITY_CASTER_LEVITATED) then return true end if(self:IsRecent(message)) then return false end self:AddRecent(message) return true end