content
stringlengths 5
1.05M
|
|---|
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
|
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