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-- Loads up a slew of objects to load into the screen, like how 3.9 does. -- I prefer to keep these optional, incase another screen wants to hide -- these elements. return Def.ActorFrame { StandardDecorationFromFileOptional("Header","Header"); StandardDecorationFromFileOptional("Footer","Footer"); StandardDecorationFromFileOptional( "Help", "Help" ); };
local Item = QuickCreateItemTable(BaseItem, "money", "Money", "It will bring you happy", "icons/item_cash") Item.Model = "models/props/cs_assault/Money.mdl" Item.Stackable = true Register.Item(Item) local Item = QuickCreateItemTable(BaseItem, "wood", "Wood", "Its wood?", "icons/item_wood") Item.Model = "models/Gibs/wood_gib01d.mdl" Item.SellPrice = 7 Item.Weight = 1 Item.Stackable = true Register.Item(Item) local Item = QuickCreateItemTable(BaseFood, "item_canmeat", "Can of Uncooked Meat", "Needs to be cooked", "icons/junk_metalcan1") Item.Model = "models/props_junk/garbage_metalcan001a.mdl" Item.SellPrice = 4 Item.Weight = 1 Item.Stackable = true Register.Item(Item) local Item = QuickCreateItemTable(BaseFood, "item_cardboard", "Pieace of cardboard", "Its a bit of cardboard used for many things", "icons/junk_metalcan1") Item.Model = "models/props_junk/garbage_carboard002a.mdl" Item.SellPrice = 10 Item.Weight = 1 Item.Stackable = true Register.Item(Item) local Item = QuickCreateItemTable(BaseFood, "item_bagofnoodles", "Bag of Uncooked Noodles", "A bag of uncooked noodles", "icons/junk_metalcan1") Item.Model = "models/props_junk/garbage_bag001a.mdl" Item.SellPrice = 20 Item.Weight = 1 Item.Stackable = true Register.Item(Item) local Item = QuickCreateItemTable(BaseFood, "item_chinese_box", "Chinese Box", "A Chinese Box of Chinese Noodles.", "icons/junk_metalcan1") Item.Model = "models/Gibs/wood_gib01d.mdl" Item.SellPrice = 40 Item.Weight = 1 Item.Stackable = true Register.Item(Item) local Item = QuickCreateItemTable(BaseFood, "item_firestarting_kit", "Fire Starting Kit", "A Kit to make a fire you can cook on.", "icons/junk_box1") Item.Model = "models/Gibs/wood_gib01d.mdl" Item.SellPrice = 40 Item.FireTime = 50 Item.Weight = 1 Item.Stackable = true function Item:Use(usr, itemtable) if not IsValid(usr) or usr:Health() <= 0 then return end local Wood = ents.Create("prop_physics") Wood:SetModel(itemtable.Model) Wood:SetPos(usr:EyePos() + (usr:GetAimVector() * 50)) Wood:Spawn() Wood:DropToFloor() Wood:Ignite(itemtable.FireTime,0) Wood:PhysicsInit(SOLID_VPHYSICS) Wood:SetMoveType(MOVETYPE_NONE) local Fire = ents.Create("env_fire") Fire:SetParent(Wood) Fire:SetKeyValue("health", itemtable.FireTime) Fire:SetKeyValue("firesize", "0.1") Fire:SetPos(Wood:GetPos()) Fire:Spawn() timer.Simple(itemtable.FireTime, function() Wood:Remove() Fire:Remove() end) usr:AddItem(itemtable.Name, -1) end Register.Item(Item) local Item = QuickCreateItemTable(BaseFood, "item_spoilednoodles", "Spoiled Chinese Noodles", "A Chinese Box of Spoiled Chinese Noodles.", "icons/junk_metalcan1") Item.Model = "models/props_junk/garbage_takeoutcarton001a.mdl" Item.SellPrice = 60 Item.Weight = 1 Item.Stackable = true Register.Item(Item) local Item = QuickCreateItemTable(BaseFood, "item_package", "Package", "A package you can put food in.", "icons/junk_metalcan1") Item.Model = "models/props_junk/garbage_takeoutcarton001a.mdl" Item.SellPrice = 40 Item.Weight = 1 Item.Stackable = true Register.Item(Item) local Item = QuickCreateItemTable(BaseItem, "item_trade_tincan", "Tin Can", "Rusty and old, black stuff in the bottom", "icons/junk_metalcan2") Item.Model = "models/props_junk/garbage_metalcan002a.mdl" Item.SellPrice = 10 Item.Weight = 1 Item.Stackable = true Register.Item(Item) local Item = QuickCreateItemTable(BaseItem, "item_trade_methanol", "Methanol", "This is a cool fuel source", "icons/Quest_ZombieBlood") Item.Model = "models/props_junk/garbage_metalcan001a.mdl" Item.SellPrice = 25 Item.Weight = 1 Item.Stackable = true Register.Item(Item) local Item = QuickCreateItemTable(BaseItem, "item_trade_fuel", "Fuel", "Used in many aplications for a flamable combustant.", "icons/Quest_ZombieBlood") Item.Model = "models/props_junk/metalgascan.mdl" Item.SellPrice = 80 Item.Weight = 1 Register.Item(Item) local Item = QuickCreateItemTable(BaseItem, "item_trade_charcoal", "Charcoal", "Not to be confused with coal", "icons/Quest_ZombieBlood") Item.Model = "models/props_lab/box01a.mdl" Item.SellPrice = 12 Item.Weight = 1 Item.Stackable = true Register.Item(Item) local Item = QuickCreateItemTable(BaseItem, "item_trade_blackpowder", "Black Powder", "It's dry and finely ground, what to use it for ...", "icons/Quest_ZombieBlood") Item.Model = "models/props_lab/box01a.mdl" Item.SellPrice = 120 Item.Weight = 1 Register.Item(Item) local Item = QuickCreateItemTable(BaseItem, "item_trade_explosivespin", "Explosives Pin", "Small explosive charge in a pin.", "icons/Quest_ZombieBlood") Item.Model = "models/props_junk/glassjug01.mdl" Item.SellPrice = 210 Item.Weight = 1 Register.Item(Item) local Item = QuickCreateItemTable(BaseItem, "weapon_melee_wrench", "Wrench", "Tool used for making things", "icons/tool_wrench") Item.Model = "models/props_c17/tools_wrench01a.mdl" Item.SellPrice = 250 Item.Weight = 1 Register.Item(Item) local Item = QuickCreateItemTable(BaseItem, "item_trade_antlionblood", "Antlion Blood", "Its yellow, and kida smells like raspberries", "icons/Quest_ZombieBlood") Item.Model = "models/props_junk/glassjug01.mdl" Item.SellPrice = 460 Item.Weight = 1 Register.Item(Item) local Item = QuickCreateItemTable(BaseItem, "item_trade_pliers", "Pliers", "Would be useful for making things", "icons/tool_wrench") Item.Model = "models/props_c17/tools_pliers01a.mdl" Item.SellPrice = 500 Item.Weight = 1 Register.Item(Item) local Item = QuickCreateItemTable(BaseItem, "item_grenade", "Grenade", "Use to throw.", "icons/Quest_ZombieBlood") Item.Model = "models/props_junk/glassjug01.mdl" Item.Stackable = true Item.SellPrice = 40 Item.Weight = 1 function Item:Use(usr, itemtable) if not IsValid(usr) or usr:Health() <= 0 then return end if (usr.NextNade or CurTime()) > CurTime() then return end usr:RestartGesture(ACT_ITEM_THROW) local Nade = ents.Create("npc_grenade_frag") timer.Simple(1, function() if IsValid(Nade) and IsValid(usr) then local vecNadePos = usr:EyePos() + (usr:GetAimVector() * 50) local intNadeDur = 3 Nade:SetOwner(usr) Nade:Fire("SetTimer", intNadeDur) Nade.OverrideDamge = 50 Nade:SetPos(vecNadePos) Nade:SetAngles(usr:EyeAngles()) Nade:Spawn() Nade:GetPhysicsObject():ApplyForceCenter(usr:GetAimVector():GetNormalized() * 600) end end) usr.NextNade = CurTime() + 2 usr:AddItem(itemtable.Name, -1) end Register.Item(Item)
-- Copyright (C) 2011-2015 Anton Burdinuk -- clark15b@gmail.com -- https://tsdemuxer.googlecode.com/svn/trunk/xupnpd http_mime={} http_err={} http_vars={} -- http_mime types http_mime['html']='text/html' http_mime['htm']='text/html' http_mime['xml']='text/xml; charset="UTF-8"' http_mime['txt']='text/plain' http_mime['srt']='video/subtitle' http_mime['cpp']='text/plain' http_mime['h']='text/plain' http_mime['lua']='text/plain' http_mime['jpg']='image/jpeg' http_mime['png']='image/png' http_mime['ico']='image/vnd.microsoft.icon' http_mime['mpeg']='video/mpeg' http_mime['css']='text/css' http_mime['json']='application/json' http_mime['js']='application/javascript' http_mime['m3u']='audio/x-mpegurl' -- http http_error list http_err[100]='Continue' http_err[101]='Switching Protocols' http_err[200]='OK' http_err[201]='Created' http_err[202]='Accepted' http_err[203]='Non-Authoritative Information' http_err[204]='No Content' http_err[205]='Reset Content' http_err[206]='Partial Content' http_err[300]='Multiple Choices' http_err[301]='Moved Permanently' http_err[302]='Moved Temporarily' http_err[303]='See Other' http_err[304]='Not Modified' http_err[305]='Use Proxy' http_err[400]='Bad Request' http_err[401]='Unauthorized' http_err[402]='Payment Required' http_err[403]='Forbidden' http_err[404]='Not Found' http_err[405]='Method Not Allowed' http_err[406]='Not Acceptable' http_err[407]='Proxy Authentication Required' http_err[408]='Request Time-Out' http_err[409]='Conflict' http_err[410]='Gone' http_err[411]='Length Required' http_err[412]='Precondition Failed' http_err[413]='Request Entity Too Large' http_err[414]='Request-URL Too Large' http_err[415]='Unsupported Media Type' http_err[416]='Requested range not satisfiable' http_err[500]='Internal Server http_error' http_err[501]='Not Implemented' http_err[502]='Bad Gateway' http_err[503]='Out of Resources' http_err[504]='Gateway Time-Out' http_err[505]='HTTP Version not supported' http_vars['fname']=cfg.name http_vars['manufacturer']=util.xmlencode('Anton Burdinuk <clark15b@gmail.com>') http_vars['manufacturer_url']='' http_vars['description']=ssdp_server http_vars['name']='xupnpd' http_vars['version']=cfg.version http_vars['url']='http://xupnpd.org' http_vars['uuid']=ssdp_uuid http_vars['interface']=ssdp.interface() http_vars['port']=cfg.http_port http_vars['uptime']=core.uptime http_templ= { '/dev.xml', '/wmc.xml', '/index.html' } dofile('xupnpd_soap.lua') dofile('xupnpd_webapp.lua') function compile_templates() local path=cfg.tmp_path..'xupnpd-cache' os.execute('mkdir -p '..path) for i,fname in ipairs(http_templ) do http.compile_template(cfg.www_root..fname,path..fname,http_vars) end end function http_send_headers(err,ext,len) http.send( string.format( 'HTTP/1.1 %i %s\r\nPragma: no-cache\r\nCache-control: no-cache\r\nDate: %s\r\nServer: %s\r\nAccept-Ranges: none\r\n'.. 'Connection: close\r\nContent-Type: %s\r\nEXT:\r\n', err,http_err[err] or 'Unknown',os.date('!%a, %d %b %Y %H:%M:%S GMT'),ssdp_server,http_mime[ext] or 'application/x-octet-stream') ) if len then http.send(string.format("Content-Length: %s\r\n",len)) end http.send("\r\n") if cfg.debug>0 and err~=200 then print('http error '..err) end end function get_soap_method(s) local i=string.find(s,'#',1,true) if not i then return s end return string.sub(s,i+1) end function plugin_sendurl_from_cache(url,range) local c=cache[url] if c==nil or c.value==nil then return false end if cfg.debug>0 then print('Cache URL: '..c.value) end local rc,location,l location=c.value for i=1,5,1 do rc,l=http.sendurl(location,1,range) if l then location=l core.sendevent('store',url,location) if cfg.debug>0 then print('Redirect #'..i..' to: '..location) end else if rc~=0 then return true end if cfg.debug>0 then print('Retry #'..i..' location: '..location) end end end return false end function plugin_sendurl(url,real_url,range) local rc,location,l location=real_url core.sendevent('store',url,real_url) for i=1,5,1 do rc,l=http.sendurl(location,1,range) if l then location=l core.sendevent('store',url,location) if cfg.debug>0 then print('Redirect #'..i..' to: '..location) end else if rc~=0 then return true end if cfg.debug>0 then print('Retry #'..i..' location: '..location) end end end return false end function plugin_sendfile(path) local len=util.getflen(path) if len then http.send(string.format('Content-Length: %s\r\n\r\n',len)) http.sendfile(path) else http.send('\r\n') end end function plugin_download(url) local data,location location=url for i=1,5,1 do data,location=http.download(location) if not location then return data else if cfg.debug>0 then print('Redirect #'..i..' to: '..location) end end end return nil end function plugin_get_length(url) local len,location location=url for i=1,5,1 do len,location=http.get_length(location) if not location then return len else if cfg.debug>0 then print('Redirect #'..i..' to: '..location) end end end return 0 end function http_get_action(url) local t=split_string(url,'/') return t[1] or '', string.match(t[2] or '','^([%w_]+)%.?%w*') or '' end local http_ui_main=cfg.ui_path..'xupnpd_ui.lua' if not util.getflen(http_ui_main) then http_ui_main=nil end function http_handler(what,from,port,msg) if not msg or not msg.reqline then return end local pr_name=nil if cfg.profiles then pr_name=profile_change(msg['user-agent'],msg) if msg.reqline[2]=='/dev.xml' then msg.reqline[2]=cfg.dev_desc_xml end end if msg.reqline[2]=='/' then if http_ui_main then msg.reqline[2]='/ui' else msg.reqline[2]='/index.html' end end local head=false local f=util.geturlinfo(cfg.www_root,msg.reqline[2]) if not f or (msg.reqline[3]~='HTTP/1.0' and msg.reqline[3]~='HTTP/1.1') then http_send_headers(400) return end if cfg.debug>0 then print(string.format('%s %s %s "%s" [%s]',from,msg.reqline[1],msg.reqline[2],msg['user-agent'] or '',pr_name or 'generic')) end local from_ip=string.match(from,'(.+):.+') if string.find(f.url,'^/ui/?') then if not http_ui_main then http_send_headers(404) else dofile(http_ui_main) ui_handler(f.args,msg.data or '',from_ip,f.url) end return elseif string.find(f.url,'^/app/?') then webapp_handler(f.args,msg.data or '',from_ip,f.url) return end if msg.reqline[1]=='HEAD' then head=true msg.reqline[1]='GET' end local url,object=http_get_action(f.url) -- UPnP SOAP Exchange if url=='soap' then if not msg.soapaction then msg.soapaction=f.args.action end if cfg.debug>0 then print(from..' SOAP '..(msg.soapaction or '')) end local err=true local s=services[object ] if s then local func_name=get_soap_method(msg.soapaction or '') local func=s[func_name] if func then if cfg.debug>1 then print(msg.data) end local r=soap.find('Envelope/Body/'..func_name,soap.parse(msg.data or '')) if not r then r=f.args end r=func(r or {},from_ip) if r then local resp= string.format( '<?xml version=\"1.0\" encoding=\"utf-8\"?>'.. '<s:Envelope xmlns:s=\"http://schemas.xmlsoap.org/soap/envelope/\" s:encodingStyle=\"http://schemas.xmlsoap.org/soap/encoding/\">'.. '<s:Body><u:%sResponse xmlns:u=\"%s\">%s</u:%sResponse></s:Body></s:Envelope>', func_name,s.schema,soap.serialize_vector(r),func_name) local resp_len=resp:len() if cfg.soap_length==false then resp_len=nil end http_send_headers(200,'xml',resp_len) http.send(resp) if cfg.debug>2 then print(resp) end err=false end end end if err==true then local resp= '<?xml version=\"1.0\" encoding=\"utf-8\"?>'.. '<s:Envelope xmlns:s=\"http://schemas.xmlsoap.org/soap/envelope/\" s:encodingStyle=\"http://schemas.xmlsoap.org/soap/encoding/\">'.. '<s:Body>'.. '<s:Fault>'.. '<faultcode>s:Client</faultcode>'.. '<faultstring>UPnPError</faultstring>'.. '<detail>'.. '<u:UPnPError xmlns:u=\"urn:schemas-upnp-org:control-1-0\">'.. '<u:errorCode>501</u:errorCode>'.. '<u:errorDescription>Action Failed</u:errorDescription>'.. '</u:UPnPError>'.. '</detail>'.. '</s:Fault>'.. '</s:Body>'.. '</s:Envelope>' local resp_len=resp:len() if cfg.soap_length==false then resp_len=nil end http_send_headers(200,'xml',resp_len) http.send(resp) if cfg.debug>0 then print('upnp error 501') end end -- UPnP Events elseif url=='event' then if msg.reqline[1]=='SUBSCRIBE' then local ttl=cfg.dlna_subscribe_ttl local sid=nil local callback=nil if msg.sid then sid=string.match(msg.sid,'uuid:(.+)') else sid=core.uuid() end if msg.callback then callback=string.match(msg.callback,'<(.+)>') end if object~='' then core.sendevent('subscribe',object,sid,callback,ttl) end http.send( string.format( 'HTTP/1.1 200 OK\r\nPragma: no-cache\r\nCache-control: no-cache\r\nDate: %s\r\nServer: %s\r\nAccept-Ranges: none\r\n'.. 'Connection: close\r\nEXT:\r\nSID: uuid:%s\r\nTIMEOUT: Second-%d\r\n\r\n', os.date('!%a, %d %b %Y %H:%M:%S GMT'),ssdp_server,sid,ttl)) elseif msg.reqline[1]=='UNSUBSCRIBE' then if msg.sid then core.sendevent('unsubscribe',string.match(msg.sid,'uuid:(.+)')) end http.send( string.format( 'HTTP/1.1 200 OK\r\nPragma: no-cache\r\nCache-control: no-cache\r\nDate: %s\r\nServer: %s\r\nAccept-Ranges: none\r\n'.. 'Connection: close\r\nEXT:\r\n\r\n', os.date('!%a, %d %b %Y %H:%M:%S GMT'),ssdp_server)) else http_send_headers(404) end -- UPnP Streaming elseif url=='proxy' then local pls=find_playlist_object(object) if not pls then http_send_headers(404) return end local mtype,extras=playlist_item_type(pls) http.send(string.format( 'HTTP/1.1 200 OK\r\nPragma: no-cache\r\nCache-control: no-cache\r\nDate: %s\r\nServer: %s\r\n'.. 'Connection: close\r\nContent-Type: %s\r\nEXT:\r\n', os.date('!%a, %d %b %Y %H:%M:%S GMT'),ssdp_server,mtype[3])) if cfg.dlna_headers==true then http.send('TransferMode.DLNA.ORG: Streaming\r\nContentFeatures.DLNA.ORG: '..extras..'\r\n') end if cfg.content_disp==true then http.send(string.format('Content-Disposition: attachment; filename=\"%s.%s\"\r\n',pls.objid,pls.type)) -- string.gsub(pls.name,"[\/#|@&*`']","_") end if head==true then http.send('\r\n') http.flush() else if pls.event then core.sendevent(pls.event,pls.url) end if cfg.debug>0 then print(from..' PROXY '..pls.url..' <'..mtype[3]..'>') end core.sendevent('status',util.getpid(),from_ip..' '..pls.name) if pls.plugin then http.send('Accept-Ranges: bytes\r\n') http.flush() local p=plugins[pls.plugin] if p and p.disabled~=true then p.sendurl(pls.url,msg.range) end else if cfg.wdtv==true then http.send('Content-Size: 65535\r\n') http.send('Content-Length: 65535\r\n') end http.send('Accept-Ranges: none\r\n\r\n') if string.find(pls.url,'^udp://@') then http.sendmcasturl(string.sub(pls.url,8),cfg.mcast_interface,2048) else local rc,location location=pls.url for i=1,5,1 do rc,location=http.sendurl(location) if not location then break else if cfg.debug>0 then print('Redirect #'..i..' to: '..location) end end end end end end -- UPnP AlbumArt elseif url=='logo' then local pls=find_playlist_object(object) if not pls or not pls.logo then http_send_headers(404) return end http.send(string.format( 'HTTP/1.1 200 OK\r\nDate: %s\r\nServer: %s\r\nConnection: close\r\nAccept-Ranges: none\r\nContent-Type: %s\r\nEXT:\r\n', os.date('!%a, %d %b %Y %H:%M:%S GMT'),ssdp_server,http_mime['jpg'])) if cfg.dlna_headers==true then http.send('ContentFeatures.DLNA.ORG: DLNA.ORG_PN=JPEG_TN\r\n') end if head==true then http.send('\r\n') else if cfg.debug>0 then print(from..' LOGO '..pls.logo) end http.sendurl(pls.logo,1) end -- Subtitle elseif url=='sub' then local pls=find_playlist_object(object) if not pls or not pls.path then http_send_headers(404) return end local path=string.gsub(pls.path,'.%w+$','.srt') local flen=util.getflen(path) if not flen then http_send_headers(404) return end http.send(string.format( 'HTTP/1.1 200 OK\r\nDate: %s\r\nServer: %s\r\nConnection: close\r\nAccept-Ranges: none\r\nContent-Type: %s\r\nContent-Length: %s\r\nEXT:\r\n\r\n', os.date('!%a, %d %b %Y %H:%M:%S GMT'),ssdp_server,http_mime['srt'],flen)) if head~=true then if cfg.debug>0 then print(from..' SUB '..path) end http.sendfile(path) end -- UPnP Local files streaming elseif url=='stream' then local pls=find_playlist_object(object) if not pls or not pls.path then http_send_headers(404) return end local flen=pls.length local ffrom=0 local flen_total=flen if msg.range and flen and flen>0 then local f,t=string.match(msg.range,'bytes=(.*)-(.*)') f=tonumber(f) t=tonumber(t) if not f then f=0 end if not t then t=flen-1 end if f>t or t+1>flen then http_send_headers(416) return end ffrom=f flen=t-f+1 end local mtype,extras=playlist_item_type(pls) http.send(string.format( 'HTTP/1.1 200 OK\r\nPragma: no-cache\r\nCache-control: no-cache\r\nDate: %s\r\nServer: %s\r\n'.. 'Connection: close\r\nContent-Type: %s\r\nEXT:\r\n', os.date('!%a, %d %b %Y %H:%M:%S GMT'),ssdp_server,mtype[3])) if flen then http.send(string.format('Accept-Ranges: bytes\r\nContent-Length: %s\r\n',flen)) else http.send('Accept-Ranges: none\r\n') end if cfg.dlna_headers==true then http.send('TransferMode.DLNA.ORG: Streaming\r\nContentFeatures.DLNA.ORG: '..extras..'\r\n') end if cfg.content_disp==true then http.send(string.format('Content-Disposition: attachment; filename=\"%s.%s\"\r\n',pls.objid,pls.type)) end if msg.range and flen and flen>0 then http.send(string.format('Content-Range: bytes %s-%s/%s\r\n',ffrom,ffrom+flen-1,flen_total)) end http.send('\r\n') http.flush() if head~=true then if pls.event then core.sendevent(pls.event,pls.path) end if cfg.debug>0 then print(from..' STREAM '..pls.path..' <'..mtype[3]..'>') end core.sendevent('status',util.getpid(),from_ip..' '..pls.name) http.sendfile(pls.path,ffrom,flen) end else if f.type=='none' then http_send_headers(404) return end if f.type~='file' then http_send_headers(403) return end local tmpl_name=nil for i,fname in ipairs(http_templ) do if f.url==fname then tmpl_name=cfg.tmp_path..'xupnpd-cache'..fname break end end local len=nil if not tmpl_name then len=f.length else len=util.getflen(tmpl_name) end http.send( string.format( 'HTTP/1.1 200 OK\r\nDate: %s\r\nServer: %s\r\nAccept-Ranges: none\r\nConnection: close\r\nContent-Type: %s\r\nEXT:\r\n', os.date('!%a, %d %b %Y %H:%M:%S GMT'),ssdp_server,http_mime[f.ext] or 'application/x-octet-stream')) if len then http.send(string.format('Content-Length: %s\r\n',len)) end http.send('\r\n') if head~=true then if cfg.debug>0 then print(from..' FILE '..f.path) end if tmpl_name~=nil then if len then http.sendfile(tmpl_name) else http.sendtfile(f.path,http_vars) end else http.sendfile(f.path) end end end http.flush() end compile_templates() events["http"]=http_handler http.listen(cfg.http_port,"http")
local base = {} function base:new( parent ) local instance = {} setmetatable( instance, self.meta ) instance:setparent( parent ) instance.visible = true instance.children = {} instance.AABB = {0,0,0,0} instance.x = 0 instance.y = 0 instance.w = 0 instance.h = 0 instance.hoverstate = 'off' goo.newinstance( instance, parent ) instance:init( parent ) return instance end function base:setparent( parent ) if not parent then return end if self.parent then self.parent:removechild( self ) end self.parent = parent self.parent:addchild( self ) end function base:addchild( child ) table.insert( self.children, child ) end function base:removechild( child ) for k, existing_child in ipairs( self.children ) do if existing_child == child then table.remove( self.children, k ) end end end function base:init() end function base:update(dt) self:updatebounds() local mx, my = love.mouse.getPosition() local m_left = love.mouse.isDown('l') if self:inbounds( mx, my ) then if self.hoverstate ~= 'click' then self.hoverstate = 'over' end else self.hoverstate = 'off' end end function base:draw() end function base:drawall() self:draw() for k, child in ipairs( self.children ) do child:drawall() end end function base:mousepressed() self.hoverstate = 'click' end function base:mousereleased() self.hoverstate = 'off' end function base:keypressed() end function base:keyreleased() end function base:inbounds( x, y ) local ax, ay = self.AABB[1], self.AABB[2] local bx, by = self.AABB[3], self.AABB[4] if x > ax and x < bx and y > ay and y < by then return true else return false end end function base:setbounds( ax, ay, bx, by ) self.AABB = {ax,ay,bx,by} self.x = ax self.y = ay self.w = bx-ax self.h = by-ay end function base:updatebounds() local ax, ay = self.x, self.y local bx, by = self.x + self.w, self.y + self.h self.AABB = {ax,ay,bx,by} end function base:setpos( x, y ) self.x = x self.y = y end function base:setsize( w, h ) self.w = w self.h = h end function base:setcolor( colorname ) love.graphics.setColor( unpack( goo.skin[ self.name ][ colorname ] ) ) end function base:getskinvar( varname ) return goo.skin[ self.name ][ varname ] end return base
-- Copyright (c) 2020-2021 shadmansaleh -- MIT license, see LICENSE for more details. -- Genarated by lightline to lualine theme converter -- https://gist.github.com/shadmansaleh/000871c9a608a012721c6acc6d7a19b9 local colors = { color0 = "#282c34", color1 = "#61afef", color2 = "#dcdfe4", color3 = "#5d677a", color4 = "#313640", color5 = "#98c379", color6 = "#e5c07b", color7 = "#e06c75", } local onehalfdark = { insert = { a = { fg = colors.color0, bg = colors.color1 , "bold", }, b = { fg = colors.color2, bg = colors.color3 }, c = { fg = colors.color1, bg = colors.color4 }, }, normal = { a = { fg = colors.color0, bg = colors.color5 , "bold", }, b = { fg = colors.color2, bg = colors.color3 }, c = { fg = colors.color5, bg = colors.color4 }, }, inactive = { a = { fg = colors.color2, bg = colors.color3 , "bold", }, b = { fg = colors.color2, bg = colors.color3 }, c = { fg = colors.color2, bg = colors.color4 }, }, visual = { a = { fg = colors.color0, bg = colors.color6 , "bold", }, b = { fg = colors.color2, bg = colors.color3 }, c = { fg = colors.color6, bg = colors.color4 }, }, replace = { a = { fg = colors.color0, bg = colors.color7 , "bold", }, b = { fg = colors.color2, bg = colors.color3 }, c = { fg = colors.color7, bg = colors.color4 }, }, } return onehalfdark
--imports-- local api = require"novus.api" local util = require"novus.snowflakes.helpers" local snowflake = require"novus.snowflakes" local permission = require"novus.util.permission" local modifiable = require"novus.snowflakes.mixins.modifiable" local cqueues = require"cqueues" local null = require"cjson".null local setmetatable = setmetatable local gettime = cqueues.monotime local running = cqueues.running local snowflakes = snowflake.snowflakes --start-module-- local _ENV = snowflake "role" schema { "guild_id" --4 ,"name" --5 ,"color" --6 ,"hoisted" --7 ,"position" --8 ,"permissions" --9 ,"managed" --10 ,"is_mentionable" -- 11 } function new_from( state, payload ) return setmetatable({ util.uint(payload.id) ,gettime() ,state.cache.methods.role ,util.uint(payload.guild_id) ,payload.name ,payload.color ,payload.hoist ,payload.position ,payload.permissions ,payload.managed ,payload.mentionable }, _ENV) end function methods.delete(role) local state = running():novus() local success, data, err = api.delete_guild_role(state.api, role[4], role[1]) if success and data then return true else return false, err end end _ENV = modifiable(_ENV, api.modify_guild_role) -- endow with modify function methods.set_name(role, name) return modify(role, {name = name or null}) end function methods.set_color(role, color) return modify(role, {color = color or null}) end function methods.set_permissions(role, p) return modify(role, {permissions = p or null}) end function methods.hoist(role) return modify(role, {hoist = true}) end function methods.unhoist(role) return modify(role, {hoist = false}) end function methods.mentionable(role) return modify(role, {mentionable = true}) end function methods.unmentionable(role) return modify(role, {mentionable = true}) end function methods.enable(role, ...) return methods.set_permissions(role, permission.enable(role[9], ...)) end function methods.disable(role, ...) return methods.set_permissions(role, permission.disable(role[9], ...)) end function methods.can(role, ...) return permission.contains(role[9], ...) end function methods.move_up(role, by) return role.guild:move_role_up(role, by) end function methods.move_down(role, by) return role.guild:move_role_down(role, by) end methods.move = methods.move_up function properties.guild(role) local parent = snowflakes.guild.get(role[4]) return parent end function properties.mention(role) return "<@&%s>" % role[1] end function get_from(state, guild_id, id) local cache = state.cache.role if cache[id] then return cache[id] else local guild = state.cache.guild[guild_id] return guild:loadget_role(id) end end --end-module-- return _ENV
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") ENT.BogeyDistance = 650 -- Needed for gm trainspawner -------------------------------------------------------------------------------- function ENT:Initialize() -- Defined train information self.SubwayTrain = { Type = "E", Name = "Ema508T", } -- Set model and initialize self:SetModel("models/metrostroi/81/ema508t.mdl") self.BaseClass.Initialize(self) self:SetPos(self:GetPos() + Vector(0,0,140)) -- Create bogeys self.FrontBogey = self:CreateBogey(Vector( 325-20,0,-80),Angle(0,180,0),true) self.RearBogey = self:CreateBogey(Vector(-325-10,0,-80),Angle(0,0,0),false) self.InteractionZones = { { Pos = Vector(458,-30,-55), Radius = 16, ID = "FrontBrakeLineIsolationToggle" }, { Pos = Vector(458, 30,-55), Radius = 16, ID = "FrontTrainLineIsolationToggle" }, { Pos = Vector(-482,30,-55), Radius = 16, ID = "RearBrakeLineIsolationToggle" }, { Pos = Vector(-482, -30,-55), Radius = 16, ID = "RearTrainLineIsolationToggle" }, { Pos = Vector(154,62.5,-65), Radius = 16, ID = "GVToggle" }, { Pos = Vector(446.0,0.0,50), Radius = 16, ID = "VBToggle" }, { Pos = Vector(-180,68.5,-50), Radius = 20, ID = "AirDistributorDisconnectToggle" }, } -- Lights self.Lights = { -- Head [1] = { "headlight", Vector(465,0,-20), Angle(0,0,0), Color(176,161,132), fov = 100 }, [2] = { "glow", Vector(460, 51,-23), Angle(0,0,0), Color(255,255,255), brightness = 2 }, [3] = { "glow", Vector(460,-51,-23), Angle(0,0,0), Color(255,255,255), brightness = 2 }, [4] = { "glow", Vector(460,-8, 55), Angle(0,0,0), Color(255,255,255), brightness = 0.3 }, [5] = { "glow", Vector(460,-8, 55), Angle(0,0,0), Color(255,255,255), brightness = 0.3 }, [6] = { "glow", Vector(460, 2, 55), Angle(0,0,0), Color(255,255,255), brightness = 0.3 }, [7] = { "glow", Vector(460, 2, 55), Angle(0,0,0), Color(255,255,255), brightness = 0.3 }, -- Reverse [8] = { "light", Vector(458,-45, 55), Angle(0,0,0), Color(255,0,0), brightness = 10, scale = 1.0 }, [9] = { "light", Vector(458, 45, 55), Angle(0,0,0), Color(255,0,0), brightness = 10, scale = 1.0 }, -- Cabin [10] = { "dynamiclight", Vector( 420, 0, 35), Angle(0,0,0), Color(255,255,255), brightness = 0.1, distance = 550 }, -- Interior --[11] = { "dynamiclight", Vector( 250, 0, 5), Angle(0,0,0), Color(255,255,255), brightness = 3, distance = 250 }, [12] = { "dynamiclight", Vector( 0, 0, 5), Angle(0,0,0), Color(255,255,255), brightness = 3, distance = 400 }, --[13] = { "dynamiclight", Vector(-250, 0, 5), Angle(0,0,0), Color(255,255,255), brightness = 3, distance = 250 }, -- Side lights [14] = { "light", Vector(-50, 68, 51.9), Angle(0,0,0), Color(255,0,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" }, [15] = { "light", Vector(6, 68, 51.9), Angle(0,0,0), Color(150,255,255), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" }, [16] = { "light", Vector(3, 68, 51.9), Angle(0,0,0), Color(50,255,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" }, [17] = { "light", Vector(-0, 68, 51.9), Angle(0,0,0), Color(255,255,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" }, [18] = { "light", Vector(-50, -69, 51.9), Angle(0,0,0), Color(255,0,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" }, [19] = { "light", Vector(6, -69, 51.9), Angle(0,0,0), Color(150,255,255), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" }, [20] = { "light", Vector(3, -69, 51.9), Angle(0,0,0), Color(50,255,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" }, [21] = { "light", Vector(-0, -69, 51.9), Angle(0,0,0), Color(255,255,0), brightness = 0.9, scale = 0.10, texture = "models/metrostroi_signals/signal_sprite_002.vmt" }, -- Green RP [22] = { "light", Vector(439.4,12.5-9.6,-5.7), Angle(0,0,0), Color(100,255,0), brightness = 1.0, scale = 0.020 }, -- AVU [23] = { "light", Vector(441.2,12.5-20.3,-3.7), Angle(0,0,0), Color(255,40,0), brightness = 1.0, scale = 0.020 }, -- LKTP [24] = { "light", Vector(441.2,12.5-23.0,-3.7), Angle(0,0,0), Color(255,40,0), brightness = 1.0, scale = 0.020 }, } -- Cross connections in train wires self.TrainWireCrossConnections = { [5] = 4, -- Reverser F<->B [31] = 32, -- Doors L<->R } -- Setup door positions self.LeftDoorPositions = {} self.RightDoorPositions = {} for i=0,3 do table.insert(self.LeftDoorPositions,Vector(353.0 - 35*0.5 - 231*i,65,-1.8)) table.insert(self.RightDoorPositions,Vector(353.0 - 35*0.5 - 231*i,-65,-1.8)) end end -------------------------------------------------------------------------------- function ENT:Think() local retVal = self.BaseClass.Think(self) self.Electric:TriggerInput("TrainMode",1) -- Interior/cabin lights -- self:SetLightPower(10, (self.Panel["CabinLight"] > 0.5)) self:SetLightPower(12, self.PowerSupply.XT3_4 > 65.0) -- self:SetLightPower(13, self.PowerSupply.XT3_4 > 65.0) -- Side lights self:SetLightPower(15, self.Panel["TrainDoors"] > 0.5) self:SetLightPower(19, self.Panel["TrainDoors"] > 0.5) self:SetLightPower(16, (self.Panel["GreenRP"] or 0) > 0.5) self:SetLightPower(20, (self.Panel["GreenRP"] or 0) > 0.5) self:SetLightPower(17, self.Panel["TrainBrakes"] > 0.5) self:SetLightPower(21, self.Panel["TrainBrakes"] > 0.5) -- Switch and button states self:SetPackedBool(0,self:IsWrenchPresent()) self:SetPackedBool(5,self.GV.Value == 1.0) self:SetPackedBool(7,self.VB.Value == 1.0) self:SetPackedBool(20,self.Pneumatic.Compressor == 1.0) self:SetPackedBool(21,self.Pneumatic.LeftDoorState[1] > 0.5) self:SetPackedBool(22,self.Pneumatic.LeftDoorState[2] > 0.5) self:SetPackedBool(23,self.Pneumatic.LeftDoorState[3] > 0.5) self:SetPackedBool(24,self.Pneumatic.LeftDoorState[4] > 0.5) self:SetPackedBool(25,self.Pneumatic.RightDoorState[1] > 0.5) self:SetPackedBool(26,self.Pneumatic.RightDoorState[2] > 0.5) self:SetPackedBool(27,self.Pneumatic.RightDoorState[3] > 0.5) self:SetPackedBool(28,self.Pneumatic.RightDoorState[4] > 0.5) self:SetPackedBool(112,(self.RheostatController.Velocity ~= 0.0)) -- Signal if doors are open or no to platform simulation self.LeftDoorsOpen = (self.Pneumatic.LeftDoorState[1] > 0.5) or (self.Pneumatic.LeftDoorState[2] > 0.5) or (self.Pneumatic.LeftDoorState[3] > 0.5) or (self.Pneumatic.LeftDoorState[4] > 0.5) self.RightDoorsOpen = (self.Pneumatic.RightDoorState[1] > 0.5) or (self.Pneumatic.RightDoorState[2] > 0.5) or (self.Pneumatic.RightDoorState[3] > 0.5) or (self.Pneumatic.RightDoorState[4] > 0.5) -- BPSN self:SetPackedBool(52,self.PowerSupply.XT3_1 > 0) -- AV states for i,v in ipairs(self.Panel.AVMap) do if tonumber(v) then self:SetPackedBool(64+(i-1),self["A"..v].Value == 1.0) else self:SetPackedBool(64+(i-1),self[v].Value == 1.0) end end -- Feed packed floats self:SetPackedRatio(0, 1-self.Pneumatic.DriverValvePosition/5) --self:SetPackedRatio(1, (self.KV.ControllerPosition+3)/7) --self:SetPackedRatio(2, 1-(self.KV.ReverserPosition+1)/2) self:SetPackedRatio(4, self.Pneumatic.ReservoirPressure/16.0) self:SetPackedRatio(5, self.Pneumatic.TrainLinePressure/16.0) self:SetPackedRatio(6, self.Pneumatic.BrakeCylinderPressure/6.0) self:SetPackedRatio(7, self.Electric.Power750V/1000.0) self:SetPackedRatio(8, math.abs(self.Electric.I24)/1000.0) --self:SetPackedRatio(9, self.Pneumatic.BrakeLinePressure_dPdT or 0) if self.Pneumatic.TrainLineOpen then self:SetPackedRatio(9, (self.Pneumatic.TrainLinePressure_dPdT or 0)*6) else self:SetPackedRatio(9, self.Pneumatic.BrakeLinePressure_dPdT or 0) end --self:SetPackedRatio(10,(self.Panel["V1"] * self.Battery.Voltage) / 100.0) -- RUT test local weightRatio = 2.00*math.max(0,math.min(1,(self:GetPassengerCount()/300))) if math.abs(self:GetAngles().pitch) > 2.5 then weightRatio = weightRatio + 1.00 end self.YAR_13A:TriggerInput("WeightLoadRatio",math.max(0,math.min(2.50,weightRatio))) -- Exchange some parameters between engines, pneumatic system, and real world self.Engines:TriggerInput("Speed",self.Speed) if IsValid(self.FrontBogey) and IsValid(self.RearBogey) then self.FrontBogey.MotorForce = 35300 self.FrontBogey.Reversed = (self.RKR.Value > 0.5) self.RearBogey.MotorForce = 35300 self.RearBogey.Reversed = (self.RKR.Value < 0.5) -- These corrections are required to beat source engine friction at very low values of motor power local A = 2*self.Engines.BogeyMoment local P = math.max(0,0.04449 + 1.06879*math.abs(A) - 0.465729*A^2) if math.abs(A) > 0.4 then P = math.abs(A) end if math.abs(A) < 0.05 then P = 0 end if self.Speed < 10 then P = P*(1.0 + 0.5*(10.0-self.Speed)/10.0) end self.RearBogey.MotorPower = P*0.5*((A > 0) and 1 or -1) self.FrontBogey.MotorPower = P*0.5*((A > 0) and 1 or -1) -- Apply brakes self.FrontBogey.PneumaticBrakeForce = 40000.0 self.FrontBogey.BrakeCylinderPressure = self.Pneumatic.BrakeCylinderPressure self.FrontBogey.BrakeCylinderPressure_dPdT = -self.Pneumatic.BrakeCylinderPressure_dPdT self.RearBogey.PneumaticBrakeForce = 40000.0 self.RearBogey.BrakeCylinderPressure = self.Pneumatic.BrakeCylinderPressure self.RearBogey.BrakeCylinderPressure_dPdT = -self.Pneumatic.BrakeCylinderPressure_dPdT end -- Send networked variables self:SendPackedData() return retVal end -------------------------------------------------------------------------------- function ENT:OnCouple(train,isfront) self.BaseClass.OnCouple(self,train,isfront) if isfront then self.FrontBrakeLineIsolation:TriggerInput("Open",1.0) else self.RearBrakeLineIsolation:TriggerInput("Open",1.0) end end function ENT:OnButtonPress(button) if button == "AirDistributorDisconnectToggle" then return end if button == "VBToggle" then if self.VB.Value == 1 then self:PlayOnce("vu22_on",nil) else self:PlayOnce("vu22_off",nil) end return end if button == "GVToggle" then if self.GV.Value > 0.5 then self:PlayOnce("revers_f",nil,0.7) else self:PlayOnce("revers_b",nil,0.7) end return end -- Generic button or switch sound if string.find(button,"Set") then self:PlayOnce("switch") end if string.find(button,"Toggle") then self:PlayOnce("switch2") end end
-- scaffold geniefile for ascii_art ascii_art_script = path.getabsolute(path.getdirectory(_SCRIPT)) ascii_art_root = path.join(ascii_art_script, "ascii_art") ascii_art_includedirs = { path.join(ascii_art_script, "config"), ascii_art_root, } ascii_art_libdirs = {} ascii_art_links = {} ascii_art_defines = {} ---- return { _add_includedirs = function() includedirs { ascii_art_includedirs } end, _add_defines = function() defines { ascii_art_defines } end, _add_libdirs = function() libdirs { ascii_art_libdirs } end, _add_external_links = function() links { ascii_art_links } end, _add_self_links = function() links { "ascii_art" } end, _create_projects = function() project "ascii_art" kind "StaticLib" language "C++" flags {} includedirs { ascii_art_includedirs, } defines {} files { path.join(ascii_art_script, "config", "**.h"), path.join(ascii_art_root, "**.h"), path.join(ascii_art_root, "**.cpp"), } end, -- _create_projects() } ---
---- -- Handles test functionality. -- -- Shouldn't be loaded in production and most only be used for testing. It requires Busted unit -- testing framework to be loaded and when it's found it will automatically add all corresponding -- functions globally when SDK is loaded. -- -- **Source Code:** [https://github.com/dstmodders/dst-mod-sdk](https://github.com/dstmodders/dst-mod-sdk) -- -- @module SDK.Test -- @see SDK -- -- @author [Depressed DST Modders](https://github.com/dstmodders) -- @copyright 2020 -- @license MIT -- @release 0.1 ---- local Test = {} local SDK local _DEBUG_SPY = {} --- General -- @section general --- Dumps a table. -- @see SDK.Dump.Table -- @tparam table obj -- @tparam number indent -- @tparam number recurse_levels -- @tparam table visit_table -- @tparam boolean is_terse function Test.dumptable(obj, indent, recurse_levels, visit_table, is_terse) SDK.Dump.Table(obj, indent, recurse_levels, visit_table, is_terse) end --- Copies a table in a shallow mode. -- -- Copies the top level value and its direct children. -- -- [http://lua-users.org/wiki/CopyTable](http://lua-users.org/wiki/CopyTable) -- -- @tparam table src Source table -- @tparam[opt] table dest Destination table -- @treturn table function Test.shallowcopy(src, dest) local copy if type(src) == "table" then copy = dest or {} for k, v in pairs(src) do copy[k] = v end else -- number, string, boolean, etc copy = src end return copy end --- Creates a userdata from table. -- @tparam table t -- @treturn table function Test.userdata(t) local proxy = newproxy(true) getmetatable(proxy).__index = function(_, key) return t[key] end return proxy end --- Asserts -- @section asserts --- Asserts a function with chained nil fields. -- @tparam function fn Function -- @tparam table src Source itself -- @tparam string ... Chained fields that will be "nilled" function Test.AssertChainNil(fn, src, ...) if src and (type(src) == "table" or type(src) == "userdata") then local args = { ... } local start = src local previous, key for i = 1, #args do if start[args[i]] then previous = start key = args[i] start = start[key] end end if previous and src then previous[key] = nil args[#args] = nil fn() Test.AssertChainNil(fn, src, unpack(args)) end end end --- Asserts a class having a getter. -- @tparam table class Class to assert -- @tparam string field Field name -- @tparam string fn_name Function name -- @tparam[opt] string test_data Test data (by default: "test") function Test.AssertClassGetter(class, field, fn_name, test_data) test_data = test_data ~= nil and test_data or "test" Test.AssertHasFunction(class, fn_name) local fn = class[fn_name] local msg = string.format( "Class getter %s() doesn't return value: %s", tostring(fn_name), tostring(field) ) local assert = require("busted").assert local value = class[field] assert.is_equal(class[field], fn(class), msg) class[field] = test_data assert.is_equal(test_data, fn(class), msg) class[field] = value end --- Asserts a class having a setter. -- @tparam table class Class to assert -- @tparam string field Field name -- @tparam string fn_name Function name -- @tparam[opt] boolean is_return_self Assert setter returning self -- @tparam[opt] string test_data Test data (by default: "test") function Test.AssertClassSetter(class, field, fn_name, is_return_self, test_data) test_data = test_data ~= nil and test_data or "test" Test.AssertHasFunction(class, fn_name) local fn = class[fn_name] local assert = require("busted").assert local value = class[field] fn(class, test_data) assert.is_equal( test_data, class[field], string.format("Class setter %s() doesn't set value: %s", tostring(fn_name), tostring(field)) ) if is_return_self then assert.is_equal( class, fn(class, test_data), string.format("Class setter %s() doesn't return self", tostring(fn_name)) ) end class[field] = value end --- Asserts if a debug spy was called. -- -- Just a convenience wrapper for: -- -- SDK.Test.DebugSpyAssert(name).was_called(calls) -- SDK.Test.DebugSpyAssert(name).was_called_with(match.is_not_nil(), unpack(args)) -- -- @usage SDK.Test.AssertDebugSpyWasCalled("DebugString", 1, "Loaded") -- -- @usage SDK.Test.AssertDebugSpyWasCalled("DebugError", 1, { "Error:", "not loaded" }) -- -- @tparam string name Spy name -- @tparam number calls Number of calls -- @tparam string|table args A single argument as a string or multiple as a table function Test.AssertDebugSpyWasCalled(name, calls, args) local match = require("luassert.match") calls = calls ~= nil and calls or 0 args = args ~= nil and args or {} args = type(args) == "string" and { args } or args Test.DebugSpyAssert(name).was_called(calls) if calls > 0 then Test.DebugSpyAssert(name).was_called_with(match.is_not_nil(), unpack(args)) end end --- Asserts a module having a function. -- @tparam table module Module to assert -- @tparam string fn_name Function name function Test.AssertHasFunction(module, fn_name) local assert = require("busted").assert assert.is_not_nil(module[fn_name], string.format("%s() is missing", tostring(fn_name))) end --- Asserts a module not having a function. -- @tparam table module Module to assert -- @tparam string fn_name Function name function Test.AssertHasNoFunction(module, fn_name) local assert = require("busted").assert assert.is_nil(module[fn_name], string.format("%s() exists", fn_name)) end --- Asserts a module having a getter. -- @tparam table module Module to assert -- @tparam string field Field name -- @tparam string fn_name Function name -- @tparam[opt] string test_data Test data (by default: "test") function Test.AssertModuleGetter(module, field, fn_name, test_data) test_data = test_data ~= nil and test_data or "test" Test.AssertHasFunction(module, fn_name) local fn = module[fn_name] local msg = string.format( "Module getter %s() doesn't return value: %s", tostring(fn_name), tostring(field) ) local assert = require("busted").assert local value = module[field] assert.is_equal(module[field], fn(), msg) module[field] = test_data assert.is_equal(test_data, fn(), msg) module[field] = value end --- Asserts a module having a setter. -- @tparam table module Module to assert -- @tparam string field Field name -- @tparam string fn_name Function name -- @tparam[opt] boolean is_return_self Assert setter returning self -- @tparam[opt] string test_data Test data (by default: "test") function Test.AssertModuleSetter(module, field, fn_name, is_return_self, test_data) test_data = test_data ~= nil and test_data or "test" Test.AssertHasFunction(module, fn_name) local fn = module[fn_name] local assert = require("busted").assert local value = module[field] fn(test_data) assert.is_equal( test_data, module[field], string.format( "Module setter %s() doesn't set value: %s", tostring(fn_name), tostring(field) ) ) if is_return_self then assert.is_equal( module, fn(test_data), string.format("Module setter %s() doesn't return self", tostring(fn_name)) ) end module[field] = value end --- Asserts a module returning self. -- @tparam table module Module to assert -- @tparam string fn_name Function name -- @tparam any ... Function arguments function Test.AssertReturnSelf(module, fn_name, ...) local assert = require("busted").assert assert.is_equal( module, module[fn_name](unpack({ ... })), string.format("Module function %s() doesn't return self", fn_name) ) end --- Debug -- @section debug --- Gets a debug spy. -- @usage assert.spy(SDK.Test.DebugSpy("DebugString")).was_not_called() -- @tparam string name Spy name -- @treturn table function Test.DebugSpy(name) for k, spy in pairs(_DEBUG_SPY) do if k == name then return spy end end end --- Gets a debug spy assert. -- -- Just a convenience wrapper for: -- -- assert.spy(SDK.Test.DebugSpy(name)) -- -- @usage SDK.Test.DebugSpyAssert("DebugString").was_not_called() -- @tparam string name Spy name -- @treturn table function Test.DebugSpyAssert(name) local assert = require("luassert.assert") return assert.spy(Test.DebugSpy(name)) end --- Clears a single debug spy or all of them. -- @tparam[opt] string name Spy name function Test.DebugSpyClear(name) if name ~= nil then for _name, method in pairs(_DEBUG_SPY) do if _name == name then method:clear() return end end end for _, method in pairs(_DEBUG_SPY) do method:clear() end end --- Initializes debug spies. function Test.DebugSpyInit() local spy = require("luassert.spy") local functions = { "Error", "Init", "ModConfigs", "String", "StringStart", "StringStop", "Term", } Test.DebugSpyTerm() for _, fn in pairs(functions) do if SDK.Debug[fn] and not _DEBUG_SPY[fn] then _DEBUG_SPY[fn] = spy.new(Test.Empty) end end SDK.Debug.AddMethods = function(self) for _, fn in pairs(functions) do if SDK.Debug[fn] and _DEBUG_SPY[fn] and not self["Debug" .. fn] then self["Debug" .. fn] = _DEBUG_SPY[fn] _DEBUG_SPY["Debug" .. fn] = self["Debug" .. fn] end end end end --- Terminates debug spies. function Test.DebugSpyTerm() for name, _ in pairs(_DEBUG_SPY) do _DEBUG_SPY[name] = nil end end --- Returns -- @section returns --- Returns nothing. -- @treturn nil function Test.Empty() end --- Returns a function which returns a value. -- @tparam any value Value to return -- @treturn function function Test.ReturnValueFn(value) return function() return value end end --- Returns a function which returns values. -- @tparam any ... Values to return -- @treturn function function Test.ReturnValuesFn(...) local args = { ... } return function() return unpack(args) end end --- Table -- @section table --- Counts the number of elements inside a table. -- @see SDK.Utils.Table.Count -- @tparam table t Table -- @treturn number function Test.TableCount(t) return SDK.Utils.Table.Count(t) end --- Checks if a table has the provided value. -- @see SDK.Utils.Table.HasValue -- @tparam table t Table -- @tparam string value -- @treturn boolean function Test.TableHasValue(t, value) return SDK.Utils.Table.HasValue(t, value) end --- Test -- @section test --- Tests if returns false. -- @tparam function fn function Test.TestReturnFalse(fn) local assert = require("busted").assert local it = require("busted").it it("should return false", function() assert.is_false(fn()) end) end --- Tests if returns true. -- @tparam function fn function Test.TestReturnTrue(fn) local assert = require("busted").assert local it = require("busted").it it("should return true", function() assert.is_true(fn()) end) end --- Tests if returns nil. -- @tparam function fn function Test.TestReturnNil(fn) local assert = require("busted").assert local it = require("busted").it it("should return nil", function() assert.is_nil(fn()) end) end --- Lifecycle -- @section lifecycle --- Initializes. -- @tparam SDK sdk -- @treturn SDK.Test function Test._DoInit(sdk) SDK = sdk local module = SDK._DoInitModule(SDK, Test, "Test") local mt = getmetatable(module) local __index = mt.__index mt.__index = function(...) if not package.loaded.busted then SDK._Error(tostring(module) .. ":", "Busted testing framework is not loaded") return function() return nil end end return __index(...) end if package.loaded.busted then _G.AssertChainNil = Test.AssertChainNil _G.AssertClassGetter = Test.AssertClassGetter _G.AssertClassSetter = Test.AssertClassSetter _G.AssertDebugSpyWasCalled = Test.AssertDebugSpyWasCalled _G.AssertHasFunction = Test.AssertHasFunction _G.AssertHasNoFunction = Test.AssertHasNoFunction _G.AssertModuleGetter = Test.AssertModuleGetter _G.AssertModuleSetter = Test.AssertModuleSetter _G.AssertReturnSelf = Test.AssertReturnSelf _G.DebugSpy = Test.DebugSpy _G.DebugSpyAssert = Test.DebugSpyAssert _G.DebugSpyClear = Test.DebugSpyClear _G.DebugSpyInit = Test.DebugSpyInit _G.DebugSpyTerm = Test.DebugSpyTerm _G.dumptable = Test.dumptable _G.Empty = Test.Empty _G.ReturnValueFn = Test.ReturnValueFn _G.ReturnValuesFn = Test.ReturnValuesFn _G.shallowcopy = Test.shallowcopy _G.TableCount = Test.TableCount _G.TableHasValue = Test.TableHasValue _G.TestReturnFalse = Test.TestReturnFalse _G.TestReturnNil = Test.TestReturnNil _G.TestReturnTrue = Test.TestReturnTrue _G.userdata = Test.userdata end return module end return Test
---@diagnostic disable-next-line: lowercase-global -- Aliases o = vim.o g = vim.g wo = vim.wo bo = vim.bo fn = vim.fn exec = vim.api.nvim_exec cmd = vim.api.nvim_command feedkeys = vim.api.nvim_feedkeys -- Module managing loaded_modules = {} function load(modules) if type(modules) ~= 'table' then modules = {modules} end if #modules == 1 then module = modules[1] loaded_modules[module] = true return require(module) end for _, v in ipairs(modules) do loaded_modules[v] = true require(v) end end function unload(modules) if type(modules) ~= 'table' then modules = {modules} end for _, v in ipairs(modules) do loaded_modules[v] = nil package.loaded[v] = nil end end function reload(modules) if type(modules) ~= 'table' then modules = {modules} end for _, v in ipairs(modules) do loaded_modules[v] = true package.loaded[v] = nil require(v) end end -- Configs local function configurable(tbl) return setmetatable(tbl, { __index = function(self, key) if self[key] ~= nil then return self[key] end local member = configurable({}) self[key] = member return member end }) end cfg = configurable({}) -- Packer local function ensure_packer_installed() local install_path = fn.stdpath('data')..'/site/pack/packer/opt/packer.nvim' if fn.empty(fn.glob(install_path)) > 0 then cmd('!git clone https://github.com/wbthomason/packer.nvim '..install_path) end end local function add_packer() cmd [[packadd packer.nvim]] exec([[ augroup Packer autocmd! autocmd BufWritePost plugins.lua PackerCompile augroup end ]], false) end ensure_packer_installed() add_packer() packer = require('packer') use = packer.use -- Load load 'main'
--[[ File: damage.lua Author: toneo Realm: Server Damage module. Handles modifiers for damage dealt by NPCs and dealt to players. ]]-- util.AddNetworkString( "DamageNotify" ) local avoidRecursion = false -- Used for hunter v hunter damage workaround -- Modify npc damage function GM:EntityTakeDamage( ent, dmginfo ) if ent:IsPlayer() then return true end -- No player damage if avoidRecursion then return end if ent:IsNPC() then local attacker = dmginfo:GetAttacker() local attackerSettings = attacker.DamageSettings local defenderSettings = ent.DamageSettings local isMelee = dmginfo:IsDamageType( DMG_SLASH ) or dmginfo:IsDamageType( DMG_CLUB ) -- Scale all explosion damage down to 50% if dmginfo:IsDamageType( DMG_BLAST ) then dmginfo:ScaleDamage( 0.5 ) end -- TODO: Hunters cannot damage each other. RIP -- Attacker may modify their ranged/melee damage if attackerSettings then local meleeDamage = attackerSettings.MeleeDamage local rangedDamage = attackerSettings.RangedDamage if isMelee then if meleeDamage then dmginfo:SetDamage( meleeDamage ) end elseif rangedDamage then dmginfo:SetDamage( rangedDamage ) end end -- Defender may resist a portion of damage if defenderSettings then local meleeResist = defenderSettings.MeleeResist local rangedResist = defenderSettings.RangedResist if isMelee then if meleeResist then dmginfo:ScaleDamage( meleeResist ) end elseif rangedResist then dmginfo:ScaleDamage( rangedResist ) end end -- Hunters cannot damage hunters without this workaround. if ent:GetClass() == "npc_hunter" and attacker:GetClass() == "npc_hunter" then avoidRecursion = true ent:TakeDamage( dmginfo:GetDamage(), attacker ) avoidRecursion = false end net.Start( "DamageNotify" ) net.WriteEntity( ent ) net.WriteVector( dmginfo:GetDamagePosition() ) net.WriteInt( dmginfo:GetDamage(), 17 ) net.WriteInt( ent:Health(), 17 ) net.Broadcast() end return false end
WIRE_DIRECTIONAL_RADIO_KIT = true -- Use this in your own Lua code to check for the presence of the Wire Directional Radio Kit CreateConVar("sv_wdrk_scale", 180.0) -- Map Scale Adjustment factor CreateConVar("sv_wdrk_max_tx_power", 1000.0) -- Maximum transmit power in Watts CreateConVar("sv_wdrk_rx_sensitivity_threshold", -90.0) -- Receive sensitivity in dbm
local S = homedecor.gettext local bedcolors = { { "black", "#000000:200" }, --new cg72 { "brown", "#603010:175" }, { "blue", "#0000d0:150" }, { "cyan", "#009fa7:150" }, --new cg72 { "darkgrey", "#101010:175" }, { "dark_green", "#007000:150" }, { "green", "#00d000:150" }, --new cg72 { "grey", "#101010:100" }, --new cg72 { "magenta", "#e0048b:150" }, --new cg72 { "orange", "#ff3000:150" }, { "pink", "#ff80b0:150" }, { "red", "#d00000:150" }, { "violet", "#7000e0:150" }, { "white", "#000000:000" }, --new cg72 { "yellow", "#ffe000:150" } } local bed_sbox = { type = "fixed", fixed = { -0.5, -0.5, -0.5, 0.5, 0.5, 1.5 } } local bed_cbox = { type = "fixed", fixed = { { -0.5, -0.5, -0.5, 0.5, -0.05, 1.5 }, { -0.5, -0.5, 1.44, 0.5, 0.5, 1.5 }, { -0.5, -0.5, -0.5, 0.5, 0.18, -0.44 }, } } local kbed_sbox = { type = "fixed", fixed = { -0.5, -0.5, -0.5, 1.5, 0.5, 1.5 } } local kbed_cbox = { type = "fixed", fixed = { { -0.5, -0.5, -0.5, 1.5, -0.05, 1.5 }, { -0.5, -0.5, 1.44, 1.5, 0.5, 1.5 }, { -0.5, -0.5, -0.5, 1.5, 0.18, -0.44 }, } } for i in ipairs(bedcolors) do local color = bedcolors[i][1] local color2=color local hue = bedcolors[i][2] if color == "darkgrey" then color2 = "dark_grey" end homedecor.register("bed_"..color.."_regular", { mesh = "homedecor_bed_regular.obj", tiles = { "homedecor_bed_frame.png", "default_wood.png", "wool_white.png", "wool_"..color2..".png", "homedecor_bed_bottom.png", "wool_"..color2..".png^[brighten", -- pillow }, inventory_image = "homedecor_bed_inv.png^(homedecor_bed_overlay_inv.png^[colorize:"..hue..")", description = S("Bed (%s)"):format(color), groups = {snappy=3}, selection_box = bed_sbox, collision_box = bed_cbox, sounds = default.node_sound_wood_defaults(), on_rotate = screwdriver.disallow, after_place_node = function(pos, placer, itemstack, pointed_thing) if not placer:get_player_control().sneak then return homedecor.bed_expansion(pos, placer, itemstack, pointed_thing, color) end end, after_dig_node = function(pos, oldnode, oldmetadata, digger) homedecor.unextend_bed(pos, color) if minetest.get_modpath("beds") then -- MFF (crabman 7/04/2016) remove bed spawn on dig local name = digger:get_player_name() if not name or name == "" then return end beds.spawn[name] = nil beds.save_spawns() end end, on_rightclick = function(pos, node, clicker) if minetest.get_modpath("beds") then beds.on_rightclick(pos, clicker) else return end end }) homedecor.register("bed_"..color.."_extended", { mesh = "homedecor_bed_extended.obj", tiles = { "homedecor_bed_frame.png", "default_wood.png", "wool_white.png", "wool_"..color2..".png", "homedecor_bed_bottom.png", "wool_"..color2..".png^[brighten", }, selection_box = bed_sbox, collision_box = bed_cbox, sounds = default.node_sound_wood_defaults(), expand = { forward = "air" }, on_rotate = screwdriver.disallow, after_dig_node = function(pos) homedecor.unextend_bed(pos, color) end, on_rightclick = function(pos, node, clicker) if minetest.get_modpath("beds") then beds.on_rightclick(pos, clicker) else return end end, drop = "homedecor:bed_"..color.."_regular" }) homedecor.register("bed_"..color.."_kingsize", { mesh = "homedecor_bed_kingsize.obj", tiles = { "homedecor_bed_frame.png", "default_wood.png", "wool_white.png", "wool_"..color2..".png", "homedecor_bed_bottom.png", "wool_"..color2..".png^[brighten", }, inventory_image = "homedecor_bed_kingsize_inv.png^(homedecor_bed_kingsize_overlay_inv.png^[colorize:"..hue..")", groups = {snappy=3, not_in_creative_inventory=1}, description = S("Bed (%s, king sized)"):format(color), groups = {snappy=3, not_in_creative_inventory=1}, selection_box = kbed_sbox, collision_box = kbed_cbox, sounds = default.node_sound_wood_defaults(), on_rotate = screwdriver.disallow, after_dig_node = function(pos, oldnode, oldmetadata, digger) local inv = digger:get_inventory() if digger:get_player_control().sneak and inv:room_for_item("main", "bed_"..color.."_regular 1") then inv:remove_item("main", "homedecor:bed_"..color.."_kingsize 1") inv:add_item("main", "homedecor:bed_"..color.."_regular 2") end end, on_rightclick = function(pos, node, clicker) if minetest.get_modpath("beds") then beds.on_rightclick(pos, clicker) else return end end }) minetest.register_alias("homedecor:bed_"..color.."_foot", "homedecor:bed_"..color.."_regular") minetest.register_alias("homedecor:bed_"..color.."_footext", "homedecor:bed_"..color.."_extended") minetest.register_alias("homedecor:bed_"..color.."_head", "air") end for _, w in pairs({"mahogany", "oak"}) do homedecor.register("nightstand_"..w.."_one_drawer", { description = S("Nightstand with One Drawer ("..w..")"), tiles = { 'homedecor_nightstand_'..w..'_tb.png', 'homedecor_nightstand_'..w..'_tb.png^[transformFY', 'homedecor_nightstand_'..w..'_lr.png^[transformFX', 'homedecor_nightstand_'..w..'_lr.png', 'homedecor_nightstand_'..w..'_back.png', 'homedecor_nightstand_'..w..'_1_drawer_front.png'}, node_box = { type = "fixed", fixed = { { -8/16, 0, -30/64, 8/16, 8/16, 8/16 }, -- top half { -7/16, 1/16, -32/64, 7/16, 7/16, -29/64}, -- drawer face { -8/16, -8/16, -30/64, -7/16, 0, 8/16 }, -- left { 7/16, -8/16, -30/64, 8/16, 0, 8/16 }, -- right { -8/16, -8/16, 7/16, 8/16, 0, 8/16 }, -- back { -8/16, -8/16, -30/64, 8/16, -7/16, 8/16 } -- bottom } }, groups = { snappy = 3 }, sounds = default.node_sound_wood_defaults(), selection_box = { type = "regular" }, infotext=S("One-drawer Nightstand"), inventory = { size=8, lockable=true, }, }) homedecor.register("nightstand_"..w.."_two_drawers", { description = S("Nightstand with Two Drawers ("..w..")"), tiles = { 'homedecor_nightstand_'..w..'_tb.png', 'homedecor_nightstand_'..w..'_tb.png^[transformFY', 'homedecor_nightstand_'..w..'_lr.png^[transformFX', 'homedecor_nightstand_'..w..'_lr.png', 'homedecor_nightstand_'..w..'_back.png', 'homedecor_nightstand_'..w..'_2_drawer_front.png'}, node_box = { type = "fixed", fixed = { { -8/16, -8/16, -30/64, 8/16, 8/16, 8/16 }, -- main body { -7/16, 1/16, -32/64, 7/16, 7/16, -29/64 }, -- top drawer face { -7/16, -7/16, -32/64, 7/16, -1/16, -29/64 }, -- bottom drawer face } }, groups = { snappy = 3 }, sounds = default.node_sound_wood_defaults(), selection_box = { type = "regular" }, infotext=S("Two-drawer Nightstand"), inventory = { size=16, lockable=true, }, }) end
local rfWork = const.rfWork local rfSupply = const.rfSupply local rfWaitToFill = const.rfWaitToFill local rfDemand = const.rfDemand local rfCanExecuteAlone = const.rfCanExecuteAlone local rfSupplyDemand = rfSupply + rfDemand local rfDemandOrWork = rfDemand + rfWork local rfPostInQueueFlags = rfDemand + rfWork + rfCanExecuteAlone + const.rfPostInQueue local rfStorageDepot = const.rfStorageDepot local rfConstruction = const.rfConstruction local rfSpecialDemandPairing = const.rfSpecialDemandPairing local rfSpecialSupplyPairing = const.rfSpecialSupplyPairing local MaxBuildingPriority = const.MaxBuildingPriority local TaskPriorityBoost = const.TaskPriorityBoost local table_insert = table.insert local table_remove = table.remove local remove_entry = table.remove_entry local IsFlagSet = IsFlagSet local rfRestrictorRocket = const.rfRestrictorRocket local rfRestrictorWasteRockDump = const.rfRestrictorWasteRockDump function FindClosest(list, pt) if not list then return end local dist_func = "GetDist2D" local min_obj = nil local min_dist = nil local idx = nil local invalid_pos = InvalidPos() for i = 1, #list do local obj = list[i] if IsValid(obj) and obj:IsValidPos() then local dist = obj[dist_func](obj, pt) if not min_dist or min_dist > dist then min_obj = obj min_dist = dist idx = i end end end return min_obj, min_dist, idx end DefineClass.DroneNode = { __parents = { "Object" }, properties = { {template = true, id = "work_radius", editor = "number", name = Untranslated("Work radius"), default = const.CommandCenterDefaultRadius, modifiable = true}, }, working = false, linked_extenders = false, } function DroneNode:Done() for _,extender in ipairs(self.linked_extenders or empty_table) do extender:SetUplink(false) end end function DroneNode:GetCommandCenter() return self end function GetSignalBoostersSelectionRadiusScale(node) if not IsValid(node) then return node.work_radius + (UIColony:IsTechResearched("SignalBoosters") and const.SignalBoostersBuff or 0) else return node.work_radius end end function DroneNode:GetSelectionRadiusScale() return self.work_radius end DefineClass.DroneControl = { __parents = { "DroneNode", "TaskRequestHub" }, properties = { {template = true,id = "starting_drones", name = T(642, "Starting Drones"),editor = "number", default = 4, modifiable = true}, {template = true, id = "show_service_area", name = T(13599, "Show Service Area"), editor = "bool", default = true, modifiable = true}, -- make sure UIWorkRadius and work_radius share the same default value {id = "UIWorkRadius", name = T(643, "Range"), editor = "number", default = const.CommandCenterDefaultRadius, min=const.CommandCenterMinRadius, max=const.CommandCenterDefaultRadius, no_edit = true, dont_save = true,}, -- prop only for UI purposes }, building_update_time = const.HourDuration, distance_to_provoke_go_home_cmd = 50*guim, drones = false, constructions = false, under_construction = false, update_constructions_thread = false, surface_deposits = false, no_requests_time = 0, serviced_rockets = false, serviced_wasterock_dumps = false, restrictor_update_thread = false, restrictor_tables = false, --[rfRestritcorFlag] = {[resource] = request,..} restrictor_update_mask = 0, deficit_table = false, --sums up total deficits so shuttles know what to deliver deficit_thread = false, unreachable_buildings = false, can_control_drones = true, promoted_trees = false, veg_management_thread = false, } function DroneControl:UpdateDeficits() local t = self.deficit_thread if IsValidThread(t) then Wakeup(t) else self.deficit_thread = CreateGameTimeThread(function(self) while IsValid(self) do self:UpdateDeficitsInternal() WaitWakeup() end end, self) end end function DroneControl:UpdateDeficitsInternal() return Request_UpdateDeficits(self, StorableResources) end --[[ function DroneControl:UpdateDeficitsInternal_Lua() local t = {} local s = self.supply_queues local d = self.demand_queues local storables = StorableResources for j = MaxBuildingPriority, -1, -1 do local ps = s[j] local pd = d[j] for _, resource in ipairs(storables) do local total = 0 local reqs = pd[resource] for i = 1, #(reqs or "") do if not reqs[i]:IsAnyFlagSet(const.rfSpecialDemandPairing) then --special dmnd can only be accomodate by special supply so no need to count toward deficit if not reqs[i]:IsAnyFlagSet(const.rfStorageDepot) then total = total + reqs[i]:GetTargetAmount() else --handle storage demands local d = reqs[i]:GetActualAmount() - reqs[i]:GetTargetAmount() --incoming amount of d if d > 0 then total = total - d end end end end reqs = ps[resource] for i = 1, #(reqs or "") do total = total - reqs[i]:GetTargetAmount() end t[resource] = (t[resource] or 0) + total end end return t end function DroneControl:UpdateDeficitsInternal() local t = Request_UpdateDeficits(self, StorableResources) local t_lua = self:UpdateDeficitsInternal_Lua() assert(compare(t, t_lua)) return t end --]] function DroneControl:InitRocketRestrictors() self.serviced_rockets = {} self.restrictor_tables = self.restrictor_tables or {} self.restrictor_tables[rfRestrictorRocket] = {} end function DroneControl:InitDumpRestrictors() self.serviced_wasterock_dumps = self.serviced_wasterock_dumps or {} self.restrictor_tables = self.restrictor_tables or {} self.restrictor_tables[rfRestrictorWasteRockDump] = {} end function DroneControl:Init() self.drones = {} self.constructions = {} self:InitRocketRestrictors() self:InitDumpRestrictors() end function DroneControl:GameInit() self.city:AddToLabel("DroneControl", self) --delay until GameInit is completed --we need this so any descendant in a label can modify the number self:Notify("SpawnDrones") end function DroneControl:SpawnDrones() for i = 1, self.starting_drones do self:SpawnDrone() end end function DroneControl:SpawnDronesAround(amount) for i = 1, amount do local drone = self.city:CreateDrone() drone:SetHolder(self) drone:SetCommandCenter(self) local drone_control_pos = self:GetPos() local spawn_pos = GetRandomPassableAroundOnMap(self:GetMapID(), drone_control_pos, 25 * guim) or drone_control_pos drone:SetPos(spawn_pos) end end function DroneControl:GatherOrphanedDrones() if not self.working then return end while self:CanHaveMoreDrones() do local drone, _, idx = FindClosest(g_OrphanedDrones[self:GetMapID()], self) if not drone then return end DiscardNewObjsNotif(g_OrphanedDrones, drone, drone:GetMapID()) drone:SetCommandCenter(self) if self == SelectedObj then SelectionArrowAdd(drone) end end end function SavegameFixups.DisableInteractionWithDestroyedDroneControllers() MapForEach("map", "DroneControl", function(o) if o.destroyed then o:Finalize() end end) end function DroneControl:Finalize() self.can_control_drones = false if self.are_requesters_connected then self:DisconnectTaskRequesters() end for i = #self.drones, 1, -1 do local drone = self.drones[i] if drone:GetParent() == self then drone:Detach() drone:SetCommand("Idle") --attached drone in embark end drone:SetCommandCenter(false) SelectionArrowRemove(drone) end DeleteThread(self.update_constructions_thread) self.city:RemoveFromLabel("DroneControl", self) end function DroneControl:AddLabelsToCity() self.city:AddToLabel("DroneControl", self) end function DroneControl:RemoveLabelsFromCity() self.city:RemoveFromLabel("DroneControl", self) end function DroneControl:Done() self:Finalize() end function DroneControl:OnDestroyed() self:Finalize() end function DroneControl:BuildingUpdate(delta, day, hour) assert(not self.working or self.are_requesters_connected or delta == 0) --deposits may retain us as cc, if not first tick self:UpdateConstructions() self:UpdateAllRestrictors() self:UpdateDeficits() self:UpdateHeavyLoadNotification() end --[[local function SetConstructionSiteSign(building, add, sign) if building.command_centers and #building.command_centers == 0 then if IsKindOf(building, "ConstructionSite") then building:AttachSign(add, sign) elseif building:HasMember("parent_construction") and type(building.parent_construction) == "table" and #building.parent_construction > 0 then for k,v in ipairs(building.parent_construction) do v:AttachSign(add, sign) end end end end]] --zz so it fires last and expected containers are initialized function SavegameFixups.zzConstructionSiteCleanupReconnectTaskRequesters() --bug: 137698 MapForEach("map", "DroneControl", DroneControl.ReconnectTaskRequesters) end function FindTaskRequesters(node) local realm = GetRealm(node) local taskrequesters = realm:MapGet(node, "hex", node.work_radius, "TaskRequester") for _,extender in ipairs(node.linked_extenders or empty_table) do taskrequesters = table.iappend(taskrequesters, FindTaskRequesters(extender)) end return taskrequesters end PromoteTrees = empty_func function DroneControl:ConnectTaskRequesters() if self.are_requesters_connected then return end local resource_search = function (building, center) --SetConstructionSiteSign(building, false, "SignNoPower") if building.auto_connect and not GameInitThreads[building] then building:AddCommandCenter(center) building:ForEachAttach("ResourceStockpileBase", function(stock) stock:AddCommandCenter(center) end) elseif not building.auto_connect and IsKindOf(building, "ConstructionSite") and building.working then local l = building.waste_rocks_underneath or "" for i = 1, #l do l[i]:AddCommandCenter(center) end l = building.waste_rocks_underneath or "" for i = 1, #l do l[i]:AddCommandCenter(center) end end end local taskrequesters = FindTaskRequesters(self) for _, building in ipairs(taskrequesters) do resource_search(building, self) end if self.city.colony:IsTechResearched("MartianVegetation") and #(self.promoted_trees or empty_table) <= 0 then local twidth, theight = GetTerrain(self):GetMapSize() PromoteTrees(self, twidth, theight, max_int) end self:ConnectLandscapeConstructions() if #(self.city.labels.ToxicPool or "") > 0 then self:ConnectToxicPools() end self.are_requesters_connected = true end local function HexConnectLandscapeConstructions(q, r, self, passed, qq, rr, landscape_grid) local mark = LandscapeCheck(landscape_grid, q, r, true) if not mark or HexAxialDistance(qq, rr, q, r) > self.work_radius or passed[mark] then return end passed[mark] = true local ls = Landscapes[mark] local cs = ls and ls.site local command_center = self:GetCommandCenter() if cs and cs.auto_connect and not table.find(cs.command_centers, command_center) then cs:AddCommandCenter(command_center) end end function DroneNode:ConnectLandscapeConstructions() if not self.accept_requester_connects then return false end local passed = {} local x, y = self:GetVisualPosXYZ() local hs = const.HexSize + self.work_radius * const.GridSpacing local box = box(x - hs, y - hs, x + hs, y + hs) local qq, rr = WorldToHex(x, y) local landscape_grid = GetLandscapeGrid(self) return LandscapeForEachHex(self:GetMapID(), box, HexConnectLandscapeConstructions, self, passed, qq, rr, landscape_grid) end function DroneControl:ConnectToxicPools() if not self.accept_requester_connects then return false end local p = self:GetPos() if p ~= InvalidPos() then local game_map = GetGameMap(self) local object_hex_grid = game_map.object_hex_grid local twidth, theight = game_map.terrain:GetMapSize() local margin = 100 * guim local passed = {} ForEachHexInHexCircle(p, self.work_radius, function(q, r, self, twidth, theight, margin, passed, object_hex_grid) local wx, wy = HexToWorld(q, r) if not (wx < margin or wy < margin or (twidth - wx) < margin or (theight - wy) < margin) then local o = object_hex_grid:GetObject(q, r, "ToxicPool") if not o or passed[o] then return end passed[o] = true if o.auto_connect and not table.find(o.command_centers, self) then o:AddCommandCenter(self) end end end, self, twidth, theight, margin, passed, object_hex_grid) end end function DroneControl:DelayedPromotedTreeManagement() if IsValidThread(self.veg_management_thread) then DeleteThread(self.veg_management_thread) end if self.promoted_trees and #(self.promoted_trees or "") > 0 then self.veg_management_thread = CreateGameTimeThread(function(self) Sleep(1000) for i = #self.promoted_trees, 1, -1 do local pt = self.promoted_trees[i] if #pt.command_centers <= 0 then DoneObject(pt) elseif not table.find(pt.command_centers, self) then for j = 1, #pt.command_centers do local cc = pt.command_centers[j] if #(cc.promoted_trees or "") < max_promoted_trees_per_hub then pt:Repossess(cc, i) break end end if pt.cc == self then DoneObject(pt) end end end end, self) end end function DroneControl:DisconnectTaskRequesters() while #self.connected_task_requesters > 0 do local bld = self.connected_task_requesters[#self.connected_task_requesters] if bld then bld:RemoveCommandCenter(self) end end self:DelayedPromotedTreeManagement() self.are_requesters_connected = false end ----- Constructions function DroneControl:UpdateConstructions() local thread = self.update_constructions_thread if thread then Wakeup(thread) else self.update_constructions_thread = CreateGameTimeThread(function(self) while IsValid(self) do self:UpdateConstructionsInternal() WaitWakeup() end end, self) end end function DroneControl:ForEachDrone(func, ...) for i = 1, #self.drones do if func(self.drones[i], ...) == "break" then break end end end function DroneControl:IsConstructionUnreachableByDrones(construction, n) n = n or 2 local c = 0 self:ForEachDrone(function(drone, construction) if drone.unreachable_buildings and drone.unreachable_buildings[construction] then c = c + 1 if c >= n then return "break" end end end, construction) return c >= n end function DroneControl:UpdateConstructionsInternal() local supply_queues = self.supply_queues local under_construction = {} self.under_construction = under_construction for _, construction in ipairs(self.constructions) do local construction_found if not self:IsConstructionUnreachableByDrones(construction) then for resource, request in pairs(construction.construction_resources) do if request:GetTargetAmount() > 0 and not under_construction[resource] then under_construction[resource] = request if not construction_found then -- check if the construction resource is available -- if so do not consider lower priority construction sites until all resources are brought to this one for j = -1, MaxBuildingPriority do local supply_requests = supply_queues[j][resource] or empty_table for k = 1,#supply_requests do if supply_requests[k]:GetTargetAmount() > (band(supply_requests[k]:GetFlags(), const.rfWaitToFill) == const.rfWaitToFill and const.ResourceScale - 1 or 0) then construction_found = true break end end if construction_found then break end end end end end end if construction_found then return end end end function DroneControl:AddConstruction(construction) if not construction.use_control_construction_logic then return end local priority = construction.priority local counter = construction.counter local constructions = self.constructions local i = #constructions + 1 while i > 1 and (constructions[i - 1].priority < priority or constructions[i - 1].priority == priority and constructions[i - 1].counter > counter) do i = i - 1 end table_insert(constructions, i, construction) self:UpdateConstructions() end function DroneControl:RemoveConstruction(construction) if not construction.use_control_construction_logic then return end local idx = remove_entry(self.constructions, construction) assert(idx) self:UpdateConstructions() end --------------------------------------------------------------------------- --------------------------------------------------------------------------- function SavegameFixups.InitWasteRockDumpRestrictor() MapForEach(true, "DroneControl", function(obj) obj:FillDumpTablesFromConnectedRequestors() obj:KillRestrictorThread() obj:InitDumpRestrictors() end) end function DroneControl:FillDumpTablesFromConnectedRequestors() assert(not self.serviced_wasterock_dumps or #self.serviced_wasterock_dumps <= 0) if not self.connected_task_requesters or #self.connected_task_requesters <= 0 then return end self.serviced_wasterock_dumps = table.ifilter(self.connected_task_requesters, function(i, o) return IsKindOf(o, "WasteRockDumpSite") end) end function DroneControl:KillRestrictorThread() if self.restrictor_update_thread then if IsValidThread(self.restrictor_update_thread) then DeleteThread(self.restrictor_update_thread) end self.restrictor_update_thread = false end end function DroneControl:UpdateRestrictors() local t = self.restrictor_update_thread if IsValidThread(t) then Wakeup(t) else self.restrictor_update_thread = CreateGameTimeThread(function(self) self:RestrictorThreadBody() end, self) end end function DroneControl:RestrictorThreadBody() while IsValid(self) do local m = self.restrictor_update_mask if band(m, rfRestrictorRocket) ~= 0 then self:UpdateRocketsInternal() end if band(m, rfRestrictorWasteRockDump) ~= 0 then self:UpdateDumpsInternal() end self.restrictor_update_mask = 0 WaitWakeup() end end function DroneControl:UpdateRockets() self.restrictor_update_mask = bor(self.restrictor_update_mask, rfRestrictorRocket) self:UpdateRestrictors() end function DroneControl:UpdateDumps() self.restrictor_update_mask = bor(self.restrictor_update_mask, rfRestrictorWasteRockDump) self:UpdateRestrictors() end function DroneControl:UpdateAllRestrictors() self.restrictor_update_mask = -1 self:UpdateRestrictors() end function DroneControl:UpdateDumpsInternal() local r_t = self.restrictor_tables[rfRestrictorWasteRockDump] r_t.WasteRock = nil local min = max_int local found_req for i = 1, #(self.serviced_wasterock_dumps or "") do local d = self.serviced_wasterock_dumps[i] local dr = d.demand.WasteRock local a = dr:GetTargetAmount() if a > 0 and a < min then min = a found_req = dr end end if found_req then r_t["WasteRock"] = found_req end end function DroneControl:UpdateRocketsInternal() local r_t = self.restrictor_tables[rfRestrictorRocket] r_t.Fuel = nil for i = 1, #(self.serviced_rockets or "") do local r = self.serviced_rockets[i] local rr = r.refuel_request if rr and rr:GetTargetAmount() > 0 then r_t["Fuel"] = rr break end local rr = r:GetExportRequest(r, "Fuel") if rr and rr:GetTargetAmount() > 0 then r_t["Fuel"] = rr break end end end function DroneControl:AddRocket(rocket) local need_fuel = g_LandedRocketsInNeedOfFuel local r_i = table.find(need_fuel, rocket) or max_int local r_p = rocket.priority local rockets = self.serviced_rockets local i = #rockets + 1 while i > 1 and (rockets[i - 1].priority < r_p or rockets[i - 1].priority == r_p and (table.find(need_fuel, rockets[i - 1]) or max_int) > r_i) do i = i - 1 end table.insert(rockets, i, rocket) self:UpdateRockets() end function DroneControl:RemoveRocket(rocket) table.remove_entry(self.serviced_rockets, rocket) self:UpdateRockets() end --------------------------------------------------------------------------- --------------------------------------------------------------------------- function DroneControl:IsRestrictingDroneWorkRadius() return true end function DroneControl:SpawnDrone() --override me. end function DroneControl:KillDrone(drone) local idx = remove_entry(self.drones, drone) assert(idx) DoneObject(drone) end function DroneControl:GetMaxDrones() return 0 end function DroneControl:CanHaveMoreDrones() return #self.drones < self:GetMaxDrones() end ----- TaskRequests function DroneControl:AddBuilding(building) local supply_queues = self.supply_queues local demand_queues = self.demand_queues local priority_queue = self.priority_queue for _, request in ipairs(building.task_requests or empty_table) do assert(request and building == request:GetBuilding()) local resource = request:GetResource() local priority = building:GetPriorityForRequest(request) if request:IsAnyFlagSet(rfSupplyDemand) then local queue = request:IsAnyFlagSet(rfSupply) and supply_queues[priority] or demand_queues[priority] local rqueue = queue[resource] if rqueue then rqueue[#rqueue + 1] = request else queue[resource] = { request } end end if request:IsAnyFlagSet(rfPostInQueueFlags) then local p_queue = priority_queue[priority] p_queue[#p_queue + 1] = request end end table.insert(self.connected_task_requesters, building) building:OnAddedByControl(self) self:UpdateDeficits() if IsKindOf(building, "WasteRockDumpSite") then self.serviced_wasterock_dumps = self.serviced_wasterock_dumps or {} table.insert(self.serviced_wasterock_dumps, building) self:UpdateDumps() end end function DroneControl:OnRemoveBuilding(building, oldp, newp) if oldp and newp and newp > oldp then return end for _, drone in ipairs(self.drones) do if BuildingFromGotoTarget(drone.goto_target) == building then drone:SetCommand("Idle") end end end function DroneControl:RemoveBuilding(building, oldp, newp) self:OnRemoveBuilding(building, oldp, newp) local task_requests = building.task_requests or empty_table for priority = -1, MaxBuildingPriority do local s_requests = self.supply_queues[priority] local d_requests = self.demand_queues[priority] local priority_queue = self.priority_queue[priority] for _, request in ipairs(task_requests) do local resource = request and request:GetResource() remove_entry(s_requests[resource] or empty_table, request) remove_entry(d_requests[resource] or empty_table, request) remove_entry(priority_queue, request) end end table.remove_entry(self.connected_task_requesters, building) building:OnRemovedByControl(self) self:UpdateDeficits() if IsKindOf(building, "WasteRockDumpSite") then if self.serviced_wasterock_dumps then table.remove_entry(self.serviced_wasterock_dumps, building) end self:UpdateDumps() end end -- radius function DroneControl:SetWorkRadius(radius) if radius == self.work_radius then return end local is_new_greater = radius > self.work_radius self.work_radius = radius if self == SelectedObj then PlayFX("Select", "end", self) PlayFX("Select", "start", self) --play sound PlayFX("RangeChange", "end", self) DelayedCall(100, PlayFX, "RangeChange", "start", self) end if is_new_greater then local realm = GetRealm(self) local extenders = realm:MapGet(self, "hex", radius, "DroneHubExtender") for _,extender in ipairs(extenders) do if extender.uplink == self then extender:SetWorking(true) end end else for _,extender in ipairs(self.linked_extenders or empty_table) do extender:SetWorking(HexAxialDistance(self, extender) <= radius) end end DelayedCall(300, self.ReconnectTaskRequesters, self, is_new_greater) end function DroneControl:ReconnectTaskRequesters(gather_drones) self:DisconnectTaskRequesters() if gather_drones then --otherwise it should already be gathered. self:GatherOrphanedDrones() end self:ConnectTaskRequesters() end function DroneControl:SetUIWorkRadius(value) self.UIWorkRadius = value self:SetWorkRadius(value) local rxs = g_HexRanges[self] or empty_table for _, range in ipairs(rxs) do range:SetScale(self[range.bind_to](self)) end end function DroneControl:OnSelected() local re1 = GetStateIdx("roverEnter") local re2 = GetStateIdx("roverEnter2") local drones = table.ifilter(self.drones, function(idx, drone) return IsValid(drone) and drone.command ~= "Embark" and drone:GetState() ~= re1 and drone:GetState() ~= re2 end) SelectionArrowAdd(drones) end function DroneControl:Abandon(drone) drone:SetCommandCenter(false) if not drone:IsDisabled() then drone:SetCommand("WaitingCommand") end end function DroneControl:AbandonAllDrones() for i = #self.drones, 1, -1 do local drone = self.drones[i] self:Abandon(drone) SelectionArrowRemove(drone) end end function DroneControl:UseDronePrefab(bulk) bulk = bulk and 5 or 1 while bulk > 0 do if self.city and self.city.drone_prefabs > 0 then if self:SpawnDrone() then self.city.drone_prefabs = self.city.drone_prefabs - 1 end else break end bulk = bulk - 1 end end function DroneControl:FindDroneToConvertToPrefab() if #self.drones <= 0 then return false end local idles = {} local all = {} for i = 1, #self.drones do local d = self.drones[i] if not d:IsDisabled() then table.insert(all, d) if d.command == "Idle" then table.insert(idles, d) end end end if #idles > 0 then return FindNearestObject(idles, self) elseif #all > 0 then return FindNearestObject(all, self) end end function DroneControl:ConvertDroneToPrefab(bulk) bulk = bulk and 5 or 1 while bulk > 0 do local drone = self:FindDroneToConvertToPrefab() if drone then if drone.demolishing then drone:ToggleDemolish() end drone.can_demolish = false self.city.drone_prefabs = self.city.drone_prefabs + 1 table.remove_entry(self.drones, drone) SelectionArrowRemove(drone) drone:SetCommand("DespawnAtHub") else break end bulk = bulk - 1 end end function DroneControl:ProvidesRemoteBatteryCharging() return false end function DroneControl:SetWaitingDronesIdle() for _, drone in ipairs(self.drones) do if drone.command == "WaitingCommand" then drone:SetCommand("Idle") end end end function DroneControl:NotifyWorkingChanged(buildings) for i = 1, #(buildings or "") do local bld = buildings[i] if bld:HasMember("OnCommandCenterWorkingChanged") then bld:OnCommandCenterWorkingChanged(self) end end end --------------- interface --drones count function DroneControl:GetDronesCount() return #self.drones end function DroneControl:GetMaxDrones() return g_Consts.CommandCenterMaxDrones end function DroneControl:GetMiningDronesCount() return table.array_count(self.drones, "resource", "mine") end function DroneControl:GetBrokenDronesCount() return table.array_count(self.drones, "command", "Malfunction") end function DroneControl:GetIdleDronesCount() local count = 0 for i=1, #self.drones do local cmd = self.drones[i].command if cmd == "Idle" or cmd == "WaitCommand" then count = count + 1 end end return count end function DroneControl:GetDischargedDronesCount() local count = 0 for i=1, #self.drones do local cmd = self.drones[i].command if cmd == "NoBattery" or cmd == "EmergencyPower" then count = count + 1 end end return count end function OnMsg.GatherLabels(labels) labels["DroneControl"] = true end GlobalVar("g_HeavyLoadDroneHubs", {}) GlobalGameTimeThread("HeavyLoadDroneHubsNotif", function() Sleep(100) if not g_Tutorial or g_Tutorial.EnableTransportProblemNotif then HandleNewObjsNotif(g_HeavyLoadDroneHubs, "TransportationDroneOverload") end end) function DroneControl:CalcLapTime() return #self.drones == 0 and 0 or Max(self.lap_time, GameTime() - self.lap_start) end function DroneControl:UpdateHeavyLoadNotification() if self.working and self:CalcLapTime() >= const.DroneLoadMediumThreshold then RequestNewObjsNotif(g_HeavyLoadDroneHubs, self, self:GetMapID()) else DiscardNewObjsNotif(g_HeavyLoadDroneHubs, self, self:GetMapID()) end end function DroneControl:ShouldShowAvailableDronePrefabInfo() return false end function DroneControl:GetDronesStatusText() local ret local brokenDrones = self:GetBrokenDronesCount() local broken = brokenDrones == 1 and T(648, "There is <red>1</red> malfunctioning Drone</red>") .. "\n" or brokenDrones > 1 and T{649, "There are <red><number></red> malfunctioning Drones</red>", number = brokenDrones} .. "\n" or "" local LoadTexts = { T(935141416351, "Drones load <right><green>Low</green><left>"), T(935141416352, "Drones load <right><yellow>Medium</yellow><left>"), T(935141416353, "Drones load <right><red>Heavy</red><left>"), T(8662, "Drones load <right>N/A<left>"), } local t = table.ifilter(self.drones, function(i, o) return not o:IsDisabled() end) if #t <= 0 then ret = broken .. LoadTexts[4] else local lap_time = self:CalcLapTime() if lap_time < const.DroneLoadLowThreshold then ret = broken .. LoadTexts[1] elseif lap_time < const.DroneLoadMediumThreshold then ret = broken .. LoadTexts[2] else ret = broken .. LoadTexts[3] end end if self:ShouldShowAvailableDronePrefabInfo() then ret = ret .. "\n" .. T(9757, "Available Prefabs <right><drone(available_drone_prefabs)>") end return ret end function DoesAnyDroneControlServiceAtPoint(map_id, pt) local realm = GetRealmByID(map_id) return realm:MapCount(pt, "hex", const.CommandCenterMaxRadius, "DroneNode", function(center) return (IsKindOfClasses(center, "DroneHub") or center.working) and HexAxialDistance(center, pt) <= center.work_radius end) > 0 end
-- Base panel for all elements. -- @panel MPanel local PANEL = {} table.Merge(PANEL, sKore.elevationGAS) table.Merge(PANEL, sKore.shadowGAS) table.Merge(PANEL, sKore.enabledGAS) function PANEL:Init() self:SetElevation(2) self:SetShadowOffsetX(1) self:SetShadowOffsetY(1) self:SetPaintShadow(true) self:SetDrawShadows(true) self:SetDrawGlobalShadows(true) self:SetEnabled(true) local parent = self:GetParent() if parent.AddShadow then parent:AddShadow(self) end self.frame = sKore.getFrame(self) end --- Returns the background color. If this panels has a transparent background, -- invoke this on the parent and return its value. -- -- If no background color is found, the default color is returned. -- @treturn Color The background color. function PANEL:GetBackgroundColor() end --- Sets the background color. -- -- If set to nil, then the panel is considered transparent. -- @tparam Color|nil color The background color. function PANEL:SetBackgroundColor(color) end derma.DefineControl("MPanel", "", PANEL, "Panel")
--Custom Jedi Crystal Boss Loots includeFile("custom_loot/groups/crystals/crystal_kuns_blood.lua") --Custom Jedi Lightsaber Groups includeFile("custom_loot/groups/lightsabers/exar_kun_ls_group.lua") includeFile("custom_loot/groups/lightsabers/g_jinzu_razor_loot_deed.lua") includeFile("custom_loot/groups/lightsabers/ls_gen5_group.lua") --Custom Jedi Robe includeFile("custom_loot/groups/clothing/jedi_robe_black_01_group.lua") includeFile("custom_loot/groups/clothing/jedi_robe_black_02_group.lua") includeFile("custom_loot/groups/clothing/jedi_robe_tan_01_group.lua") includeFile("custom_loot/groups/clothing/jedi_robe_tan_02_group.lua") includeFile("custom_loot/groups/clothing/jedi_robe_gray_01_group.lua") includeFile("custom_loot/groups/clothing/jedi_robe_gray_02_group.lua") --Referral Crate includeFile("custom_loot/groups/ref_crate/ref_crate.lua") --Custom Vehicle Components includeFile("custom_loot/groups/vehicle_components/custom_vehicle_rare.lua") --Vehicle Schematics includeFile("custom_loot/groups/vehicle_schematics/rare_vehicles.lua") --Default includeFile("custom_loot/groups/backpacks/backpacks_b01.lua") includeFile("custom_loot/groups/backpacks/backpacks_b02.lua") includeFile("custom_loot/groups/wearables/goggles_all.lua") --Halloween includeFile("custom_loot/groups/outbreak/outbreak.lua") --Jedi Belt Components includeFile("custom_loot/groups/clothing/jedi_belt_comp_group.lua") includeFile("custom_loot/groups/clothing/jedi_belt_group.lua") --Hoth includeFile("custom_loot/groups/hoth/wampa.lua") --Event includeFile("custom_loot/groups/events/event3.lua") --Lifeday includeFile("custom_loot/groups/lifeday/lifeday.lua")
--[[ Copyright (c) 2020 robot256 (MIT License) * Project: Multiple Unit Train Control * File: control.lua * Description: Runtime operation script for replacing locomotives and balancing fuel. * Functions: * => On Train Created (any built, destroyed, coupled, or uncoupled rolling stock) * ===> Check if forwards_locomotives and backwards_locomotives contain matching pairs * =====> Replace them with MU locomotives, add to global list of MU pairs, reconnect train, etc. * ===> Check if train contains existing MU pairs, and if those pairs are intact. * =====> Replace any partial MU pairs with normal locomotives, remove from global list, reconnect trains * * => On Mod Settings Changed (disabled flag changes to true) * ===> Read through entire global list of MU pairs and replace them with normal locomotives * => On Nth Tick (once per ~10 seconds) * ===> Read through entire global list of MU pairs. * ===> Move among each pair if one has more of any item than the other. * --]] replaceCarriage = require("__Robot256Lib__/script/carriage_replacement").replaceCarriage blueprintLib = require("__Robot256Lib__/script/blueprint_replacement") filterLib = require("__Robot256Lib__/script/event_filters") require("script.balanceInventories") require("script.checkModuleMatching") require("script.processTrainPurge") require("script.processTrainBasic") require("script.processTrainWireless") require("script.addPairToGlobal") require("script.purgeLocoFromPairs") local settings_mode = settings.global["multiple-unit-train-control-mode"].value local settings_nth_tick = settings.global["multiple-unit-train-control-on_nth_tick"].value local settings_debug = settings.global["multiple-unit-train-control-debug"].value local current_nth_tick = settings_nth_tick local train_queue_semaphore = false ------------------------- GLOBAL TABLE INITIALIZATION --------------------------------------- -- Interacts with other mods based on what MU locomotives were created local function CallRemoteInterface() -- Make sure FuelTrainStop plays nice with magu's ElectricTrain in the MU versions if remote.interfaces["FuelTrainStop"] then for std,mu in pairs(global.upgrade_pairs) do if std:match("^et%-electric%-locomotive%-%d$") or std:match("^fusion%-locomotive%-%d$") then remote.call("FuelTrainStop", "exclude_from_fuel_schedule", mu) end end end -- Add MU versions of Fluid Trains locomotives to the mod's update list if remote.interfaces["fluidTrains_hook"] then if global.upgrade_pairs["SteamTrains-locomotive"] then remote.call("fluidTrains_hook", "addLocomotive", global.upgrade_pairs["SteamTrains-locomotive"], 20000) end if global.upgrade_pairs["Diesel-Locomotive-fluid-locomotive"] then remote.call("fluidTrains_hook", "addLocomotive", global.upgrade_pairs["Diesel-Locomotive-fluid-locomotive"], 1500) end end end -- Set up the mapping between normal and MU locomotives -- Extract from the game prototypes list what MU locomotives are enabled local function InitEntityMaps() global.upgrade_pairs = {} global.downgrade_pairs = {} -- Retrieve entity names from dummy technology, store in global variable for _,effect in pairs(game.technology_prototypes["multiple-unit-train-control-locomotives"].effects) do if effect.type == "unlock-recipe" then local recipe = game.recipe_prototypes[effect.recipe] local std = recipe.products[1].name local mu = recipe.ingredients[1].name global.upgrade_pairs[std] = mu global.downgrade_pairs[mu] = std ------------ -- RET Compatibility for this Loco local mod_name = "" if remote.interfaces["realistic_electric_trains"] then -- Check if this is an RET loco, and what fuel the std version uses local fuel_item = remote.call("realistic_electric_trains", "get_locomotive_fuel", std) if fuel_item then -- Add the MU version to RET's global map. Use custom fuel item if specified. if recipe.ingredients[2] then fuel_item = recipe.ingredients[2].name end remote.call("realistic_electric_trains", "register_locomotive_type", mu, fuel_item) mod_name = "Realistic Electric Trains " end end if settings_debug == "info" then game.print({"debug-message.mu-mapping-message",mod_name,game.entity_prototypes[std].localised_name,game.entity_prototypes[mu].localised_name}) elseif settings_debug == "debug" then game.print({"debug-message.mu-mapping-message",mod_name,std,mu}) end end end -- Mod compatibility setup CallRemoteInterface() end ------------------------- FUEL BALANCING CODE -------------------------------------- -- Takes inventories from the queue and process them, one per tick local function ProcessInventoryQueue() local idle = true if global.inventories_to_balance and next(global.inventories_to_balance) then --game.print("Taking from inventory queue, " .. #global.inventories_to_balance .. " remaining") local inventories = table.remove(global.inventories_to_balance, 1) balanceInventories(inventories[1], inventories[2]) idle = false -- Tell OnTick that we did something useful end return idle end ------------------------- LOCOMOTIVE REPLACEMENT CODE ------------------------------- -- Process replacement order immediately -- Need to preserve mu_pairs across replacement local function ProcessReplacement(r) if r[1] and r[1].valid then -- Replace the locomotive local errorString = "" if settings_debug == "info" then game.print({"debug-message.mu-replacement-message",r[1].localised_name,r[1].backer_name,game.entity_prototypes[r[2]].localised_name}) errorString = {"debug-message.mu-replacement-failed",r[1].localised_name,r[1].backer_name,r[1].position.x,r[1].position.y} elseif settings_debug == "debug" then game.print({"debug-message.mu-replacement-message",r[1].name,r[1].backer_name,r[2]}) errorString = {"debug-message.mu-replacement-failed",r[1].name,r[1].backer_name,r[1].position.x,r[1].position.y} end local newLoco = replaceCarriage(r[1], r[2]) -- Find which mu_pair the old one was in and put the new one instead for _,p in pairs(global.mu_pairs) do if p[1] == r[1] then p[1] = newLoco break elseif p[2] == r[1] then p[2] = newLoco break end end -- Make sure it was actually replaced, show error message if not. if not newLoco and (settings_debug ~= "none") then game.print(errorString) end end end -- Read train state and determine if it is safe to replace local function isTrainStopped(train) local state = train.state local state_ok = train.speed==0 and ( (state == defines.train_state.wait_station) or (state == defines.train_state.wait_signal) or (state == defines.train_state.no_path) or (state == defines.train_state.no_schedule) or (state == defines.train_state.manual_control) ) if state_ok then -- Do an additional checks to make sure the train isn't currently being manipulated by another mod ---------------------- -- ** Compatibility with Space Exploration Space Elevators ** if game.entity_prototypes["se-space-elevator-energy-interface"] then local space_elevator_hypertrain_radius = 12 local front_pos = train.front_stock.position local front_structs = train.front_stock.surface.find_entities_filtered{position=front_pos, radius=space_elevator_hypertrain_radius, name="se-space-elevator-energy-interface"} if front_structs and #front_structs>0 then state_ok = false else local back_pos = train.back_stock.position local back_structs = train.back_stock.surface.find_entities_filtered{position=back_pos, radius=space_elevator_hypertrain_radius, name="se-space-elevator-energy-interface"} if back_structs and #back_structs>0 then state_ok = false end end end -- ** Compatibility with Train Tunnels ** if game.entity_prototypes["traintunnel"] then local tunnel_radius = game.entity_prototypes["traintunnel"].radius local front_structs = train.front_stock.surface.find_entities_filtered{position=train.front_stock.position, radius=tunnel_radius+train.front_stock.get_radius()+3, name={"traintunnel","traintunnelup"}} if front_structs and #front_structs>0 then game.print("skipping tunnel "..tostring(game.tick)) state_ok = false else local back_structs = train.back_stock.surface.find_entities_filtered{position=train.back_stock.position, radius=tunnel_radius+train.back_stock.get_radius()+3, name={"traintunnel","traintunnelup"}} if back_structs and #back_structs>0 then game.print("skipping tunnel "..tostring(game.tick)) state_ok = false end end end ---------------------- end return state_ok end -- Read the mod settings and technology of the given force to decide what mode we're in local function getAllowedMode(force) if settings_mode ~= "tech-unlock" then return settings_mode elseif force.technologies["adv-multiple-unit-train-control"] and force.technologies["adv-multiple-unit-train-control"].researched then return "advanced" elseif force.technologies["multiple-unit-train-control"] and force.technologies["multiple-unit-train-control"].researched then return "basic" else return "disabled" end end ------------ -- Process one valid train. Do replacemnts immediately. local function ProcessTrain(t) local found_pairs = {} local upgrade_locos = {} local unpaired_locos = {} local mode = getAllowedMode(t.carriages[1].force) if mode=="advanced" then found_pairs,upgrade_locos,unpaired_locos = processTrainWireless(t) elseif mode=="basic" then found_pairs,upgrade_locos,unpaired_locos = processTrainBasic(t) else -- Mod disabled, go through the process of reverting every engine found_pairs,upgrade_locos,unpaired_locos = processTrainPurge(t) end -- Remove pairs involving the now-unpaired locos. for _,entry in pairs(unpaired_locos) do purgeLocoFromPairs(entry) end -- Add pairs to the pair lists. (pairs will need to be updated when the replacements are made) for _,entry in pairs(found_pairs) do addPairToGlobal(entry) end -- Replace locomotives immediately for _,entry in pairs(upgrade_locos) do ProcessReplacement(entry) end end ---------------------------------------------- ------ EVENT HANDLING --- --== ON_TRAIN_CHANGED_STATE EVENT ==-- -- Fires when train pathfinder changes state, executes if the train is in the update list. -- Use this to replace locomotives at a safe (stopped) time. local function OnTrainChangedState(event) local id = event.train.id --game.print("Train ".. id .. " In OnTrainChangedState!") -- Event contains train, old_train_state -- If this train is queued for replacement, check state and maybe process now if global.moving_trains[id] then local t = event.train -- We are waitng to process it, check everything! if t and t.valid then -- Check if this train is in a safe state if isTrainStopped(t) then -- Immediately replace these locomotives --game.print("Train " .. id .. " being processed.") if train_queue_semaphore == false then train_queue_semaphore = true ProcessTrain(t) global.moving_trains[id] = nil train_queue_semaphore = false elseif (settings_debug ~= "none") then game.print("OnChange Train " .. id .. " event ignored because semaphore is occupied (this is weird!)") end end end end if not next(global.moving_trains) then script.on_event(defines.events.on_train_changed_state, nil) end --game.print("Train " .. id .. " Exiting OnTrainChangedState") end --== ON_NTH_TICK (longer duration) EVENT ==-- -- Periodically purges global.moving_trains because some mods make train ids -- go invalid while still in motion, that would otherwise never be deleted. -- This could probably happen if trains get attacked and partially destroyed as well. local function OnNthTickPurgeMovingList(event) local purged = 0 local saved = 0 for id,train in pairs(global.moving_trains) do if not train or not train.valid then global.moving_trains[id] = nil purged = purged + 1 else saved = saved + 1 end end if settings_debug == "debug" then if purged > 1 then if saved > 0 then game.print("MUTC Purged "..tostring(purged).." dead trains from global.moving_trains. "..tostring(saved).." moving trains are still valid.") else game.print("MUTC Purged "..tostring(purged).." dead trains from global.moving_trains.") end end end end ------------- -- Enables the on_train_changed_state event according to current variables local function StartTrainWatcher() if global.moving_trains and next(global.moving_trains) then -- Set up the action to process train after it comes to a stop script.on_event(defines.events.on_train_changed_state, OnTrainChangedState) else script.on_event(defines.events.on_train_changed_state, nil) end end ---------- -- Try to process newly created trains immediately local function ProcessTrainQueue() -- Check if we are already processing a train. -- Don't execute this again if it was triggered by an intermediate on_train_created event. if train_queue_semaphore==false then train_queue_semaphore = true if global.created_trains then --game.print("ProcessTrainQueue has a train in the queue") -- Keep looping until we discard all the invalid intermediate trains while next(global.created_trains) do local t = table.remove(global.created_trains,1) if t and t.valid then -- Check if this train is in a safe state if isTrainStopped(t) then -- Immediately replace these locomotives --game.print("Train " .. id .. " being processed.") ProcessTrain(t) -- Don't process any more trains this tick break else -- Flag this train to be processed on a ChangedState event global.moving_trains[t.id] = t --game.print("Train " .. id .. " still moving.") end end end end train_queue_semaphore = false return true else --game.print("Queue already being processed") return false end end --== ONTICK EVENT ==-- -- Process items queued up by other actions -- Only one action allowed per tick local function OnTick(event) -- Process created trains one per tick ProcessTrainQueue() -- Enable state change handler if we found moving trains StartTrainWatcher() -- Balancing inventories has third priority ProcessInventoryQueue() if (not next(global.inventories_to_balance)) and (not next(global.created_trains)) then -- All on_tick queues are empty, unsubscribe from OnTick to save UPS --game.print("Turning off OnTick") script.on_event(defines.events.on_tick, nil) end end --== ON_TRAIN_CREATED EVENT ==-- -- Record every new train in global queue, so we can process them one at a time. -- Many of these events will be triggered by our own replacements, and those -- "intermediate" trains will be invalid by the time we pull them from the queue. -- This is the desired behavior. local function OnTrainCreated(event) -- Event contains train, old_train_id_1, old_train_id_2 local id = event.train.id --game.print("Train "..id.." In OnTrainCreated!") -- Add this train to the train processing list, wait for it to stop table.insert(global.created_trains, event.train) -- Remove old trains from moving_trains list -- When using Renai transportation Train Jumps, this will take care of 99% of the spurious entries -- from long trains that get disconnected and reconnected while in motion. if global.moving_trains then if event.old_train_id_1 then if global.moving_trains[event.old_train_id_1] then --game.print("Removed old train "..tostring(event.old_train_id_1).." from moving_trains list") global.moving_trains[event.old_train_id_1] = nil end end if event.old_train_id_2 then if global.moving_trains[event.old_train_id_2] then --game.print("Removed old train "..tostring(event.old_train_id_2).." from moving_trains list") global.moving_trains[event.old_train_id_2] = nil end end end --game.print("Train " .. event.train.id .. " queued.") -- Try to process it immediately. Will exit if we are already processing stuff script.on_event(defines.events.on_tick, OnTick) --game.print("Train "..id.." Exiting OnTrainCreated!") end --== ON_GUI_CLOSED and ON_PLAYER_FAST_TRANSFERRED ==-- -- Events trigger when player changes module contents of a modular locomotive local function OnModuleChanged(event) local e = event.entity if e and e.valid and e.type=="locomotive" then table.insert(global.created_trains, e.train) script.on_event(defines.events.on_tick, OnTick) end end --== ON_NTH_TICK EVENT ==-- -- Initiates balancing of fuel inventories in every MU consist local function OnNthTick(event) if global.mu_pairs and next(global.mu_pairs) then local numInventories = 0 local n = #global.mu_pairs local done = false for i=1,n do local entry = global.mu_pairs[i] if (entry[1] and entry[2] and entry[1].valid and entry[2].valid) then -- This pair is good, balance if there are burner fuel inventories (only check one, since they are identical prototypes) if entry[1].burner then local inventoryOne = entry[1].burner.inventory local inventoryTwo = entry[2].burner.inventory if inventoryOne.valid and inventoryOne.valid and #inventoryOne > 0 then table.insert(global.inventories_to_balance, {inventoryOne, inventoryTwo}) numInventories = numInventories + 1 -- if it burns stuff, it might have a result inventoryOne = entry[1].burner.burnt_result_inventory inventoryTwo = entry[2].burner.burnt_result_inventory if inventoryOne.valid and inventoryOne.valid and #inventoryOne > 0 then table.insert(global.inventories_to_balance, {inventoryOne, inventoryTwo}) numInventories = numInventories + 1 end end end else -- This pair has one or more invalid locomotives, or they don't have burners at all, remove it from the list global.mu_pairs[i] = nil end end local j=0 for i=1,n do -- Condense the list if global.mu_pairs[i] ~= nil then j = j+1 global.mu_pairs[j] = global.mu_pairs[i] end end for i=j+1,n do global.mu_pairs[i] = nil end -- Set up the on_tick action to process trains --game.print("Nth tick starting OnTick") if next(global.inventories_to_balance) then script.on_event(defines.events.on_tick, OnTick) -- Update the Nth tick interval to make sure we have enough time to update all the trains local newVal = current_nth_tick if numInventories+10 > current_nth_tick then -- If we have fewer than 10 spare ticks per update cycle, give ourselves 50% margin newVal = (numInventories*3)/2 elseif numInventories < current_nth_tick / 2 then -- If we have more than 100% margin, reduce either to the min setting or to just 50% margin newVal = math.max((numInventories*3)/2, settings_nth_tick) end if newVal ~= current_nth_tick then --game.print("Changing MU Control Nth Tick duration to " .. newVal) if settings_debug == "info" or settings_debug == "debug" then game.print({"debug-message.mu-changing-tick-message",newVal}) end current_nth_tick = newVal global.current_nth_tick = current_nth_tick RefreshNthTickHandlers() end end end end -- Make this a global function so it can be called inside OnNthTick up above function RefreshNthTickHandlers() script.on_nth_tick(nil) if not (settings_nth_tick == 0 or settings_mode == "disabled") then script.on_nth_tick(current_nth_tick, OnNthTick) end script.on_nth_tick(math.max(current_nth_tick*2, 600), OnNthTickPurgeMovingList) end --== ON_PLAYER_CONFIGURED_BLUEPRINT EVENT ==-- -- ID 70, fires when you select a blueprint to place --== ON_PLAYER_SETUP_BLUEPRINT EVENT ==-- -- ID 68, fires when you select an area to make a blueprint or copy local function OnPlayerSetupBlueprint(event) blueprintLib.mapBlueprint(event,global.downgrade_pairs) end --== ON_PLAYER_PIPETTE ==-- -- Fires when player presses 'Q'. We need to sneakily grab the correct item from inventory if it exists, -- or sneakily give the correct item in cheat mode. local function OnPlayerPipette(event) blueprintLib.mapPipette(event,global.downgrade_pairs) end --== ON_PICKED_UP_ITEM ==-- -- When player picks up an item, change -mu to normal loco items. local function OnPickedUpItem(event) if global.downgrade_pairs[event.item_stack.name] then game.players[event.player_index].remove_item(event.item_stack) game.players[event.player_index].insert({name=global.downgrade_pairs[event.item_stack.name], count=event.item_stack.count}) end end script.on_event(defines.events.on_picked_up_item, OnPickedUpItem) --== ON_PRE_PLAYER_MINED_ITEM ==-- --== ON_ROBOT_PRE_MINED ==-- -- Before player or robot mines an item on the ground, change -mu to normal loco items. local function OnPreMined(event) if event.entity.name == "item-on-ground" then local stack = event.entity.stack -- Change item-on-ground to unloaded wagon before robot picks it up if stack.valid_for_read and global.downgrade_pairs[stack.name] then stack.set_stack({name=global.downgrade_pairs[stack.name], count=stack.count}) end end end script.on_event( defines.events.on_robot_pre_mined, OnPreMined, filterLib.generateNameFilter("item-on-ground") ) script.on_event( defines.events.on_pre_player_mined_item, OnPreMined, filterLib.generateNameFilter("item-on-ground") ) ------------- -- Enables the on_nth_tick event according to the mod setting value -- Safe to run inside on_load(). -- Also handle the Moving Train List purge timer when settings_nth_tick changes local function StartBalanceUpdates() -- Value of zero disables fuel balancing --game.print("Disabling Nth Tick due to setting") if not(settings_nth_tick == 0 or settings_mode == "disabled") then -- See if we stored a longer update rate in global if global.current_nth_tick and global.current_nth_tick > settings_nth_tick then current_nth_tick = global.current_nth_tick else current_nth_tick = settings_nth_tick end -- Start the event --game.print("Enabling Nth Tick with setting " .. settings_nth_tick) end RefreshNthTickHandlers() end ----------- -- Queues all existing trains for updating with new settings local function QueueAllTrains() for _, surface in pairs(game.surfaces) do local trains = surface.get_trains() for _,train in pairs(trains) do -- Pretend this train was just created. Don't worry how long it takes. table.insert(global.created_trains, train) --game.print("Train " .. train.id .. " queued for scrub.") end end if next(global.created_trains) then script.on_event(defines.events.on_tick, OnTick) end end ---------- -- Shows or hides technologies based on runtime setting local function UpdateTechnologyState() -- Update technology visible state if settings_mode == "tech-unlock" then for _,force in pairs(game.forces) do if force.technologies["adv-multiple-unit-train-control"] then force.technologies["adv-multiple-unit-train-control"].enabled = true end if force.technologies["multiple-unit-train-control"] then force.technologies["multiple-unit-train-control"].enabled = true end end else for _,force in pairs(game.forces) do if force.technologies["adv-multiple-unit-train-control"] then force.technologies["adv-multiple-unit-train-control"].enabled = false end if force.technologies["multiple-unit-train-control"] then force.technologies["multiple-unit-train-control"].enabled = false end end end end --== ON_RESEARCH_FINISHED EVENT ==-- -- Forces a scrub after researching MUTC technologies -- Moving trains will be queued until they stop. local function OnResearchFinished(event) if (event.research.name == "multiple-unit-train-control") or (event.research.name == "adv-multiple-unit-train-control") then -- Reprocess all trains with the new technology setting QueueAllTrains() -- This will execute some replacements immediately end end ---- Bootstrap ---- do local function init_events() -- Subscribe to Blueprint activity script.on_event({defines.events.on_player_setup_blueprint,defines.events.on_player_configured_blueprint}, OnPlayerSetupBlueprint) script.on_event(defines.events.on_player_pipette, OnPlayerPipette) -- Subscribe to Technology activity script.on_event(defines.events.on_research_finished, OnResearchFinished) -- Subscribe to On_Nth_Tick according to saved global and settings StartBalanceUpdates() -- Subscribe to On_Train_Changed_state according to global queue StartTrainWatcher() -- Subscribe to On_Train_Created according to mod enabled setting if settings_mode ~= "disabled" then script.on_event(defines.events.on_train_created, OnTrainCreated) script.on_event({defines.events.on_gui_closed, defines.events.on_player_fast_transferred}, OnModuleChanged) end -- Set conditional OnTick event handler correctly on load based on global queues, so we can sync with a multiplayer game. if (global.inventories_to_balance and next(global.inventories_to_balance)) or (global.created_trains and next(global.created_trains)) then script.on_event(defines.events.on_tick, OnTick) end end script.on_event(defines.events.on_runtime_mod_setting_changed, function(event) --game.print("in mod_settings_changed!") if event.setting == "multiple-unit-train-control-mode" then settings_mode = settings.global["multiple-unit-train-control-mode"].value -- Scrub existing trains according to new settings QueueAllTrains() -- This will execute some replacements immediately if settings_mode == "disabled" then -- Clean globals when disabled global.mu_pairs = {} global.inventories_to_balance = {} end -- Update technology visible state UpdateTechnologyState() -- Enable or disable events based on setting state init_events() elseif event.setting == "multiple-unit-train-control-on_nth_tick" then -- When interval changes, clear the saved update rate and start over settings_nth_tick = settings.global["multiple-unit-train-control-on_nth_tick"].value global.current_nth_tick = nil StartBalanceUpdates() StartTrainWatcher() elseif event.setting == "multiple-unit-train-control-debug" then settings_debug = settings.global["multiple-unit-train-control-debug"].value end end) ---------- -- When game is loaded (from save or server), only set up events to match previous state script.on_load(function() init_events() end) -- When game is created, initialize globals and events script.on_init(function() --game.print("In on_init!") global.created_trains = {} global.moving_trains = {} global.mu_pairs = {} global.inventories_to_balance = {} InitEntityMaps() UpdateTechnologyState() init_events() end) -- When mod list/versions change, reinitialize globals and scrub existing trains script.on_configuration_changed(function(data) --game.print("In on_configuration_changed!") global.created_trains = global.created_trains or {} global.moving_trains = global.moving_trains or {} global.mu_pairs = global.mu_pairs or {} global.inventories_to_balance = global.inventories_to_balance or {} InitEntityMaps() -- On config change, scrub the list of trains QueueAllTrains() init_events() -- Migrate by clearing old globals global.trains_in_queue = nil global.replacement_queue = nil end) end ------------------------------------------ -- Debug (print text to player console) function print_game(...) local text = "" for _, v in ipairs{...} do if type(v) == "table" then text = text..serpent.block(v) else text = text..tostring(v) end end game.print(text) end function print_file(...) local text = "" for _, v in ipairs{...} do if type(v) == "table" then text = text..serpent.block(v) else text = text..tostring(v) end end log(text) end -- Debug command function cmd_debug(params) local cmd = params.parameter if cmd == "dump" then for v, data in pairs(global) do print_game(v, ": ", data) end elseif cmd == "dumplog" then for v, data in pairs(global) do print_file(v, ": ", data) end print_game("Dump written to log file") end end commands.add_command("mutc-debug", "Usage: mutc-debug dump|dumplog", cmd_debug) ------------------------------------------------------------------------------------ -- FIND LOCAL VARIABLES THAT ARE USED GLOBALLY -- -- (Thanks to eradicator!) -- ------------------------------------------------------------------------------------ setmetatable(_ENV,{ __newindex=function (self,key,value) --locked_global_write error('\n\n[ER Global Lock] Forbidden global *write*:\n' .. serpent.line{key=key or '<nil>',value=value or '<nil>'}..'\n') end, __index =function (self,key) --locked_global_read error('\n\n[ER Global Lock] Forbidden global *read*:\n' .. serpent.line{key=key or '<nil>'}..'\n') end , })
local model = require 'web.mixins.model' local describe, it, assert = describe, it, assert describe('web.mixins.model', function() it('', function() assert.not_nil(model) end) end)
-- !!!!!!!!!!!!!!!!!!!!!!! WARNING !!!!!!!!!!!!!!!!!!!!!!! -- This file is automaticly generated. Don't edit manualy! -- !!!!!!!!!!!!!!!!!!!!!!! WARNING !!!!!!!!!!!!!!!!!!!!!!! ---@class C_FriendList C_FriendList = {} ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.AddFriend) ---@param name string ---@param notes string function C_FriendList.AddFriend(name, notes) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.AddIgnore) ---@param name string ---@return boolean @added function C_FriendList.AddIgnore(name) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.AddOrDelIgnore) ---@param name string function C_FriendList.AddOrDelIgnore(name) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.AddOrRemoveFriend) ---@param name string ---@param notes string function C_FriendList.AddOrRemoveFriend(name, notes) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.DelIgnore) ---@param name string ---@return boolean @removed function C_FriendList.DelIgnore(name) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.DelIgnoreByIndex) ---@param index number function C_FriendList.DelIgnoreByIndex(index) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.GetFriendInfo) ---@param name string ---@return FriendInfo @info function C_FriendList.GetFriendInfo(name) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.GetFriendInfoByIndex) ---@param index number ---@return FriendInfo @info function C_FriendList.GetFriendInfoByIndex(index) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.GetIgnoreName) ---@param index number ---@return string @name function C_FriendList.GetIgnoreName(index) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.GetNumFriends) ---@return number @numFriends function C_FriendList.GetNumFriends() end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.GetNumIgnores) ---@return number @numIgnores function C_FriendList.GetNumIgnores() end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.GetNumOnlineFriends) ---@return number @numOnline function C_FriendList.GetNumOnlineFriends() end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.GetNumWhoResults) ---@return number, number @numWhos, totalNumWhos function C_FriendList.GetNumWhoResults() end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.GetSelectedFriend) ---@return number @index function C_FriendList.GetSelectedFriend() end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.GetSelectedIgnore) ---@return number @index function C_FriendList.GetSelectedIgnore() end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.GetWhoInfo) ---@param index number ---@return WhoInfo @info function C_FriendList.GetWhoInfo(index) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.IsFriend) ---@param guid string ---@return boolean @isFriend function C_FriendList.IsFriend(guid) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.IsIgnored) ---@param token string ---@return boolean @isIgnored function C_FriendList.IsIgnored(token) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.IsIgnoredByGuid) ---@param guid string ---@return boolean @isIgnored function C_FriendList.IsIgnoredByGuid(guid) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.RemoveFriend) ---@param name string ---@return boolean @removed function C_FriendList.RemoveFriend(name) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.RemoveFriendByIndex) ---@param index number function C_FriendList.RemoveFriendByIndex(index) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.SendWho) ---@param filter string function C_FriendList.SendWho(filter) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.SetFriendNotes) ---@param name string ---@param notes string ---@return boolean @found function C_FriendList.SetFriendNotes(name, notes) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.SetFriendNotesByIndex) ---@param index number ---@param notes string function C_FriendList.SetFriendNotesByIndex(index, notes) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.SetSelectedFriend) ---@param index number function C_FriendList.SetSelectedFriend(index) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.SetSelectedIgnore) ---@param index number function C_FriendList.SetSelectedIgnore(index) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.SetWhoToUi) ---@param whoToUi boolean function C_FriendList.SetWhoToUi(whoToUi) end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.ShowFriends) function C_FriendList.ShowFriends() end ---[Wowpedia documentation](https://wow.gamepedia.com/API_C_FriendList.SortWho) ---@param sorting string function C_FriendList.SortWho(sorting) end ---@class FriendInfo ---@field public connected boolean ---@field public name string ---@field public className string ---@field public area string ---@field public notes string ---@field public guid string ---@field public level number ---@field public dnd boolean ---@field public afk boolean ---@field public rafLinkType RafLinkType ---@field public mobile boolean FriendInfo = {} ---@class WhoInfo ---@field public fullName string ---@field public fullGuildName string ---@field public level number ---@field public raceStr string ---@field public classStr string ---@field public area string ---@field public filename string ---@field public gender number WhoInfo = {}
AccountHeadCcsView = class("AccountHeadCcsView") AccountHeadCcsView.onCreationComplete = function (slot0) ClassUtil.extends(slot0, ZoomPopUpChildView, true, slot0, slot0.bg, slot0.view) slot0.view.head_lv:setItemResCcsFileName("csb/common/AccountHeadItem.csb") slot0.view.head_lv:setScrollPolicy(CcsScrollView.SCROLL_H) end AccountHeadCcsView.onShow = function (slot0) slot0._dataTab = slot0:initData() slot0._index = Hero:getWFaceID() slot0._gender = Hero:getCbGender() slot0.model:setHeadSelectedId(mainMgr:parseFaceId(slot0._index)) slot0.model:setHeadSelectedGender(slot0._gender) slot0:refreshView() end AccountHeadCcsView.refreshView = function (slot0) slot0.view.head_lv:setDatas(TableUtil.cookDataAs2Dimension(slot0._dataTab, 2), true) end AccountHeadCcsView.initData = function (slot0) slot1 = {} slot2 = { [0] = "female_", "male_" } slot3 = (Hero:getCbGender() == 0 and { 0, 1 }) or { 1, 0 } for slot7, slot8 in ipairs(slot3) do slot9 = slot2[slot8] for slot13 = 1, PLAYER_HEAD_COUNT, 1 do table.insert(slot1, { picName = "plist_head_" .. slot9 .. slot13 .. ".png", gender = slot8, faceId = slot13 }) end end return slot1 end AccountHeadCcsView.onBtnClick = function (slot0, slot1, slot2) if slot1 == slot0.view.btnClose then if slot0.model:getHeadSelectedId() ~= slot0._index or slot0.model:getHeadSelectedGender() ~= slot0._gender then slot0.controller:requestChangeFace() end slot0.model:setIsShowingHeadView(false) end end AccountHeadCcsView.onHide = function (slot0) return end AccountHeadCcsView.destroy = function (slot0) destroySomeObj(slot0.view.btnClose) destroySomeObj(slot0.view.head_lv) ZoomPopUpChildView.destroy(slot0) slot0._index = nil slot0._dataTab = nil end return
return game:GetFastFlag("RecordRecording") -- Defined in C++
local a = require 'packer.async' local async = a.sync local await = a.wait local fmt = string.format local log = require 'packer.log' local plugin_utils = require 'packer.plugin_utils' local util = require 'packer.util' local function cfg(_config) config = _config end ---Serializes a table of git-plugins with `short_name` as table key and another ---table with `commit`; the serialized tables will be written in the path `filename` ---provided, if there is already a snapshot it will be overwritten ---Snapshotting work only with `plugin_utils.git_plugin_type` type of plugins, ---other will be ignored. ---@param filename string ---@param plugins Plugin[] ---@return function local function do_snapshot(_, filename, plugins) assert(type(filename) == 'string', fmt("filename needs to be a string but '%s' provided", type(filename))) assert(type(plugins) == 'table', fmt("plugins needs to be an array but '%s' provided", type(plugins))) return async(function() local snapshot_plugins = {} local opt, start = plugin_utils.list_installed_plugins() local installed = {} for key, _ in pairs(opt) do installed[key] = key end for key, _ in pairs(start) do installed[key] = key end for _, plugin in pairs(plugins) do if installed[plugin.install_path] ~= nil then -- this plugin is installed log.debug(fmt("Snapshotting '%s'", plugin.short_name)) if plugin.type == plugin_utils.git_plugin_type then local rev = await(plugin.get_rev()) if rev == '' or rev == nil then local msg = fmt('Snapshotting %s failed', plugin.short_name) log.warn(msg) error(msg) else snapshot_plugins[plugin.short_name] = { commit = rev } end end end end local snapshot = 'return ' .. vim.inspect(snapshot_plugins) -- local result = await(a.main(function () -- return vim.fn.writefile({snapshot}, filename) == 0 -- end)) -- Doesn't work using vim.fn.writefile -- vim.schedule_wrap(function () -- if vim.fn.writefile(snapshot, filename) ~= 0 then -- log.warn("Couldn't save snapshot") -- else -- log.info("Snapshot saved succesfully") -- end -- end) local file, err = io.open(filename, 'w+') if err then log.warn(err) error(err) else file:write(snapshot) end if file ~= nil then file:close() end end) end local snapshot = setmetatable({ cfg = cfg }, { __call = do_snapshot }) return snapshot
local function rgbValue(v) return math.max(v.r, v.g, v.b) end local function rgbLuminance(v) return 0.299 * v.r + 0.587 * v.g + 0.114 * v.b end local function rgbHue(v) if v.r == v.g and v.g == v.b then return 0 end local max = v.r local min = v.r if v.g > max then max = v.g end if v.b > max then max = v.b end if v.g < min then min = v.g end if v.b < min then min = v.b end local result = 0 if v.r == max then result = (v.g - v.b) / (max - min) elseif v.g == max then result = 2 + (v.b - v.r) / (max - min) elseif v.b == max then result = 4 + (v.r - v.g) / (max - min) end if result < 0 then result = result + 6 end return result * 60 end local function rgbSaturation(v) local a = math.max(v.r, v.g, v.b) if a <= 0 then return 0 end local i = math.min(v.r, v.g, v.b) return (a - i) / a; end local vtmp1 local colors = {} return { init = function() vtmp1 = rgb() colors.transparent = rgb(0, 0, 0) colors.black = rgb(0, 0, 0) colors.silver = rgb(0.75, 0.75, 0.75) colors.gray = rgb(0.5, 0.5, 0.5) colors.white = rgb(1, 1, 1) colors.maroon = rgb(0.5, 0, 0) colors.red = rgb(1, 0, 0) colors.purple = rgb(0.5, 0, 0.5) colors.fuchsia = rgb(1, 0, 1) colors.green = rgb(0, 0.5, 0) colors.lime = rgb(0, 1, 0) colors.olive = rgb(0.5, 0.5, 0) colors.yellow = rgb(1, 1, 0) colors.navy = rgb(0, 0, 0.5) colors.blue = rgb(0, 0, 1) colors.teal = rgb(0, 0.5, 0.5) colors.aqua = rgb(0, 1, 1) end, type = { __call = function(_, r, g, b) return setmetatable({ r = r or 0, g = g or 0, b = b or 0 }, rgb) end, __tostring = function(v) return string.format('(%f, %f, %f)', v.r, v.g, v.b) end, __add = function(v, u) if type(v) == 'number' then return rgb(v, v, v):add(u, rgb()) end return v:add(u, rgb()) end, __sub = function(v, u) if type(v) == 'number' then return rgb(v, v, v):sub(u, rgb()) end return v:sub(u, rgb()) end, __mul = function(v, u) if type(v) == 'number' then return rgb(v, v, v) * u end if rgb.isrgb(u) then return v:mul(u, rgb()) elseif type(u) == 'number' then return v:scale(u, rgb()) else error('rgbs can only be multiplied by rgbs and numbers', 2) end end, __div = function(v, u) if type(v) == 'number' then return rgb(v, v, v) / u end if rgb.isrgb(u) then return v:div(u, rgb()) elseif type(u) == 'number' then return v:scale(1 / u, rgb()) else error('rgbs can only be divided by rgbs and numbers', 2) end end, __pow = function(v, u) if type(v) == 'number' then return rgb(v, v, v) ^ u end if rgb.isrgb(u) then return v:pow(u, rgb()) elseif type(u) == 'number' then return rgb(v.r ^ u, v.g ^ u, v.b ^ u) else error('rgbs can only be raised to power of rgbs and numbers', 2) end end, __unm = function(v) return rgb(-v.r, -v.g, -v.b) end, __len = function(v) return v:value() end, __eq = function(v, o) return o ~= nil and ffi.istype('rgb', o) and v.r == o.r and v.g == o.g and v.b == o.b end, __lt = function(v, o) return v:value() < o:value() end, __le = function(v, o) return v:value() <= o:value() end, __index = { new = function(r, g, b) if rgb.isrgb(r) then return r:clone() end if rgbm.isrgbm(r) then return r:color() end if hsv.ishsv(r) then return r:rgb() end if vec3.isvec3(r) then return rgb(r.x, r.y, r.z) end if vec4.isvec4(r) then return rgb(r.x * r.w, r.y * r.w, r.z * r.w) end if type(r) ~= 'number' then if type(r) == 'table' then return rgb(tonumber(r[1]) or 0, tonumber(r[2]) or 0, tonumber(r[3]) or 0) end r = 0 end if type(g) ~= 'number' then g = r end if type(b) ~= 'number' then b = g end return rgb(r, g, b) end, from0255 = function(r, g, b) if type(r) ~= 'number' then r = 0 end if type(g) ~= 'number' then g = r end if type(b) ~= 'number' then b = g end return rgb(r / 255, g / 255, b / 255) end, colors = colors, isrgb = function(r) return ffi.istype('rgb', r) end, tmp = function() return vtmp1 end, type = function(x) return rgb end, clone = function(v) return rgb(v.r, v.g, v.b) end, unpack = function(v) return v.r, v.g, v.b end, table = function(v) return {v.r, v.g, v.b} end, set = function(v, r, g, b) if rgb.isrgb(r) then r, g, b = r.r, r.g, r.b elseif g == nil then g = r b = r end v.r = r v.g = g v.b = b return v end, setLerp = function(v, a, b, k) v.r = math.lerp(a.r, b.r, k) v.g = math.lerp(a.g, b.g, k) v.b = math.lerp(a.b, b.b, k) return v end, add = function(v, u, out) out = out or v if rgb.isrgb(u) then out.r = v.r + u.r out.g = v.g + u.g out.b = v.b + u.b else out.r = v.r + u out.g = v.g + u out.b = v.b + u end return out end, addScaled = function(v, u, s, out) out = out or v out.r = v.r + u.r * s out.g = v.g + u.g * s out.b = v.b + u.b * s return out end, sub = function(v, u, out) out = out or v if rgb.isrgb(u) then out.r = v.r - u.r out.g = v.g - u.g out.b = v.b - u.b else out.r = v.r - u out.g = v.g - u out.b = v.b - u end return out end, mul = function(v, u, out) out = out or v out.r = v.r * u.r out.g = v.g * u.g out.b = v.b * u.b return out end, div = function(v, u, out) out = out or v out.r = v.r / u.r out.g = v.g / u.g out.b = v.b / u.b return out end, pow = function(v, u, out) out = out or v if type(u) == 'number' then out.r = v.r ^ u out.g = v.g ^ u out.b = v.b ^ u else out.r = v.r ^ u.r out.g = v.g ^ u.g out.b = v.b ^ u.b end return out end, scale = function(v, s, out) out = out or v out.r = v.r * s out.g = v.g * s out.b = v.b * s return out end, min = function(v, s, out) out = out or v local sv = rgb.isrgb(s) out.r = math.min(v.r, sv and s.r or s) out.g = math.min(v.g, sv and s.g or s) out.b = math.min(v.b, sv and s.b or s) return out end, max = function(v, s, out) out = out or v local sv = rgb.isrgb(s) out.r = math.max(v.r, sv and s.r or s) out.g = math.max(v.g, sv and s.g or s) out.b = math.max(v.b, sv and s.b or s) return out end, saturate = function(v, out) out = out or v out.r = math.saturateN(v.r) out.g = math.saturateN(v.g) out.b = math.saturateN(v.b) return out end, clamp = function(v, min, max, out) out = out or v out.r = math.clampN(v.r, min.r, max.r) out.g = math.clampN(v.g, min.g, max.g) out.b = math.clampN(v.b, min.b, max.b) return out end, normalize = function(v) local m = v:value() if m > 1 then return v / m end return v end, adjustSaturation = function(v, sat, out) out = out or v local avg = (v.r + v.g + v.b) / 3 out.r = math.max(math.lerp(avg, out.r, sat), 0) out.g = math.max(math.lerp(avg, out.g, sat), 0) out.b = math.max(math.lerp(avg, out.b, sat), 0) return out end, value = rgbValue, getValue = rgbValue, getHue = rgbHue, hue = rgbHue, getSaturation = rgbSaturation, saturation = rgbSaturation, luminance = rgbLuminance, getLuminance = rgbLuminance, hsv = function(v) return hsv(v:hue(), v:saturation(), v:value()) end, toHsv = function(v) return hsv(v:hue(), v:saturation(), v:value()) end, rgbm = function(v, m) return rgbm(v.r, v.g, v.b, __util.num_or(m, 1)) end, toRgbm = function(v, m) return rgbm(v.r, v.g, v.b, __util.num_or(m, 1)) end, vec3 = function(v) return vec3(v.r, v.g, v.b) end, toVec3 = function(v) return vec3(v.r, v.g, v.b) end, } } }
--[[ MTA Role Play (mta-rp.pl) Autorzy poniższego kodu: - Patryk Adamowicz <patrykadam.dev@gmail.com> Discord: PatrykAdam#1293 Link do githuba: https://github.com/PatrykAdam/mtarp --]] playerID = {} local function onStart() playerID = {} for j, w in ipairs(getElementsByType( "player" )) do local id = 1 for i, v in ipairs(playerID) do id = i + 1 if not playerID[i] then id = i break end end playerID[id] = w setElementData( w, "player:mtaID", id ) end end addEventHandler( "onResourceStart", resourceRoot, onStart ) local function onQuit() playerID[getElementData(source, "player:mtaID")] = nil exports.sarp_logs:createLog('SESSION', string.format("[ID: %d] %s opuścił serwer. (Online: %d/%d)", getElementData(source, "player:mtaID"), getPlayerName( source ), getPlayerCount() - 1, getMaxPlayers())) end addEventHandler( "onPlayerQuit", root, onQuit ) local function onJoin() local id = 1 for i, v in ipairs(playerID) do id = i + 1 if not playerID[i] then id = i break end end playerID[id] = source setElementData( source, "player:mtaID", id ) setPlayerNametagShowing( source, false ) exports.sarp_logs:createLog('SESSION', string.format("[ID: %d] %s wszedł na serwer. (Online: %d/%d)", getElementData(source, "player:mtaID"), getPlayerName( source ), getPlayerCount(), getMaxPlayers())) end addEventHandler( "onPlayerJoin", root, onJoin )
local actors_config_cache = {} function bgNPC:ClearActorsConfig() table.Empty(actors_config_cache) end function bgNPC:GetActorConfig(actor_type) if actors_config_cache[actor_type] then return actors_config_cache[actor_type] else if not bgNPC.cfg.npcs_template[actor_type] then return end local data = table.Copy(bgNPC.cfg.npcs_template[actor_type]) if data.inherit and data.inherit ~= actor_type then local inherit_data = bgNPC.cfg.npcs_template[data.inherit] if inherit_data then if inherit_data.inherit then inherit_data = bgNPC:GetActorConfig(inherit_data.inherit) end for ik, iv in pairs(inherit_data) do if ik ~= 'inherit' then local exist = false for k, _ in pairs(data) do if k == ik then exist = true break end end if not exist then data[ik] = iv end end end end end for k, v in pairs(data) do if isstring(v) and string.StartWith(v, '@') then local inherit_groups = string.Explode('@', string.Replace(v, ' ', '')) for _, inherit_actor_type in ipairs(inherit_groups) do if #inherit_actor_type ~= 0 and inherit_actor_type ~= actor_type then local inherit_data = bgNPC.cfg.npcs_template[inherit_actor_type] if inherit_data and inherit_data.inherit then inherit_data = bgNPC:GetActorConfig(data.inherit) end if inherit_data and inherit_data[k] ~= nil then if data[k] == nil or isstring(data[k]) then data[k] = inherit_data[k] elseif data[k] ~= nil and istable(data[k]) and istable(inherit_data[k]) then for another_key, another_value in pairs(inherit_data[k]) do if isnumber(another_key) then table.insert(data, another_value) elseif data[another_key] == nil then data[another_key] = another_value end end end elseif data[k] ~= nil and isstring(data[k]) then if string.StartWith(data[k], '@') then data[k] = nil end end end end end end actors_config_cache[actor_type] = data return actors_config_cache[actor_type] end end function bgNPC:Log(message, tag) if not GetConVar('bgn_debug'):GetBool() then return end if tag ~= nil then MsgN('[Background NPCs][' .. tostring(tag) .. '] ' .. tostring(message)) else MsgN('[Background NPCs] ' .. tostring(message)) end end function bgNPC:PlayerIsViewVector(ply, pos, radius) return ply:slibIsViewVector(pos, radius) end function bgNPC:NPCIsViewVector(ent, pos, radius) if ent:IsNextBot() then return true end if not IsValid(ent) or ent:Health() <= 0 then return false end radius = radius or 90 local directionAngCos = math.pi / radius local aimVector = ent:GetAimVector() local entVector = pos - ent:GetShootPos() local angCos = aimVector:Dot(entVector) / entVector:Length() return angCos >= directionAngCos end function bgNPC:GetModule(module_name) return list.Get('BGN_Modules')[module_name] end function bgNPC:IsTargetRay(watcher, ent) if not IsValid(watcher) or watcher:Health() <= 0 then return false end if not IsValid(ent) or ent:Health() <= 0 then return false end local center_pos = LocalToWorld(ent:OBBCenter(), Angle(), ent:GetPos(), Angle()) local tr = util.TraceLine({ start = watcher:EyePos(), endpos = center_pos, filter = function(e) if e ~= watcher then return true end end }) if not tr.Hit or tr.Entity ~= ent then return false, tr.Entity end return true, tr.Entity end function bgNPC:GetActivePlayerTool(tool_name, ply) local ply = ply if not ply then if SERVER then return end ply = LocalPlayer() end local tool = ply:GetTool() if not tool or not tool.GetMode or tool:GetMode() ~= tool_name then return end return tool end
-- -- Copyright (c) 2016, Facebook, Inc. -- All rights reserved. -- -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. -- -- The training loop and learning rate schedule -- local xlua = require 'xlua' local optim = require 'optim' local pastalog = require 'pastalog' local M = {} local Trainer = torch.class('resnet.Trainer', M) local testLogger = optim.Logger('test.log') function Trainer:__init(model, criterion, opt, optimState) self.model = model self.criterion = criterion self.optimState = optimState or { optMethod = opt.optMethod, lrMethod = opt.lrMethod, epochUpdateLR = opt.epochUpdateLR, learningRate = opt.LR, learningRateDecay = opt.LRD, lrDecayFactor = opt.lrDecayFactor, momentum = opt.momentum, nesterov = true, dampening = 0.0, weightDecay = opt.weightDecay, } --print(self.optimState) self.opt = opt self.params, self.gradParams = model:getParameters() end function Trainer:train(epoch, dataloader, diffTop1) -- Trains the model for a single epoch self.optimState.learningRate = self:learningRate(epoch, diffTop1) print(self.optimState) local timer = torch.Timer() local dataTimer = torch.Timer() local function feval() return self.criterion.output, self.gradParams end local trainSize = dataloader:size() local top1Sum, top5Sum, lossSum = 0.0, 0.0, 0.0 local N = 0 print('=> Training epoch # ' .. epoch) -- set the batch norm to training mode self.model:training() for n, sample in dataloader:run(self.opt) do -- sample: image & class local dataTime = dataTimer:time().real -- disp progress xlua.progress(n, dataloader:size()) -- Copy input and target to the GPU self:copyInputs(sample) --print(self.input:size()) local output = self.model:forward(self.input):float() local batchSize = output:size(1) local loss = self.criterion:forward(self.model.output, self.target) self.model:zeroGradParameters() self.criterion:backward(self.model.output, self.target) self.model:backward(self.input, self.criterion.gradInput) if self.optimState.optMethod == 'sgd' then optim.sgd(feval, self.params, self.optimState) elseif self.optimState.optMethod == 'adam' then optim.adam(feval, self.params, self.optimState) end local top1, top5 = self:computeScore(output, sample.target, 1) top1Sum = top1Sum + top1*batchSize top5Sum = top5Sum + top5*batchSize lossSum = lossSum + loss*batchSize N = N + batchSize print((' | Epoch: [%d][%d/%d] Time %.3f Data %.3f Err %1.4f top1 %7.3f top5 %7.3f'):format( epoch, n, trainSize, timer:time().real, dataTime, loss, top1, top5)) local modelName = self.opt.netType .. '-' .. self.opt.depth .. '-' .. 'LR=' .. self.optimState.learningRate .. '-' .. 'WD=' .. self.optimState.weightDecay local trainSeriesName = 'train-top1-' .. self.opt.pastalogName pastalog(modelName, trainSeriesName, top1, (epoch-1)*trainSize + n, 'http://ct5250-12.ece.gatech.edu:8120/data') -- check that the storage didn't get changed do to an unfortunate getParameters call assert(self.params:storage() == self.model:parameters()[1]:storage()) timer:reset() dataTimer:reset() end return top1Sum / N, top5Sum / N, lossSum / N end function Trainer:test(epoch, dataloader) -- Computes the top-1 and top-5 err on the validation set local timer = torch.Timer() local dataTimer = torch.Timer() local size = dataloader:size() local nCrops = self.opt.tenCrop and 10 or 1 local top1Sum, top5Sum = 0.0, 0.0 local N = 0 self.model:evaluate() for n, sample in dataloader:run(self.opt) do local dataTime = dataTimer:time().real -- disp progress xlua.progress(n, dataloader:size()) -- Copy input and target to the GPU self:copyInputs(sample) local output = self.model:forward(self.input):float() local batchSize = output:size(1) / nCrops local loss = self.criterion:forward(self.model.output, self.target) local top1, top5 = self:computeScore(output, sample.target, nCrops) top1Sum = top1Sum + top1*batchSize top5Sum = top5Sum + top5*batchSize N = N + batchSize print((' | Test: [%d][%d/%d] Time %.3f Data %.3f top1 %7.3f (%7.3f) top5 %7.3f (%7.3f)'):format( epoch, n, size, timer:time().real, dataTime, top1, top1Sum / N, top5, top5Sum / N)) local modelName = self.opt.netType .. '-' .. self.opt.depth .. '-' .. 'LR=' .. self.optimState.learningRate .. '-' .. 'WD=' .. self.optimState.weightDecay local testSeriesName = 'test-top1-' .. self.opt.pastalogName pastalog(modelName, testSeriesName, top1, (epoch-1)*size + n, 'http://ct5250-12.ece.gatech.edu:8120/data') timer:reset() dataTimer:reset() end self.model:training() print((' * Finished epoch # %d top1: %7.3f top5: %7.3f\n'):format( epoch, top1Sum / N, top5Sum / N)) local modelName = self.opt.netType .. '-' .. self.opt.depth .. '-' .. 'LR=' .. self.optimState.learningRate .. '-' .. 'WD=' .. self.optimState.weightDecay local epochSeriesName = 'epoch-top1-' .. self.opt.pastalogName pastalog(modelName, epochSeriesName, top1Sum / N, epoch, 'http://ct5250-12.ece.gatech.edu:8120/data') -- update log testLogger:add{['epoch'] = epoch, ['top-1 error'] = top1Sum / N, ['top-5 error'] = top5Sum / N} return top1Sum / N, top5Sum / N end function Trainer:computeScore(output, target, nCrops) if nCrops > 1 then -- Sum over crops output = output:view(output:size(1) / nCrops, nCrops, output:size(2)) --:exp() :sum(2):squeeze(2) end -- Coputes the top1 and top5 error rate local batchSize = output:size(1) local _ , predictions = output:float():sort(2, true) -- descending -- Find which predictions match the target local correct = predictions:eq( target:long():view(batchSize, 1):expandAs(output)) -- Top-1 score local top1 = 1.0 - (correct:narrow(2, 1, 1):sum() / batchSize) -- Top-5 score, if there are at least 5 classes local len = math.min(5, correct:size(2)) local top5 = 1.0 - (correct:narrow(2, 1, len):sum() / batchSize) return top1 * 100, top5 * 100 end function Trainer:copyInputs(sample) -- Copies the input to a CUDA tensor, if using 1 GPU, or to pinned memory, -- if using DataParallelTable. The target is always copied to a CUDA tensor self.input = self.input or (self.opt.nGPU == 1 and torch.CudaTensor() or cutorch.createCudaHostTensor()) self.target = self.target or torch.CudaTensor() self.input:resize(sample.input:size()):copy(sample.input) self.target:resize(sample.target:size()):copy(sample.target) end function Trainer:learningRate(epoch, diffTop1) -- Training schedule local decayPower = 0 if self.opt.dataset == 'imagenet' or self.opt.dataset == 'ucf101' then decayPower = math.floor((epoch - 1) / 30) return self.opt.LR * math.pow(self.optimState.lrDecayFactor, decayPower) elseif self.opt.dataset == 'cifar10' then decayPower = epoch >= 122 and 2 or epoch >= 81 and 1 or 0 return self.opt.LR * math.pow(self.optimState.lrDecayFactor, decayPower) elseif self.opt.dataset == 'ucf101-flow' then if self.optimState.lrMethod == 'manual' then decayPower = decayPower elseif self.optimState.lrMethod == 'fixed' then decayPower = math.floor((epoch - 1) / self.optimState.epochUpdateLR) elseif self.optimState.lrMethod == 'adaptive' then if epoch > 1 and diffTop1 < 5e-3 then decayPower = decayPower + 0.1 end end return self.opt.LR * math.pow(self.optimState.lrDecayFactor, decayPower) end --return self.opt.LR * math.pow(0.1, decayPower) end return M.Trainer
local cache = require "kong.tools.database_cache" local _M = {} function _M.execute(conf) local ssl = require "ngx.ssl" ssl.clear_certs() local data = cache.get_or_set(cache.ssl_data(ngx.ctx.api.id), function() local result = { cert_der = ngx.decode_base64(conf._cert_der_cache), key_der = ngx.decode_base64(conf._key_der_cache) } return result end) local ok, err = ssl.set_der_cert(data.cert_der) if not ok then ngx.log(ngx.ERR, "failed to set DER cert: ", err) return end local ok, err = ssl.set_der_priv_key(data.key_der) if not ok then ngx.log(ngx.ERR, "failed to set DER private key: ", err) return end end return _M
--[[Go down to line 336 to change frames g00ber]]-- wait(1/60) Player = game.Players.LocalPlayer Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head Humanoid = Character.Humanoid LeftArm = Character["Left Arm"] LeftLeg = Character["Left Leg"] RightArm = Character["Right Arm"] RightLeg = Character["Right Leg"] Character = Player.Character PlayerGui = Player.PlayerGui Backpack = Player.Backpack Torso = Character.Torso Head = Character.Head Humanoid = Character.Humanoid LeftArm = Character["Left Arm"] LeftLeg = Character["Left Leg"] RightArm = Character["Right Arm"] RightLeg = Character["Right Leg"] LS = Torso["Left Shoulder"] LH = Torso["Left Hip"] RS = Torso["Right Shoulder"] RH = Torso["Right Hip"] Neck = Torso.Neck attacktype = 1 vt = Vector3.new cf = CFrame.new euler = CFrame.fromEulerAnglesXYZ angles = CFrame.Angles necko = cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) necko2 = cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) LHC0 = cf(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) LHC1 = cf(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) RootPart = Character.HumanoidRootPart RootJoint = RootPart.RootJoint RootCF = euler(-1.57, 0, 3.14) attack = false equipped = true local Anim = "Idle" local Effects = {} cam = workspace.CurrentCamera ZTarget = nil RocketTarget = nil local RbxUtility = LoadLibrary("RbxUtility") local Create = RbxUtility.Create local m = Create("Model"){ Parent = Character, Name = "WeaponModel", } mouse = Player:GetMouse() RSH, LSH = nil, nil LH = Torso["Left Hip"] RH = Torso["Right Hip"] RSH = Torso["Right Shoulder"] LSH = Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW = Create("Weld"){ Name = "Right Shoulder", Part0 = Torso , C0 = cf(1.5, 0.5, 0), C1 = cf(0, 0.5, 0), Part1 = RightArm , Parent = Torso , } LW = Create("Weld"){ Name = "Left Shoulder", Part0 = Torso , C0 = cf(-1.5, 0.5, 0), C1 = cf(0, 0.5, 0) , Part1 = LeftArm , Parent = Torso , } local co1 = 0--how long it will take for skill to cooldown local co2 = 0 local co3 = 0 local co4 = 0 local cooldown1 = 0 local cooldown2 = 0 local cooldown3 = 0 local cooldown4 = 0 local maxEnergy = 100 local Energy = 100--Energy you start out with local skill1stam = 0--how much Energy is needed for a skill local skill2stam = 0 local skill3stam = 0 local skill4stam = 0 local recovermana = 3--how much mana per second local skillcolorscheme = BrickColor.new("Green").Color local scrn = Instance.new('ScreenGui', Player.PlayerGui) function makeframe(par, trans, pos, size, color) local frame = Instance.new('Frame', par) frame.BackgroundTransparency = trans frame.BorderSizePixel = 0 frame.Position = pos frame.Size = size frame.BackgroundColor3 = color return frame end function makelabel(par, text) local label = Instance.new('TextLabel', par) label.BackgroundTransparency = 1 label.Size = UDim2.new(1, 0, 1, 0) label.Position = UDim2.new(0, 0, 0, 0) label.TextColor3 = Color3.new(255, 255, 255) label.TextStrokeTransparency = 0 label.FontSize = Enum.FontSize.Size32 label.Font = Enum.Font.SourceSansBold label.BorderSizePixel = 0 label.TextScaled = true label.Text = text end framesk1 = makeframe(scrn, .5, UDim2.new(.23, 0, .93, 0), UDim2.new(.26, 0, .06, 0), skillcolorscheme) framesk2 = makeframe(scrn, .5, UDim2.new(.5, 0, .93, 0), UDim2.new(.26, 0, .06, 0), skillcolorscheme) framesk3 = makeframe(scrn, .5, UDim2.new(.5, 0, .86, 0), UDim2.new(.26, 0, .06, 0), skillcolorscheme) framesk4 = makeframe(scrn, .5, UDim2.new(.23, 0, .86, 0), UDim2.new(.26, 0, .06, 0), skillcolorscheme) bar1 = makeframe(framesk1, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), skillcolorscheme) bar2 = makeframe(framesk2, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), skillcolorscheme) bar3 = makeframe(framesk3, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), skillcolorscheme) bar4 = makeframe(framesk4, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), skillcolorscheme) text1 = makelabel(framesk1, '[r] Energy Wave') text2 = makelabel(framesk2, '[f] Energy Laser') text3 = makelabel(framesk3, "[e] Energy Burst") text4 = makelabel(framesk4, '[q] Energy Shots') Energybar = makeframe(scrn, .5, UDim2.new(.23, 0, .82, 0), UDim2.new(.26, 0, .03, 0), BrickColor.new("Black").Color) Energycover = makeframe(Energybar, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), BrickColor.new("Bright red").Color) Energytext = makelabel(Energybar, 'Energy') healthbar = makeframe(scrn, .5, UDim2.new(.5, 0, .82, 0), UDim2.new(.26, 0, .03, 0), BrickColor.new("Black").Color) healthcover = makeframe(healthbar, 0, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), BrickColor.new("Bright red").Color) healthtext = makelabel(healthbar, 'Health') local stats=Instance.new('Folder',Character) stats.Name='Stats' local block=Instance.new('BoolValue',stats) block.Name='Block' block.Value=false local stun=Instance.new('BoolValue',stats) stun.Name='Stun' stun.Value=false local defense=Instance.new('NumberValue',stats) defense.Name='Defence' defense.Value=1 local speed=Instance.new('NumberValue',stats) speed.Name='Speed' speed.Value=1 local damagea=Instance.new('NumberValue',stats) damagea.Name='Damage' damagea.Value=1 function NoOutline(Part) Part.TopSurface, Part.BottomSurface, Part.LeftSurface, Part.RightSurface, Part.FrontSurface, Part.BackSurface = 10, 10, 10, 10, 10, 10 end function nooutline(part) part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10 end function part(formfactor, parent, material, reflectance, transparency, brickcolor, name, size) local fp = Create("Part"){ formFactor = formfactor, Parent = parent, Reflectance = reflectance, Transparency = transparency, CanCollide = false, Locked = true, BrickColor = BrickColor.new(tostring(brickcolor)), Name = name, Size = size, Position = Character.Torso.Position, Material = material, } nooutline(fp) return fp end function mesh(Mesh, part, meshtype, meshid, offset, scale) local Msh = Create(Mesh){ Parent = part, Offset = offset, Scale = scale, } if Mesh == "SpecialMesh" then Msh.MeshType = meshtype Msh.MeshId = meshid end return Msh end function weld(parent, part0, part1, c0, c1) local Weld = Create("Weld"){ Parent = parent, Part0 = part0, Part1 = part1, C0 = c0, C1 = c1, } return Weld end local function CFrameFromTopBack(at, top, back) local right = top:Cross(back) return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end function Triangle(a, b, c) local edg1 = (c - a):Dot((b - a).unit) local edg2 = (a - b):Dot((c - b).unit) local edg3 = (b - c):Dot((a - c).unit) if edg1 <= (b - a).magnitude and edg1 >= 0 then a, b, c = a, b, c elseif edg2 <= (c - b).magnitude and edg2 >= 0 then a, b, c = b, c, a elseif edg3 <= (a - c).magnitude and edg3 >= 0 then a, b, c = c, a, b else assert(false, "unreachable") end local len1 = (c - a):Dot((b - a).unit) local len2 = (b - a).magnitude - len1 local width = (a + (b - a).unit * len1 - c).magnitude local maincf = CFrameFromTopBack(a, (b - a):Cross(c - b).unit, -(b - a).unit) local list = {} local Color = BrickColor.new("Dark stone grey") if len1 > 0.01 then local w1 = Create('WedgePart', m){ Material = "SmoothPlastic", FormFactor = 'Custom', BrickColor = Color, Transparency = 0, Reflectance = 0, Material = "SmoothPlastic", CanCollide = false, Anchored = true, Parent = workspace, Transparency = 0.3, } game:GetService("Debris"):AddItem(w1, 5) NoOutline(w1) local sz = Vector3.new(0.2, width, len1) w1.Size = sz local sp = Create("SpecialMesh"){ Parent = w1, MeshType = "Wedge", Scale = Vector3.new(0, 1, 1) * sz / w1.Size, } w1:BreakJoints() table.insert(Effects, { w1, "Disappear", .03 }) w1.CFrame = maincf * CFrame.Angles(math.pi, 0, math.pi / 2) * CFrame.new(0, width / 2, len1 / 2) table.insert(list, w1) end if len2 > 0.01 then local w2 = Create('WedgePart', m){ Material = "SmoothPlastic", FormFactor = 'Custom', BrickColor = Color, Transparency = 0, Reflectance = 0, Material = "SmoothPlastic", CanCollide = false, Anchored = true, Parent = workspace, Transparency = 0.3, } game:GetService("Debris"):AddItem(w2, 5) NoOutline(w2) local sz = Vector3.new(0.2, width, len2) w2.Size = sz local sp = Create("SpecialMesh"){ Parent = w2, MeshType = "Wedge", Scale = Vector3.new(0, 1, 1) * sz / w2.Size, } w2:BreakJoints() table.insert(Effects, { w2, "Disappear", .03 }) w2.CFrame = maincf * CFrame.Angles(math.pi, math.pi, -math.pi / 2) * CFrame.new(0, width / 2, -len1 - len2 / 2) table.insert(list, w2) end return unpack(list) end function so(id, par, vol, pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound", par or workspace) sou.Volume = vol sou.Pitch = pit or 1 sou.SoundId = Sounds[id].Id or id swait() sou:play() swait(6) sou:Remove() end)) end function clerp(a, b, t) return a:lerp(b, t) end --[[Credits to SazErenos for his Artificial ]]-- ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 60 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.Heartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function swait(num) if num == 0 or num == nil then ArtificialHB.Event:wait() else for i = 0, num do ArtificialHB.Event:wait() end end end function rayCast(Pos, Dir, Max, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end Asset = "http://www.roblox.com/asset/?id=" Sounds = { Hit1 = { Id = Asset..(199149137) }, Hit2 = { Id = Asset..(199149186) }, Hit3 = { Id = Asset..(199149221) }, Hit4 = { Id = Asset..(199149235) }, Slash1 = { Id = Asset..(161006195) }, Slash2 = { Id = Asset..(161006212) }, Fire = { Id = Asset..(168413145) }, Beam = { Id = Asset..(278596476) }, Appear = { Id = Asset..(200633077) }, Disappear = { Id = Asset..(200633029) }, } ContentProvider = game:GetService("ContentProvider") for _, v in pairs(Sounds) do ContentProvider:Preload(v.Id) end Damagefunc = function(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch) if hit.Parent == nil then return end local h = hit.Parent:FindFirstChild("Humanoid") for _, v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h = v end end if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then if hit.Parent:findFirstChild("DebounceHit") ~= nil then if hit.Parent.DebounceHit.Value == true then return end end if h.MaxHealth >= math.huge then hit:BreakJoints() end --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] -- hs(hit,1.2) local c = Create("ObjectValue"){ Name = "creator", Value = game:service("Players").LocalPlayer, Parent = h, } game:GetService("Debris"):AddItem(c, .5) if HitSound ~= nil and HitPitch ~= nil then so(HitSound, hit, 1, HitPitch) end local Damage = math.random(minim, maxim) -- h:TakeDamage(Damage) local blocked = false local block = hit.Parent:findFirstChild("Block") if block ~= nil then if block.className == "IntValue" then if block.Value > 0 then blocked = true block.Value = block.Value - 1 print(block.Value) end end end if blocked == false then -- h:TakeDamage(Damage) h.Health = h.Health - Damage ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, Part.BrickColor.Color) else h.Health = h.Health - (Damage / 2) ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, Part.BrickColor.Color) end if Type == "Knockdown" then local hum = hit.Parent.Humanoid hum.PlatformStand = true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand = false end), hum) local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit local bodvol = Create("BodyVelocity"){ velocity = angle * knockback, P = 5000, maxForce = Vector3.new(8e+003, 8e+003, 8e+003), Parent = hit, } local rl = Create("BodyAngularVelocity"){ P = 3000, maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000, angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)), Parent = hit, } game:GetService("Debris"):AddItem(bodvol, .5) game:GetService("Debris"):AddItem(rl, .5) elseif Type == "Normal" then local vp = Create("BodyVelocity"){ P = 500, maxForce = Vector3.new(math.huge, 0, math.huge), velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05, } if knockback > 0 then vp.Parent = hit.Parent.Torso end game:GetService("Debris"):AddItem(vp, .5) elseif Type == "Up" then local bodyVelocity = Create("BodyVelocity"){ velocity = vt(0, 20, 0), P = 5000, maxForce = Vector3.new(8e+003, 8e+003, 8e+003), Parent = hit, } game:GetService("Debris"):AddItem(bodyVelocity, .5) elseif Type == "Snare" then local bp = Create("BodyPosition"){ P = 2000, D = 100, maxForce = Vector3.new(math.huge, math.huge, math.huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso, } game:GetService("Debris"):AddItem(bp, 1) elseif Type == "Freeze" then local BodPos = Create("BodyPosition"){ P = 50000, D = 1000, maxForce = Vector3.new(math.huge, math.huge, math.huge), position = hit.Parent.Torso.Position, Parent = hit.Parent.Torso, } local BodGy = Create("BodyGyro") { maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge , P = 20e+003, Parent = hit.Parent.Torso, cframe = hit.Parent.Torso.CFrame, } hit.Parent.Torso.Anchored = true coroutine.resume(coroutine.create(function(Part) swait(1.5) Part.Anchored = false end), hit.Parent.Torso) game:GetService("Debris"):AddItem(BodPos, 3) game:GetService("Debris"):AddItem(BodGy, 3) end local debounce = Create("BoolValue"){ Name = "DebounceHit", Parent = hit.Parent, Value = true, } game:GetService("Debris"):AddItem(debounce, Delay) c = Instance.new("ObjectValue") c.Name = "creator" c.Value = Player c.Parent = h game:GetService("Debris"):AddItem(c, .5) end end function ShowDamage(Pos, Text, Time, Color) local Rate = (1 / 30) local Pos = (Pos or Vector3.new(0, 0, 0)) local Text = (Text or "") local Time = (Time or 2) local Color = (Color or Color3.new(1, 0, 0)) local EffectPart = part("Custom", workspace, "SmoothPlastic", 0, 1, BrickColor.new(Color), "Effect", vt(0, 0, 0)) EffectPart.Anchored = true local BillboardGui = Create("BillboardGui"){ Size = UDim2.new(3, 0, 3, 0), Adornee = EffectPart, Parent = EffectPart, } local TextLabel = Create("TextLabel"){ BackgroundTransparency = 1, Size = UDim2.new(1, 0, 1, 0), Text = Text, TextColor3 = Color, TextScaled = true, Font = Enum.Font.ArialBold, Parent = BillboardGui, } game.Debris:AddItem(EffectPart, (Time + 0.1)) EffectPart.Parent = game:GetService("Workspace") delay(0, function() local Frames = (Time / Rate) for Frame = 1, Frames do wait(Rate) local Percent = (Frame / Frames) EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0) TextLabel.TextTransparency = Percent end if EffectPart and EffectPart.Parent then EffectPart:Destroy() end end) end Handle = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 0, "Bright red", "Handle", Vector3.new(1.20000005, 0.200000003, 1.20000005)) Handleweld = weld(m, Character["Torso"], Handle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.0396080017, -4.09992504, 0.0598115921, 1, -7.6153174e-011, -2.01268858e-006, 8.22890089e-011, 1, 3.084431e-006, 2.01269063e-006, -3.084431e-006, 1)) mesh("CylinderMesh", Handle, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.660000086, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(1.44000006, 0.200000003, 1.44000006)) Partweld = weld(m, Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(5.14984131e-005, 1.62124634e-005, -1.04904175e-005, 1, 1.23146328e-011, 1.07286201e-006, -1.13079598e-011, 1, -1.07284109e-006, -1.07285791e-006, 1.07284109e-006, 1)) mesh("CylinderMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1)) Layer2Handle = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Layer2Handle", Vector3.new(0.480000019, 0.200000003, 0.480001062)) Layer2Handleweld = weld(m, Handle, Layer2Handle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000301361084, 2.28881836e-005, -0.000202178955, 1, 2.70082467e-007, -1.75730406e-006, -2.70091959e-007, 1, -8.66388018e-006, 1.7573052e-006, 8.66388655e-006, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 0, "Bright red", "Part", Vector3.new(0.480000019, 0.200000003, 0.720000625)) Partweld = weld(m, Layer2Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(5.14984131e-005, -9.53674316e-007, -2.8800478, 0.999997914, -1.93837602e-011, -1.48245363e-008, 3.90257063e-011, 1, -7.13953341e-011, 1.48336312e-008, 8.91304808e-011, 0.999997914)) mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 0, "Bright red", "Part", Vector3.new(0.480000019, 0.200000003, 0.720000625)) Partweld = weld(m, Layer2Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(4.19616699e-005, -3.24249268e-005, 2.87992668, 0.999985158, 2.87014509e-012, -1.48093022e-008, 5.66184322e-011, 1, -5.45696821e-012, 1.48470463e-008, 8.04902811e-011, 0.999985158)) mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.480000019, 0.200000003, 5.04000092)) Partweld = weld(m, Layer2Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.33514404e-005, -9.53674316e-007, -0.0001039505, 0.999987781, -7.77617137e-011, -1.49125299e-008, 1.16872789e-010, 1, -1.96905603e-010, 1.493936e-008, 2.51930032e-010, 0.999987781)) mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1)) mesh("BlockMesh", Layer2Handle, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1)) Layer3Handle = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 1, "Bright red", "Layer3Handle", Vector3.new(0.720000029, 0.720000029, 0.200000003)) Layer3Handleweld = weld(m, Handle, Layer3Handle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000802993774, -0.000151634216, 3.05175781e-005, 0.999999404, 4.16033836e-005, 1.96785777e-006, 1.96798396e-006, -2.12107511e-006, -0.999999404, -4.16014955e-005, 1, -2.12118243e-006)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(9.53674316e-007, -0.840223312, 3.5397892, 4.89614176e-005, 5.0135186e-006, 0.999999762, -0.999999046, 1.22189522e-005, 4.8959475e-005, -1.22783813e-005, -0.999998689, 5.01443719e-006)) mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(1.20000005, 0.200000003, 0.720000327)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000864028931, -6.00814819e-005, -3.59964466, -0.999999404, 9.70068322e-006, 3.31623378e-005, 3.31642768e-005, 4.86649742e-006, 1, 9.70056226e-006, 0.999999404, -4.86679755e-006)) mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.76565552e-005, -0.840137482, 3.54048443, -3.42451713e-005, -5.10578684e-006, -0.99999994, -0.999998927, -1.21146441e-005, 3.4243305e-005, -1.2144611e-005, 0.999998927, -5.10543578e-006)) mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(1.20000005, 0.200000003, 0.720000327)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000713348389, -2.76565552e-005, -3.6005826, -0.999993503, -9.68569748e-006, 5.00400529e-005, -5.00420938e-005, -4.89724516e-006, -0.999999881, 9.62627109e-006, -0.999993503, 4.89690592e-006)) mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-7.62939453e-006, -0.838525772, 3.54048347, 3.57801182e-005, 5.10578639e-006, 0.99999994, 0.999999046, 1.0341405e-005, -3.57782446e-005, -1.03266702e-005, 0.999998927, -5.10551126e-006)) mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-5.7220459e-006, -0.84022522, 3.53960228, -3.45465851e-005, -1.12046393e-006, -1, 5.82638359e-006, -0.999999225, 1.12023974e-006, -0.999999225, -5.82638404e-006, 3.45446933e-005)) mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-2.86102295e-006, -0.839550018, 3.53951263, 3.41143859e-005, 1.04596313e-006, 1, -6.24368704e-006, 0.999999225, -1.04572723e-006, -0.999999225, -6.24369022e-006, 3.41124942e-005)) mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(1.20000005, 0.200000003, 0.720000327)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000238418579, -9.53674316e-006, -3.59959984, 6.28840098e-006, -0.999999225, 1.09042128e-006, -3.40994848e-005, -1.09065854e-006, -1, 0.999999225, 6.2884028e-006, -3.4097593e-005)) mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 0.19999998807907, "Bright red", "Part", Vector3.new(0.480000019, 0.480000019, 0.200000003)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 3.81469727e-006, 0.999998808, 4.0078163e-011, 1.9098958e-009, 4.0078163e-011, 0.999998808, 2.42152964e-011, 1.9098958e-009, 2.42152964e-011, 1)) mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=18430887", Vector3.new(0, 0, 0), Vector3.new(3.58200026, 3.58200002, 2.9532001)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(4.00543213e-005, -0.838380814, 3.53930187, -4.74264707e-005, -5.02687499e-006, -0.999999762, 0.999999046, -1.03116026e-005, -4.74245317e-005, -1.0311428e-005, -0.999998808, 5.02768307e-006)) mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.Neon, 0, 0, "Black", "Part", Vector3.new(0.480000019, 0.480000019, 0.200000003)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 0, 0.999998808, 4.0078163e-011, 1.9098958e-009, 4.0078163e-011, 0.999998808, 2.42152964e-011, 1.9098958e-009, 2.42152964e-011, 1)) mesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=18430887", Vector3.new(0, 0, 0), Vector3.new(3.60000014, 3.60000014, 3.60000014)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(7.62939453e-006, -0.839694977, 3.53992653, -3.91442991e-005, -8.80631774e-007, -0.999993026, 2.27987925e-006, 0.999991357, -8.80696462e-007, 0.999997556, -2.29477519e-006, -3.92767397e-005)) mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(1.20000005, 0.200000003, 0.720000327)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.000235557556, -2.38418579e-005, -3.60028458, 1.50501114e-006, -0.999997199, 8.35720812e-007, 3.47488422e-005, 8.35786693e-007, 1, -0.999997199, -1.50502308e-006, 3.47468304e-005)) mesh("BlockMesh", Part, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 0.600000024, 1)) Part = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.200000003, 0.480000019, 0.840000391)) Partweld = weld(m, Layer3Handle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-2.28881836e-005, -0.840080261, 3.54010582, 3.91591857e-005, 8.0613512e-007, 0.999993026, -2.25008012e-006, -0.999991, 8.06197477e-007, 0.999997556, -2.29477519e-006, -3.92916445e-005)) mesh("SpecialMesh", Part, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1)) HitboxA = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 1, "Black", "HitboxA", Vector3.new(0.200000003, 2.48000002, 0.840000391)) HitboxAweld = weld(m, Layer3Handle, HitboxA, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-6.67572021e-006, -0.039557457, 3.53951645, 3.44422551e-005, 1.04596529e-006, 1, -5.90090622e-006, 0.999999225, -1.04573905e-006, -0.999999225, -5.90090895e-006, 3.44403634e-005)) HitboxB = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 1, "Black", "HitboxB", Vector3.new(0.200000003, 2.48000026, 0.840000391)) HitboxBweld = weld(m, Layer3Handle, HitboxB, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(9.53674316e-007, -0.0402240753, 3.5397892, 4.89614176e-005, 5.0135186e-006, 0.999999762, -0.999999046, 1.22189522e-005, 4.8959475e-005, -1.22783813e-005, -0.999998689, 5.01443719e-006)) HitboxC = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 1, "Black", "HitboxC", Vector3.new(0.200000003, 2.28000021, 0.840000391)) HitboxCweld = weld(m, Layer3Handle, HitboxC, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.76565552e-005, 0.0598621368, 3.54048443, -3.42451713e-005, -5.10578684e-006, -0.99999994, -0.999998927, -1.21146441e-005, 3.4243305e-005, -1.2144611e-005, 0.999998927, -5.10543578e-006)) mesh("SpecialMesh", HitboxC, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1)) HitboxD = part(Enum.FormFactor.Custom, m, Enum.Material.SmoothPlastic, 0, 1, "Black", "HitboxD", Vector3.new(0.200000003, 2.28000021, 0.840000391)) HitboxDweld = weld(m, Layer3Handle, HitboxD, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-2.28881836e-005, 0.0599050522, 3.54010582, 3.91591857e-005, 8.0613512e-007, 0.999993026, -2.25008012e-006, -0.999991, 8.06197477e-007, 0.999997556, -2.29477519e-006, -3.92916445e-005)) mesh("SpecialMesh", HitboxD, Enum.MeshType.Wedge, "", Vector3.new(0, 0, 0), Vector3.new(0.600000024, 1, 1)) mesh("SpecialMesh", Layer3Handle, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=18430887", Vector3.new(0, 0, 0), Vector3.new(6, 6, -1.21799994)) local Lite = Create("PointLight"){ Parent = Handle, Color = BrickColor.new("Green").Color, Shadows = true, Range = 20, Brightness = 0.5, } local Spin = Create("Sound"){ Parent = Handle, SoundId = "rbxassetid://143301643", Volume = 1, Pitch = 1, Looped = true, } local Spin2 = Create("Sound"){ Parent = Handle, SoundId = "rbxassetid://149560784", Volume = .7, Pitch = .8, Looped = true, } Spin:Play() Spin2:Play() local PE1 = Create("ParticleEmitter"){ Parent = Layer3Handle, Color = ColorSequence.new(BrickColor.new("Green").Color), Transparency = NumberSequence.new(.5), Size = NumberSequence.new(0.2), Texture = "rbxassetid://263433152", Lifetime = NumberRange.new(1), Rate = 20, VelocitySpread = 180, Rotation = NumberRange.new(100), Speed = NumberRange.new(3), LightEmission = 1, } function Reappear() for _, i in pairs(m:children()) do if i.Name == "Layer3Handle" then Part.Transparency = 1 coroutine.resume(coroutine.create(function(Part) for i = 0, 1, 0.1 do swait() Part.Transparency = i end Part.Transparency = 0.5 end), i) end end end function Disappear() for _, i in pairs(m:children()) do if i.Name == "Layer3Handle" then Part.Transparency = .5 coroutine.resume(coroutine.create(function(Part) for i = 0, 1, 0.1 do swait() Part.Transparency = i end Part.Transparency = 1 end), i) end end end function attackone() attack = true local con1 = HitboxA.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit1", 1) end) local con2 = HitboxB.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit2", 1) end) local con3 = HitboxC.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit3", 1) end) local con4 = HitboxD.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit4", 1) end) Reappear() for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(5), math.rad(0), math.rad(50)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(30)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(120), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(5, -4, -7) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3) end so("Slash1", Handle, 1, 1) for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(50)), .5) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(5), math.rad(0), math.rad(-50)), .5) RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.5, -.5) * angles(math.rad(90), math.rad(0), math.rad(-30)), 0.5) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .5) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-120), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .5) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-2, -4, -8) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3) end Disappear() con1:disconnect() con2:disconnect() con3:disconnect() con4:disconnect() attack = false end function attacktwo() attack = true local con1 = HitboxA.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit1", 1) end) local con2 = HitboxB.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit2", 1) end) local con3 = HitboxC.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit3", 1) end) local con4 = HitboxD.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit4", 1) end) Reappear() for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-10), math.rad(0), math.rad(0)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5, -.5) * angles(math.rad(150), math.rad(0), math.rad(0)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, -.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, .2) * angles(math.rad(0), math.rad(-85), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-4, 10, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3) end so("Slash2", Handle, 1, 1.2) for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .5) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), .5) RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.3, -.5) * angles(math.rad(50), math.rad(0), math.rad(-30)), 0.5) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-50)), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, -.3) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .5) LH.C0 = clerp(LH.C0, cf(-1, -1, .2) * angles(math.rad(0), math.rad(-85), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .5) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-4, .5, -8) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.4) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3) end Disappear() con1:disconnect() con2:disconnect() con3:disconnect() con4:disconnect() attack = false end function attackthree() attack = true local con1 = HitboxA.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit1", 1) end) local con2 = HitboxB.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit2", 1) end) local con3 = HitboxC.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit3", 1) end) local con4 = HitboxD.Touched:connect(function(hit) Damagefunc(HitboxA, hit, 10, 30, math.random(1, 5), "Normal", RootPart, .1, "Hit4", 1) end) Reappear() for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(50)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(0), math.rad(0), math.rad(-50)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.8, -.5) * angles(math.rad(120), math.rad(0), math.rad(-30)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, -.3) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, .2) * angles(math.rad(0), math.rad(-140), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-10, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-20)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3) end so("Slash1", Handle, 1, 1.2) for i = 0, 1, 0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .5) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(50)), .5) RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.5, 0) * angles(math.rad(50), math.rad(0), math.rad(30)), 0.5) LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.3, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, -.3) * angles(math.rad(0), math.rad(140), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .5) LH.C0 = clerp(LH.C0, cf(-1, -1, .2) * angles(math.rad(0), math.rad(-50), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .5) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, -5, -10) * angles(math.rad(0), math.rad(0), math.rad(-20)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3) end Disappear() con1:disconnect() con2:disconnect() con3:disconnect() con4:disconnect() attack = false end local hovering = false local Hover = false local Animator = Humanoid.Animator function OnHover() so("Appear",Handle,1,1) attack = true Animator.Parent = nil Character.Animate.Disabled = true Hover = true Humanoid.JumpPower = 0 Reappear() attack = false end function OffHover() so("Disappear",Handle,1,1) attack = true Animator.Parent = Humanoid Character.Animate.Disabled = false Hover = false Humanoid.JumpPower = 50 Disappear() attack = false end function MagniDamage(Hit,Part,magni,mindam,maxdam,knock,Type) for _,c in pairs(workspace:children()) do local hum=c:findFirstChild("Humanoid") if hum~=nil then local head=c:findFirstChild("Torso") if head~=nil then local targ=head.Position-Part.Position local mag=targ.magnitude if mag<=magni and c.Name~=Player.Name then Damagefunc(Hit,head,mindam,maxdam,knock,Type,RootPart,.2,"Hit1",1) end end end end end function CylinderEffect(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,Character,"Neon",0,0,brickcolor,"Effect",vt(0.2,0.2,0.2)) prt.Anchored=true prt.CFrame=cframe local msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) Effects[#Effects+1]={prt,"Cylinder",delay,x3,y3,z3} --part, type, delay end RocketTarget = RootPart function ShootCannon(asd) local MainPos=asd.Position local MainPos2=mouse.Hit.p local MouseLook=cf((MainPos+MainPos2)/2,MainPos2) num=30 coroutine.resume(coroutine.create(function() repeat wait() local hit,pos = rayCast(MainPos,MouseLook.lookVector,10,RocketTarget.Parent) local mag=(MainPos-pos).magnitude CylinderEffect(BrickColor.new("Teal"),CFrame.new((MainPos+pos)/2,pos)*angles(1.57,0,0),3,mag*5,3,1.5,0,1.5,0.1) MainPos=MainPos+(MouseLook.lookVector*10) num=num-1 if hit~=nil then num=0 local ref=part(3,workspace,"Neon",0,1,BrickColor.new("Green"),"Reference",vt()) ref.Anchored=true ref.CFrame=cf(pos) MagniDamage(ref,hit,5,30,50,1,"Normal") game:GetService("Debris"):AddItem(ref,5) end until num<=0 end)) end function BlastEffect(brickcolor, cframe, x1, y1, z1, x2, y2, z2) local prt = part(3, workspace, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1)) coroutine.resume(coroutine.create(function() for i = 0, 1, 0.05 do wait() prt.Transparency = i msh.Scale = msh.Scale + vt(x2, y2, z2) end prt.Parent = nil end)) end function BlockEffect(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,"Neon",0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) table.insert(Effects,{prt,"Block1",delay,x3,y3,z3}) --part, type, delay end function FireProjectiles() attack = true so("Appear",Handle,1,1) Reappear() for i = 0,1,0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-30), math.rad(0), math.rad(0)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(150), math.rad(0), math.rad(0)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(20), math.rad(0), math.rad(-20)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3) end Humanoid.WalkSpeed = 0 for i = 1,8 do ShootCannon(Handle) BlockEffect(BrickColor.new("Green"),Handle.CFrame,.5,.5,.5,.9,.9,.9,0.05) so("Beam",Handle,1,1.5) for i = 0,1,0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .5) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(0), math.rad(0), math.rad(0)), .5) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(85), math.rad(0), math.rad(30)), 0.5) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(85), math.rad(0), math.rad(-30)), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 1, 0) * angles(math.rad(-90), math.rad(0), math.rad(0)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3) end end Disappear() so("Disappear",Handle,1,1) Humanoid.WalkSpeed = 16 attack = false end function EnergyBurst() attack = true so("Appear",Handle,1,1) for i = 0,1,0.1 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(0), math.rad(0), math.rad(50)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(50), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-20)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(130), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(10, -4, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3) end Reappear() so("Slash1", Handle, 1, 1.2) for i = 1,2 do for i = 0,1,0.1 do swait() BlockEffect(BrickColor.new("Teal"),Handle.CFrame,.5,.5,.5,.9,.9,.9,0.05) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(70)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(0), math.rad(0), math.rad(-70)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(20), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-40), math.rad(0), math.rad(-50)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(70), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-130), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(15, -4, -7) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3) end end Disappear() so("Disappear",Handle,1,1) so("Fire", Handle, 1, 1.2) so("Fire", Handle, 1, .8) MagniDamage(Handle,Handle,30,30,50,1,"Knockdown") BlastEffect(BrickColor.new("Green"), Handle.CFrame, .1, .1, .1, 1, 1, 1) for i = 1,5 do BlockEffect(BrickColor.new("Green"),Handle.CFrame,1,1,1,5,5,5,0.05) end attack = false end function WaveEffect(Part,cframe1,cframe2,Damage,Size) coroutine.resume(coroutine.create(function() local wave=part(1,workspace,"Neon",0,0,BrickColor.new("Green"),"Effect",vt(3,3,10)) wave.Anchored=true wave.CFrame=Part.CFrame*cframe1 so("Beam",wave,1,1.3) MagniDamage(wave,wave,10,10,30,1,"Normal") local Msh = Create("SpecialMesh"){ Parent = wave, MeshType = "Sphere" } BlockEffect(BrickColor.new("Green"),wave.CFrame,1,1,1,3,3,3,0.05) local PE1 = Create("ParticleEmitter"){ Parent = wave, Color = ColorSequence.new(BrickColor.new("Green").Color), Transparency = NumberSequence.new(.5), Size = NumberSequence.new(1), Texture = "rbxassetid://249270319", Lifetime = NumberRange.new(1), Rate = 50, VelocitySpread = 180, Rotation = NumberRange.new(0), Speed = NumberRange.new(5), LightEmission = 1, } for i=0,1,0.2 do wait() local dir = wave.CFrame.lookVector*-1 local pos = rayCast(wave.Position,dir,5,Character) wave.CFrame=wave.CFrame*cframe2 Effects[#Effects+1]={wave,"Cylinder",0.01,.03,.03,.03} end end)) end function Wave() attack = true Reappear() so("Appear",Handle,1,.8) for i = 1,3 do for i = 0, 1, 0.1 do swait() BlockEffect(BrickColor.new("Green"),Handle.CFrame,.1,.1,.1,1,1,1,0.05) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-10), math.rad(0), math.rad(0)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.8, 0) * angles(math.rad(150), math.rad(0), math.rad(0)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-4, 10, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.4) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3) end end so("Slash2",Handle,1,.4) local inc=-10 for i=1,8 do WaveEffect(Torso,CFrame.new(0,-5,inc)*CFrame.fromEulerAnglesXYZ(-2,0,1.57),CFrame.new(0,0,0.8),10,5) inc=inc-7 end for i = 1,2 do for i = 0, 1, 0.1 do swait() BlockEffect(BrickColor.new("Green"),Handle.CFrame,.1,.1,.1,1,1,1,0.05) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(10), math.rad(0), math.rad(0)), .5) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-5), math.rad(0), math.rad(0)), .5) RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.4, -.5) * angles(math.rad(50), math.rad(0), math.rad(-20)), 0.5) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-50), math.rad(0), math.rad(-50)), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(10)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(-10)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(-4, .5, -10) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.5) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -5 * i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 5 * i, math.rad(0)), 0.3) end end Disappear() so("Disappear",Handle,1,.8) attack = false end function LaserBarrage(Prt,Parent) attack=true --so("BeamLockon",Prt,1,1) local efprt=part(3,Parent,"Neon",0,0.5,BrickColor.new("Green"),"Effect",vt(5,5,5)) efprt.Anchored=true local efmsh=mesh("CylinderMesh",efprt,"","",vt(0,0,0),vt(1,1,1)) local spread=vt(0,0,0) coroutine.resume(coroutine.create(function(Part,Mesh,Spreaded) game:GetService("Debris"):AddItem(Part,6) local TheHit=mouse.Hit.p local MouseLook=cf((Prt.Position+TheHit)/2,TheHit+Spreaded) local hit,pos = rayCast(Prt.Position,MouseLook.lookVector,1000,Parent) so("Elec",Prt,0.2,1) local tefprt=part(3,workspace,"Neon",0,1,BrickColor.new("Black"),"Effect",vt(0.2,0.2,0.2)) tefprt.CFrame=cf(pos) MagicCircle(BrickColor.new("Green"),cf(pos),5,5,5,5,5,5,0.04) so("Elec",tefprt,0.3,1) game:GetService("Debris"):AddItem(tefprt,3) Part.CFrame=CFrame.new((Prt.Position+pos)/2,pos)*angles(1.57,0,0) if(hit.Parent:findFirstChild("Humanoid")~= nil)then if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Name ~= "Base" and hit.Parent.Name ~= Player.Name then MagniDamage(efprt,efprt,40,50,130,20,1) end end local mag=(Prt.Position-pos).magnitude MagicCylinder(BrickColor.new("Green"),Part.CFrame,1,mag*5,1,5,5,5,0.05) Part.Parent=nil end),efprt,efmsh,spread) end function SuperLaser() attack = true so("Appear",Handle,1,0.5) Humanoid.WalkSpeed = 5 Reappear() for i = 0,1,0.01 do swait() BlockEffect(BrickColor.new("Green"),Handle.CFrame,.1,.1,.1,1,1,1,0.05) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .5) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-5), math.rad(0), math.rad(0)), .5) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(85), math.rad(0), math.rad(50)), 0.5) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(85), math.rad(0), math.rad(-50)), 0.5) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 1, 0) * angles(math.rad(-90), math.rad(0), math.rad(0)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.3) end Humanoid.WalkSpeed = 0 LaserBarrage(Handle,Character) so("Beam",Handle,1,0.8) for i = 0,1,0.05 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), .2) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(0), math.rad(0), math.rad(0)), .2) RW.C0 = clerp(RW.C0, CFrame.new(1.3, 0.5, -.5) * angles(math.rad(85), math.rad(0), math.rad(0)), 0.2) LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -.5) * angles(math.rad(85), math.rad(0), math.rad(0)), 0.2) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .2) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-5), math.rad(0), math.rad(0)), .2) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 1, 0) * angles(math.rad(-90), math.rad(0), math.rad(0)), 0.2) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), -6*i, math.rad(0)), 0.2) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), 6*i, math.rad(0)), 0.2) end Disappear() so("Disappear",Handle,1,.7) Humanoid.WalkSpeed = 16 attack = false end function MagicCylinder(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,"Neon",0,0,brickcolor,"Effect",vt(0.2,0.2,0.2)) prt.Anchored=true prt.CFrame=cframe msh=mesh("SpecialMesh",prt,"Head","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) coroutine.resume(coroutine.create(function(Part,Mesh) for i=0,1,delay do swait() Part.CFrame=Part.CFrame Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh) end function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,"Neon",0,0,brickcolor,"Effect",vt(0.5,0.5,0.5)) prt.Anchored=true prt.CFrame=cframe prt.CanCollide = false msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,2) coroutine.resume(coroutine.create(function(Part,Mesh) for i=0,1,delay do swait() Part.CFrame=Part.CFrame Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh) end mouse.Button1Down:connect(function() if attack == false and Hover == false and attacktype == 1 then attacktype = 2 attackone() elseif attack == false and Hover == false and attacktype == 2 then attacktype = 3 attacktwo() elseif attack == false and Hover == false and attacktype == 3 then attacktype = 1 attackthree() end end) function subtractEnergy(k) if Energy>=k then Energy=Energy-k end end mouse.KeyDown:connect(function(k) k = k:lower() if attack == false and k == ' ' and Anim == "Jump" and Hover == false then hovering = true OnHover() elseif attack == false and k == ' ' and Hover == true then hovering = false OffHover() elseif attack == false and k == 'q' and Hover == false and cooldown1 >= co1 and Energy>=skill1stam then subtractEnergy(skill1stam) cooldown1=0 FireProjectiles() elseif attack == false and k == 'e' and Hover == false and cooldown2 >= co2 and Energy>=skill2stam then subtractEnergy(skill2stam) cooldown2=0 EnergyBurst() elseif attack == false and k == 'r' and Hover == false and cooldown3 >= co3 and Energy>=skill3stam then subtractEnergy(skill3stam) cooldown3=0 Wave() elseif attack == false and k == 'f' and Hover == false and cooldown4 >= co4 and Energy>=skill4stam then subtractEnergy(skill4stam) cooldown4=0 SuperLaser() end end) function updateskills() if cooldown1 <= co1 then cooldown1 = cooldown1 + 1 / 30 end if cooldown2 <= co2 then cooldown2 = cooldown2 + 1 / 30 end if cooldown3 <= co3 then cooldown3 = cooldown3 + 1 / 30 end if cooldown4 <= co4 then cooldown4 = cooldown4 + 1 / 30 end if Energy<=skill1stam then bar4.BackgroundColor3=Color3.new(104/255,104/255,104/255) else bar4.BackgroundColor3=skillcolorscheme end if Energy<=skill2stam then bar3.BackgroundColor3=Color3.new(104/255,104/255,104/255) else bar3.BackgroundColor3=skillcolorscheme end if Energy<=skill3stam then bar1.BackgroundColor3=Color3.new(104/255,104/255,104/255) else bar1.BackgroundColor3=skillcolorscheme end if Energy<=skill4stam then bar2.BackgroundColor3=Color3.new(104/255,104/255,104/255) else bar2.BackgroundColor3=skillcolorscheme end if Energy <= maxEnergy then Energy = Energy + recovermana / 30 end end local sine = 0 local change = 1 local val = 0 local idle = 0 local donum = 0 local donum2 = 0 while true do swait() updateskills() healthcover:TweenSize(UDim2.new(1 * (Character.Humanoid.Health / Character.Humanoid.MaxHealth), 0, 1, 0), 'Out', 'Quad', .5) Energycover:TweenSize(UDim2.new(1 * (Energy / maxEnergy), 0, 1, 0), 'Out', 'Quad', .5) bar4:TweenSize(UDim2.new(1 * (cooldown1 / co1), 0, 1, 0), 'Out', 'Quad', .5) bar3:TweenSize(UDim2.new(1 * (cooldown2 / co2), 0, 1, 0), 'Out', 'Quad', .5) bar1:TweenSize(UDim2.new(1 * (cooldown3 / co3), 0, 1, 0), 'Out', 'Quad', .5) bar2:TweenSize(UDim2.new(1 * (cooldown4 / co4), 0, 1, 0), 'Out', 'Quad', .5) sine = sine + change torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude velderp = RootPart.Velocity.y hitfloor, posfloor = rayCast(RootPart.Position, (CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0))).lookVector, 4, Character) if equipped == true or equipped == false then if attack == false then idle = idle + 1 else idle = 0 end if idle >= 500 then if attack == false then end end if donum2 >= .5 then handidle = true elseif donum2 <= 0 then handidle = false end if handidle == false then donum2 = donum2 + 0.003 else donum2 = donum2 - 0.003 end donum = donum + 0.003 if RootPart.Velocity.y > 1 and hitfloor == nil then Anim = "Jump" if attack == false then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-10), math.rad(0), math.rad(0)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(30)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -.8, -.5) * angles(math.rad(0), math.rad(90), math.rad(-20)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, -.3) * angles(math.rad(0), math.rad(-90), math.rad(30)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, .5+0.2*math.cos(sine/15), 0) * angles(math.rad(0), math.rad(0), math.rad(20) - donum2 / 1), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3) end elseif RootPart.Velocity.y < -1 and hitfloor == nil then Anim = "Fall" if attack == false then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(-5), math.rad(0), math.rad(0)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(50)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-50)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -.7, -.5) * angles(math.rad(0), math.rad(90), math.rad(-20)), .3) LH.C0 = clerp(LH.C0, cf(-1, -.9, -.3) * angles(math.rad(0), math.rad(-90), math.rad(30)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, .5+0.2*math.cos(sine/15), 0) * angles(math.rad(0), math.rad(0), math.rad(20) - donum2 / 1), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3) elseif attack == false and Hover == true then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5) * angles(math.rad(0), math.rad(0), math.rad(0)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10), math.rad(0), math.rad(0)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -.8, -.3) * angles(math.rad(0), math.rad(90), math.rad(-30)) * angles(math.rad(3), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(40)) * angles(math.rad(2), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, -8, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3) end elseif torvel < 1 and hitfloor ~= nil then Anim = "Idle" change = 1 if attack == false and Hover == false then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-30)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(5), math.rad(0), math.rad(30)), .3) RW.C0 = clerp(RW.C0, CFrame.new(.8, 0.5, -.7) * angles(math.rad(85), math.rad(0), math.rad(-70)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-.8, 0.5, -.3) * angles(math.rad(70), math.rad(0), math.rad(70)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-70), math.rad(0)) * angles(math.rad(-3), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, .5+0.2*math.cos(sine/15), 0) * angles(math.rad(0), math.rad(0), math.rad(20) - donum2 / 1), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3) elseif attack == false and Hover == true then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5+0.2*math.cos(sine/15)) * angles(math.rad(0), math.rad(0), math.rad(0)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(10+3.5*math.cos(sine/15)), math.rad(0), math.rad(0)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, .3) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -.8, -.3) * angles(math.rad(0), math.rad(90), math.rad(-30)) * angles(math.rad(3), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(40)) * angles(math.rad(2), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, -8, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3) end elseif torvel > 2 and hitfloor ~= nil then Anim = "Walk" if attack == false and Hover == false then change = 1 RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(5), math.rad(0), math.rad(0)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(5), math.rad(0), math.rad(0)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(40) * math.cos(sine / 7), math.rad(0), math.rad(5)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-40) * math.cos(sine / 7), math.rad(0), math.rad(-5)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * angles(math.rad(0), math.rad(90), math.rad(0)) * angles(math.rad(-2), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(0)) * angles(math.rad(-2), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, .5+0.2*math.cos(sine/15), 0) * angles(math.rad(20), math.rad(0), math.rad(20) - donum2 / 1), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .01, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .03, math.rad(0)), 0.3) elseif attack == false and Hover == true then change = 1 RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 5+0.2*math.cos(sine/15)) * angles(math.rad(30+3.5*math.cos(sine/15)), math.rad(0), math.rad(0)), .3) Torso.Neck.C0 = clerp(Torso.Neck.C0, necko * angles(math.rad(-15-3.5*math.cos(sine/15)), math.rad(0), math.rad(0)), .3) RW.C0 = clerp(RW.C0, CFrame.new(1.4, 0.45, 0) * angles(math.rad(-30), math.rad(0), math.rad(30)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.4, 0.45, 0) * angles(math.rad(-30), math.rad(0), math.rad(-30)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -.8, -.3) * angles(math.rad(0), math.rad(90), math.rad(-30)) * angles(math.rad(5), math.rad(0), math.rad(0)), .3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * angles(math.rad(0), math.rad(-90), math.rad(40)) * angles(math.rad(3), math.rad(0), math.rad(0)), .3) Handleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, -8, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Layer2Handleweld.C0 = clerp(Layer2Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) - donum / .008, math.rad(0)), 0.3) Layer3Handleweld.C0 = clerp(Layer3Handleweld.C0, CFrame.new(0, 0, 0) * angles(math.rad(0), math.rad(30) + donum / .009, math.rad(0)), 0.3) end end end if #Effects > 0 then for e = 1, #Effects do if Effects[e] ~= nil then local Thing = Effects[e] if Thing ~= nil then local Part = Thing[1] local Mode = Thing[2] local Delay = Thing[3] local IncX = Thing[4] local IncY = Thing[5] local IncZ = Thing[6] if Thing[1].Transparency <= 1 then if Thing[2] == "Block1" then Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Cylinder" then Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Blood" then Mesh = Thing[7] Thing[1].CFrame = Thing[1].CFrame * cf(0, .5, 0) Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Elec" then Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] elseif Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] end else Part.Parent = nil table.remove(Effects, e) end end end end end end Character=game.Workspace.PixelFir3 zv = Instance.new('Sound',Character) zv.Looped=false zv.Volume=1 zv.Pitch=5 zv.SoundId="rbxassetid://340389859" wait(0.01) zv:Play() wait(10) zv:Remove() ---------------------- W00T -------------------- Player=game:GetService("Players").LocalPlayer Character=Player.Character PlayerGui=Player.PlayerGui Backpack=Player.Backpack Torso=Character.Torso Head=Character.Head Humanoid=Character.Humanoid LeftArm=Character["Left Arm"] LeftLeg=Character["Left Leg"] RightArm=Character["Right Arm"] RightLeg=Character["Right Leg"] LS=Torso["Left Shoulder"] LH=Torso["Left Hip"] RS=Torso["Right Shoulder"] RH=Torso["Right Hip"] Neck=Torso.Neck it=Instance.new vt=Vector3.new cf=CFrame.new euler=CFrame.fromEulerAnglesXYZ angles=CFrame.Angles necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0) LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0) RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0) RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0) RootPart=Character.HumanoidRootPart RootJoint=RootPart.RootJoint RootCF=euler(-1.57,0,3.14) attack=false attackdebounce=false MMouse=nil combo=0 local Anim="Idle" local Effects={} equipped=false local idle=0 local hold=false local con1=nil local con2=nil local Mode="Binary" local idleanim=0 local idleanim2=false local impulse=1 local hitfloor,posfloor=nil,nil local damcount=0 local guard=false local Duration=0 --player player=nil --save shoulders RSH, LSH=nil, nil --welds RW, LW=Instance.new("Weld"), Instance.new("Weld") RW.Name="Right Shoulder" LW.Name="Left Shoulder" LH=Torso["Left Hip"] RH=Torso["Right Hip"] Asset="http://www.roblox.com/asset/?id=" Health=100 Humanoid.MaxHealth=100 Humanoid.Health=100 coroutine.resume(coroutine.create(function() for i=1,20 do Humanoid.MaxHealth=100 Humanoid.Health=100 end Humanoid.MaxHealth=100 Humanoid.Health=100 Humanoid.Health=100 end)) Humanoid.Health=Health function swait(num) if num==0 or num==nil then game:service'RunService'.RenderStepped:wait() else for i=0,num do game:service'RunService'.RenderStepped:wait() end end end if Character:findFirstChild("Binary Sword",true) ~= nil then Character:findFirstChild("Binary Sword",true).Parent = nil end if Character:findFirstChild("Demon Blade",true) ~= nil then Character:findFirstChild("Demon Blade",true).Parent = nil end if Player.PlayerGui:findFirstChild("WeaponGUI",true) ~= nil then Player.PlayerGui:findFirstChild("WeaponGUI",true).Parent = nil end function NoOutline(Part) Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10 end function part(formfactor,parent,reflectance,transparency,brickcolor,name,size) local fp=it("Part") fp.formFactor=formfactor fp.Parent=parent fp.Reflectance=reflectance fp.Transparency=transparency fp.CanCollide=false fp.Locked=true fp.BrickColor=brickcolor fp.Name=name fp.Size=size fp.Position=Torso.Position NoOutline(fp) fp.Material="Neon" fp:BreakJoints() return fp end function mesh(Mesh,part,meshtype,meshid,offset,scale) local mesh=it(Mesh) mesh.Parent=part if Mesh=="SpecialMesh" then mesh.MeshType=meshtype mesh.MeshId=meshid end mesh.Offset=offset mesh.Scale=scale return mesh end function weld(parent,part0,part1,c0) local weld=it("Weld") weld.Parent=parent weld.Part0=part0 weld.Part1=part1 weld.C0=c0 return weld end local fengui=it("GuiMain") fengui.Parent=Player.PlayerGui fengui.Name="WeaponGUI" local Color1=BrickColor.new("White") local Color2=BrickColor.new("Dark stone grey") local Colorr3=BrickColor.new("Black") local Color4=BrickColor.new("Medium stone grey") local suit = Instance.new("Model") suit.Parent = Character suit.Name = "Suit" --[[local c=Character:children() for i=1,#c do if c[i].className=="Hat" then c[i].Parent=nil end end ]] --[[HOOD]]-- --[[local Hprt1=part(3,suit,0,0,BrickColor.new("Really black"),"Hood",vt(1,1,1)) Hmsh1=mesh("SpecialMesh",Hprt1,"FileMesh","http://www.roblox.com/asset/?id=101203373",vt(0,0,0),vt(1,1,1)) --Hmsh1.TextureId="http://www.roblox.com/asset/?id=101203430" local Hwld1=weld(Hprt1,Hprt1,Head,euler(0,0,0)*cf(0,-0.2,0)) ]] --[[TORSO]]-- numb=0.525 for i=1,2 do local Tprt1=part(3,suit,0,0,BrickColor.new("Black"),"Torso Part1",vt(1,1,1)) Tmsh1=mesh("BlockMesh",Tprt1,"","",vt(0,0,0),vt(2.01,2.01,1.01)) local Twld1=weld(Tprt1,Tprt1,Torso,euler(0,0,0)*cf(0,0,0)) local Tprt2=part(3,suit,0,0,BrickColor.new("Black"),"Torso Part2",vt(1,1,1)) Tmsh2=mesh("BlockMesh",Tprt2,"","",vt(0,0,0),vt(0.95,2,0.1)) local Twld2=weld(Tprt2,Tprt2,Torso,euler(0,0,0)*cf(numb,0,0.5)) numb2=-0.4 for i=1,9 do local Tprt3=part(3,suit,0,0,BrickColor.new("White"),"Torso Part3",vt(1,1,1)) Tmsh3=mesh("BlockMesh",Tprt3,"","",vt(0,0,0),vt(0.05,2,0.11)) local Twld3=weld(Tprt3,Tprt3,Tprt2,euler(0,0,0)*cf(numb2,0,0)) numb2=numb2+0.1 end numb=numb-1.05 end local Tprt4=part(3,suit,0,0,BrickColor.new("Really black"),"Torso Part4",vt(1,1,1)) Tmsh4=mesh("BlockMesh",Tprt4,"","",vt(0,0,0),vt(0.1,2,0.1)) local Twld4=weld(Tprt4,Tprt4,Torso,euler(0,0,0)*cf(0,0,0.5)) local Tprt5=part(3,suit,0,0,BrickColor.new("Really black"),"Torso Part5",vt(1,1,1)) Tmsh5=mesh("BlockMesh",Tprt5,"","",vt(0,0,0),vt(0.61,2.02,0.1)) local Twld5=weld(Tprt5,Tprt5,Torso,euler(0,0,0)*cf(0.7,0,0.55)) local Tprt6=part(3,suit,0,0,BrickColor.new("Really black"),"Torso Part6",vt(1,1,1)) Tmsh6=mesh("BlockMesh",Tprt6,"","",vt(0,0,0),vt(1.19,2.02,0.1)) local Twld6=weld(Tprt6,Tprt6,Torso,euler(0,1.57,0)*cf(1,0,0)) local Tprt7=part(3,suit,0,0,BrickColor.new("Really black"),"Torso Part7",vt(1,1,1)) Tmsh7=mesh("BlockMesh",Tprt7,"","",vt(0,0,0),vt(0.61,2.02,0.1)) local Twld7=weld(Tprt7,Tprt7,Torso,euler(0,0,0)*cf(-0.7,0,0.55)) local Tprt8=part(3,suit,0,0,BrickColor.new("Really black"),"Torso Part8",vt(1,1,1)) Tmsh8=mesh("BlockMesh",Tprt8,"","",vt(0,0,0),vt(1.19,2.02,0.1)) local Twld8=weld(Tprt8,Tprt8,Torso,euler(0,1.57,0)*cf(-1,0,0)) local Tprt9=part(3,suit,0,0,BrickColor.new("Really black"),"Torso Part9",vt(1,1,1)) Tmsh9=mesh("BlockMesh",Tprt9,"","",vt(0,0,0),vt(2,2.02,0.1)) local Twld9=weld(Tprt9,Tprt9,Torso,euler(0,0,0)*cf(0,0,-0.55)) local Tprt10=part(3,suit,0,0,BrickColor.new("White"),"Torso Part10",vt(1,1,1)) Tmsh10=mesh("BlockMesh",Tprt10,"","",vt(0,0,0),vt(0.2,0.8,0.1)) local Twld10=weld(Tprt10,Tprt10,Tprt7,euler(0,0,0)*cf(0.2,0.2,0.01)) numb=0.3 for i=1,4 do local Tprt11=part(3,suit,0,0,BrickColor.new("Black"),"Torso Part11",vt(1,1,1)) Tmsh11=mesh("CylinderMesh",Tprt11,"","",vt(0,0,0),vt(0.15,0.1,0.15)) local Twld11=weld(Tprt11,Tprt11,Tprt10,euler(1.57,0,0)*cf(0,numb,0.05)) numb=numb-0.2 end local Tprt12=part(3,suit,0,0,BrickColor.new("White"),"Torso Part12",vt(1,1,1)) Tmsh12=mesh("BlockMesh",Tprt12,"","",vt(0,0,0),vt(0.2,0.8,0.1)) local Twld12=weld(Tprt12,Tprt12,Tprt5,euler(0,0,0)*cf(-0.2,0.2,0.01)) numb=0.3 for i=1,4 do local Tprt13=part(3,suit,0,0,BrickColor.new("Black"),"Torso Part13",vt(1,1,1)) Tmsh13=mesh("BlockMesh",Tprt13,"","",vt(0,0,0),vt(0.15,0.01,0.05)) local Twld13=weld(Tprt13,Tprt13,Tprt12,euler(1.57,0,0)*cf(0,numb,0.05)) numb=numb-0.2 end local Tprt14=part(3,suit,0,0,BrickColor.new("White"),"Torso Part14",vt(1,1,1)) Tmsh14=mesh("BlockMesh",Tprt14,"","",vt(0,0,0),vt(0.2,0.4,0.1)) local Twld14=weld(Tprt14,Tprt14,Tprt7,euler(0,0,0)*cf(0.2,-0.8,0.01)) local Tprt15=part(3,suit,0,0,BrickColor.new("White"),"Torso Part15",vt(1,1,1)) Tmsh15=mesh("BlockMesh",Tprt15,"","",vt(0,0,0),vt(0.2,0.4,0.1)) local Twld15=weld(Tprt15,Tprt15,Tprt5,euler(0,0,0)*cf(-0.2,-0.8,0.01)) local Tprt16=part(3,suit,0,0,BrickColor.new("White"),"Torso Part16",vt(1,1,1)) Tmsh16=mesh("BlockMesh",Tprt16,"","",vt(0,0,0),vt(0.05,2,0.1)) local Twld16=weld(Tprt16,Tprt16,Tprt7,euler(0,0,0)*cf(0,0,0.01)) local Tprt17=part(3,suit,0,0,BrickColor.new("White"),"Torso Part17",vt(1,1,1)) Tmsh17=mesh("BlockMesh",Tprt17,"","",vt(0,0,0),vt(0.05,2,0.1)) local Twld17=weld(Tprt17,Tprt17,Tprt5,euler(0,0,0)*cf(0,0,0.01)) local Tprt18=part(3,suit,0,0,BrickColor.new("White"),"Torso Part18",vt(1,1,1)) Tmsh18=mesh("BlockMesh",Tprt18,"","",vt(0,0,0),vt(0.62,0.2,0.11)) local Twld18=weld(Tprt18,Tprt18,Tprt7,euler(0,0,0)*cf(0,0.911,0)) local Tprt19=part(3,suit,0,0,BrickColor.new("White"),"Torso Part19",vt(1,1,1)) Tmsh19=mesh("BlockMesh",Tprt19,"","",vt(0,0,0),vt(0.62,0.2,0.11)) local Twld19=weld(Tprt19,Tprt19,Tprt5,euler(0,0,0)*cf(0,0.911,0)) local Tprt20=part(3,suit,0,0,BrickColor.new("White"),"Torso Part20",vt(1,1,1)) Tmsh20=mesh("BlockMesh",Tprt20,"","",vt(0,0,0),vt(1.20,0.2,0.11)) local Twld20=weld(Tprt20,Tprt20,Tprt8,euler(0,0,0)*cf(0,0.911,0)) local Tprt21=part(3,suit,0,0,BrickColor.new("White"),"Torso Part21",vt(1,1,1)) Tmsh21=mesh("BlockMesh",Tprt21,"","",vt(0,0,0),vt(1.20,0.2,0.11)) local Twld21=weld(Tprt21,Tprt21,Tprt6,euler(0,0,0)*cf(0,0.911,0)) local Tprt22=part(3,suit,0,0,BrickColor.new("White"),"Torso Part22",vt(1,1,1)) Tmsh22=mesh("BlockMesh",Tprt22,"","",vt(0,0,0),vt(2.01,0.2,0.11)) local Twld22=weld(Tprt22,Tprt22,Tprt9,euler(0,0,0)*cf(0,0.911,0)) local Tprt23=part(3,suit,0,0,BrickColor.new("White"),"Torso Part23",vt(1,1,1)) Tmsh23=mesh("BlockMesh",Tprt23,"","",vt(0,0,0),vt(0.4,2.01,0.11)) local Twld23=weld(Tprt23,Tprt23,Tprt9,euler(0,0,0)*cf(0,0,0)) local Tprt24=part(3,suit,0,0,BrickColor.new("Black"),"Torso Part24",vt(1,1,1)) Tmsh24=mesh("BlockMesh",Tprt24,"","",vt(0,0,0),vt(0.2,2.01,0.105)) local Twld24=weld(Tprt24,Tprt24,Tprt9,euler(0,0,0)*cf(0.2,0,0)) local Tprt25=part(3,suit,0,0,BrickColor.new("Black"),"Torso Part25",vt(1,1,1)) Tmsh25=mesh("BlockMesh",Tprt25,"","",vt(0,0,0),vt(0.2,2.01,0.105)) local Twld25=weld(Tprt25,Tprt25,Tprt9,euler(0,0,0)*cf(-0.2,0,0)) --[[LEFT ARM]]-- local LAprt1=part(3,suit,0,0,BrickColor.new("Really black"),"Left Arm Part1",vt(1,1,1)) LAmsh1=mesh("BlockMesh",LAprt1,"","",vt(0,0,0),vt(1.01,2.01,1.01)) local LAwld1=weld(LAprt1,LAprt1,LeftArm,euler(0,0,0)*cf(0,0,0)) local LAprt2=part(3,suit,0,0,BrickColor.new("White"),"Left Arm Part2",vt(1,1,1)) LAmsh2=mesh("BlockMesh",LAprt2,"","",vt(0,0,0),vt(1.02,2.01,0.2)) local LAwld2=weld(LAprt2,LAprt2,LAprt1,euler(0,0,0)*cf(0,-0.01,0)) local LAprt3=part(3,suit,0,0,BrickColor.new("Really black"),"Left Arm Part3",vt(1,1,1)) LAmsh3=mesh("BlockMesh",LAprt3,"","",vt(0,0,0),vt(1.02,2.01,0.1)) local LAwld3=weld(LAprt3,LAprt3,LAprt1,euler(0,0,0)*cf(0,-0.01,0.2)) local LAprt4=part(3,suit,0,0,BrickColor.new("Really black"),"Left Arm Part4",vt(1,1,1)) LAmsh4=mesh("BlockMesh",LAprt4,"","",vt(0,0,0),vt(1.02,2.01,0.1)) local LAwld4=weld(LAprt4,LAprt4,LAprt1,euler(0,0,0)*cf(0,-0.01,-0.2)) local LAprt5=part(3,suit,0,0,BrickColor.new("Really black"),"Left Arm Part5",vt(1,1,1)) LAmsh5=mesh("BlockMesh",LAprt5,"","",vt(0,0,0),vt(1.025,0.2,1.025)) local LAwld5=weld(LAprt5,LAprt5,LAprt1,euler(0,0,0)*cf(0,0.9,0)) --[[RIGHT ARM]]-- local RAprt1=part(3,suit,0,0,BrickColor.new("Really black"),"Right Arm Part1",vt(1,1,1)) RAmsh1=mesh("BlockMesh",RAprt1,"","",vt(0,0,0),vt(1.01,2.01,1.01)) local RAwld1=weld(RAprt1,RAprt1,RightArm,euler(0,0,0)*cf(0,0,0)) local RAprt2=part(3,suit,0,0,BrickColor.new("White"),"Right Arm Part2",vt(1,1,1)) RAmsh2=mesh("BlockMesh",RAprt2,"","",vt(0,0,0),vt(1.02,2.01,0.2)) local RAwld2=weld(RAprt2,RAprt2,RAprt1,euler(0,0,0)*cf(0,-0.01,0)) local RAprt3=part(3,suit,0,0,BrickColor.new("Really black"),"Right Arm Part3",vt(1,1,1)) RAmsh3=mesh("BlockMesh",RAprt3,"","",vt(0,0,0),vt(1.02,2.01,0.1)) local RAwld3=weld(RAprt3,RAprt3,RAprt1,euler(0,0,0)*cf(0,-0.01,0.2)) local RAprt4=part(3,suit,0,0,BrickColor.new("Really black"),"Right Arm Part4",vt(1,1,1)) RAmsh4=mesh("BlockMesh",RAprt4,"","",vt(0,0,0),vt(1.02,2.01,0.1)) local RAwld4=weld(RAprt4,RAprt4,RAprt1,euler(0,0,0)*cf(0,-0.01,-0.2)) local RAprt5=part(3,suit,0,0,BrickColor.new("Really black"),"Right Arm Part5",vt(1,1,1)) RAmsh5=mesh("BlockMesh",RAprt5,"","",vt(0,0,0),vt(1.025,0.2,1.025)) local RAwld5=weld(RAprt5,RAprt5,RAprt1,euler(0,0,0)*cf(0,0.9,0)) --[[LEFT LEG]]-- local LLprt1=part(3,suit,0,0,BrickColor.new("Really black"),"Left Leg Part1",vt(1,1,1)) LLmsh1=mesh("BlockMesh",LLprt1,"","",vt(0,0,0),vt(1.01,2.01,1.01)) local LLwld1=weld(LLprt1,LLprt1,LeftLeg,euler(0,0,0)*cf(0,0,0)) local LLprt2=part(3,suit,0,0,BrickColor.new("White"),"Left Leg Part2",vt(1,1,1)) LLmsh2=mesh("BlockMesh",LLprt2,"","",vt(0,0,0),vt(1.02,0.2,1.02)) local LLwld2=weld(LLprt2,LLprt2,LLprt1,euler(0,0,0)*cf(0,-0.6,0)) local LLprt3=part(3,suit,0,0,BrickColor.new("Really black"),"Left Leg Part3",vt(1,1,1)) LLmsh3=mesh("BlockMesh",LLprt3,"","",vt(0,0,0),vt(1.02,0.1,1.02)) local LLwld3=weld(LLprt3,LLprt3,LLprt1,euler(0,0,0)*cf(0,-0.75,0)) local LLprt4=part(3,suit,0,0,BrickColor.new("Really black"),"Left Leg Part4",vt(1,1,1)) LLmsh4=mesh("BlockMesh",LLprt4,"","",vt(0,0,0),vt(1.02,0.1,1.02)) local LLwld4=weld(LLprt4,LLprt4,LLprt1,euler(0,0,0)*cf(0,-0.45,0)) local LLprt5=part(3,suit,0,0,BrickColor.new("White"),"Left Leg Part5",vt(1,1,1)) LLmsh5=mesh("BlockMesh",LLprt5,"","",vt(0,0,0),vt(1.02,0.4,1.02)) local LLwld5=weld(LLprt5,LLprt5,LLprt1,euler(0,0,0)*cf(0,0.8,0)) --[[RIGHT LEG]]-- local RLprt1=part(3,suit,0,0,BrickColor.new("Really black"),"Right Leg Part1",vt(1,1,1)) RLmsh1=mesh("BlockMesh",RLprt1,"","",vt(0,0,0),vt(1.01,2.01,1.01)) local RLwld1=weld(RLprt1,RLprt1,RightLeg,euler(0,0,0)*cf(0,0,0)) local RLprt2=part(3,suit,0,0,BrickColor.new("White"),"Right Leg Part2",vt(1,1,1)) RLmsh2=mesh("BlockMesh",RLprt2,"","",vt(0,0,0),vt(1.02,0.2,1.02)) local RLwld2=weld(RLprt2,RLprt2,RLprt1,euler(0,0,0)*cf(0,-0.6,0)) local RLprt3=part(3,suit,0,0,BrickColor.new("Really black"),"Right Leg Part3",vt(1,1,1)) RLmsh3=mesh("BlockMesh",RLprt3,"","",vt(0,0,0),vt(1.02,0.1,1.02)) local RLwld3=weld(RLprt3,RLprt3,RLprt1,euler(0,0,0)*cf(0,-0.75,0)) local RLprt4=part(3,suit,0,0,BrickColor.new("Really black"),"Right Leg Part4",vt(1,1,1)) RLmsh4=mesh("BlockMesh",RLprt4,"","",vt(0,0,0),vt(1.02,0.1,1.02)) local RLwld4=weld(RLprt4,RLprt4,RLprt1,euler(0,0,0)*cf(0,-0.45,0)) local RLprt5=part(3,suit,0,0,BrickColor.new("White"),"Right Leg Part5",vt(1,1,1)) RLmsh5=mesh("BlockMesh",RLprt5,"","",vt(0,0,0),vt(1.02,0.4,1.02)) local RLwld5=weld(RLprt5,RLprt5,RLprt1,euler(0,0,0)*cf(0,0.8,0)) local model1=Instance.new("Model") model1.Parent=Character model1.Name="Binary Sword" BSword={} BSwordWelds={} local model2=Instance.new("Model") model2.Parent=nil model2.Name="Demon Blade" DBlade={} DBladeWelds={} prt1=part(3,model1,0,1,Color1,"Part1",vt()) prt2=part(3,model1,0,0,Color2,"Part2",vt()) prt3=part(3,model1,0,0,Color2,"Part3",vt()) prt4=part(3,model1,0,0,Colorr3,"Part4",vt()) prt5=part(3,model1,0,0,Colorr3,"Part5",vt()) prt6=part(3,model1,0.7,0,Color4,"Part6",vt()) prt7=part(3,model1,0.7,0,Color4,"Part7",vt()) prt8=part(3,model1,0.7,0,Color4,"Part8",vt()) prt9=part(3,model1,0.7,0,Color4,"Part9",vt()) prt10=part(3,model1,0,0,Colorr3,"Part10",vt()) prt11=part(3,model1,0,0,Colorr3,"Part11",vt()) prt12=part(3,model1,0,0,Colorr3,"Part12",vt()) prtd1=part(3,model2,0,0.4,BrickColor.new("Black"),"DPart1",vt()) --prtd1=part(3,model2,0,0.4,BrickColor.new("Bright red"),"DPart1",vt()) prtd2=part(3,model2,0,0,BrickColor.new("Dark stone grey"),"DPart2",vt()) prtd3=part(3,model2,0,0,BrickColor.new("Dark stone grey"),"DPart3",vt()) prtd4=part(3,model2,0,0,BrickColor.new("Dark stone grey"),"DPart4",vt()) prtd5=part(3,model2,0,0,BrickColor.new("Dark stone grey"),"DPart5",vt()) prtd6=part(3,model2,0,0,BrickColor.new("Dark stone grey"),"DPart6",vt()) prtd7=part(3,model2,0.8,0,BrickColor.new("Medium stone grey"),"DPart7",vt()) prtd8=part(3,model2,0.8,0,BrickColor.new("Medium stone grey"),"DPart8",vt()) --[[prtd9=part(3,model2,0.5,0.2,BrickColor.new("Really red"),"DPart9",vt()) prtd10=part(3,model2,0.5,0.2,BrickColor.new("Really red"),"DPart10",vt()) prtd11=part(3,model2,0.5,0,BrickColor.new("Really red"),"DPart11",vt()) ]] prtd9=part(3,model2,0.5,0.2,BrickColor.new("White"),"DPart9",vt()) prtd10=part(3,model2,0.5,0.2,BrickColor.new("White"),"DPart10",vt()) prtd11=part(3,model2,0.5,0,BrickColor.new("White"),"DPart11",vt()) prtd12=part(3,model2,0,0,BrickColor.new("Dark stone grey"),"DPart12",vt()) for _,c in pairs(model2:children()) do if c.className=="Part" then table.insert(DBlade,c) end end light=it("PointLight") light.Brightness=.8 light.Color=Color3.new(255/255,50/255,0) --light.Color=BrickColor.new("Really red") light.Range=10 light.Parent=prtd9 msh1=mesh("BlockMesh",prt1,"","",vt(0,0,0),vt(1,1,1)) msh2=mesh("CylinderMesh",prt2,"","",vt(0,0,0),vt(2,10,2)) msh3=mesh("SpecialMesh",prt3,"Head","",vt(0,0,0),vt(2.5,2,2.5)) msh4=mesh("SpecialMesh",prt4,"Sphere","",vt(0,0,0),vt(3,3,3)) msh5=mesh("SpecialMesh",prt5,"FileMesh","http://www.roblox.com/asset/?id=9756362",vt(0,0,0),vt(0.5,0.5,1)) msh6=mesh("BlockMesh",prt6,"","",vt(0,0,0),vt(.5,20,1)) msh7=mesh("BlockMesh",prt7,"","",vt(0,0,0),vt(.5,20,1)) msh8=mesh("SpecialMesh",prt8,"Wedge","",vt(0,0,0),vt(.5,5,1)) msh9=mesh("SpecialMesh",prt9,"Wedge","",vt(0,0,0),vt(.5,5,1)) msh10=mesh("BlockMesh",prt10,"","",vt(0,0,0),vt(.6,20,0.2)) msh11=mesh("SpecialMesh",prt11,"Wedge","",vt(0,0,0),vt(.6,5,0.1)) msh12=mesh("SpecialMesh",prt12,"Wedge","",vt(0,0,0),vt(.6,5,0.1)) mshd1=mesh("BlockMesh",prtd1,"","",vt(0,0,0),vt(5.01,3,5.01)) mshd2=mesh("BlockMesh",prtd2,"","",vt(0,0,0),vt(5.1,3,5.1)) mshd3=mesh("SpecialMesh",prtd3,"Wedge","",vt(0,0,0),vt(5.05,4,3)) mshd4=mesh("SpecialMesh",prtd4,"Wedge","",vt(0,0,0),vt(5.05,4,3)) mshd5=mesh("SpecialMesh",prtd5,"Wedge","",vt(0,0,0),vt(5.5,6,6)) mshd6=mesh("SpecialMesh",prtd6,"Wedge","",vt(0,0,0),vt(5.5,6,6)) mshd7=mesh("BlockMesh",prtd7,"","",vt(0,0,0),vt(3,20,1)) mshd8=mesh("SpecialMesh",prtd8,"Wedge","",vt(0,0,0),vt(1,3,5)) mshd9=mesh("BlockMesh",prtd9,"","",vt(0,0,0),vt(4.5,20,.1)) mshd10=mesh("SpecialMesh",prtd10,"Wedge","",vt(0,0,0),vt(.1,4.5,8)) mshd11=mesh("CylinderMesh",prtd11,"","",vt(0,0,0),vt(4,5.8,4)) mshd12=mesh("CylinderMesh",prtd12,"","",vt(0,0,0),vt(3,5.9,3)) wld1=weld(prt1,prt1,Torso,euler(3.7,1.57,0)*cf(-1.5,-2.3,-.5)) wld2=weld(prt2,prt2,prt1,euler(0,0,0)*cf(0,0,0)) wld3=weld(prt3,prt3,prt2,euler(0,0,0)*cf(0,1,0)) wld4=weld(prt4,prt4,prt2,euler(0,0,0)*cf(0,-1,0)) wld5=weld(prt5,prt5,prt4,euler(0,0,0)*cf(0,-0.2,0)) wld6=weld(prt6,prt6,prt5,euler(0,0,0)*cf(0,-2,0.1)) wld7=weld(prt7,prt7,prt5,euler(0,0,0)*cf(0,-2,-0.1)) wld8=weld(prt8,prt8,prt6,euler(0,0,0)*cf(0,-2.5,0)) wld9=weld(prt9,prt9,prt7,euler(0,3.14,0)*cf(0,-2.5,0)) wld10=weld(prt10,prt10,prt5,euler(0,0,0)*cf(0,-2,0)) wld11=weld(prt11,prt11,prt10,euler(0,0,0)*cf(0,-2.5,0.01)) wld12=weld(prt12,prt12,prt10,euler(0,3.14,0)*cf(0,-2.5,-0.01)) wldd1=weld(prtd1,prtd1,RightArm,euler(0,0,0)*cf(0,.21,0)) wldd2=weld(prtd1,prtd2,prtd1,euler(0,0,0)*cf(0,.5,0)) wldd3=weld(prtd1,prtd3,prtd2,euler(0,1.57,0)*cf(.21,-.6,0)) wldd4=weld(prtd1,prtd4,prtd2,euler(0,-1.57,0)*cf(-.21,-.6,0)) wldd5=weld(prtd1,prtd5,prtd2,euler(0,-1.57,0)*cf(.1,-.1,0)) wldd6=weld(prtd1,prtd6,prtd5,euler(0,0,3.14)*cf(0,1.2,0)) wldd7=weld(prtd1,prtd7,prtd2,euler(0,0,0)*cf(0,2.5,0)) wldd8=weld(prtd1,prtd8,prtd7,euler(1.57,1.57,0)*cf(0,2.5,0)) wldd9=weld(prtd1,prtd9,prtd7,euler(0,0,0)*cf(0,0,0)) wldd10=weld(prtd1,prtd10,prtd8,euler(0,0,0)*cf(0,0,0.3)) wldd11=weld(prtd1,prtd11,prtd1,euler(1.57,0,0)*cf(0,1,0)) wldd12=weld(prtd1,prtd12,prtd11,euler(0,0,0)*cf(0,0,0)) for _,c in pairs(prtd1:children()) do if c.className=="Weld" then table.insert(DBladeWelds,c) print(c) end end for i=-.9,.9,0.2 do prt13=part(3,model1,0,0,Color1,"Part13",vt()) msh13=mesh("CylinderMesh",prt13,"","",vt(0,0,0),vt(2.2,1,2.2)) wld13=weld(prt13,prt13,prt1,euler(math.random(-10,10)/100,math.random(-10,10)/100,math.random(-10,10)/100)*cf(0,i,0)) end function Make1(Ceef) prtnr=part(3,model1,0,1,Color1,"1a",vt()) mshnr=mesh("BlockMesh",prtnr,"","",vt(0,0,0),vt(.7,.7,.7)) wldnr=weld(prtnr,prtnr,prt10,euler(0,0,0)*cf(0,Ceef,0)) prtn1=part(3,model1,0,0,Colorr3,"1a",vt()) mshn1=mesh("BlockMesh",prtn1,"","",vt(0,0,0),vt(.7,.2,1.5)) wldn1=weld(prtn1,prtn1,prtnr,euler(0,0,0)*cf(0,0,0)) prtn2=part(3,model1,0,0,Colorr3,"1b",vt()) mshn2=mesh("BlockMesh",prtn2,"","",vt(0,0,0),vt(.7,.2,.5)) wldn2=weld(prtn2,prtn2,prtn1,euler(0.5,0,0)*cf(0,0.03,-0.1)) prtn3=part(3,model1,0,0,Colorr3,"1c",vt()) mshn3=mesh("BlockMesh",prtn3,"","",vt(0,0,0),vt(.7,.2,.5)) wldn3=weld(prtn3,prtn3,prtn1,euler(1.57,0,0)*cf(0,0,0.15)) end function Make0(Ceef) prtnr=part(3,model1,0,1,Color1,"1a",vt()) mshnr=mesh("BlockMesh",prtnr,"","",vt(0,0,0),vt(.7,.7,.7)) wldnr=weld(prtnr,prtnr,prt10,euler(0,0,0)*cf(0,Ceef,0)) prtn1=part(3,model1,0,0,Colorr3,"0a",vt()) mshn1=mesh("BlockMesh",prtn1,"","",vt(0,0,0),vt(.7,.2,1.5)) wldn1=weld(prtn1,prtn1,prtnr,euler(0,0,0)*cf(0,-0.05,0)) prtn2=part(3,model1,0,0,Colorr3,"0b",vt()) mshn2=mesh("BlockMesh",prtn2,"","",vt(0,0,0),vt(.7,.2,.5)) wldn2=weld(prtn2,prtn2,prtn1,euler(1.57,0,0)*cf(0,0.05,0.15)) prtn3=part(3,model1,0,0,Colorr3,"0c",vt()) mshn3=mesh("BlockMesh",prtn3,"","",vt(0,0,0),vt(.7,.2,.5)) wldn3=weld(prtn3,prtn3,prtn1,euler(1.57,0,0)*cf(0,0.05,-0.15)) prtn4=part(3,model1,0,0,Colorr3,"0d",vt()) mshn4=mesh("BlockMesh",prtn4,"","",vt(0,0,0),vt(.7,.2,1.5)) wldn4=weld(prtn4,prtn4,prtn1,euler(0,0,0)*cf(0,0.1,0)) end Make1(1.6) Make0(1.4) Make0(1.2) Make1(1) Make1(.8) Make1(.6) Make1(.4) Make0(.2) Make0(0) local hitbox1=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1)) local hitbox2=part(3,nil,0,1,BrickColor.new("Black"),"Hitbox",vt(1,1,1)) local Tool=nil if (script.Parent.className~="HopperBin") then Tool=Instance.new("HopperBin") Tool.Parent=Backpack Tool.Name="Binary Sword" script.Parent=Tool end Bin=script.Parent --Bin=Tool local bodvel=Instance.new("BodyVelocity") bodvel.Name="FixerVel" local bg=Instance.new("BodyGyro") bg.Name="FixerGyro" so = function(id,par,vol,pit) coroutine.resume(coroutine.create(function() local sou = Instance.new("Sound",par or workspace) sou.Parent=par sou.Volume=vol sou.Pitch=pit or 1 sou.SoundId=id swait() sou:Play() game:GetService("Debris"):AddItem(sou,6) end)) end function clerp(a,b,t) local qa = {QuaternionFromCFrame(a)} local qb = {QuaternionFromCFrame(b)} local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1-t return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t)) end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5/s return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5 else local i = 0 if m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00-m11-m22+1) local recip = 0.5/s return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip elseif i == 1 then local s = math.sqrt(m11-m22-m00+1) local recip = 0.5/s return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip elseif i == 2 then local s = math.sqrt(m22-m00-m11+1) local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w*xs, w*ys, w*zs local xx = x*xs local xy = x*ys local xz = x*zs local yy = y*ys local yz = y*zs local zz = z*zs return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4] local startInterp, finishInterp; if cosTheta >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = math.acos(cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((1-t)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = 1-t finishInterp = t end else if (1+cosTheta) > 0.0001 then local theta = math.acos(-cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((t-1)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = t-1 finishInterp = t end end return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp end function hideanim() equipped=false attack=true if Mode=="Binary" then so("rbxasset://sounds\\unsheath.wav",prt1,1,.8) for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(.2,0,-.5)*cf(0,1,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.4,0,-0.5),.3) RW.C0=clerp(RW.C0,cf(1.3,0.5,0.2)*euler(3.4,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,0),.3) end wld1.Part1=Torso wld1.C0=euler(3.7,1.57,0)*cf(-1.5,-2.3,-.5) for i=0,1,0.2 do swait() RW.C0=clerp(RW.C0,cf(1.3,0.5,0.2)*euler(0.5,0,0),.3) end for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,0),.4) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.3) end --wld1=weld(prt1,prt1,RightArm,euler(1.57,0,0)*cf(0,1,-0.3)) else for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5)*euler(0.4,0,-0.4),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,-0.8),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,-0.5,1)*euler(.5,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.2,0,-0.2),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(-0.2,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.5,0)*euler(0.5,-1.2,0)*euler(-.2,0,0),.3) end so("http://roblox.com/asset/?id=161006163",RightArm,1,.4) so("http://roblox.com/asset/?id=160867463",RightArm,1,1.2) for i=0,1,0.015 do swait() for i=1,3 do if math.random(1,5)==1 then MagicBlock(BrickColor.new("Dark stone grey"),RightArm.CFrame*cf(math.random(-100,100)/100,0-math.random(0,700)/100,math.random(-100,100)/100),math.random(30,80)/100,math.random(30,80)/100,math.random(30,80)/100,.5,.5,.5,0.05) else MagicBlock(BrickColor.new("Black"),RightArm.CFrame*cf(math.random(-100,100)/100,-math.random(0,700)/100,math.random(-100,100)/100),math.random(30,80)/100,math.random(30,80)/100,math.random(30,80)/100,.5,.5,.5,0.05) --MagicBlock(BrickColor.new("Bright red"),RightArm.CFrame*cf(math.random(-100,100)/100,-math.random(0,700)/100,math.random(-100,100)/100),math.random(30,80)/100,math.random(30,80)/100,math.random(30,80)/100,.5,.5,.5,0.05) end end end Tool.Name="Binary Sword" model2.Parent=nil for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.4) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,0),.4) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.3) end end Torso.Neck.C0=necko Torso.Neck.C1=necko2 RootJoint.C0=RootCF RW.C0=cf(1.5,0.5,0)*euler(0,0,0) RW.C1=cf(0,0.5,0)*euler(0,0,0) LW.C0=cf(-1.5,0.5,0)*euler(0,0,0) LW.C1=cf(0,0.5,0)*euler(0,0,0) RH.C0=RHC0 RH.C1=RHC1 LH.C0=LHC0 LH.C1=LHC1 Mode="Binary" attack=false end function equipanim() equipped=true attack=true for i=0,1,0.2 do swait() Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.4,0,-0.5),.3) RW.C0=clerp(RW.C0,cf(1.3,0.5,0.2)*euler(3,0,0),.4) end for i=0,1,0.1 do swait() Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.5,0,-0.6),.3) RW.C0=clerp(RW.C0,cf(1.3,0.5,0.2)*euler(3.4,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-0.5),.3) end so("rbxasset://sounds\\unsheath.wav",prt1,1,.6) wld1.Part1=RightArm wld1.C0=euler(.2,0,-.5)*cf(0,1,0) for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.2,0,-0.5),.3) RW.C0=clerp(RW.C0,cf(1.3,0.5,0.2)*euler(.5,-0.5,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-0.5),.3) end for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,-0.3),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0.5),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-0.5),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1,-0.5,-0.7),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1,-0.5,0.5),.3) end --wld1=weld(prt1,prt1,RightArm,euler(1.57,0,0)*cf(0,1,-0.3)) wld1.C0=euler(1.57,0,0)*cf(0,1,-0.3) Torso.Neck.C0=necko*euler(0,0,0.5) RootJoint.C0=RootCF*euler(0,0,-0.5) RW.C0=cf(1,0.5,-0.5)*euler(1,-0.5,-0.7) RW.C1=cf(0,0.5,0)*euler(0,0,0) LW.C0=cf(-1,0.5,-0.5)*euler(1,-0.5,0.5) LW.C1=cf(0,0.5,0)*euler(0,0,0) attack=false end function Stomp() Humanoid.WalkSpeed=0 Torso.Velocity=RootPart.CFrame.lookVector*0 so("http://roblox.com/asset/?id=157878578",Torso,1,0.8) so("http://roblox.com/asset/?id=2760979",Torso,1,0.4) --so("http://roblox.com/asset/?id=2101148",Torso,1,0.6) MagicWave(BrickColor.new("Medium stone grey"),cf(Torso.Position)*cf(0,-1,0),1,1,1,1.5,1,1.5,0.05) Dam=math.random(5,10) Humanoid.Health=Humanoid.Health-Dam showDamage(Torso,Dam,.5,BrickColor:Red()) MagniDamage(Torso,15,10,20,math.random(10,20),"Knockdown") --[[for i=0,1,0.2 do swait() if Mode=="Binary" then wld1.C0=clerp(wld1.C0,euler(0.4,0,-0.5)*cf(0,1,0),.3) end RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(3,0,0.5),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-1.2),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.4,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(-1.2,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1.1,-.5,-0.5)*euler(-0.2,-1.3,0),.3) end for i=0,1,0.1 do swait() Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.6,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.2)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(-1.4,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1.2,-.2,-0.5)*euler(-0.3,-1.3,0),.3) end]] swait(10) Humanoid.WalkSpeed=16 end function attackone() attack=true for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.2,0,0)*cf(0,1,-0.3),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.1,0,1),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-1),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(2,-0.5,-0.2),.3) LW.C0=clerp(LW.C0,cf(-.5,0.5,-0.5)*euler(2.5,-0.5,0.8),.3) RH.C0=clerp(RH.C0,RHC0*euler(-.2,0,0),.3) LH.C0=clerp(LH.C0,LHC0*euler(-.2,0,0),.3) end hitbox1.Parent=model1 hitbox1.Size=vt(1,5,1) hitbox1.Transparency=1 hitbox1.CFrame=prt10.CFrame --con1=hitbox1.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(1,5),"Normal",RootPart,.5,1) end) con1=hitbox1.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(1,5),"Normal",RootPart,.5,1) end) so("http://roblox.com/asset/?id=161006212",prt10,1,.7) blcf=nil scfr=nil for i=0,1,0.25 do swait() local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox1.CFrame=prt10.CFrame wld1.C0=clerp(wld1.C0,euler(1.8,0,0)*cf(0,1,-0.3),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.1,0,-.3),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.3),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(.5,-.3,-.3),.3) LW.C0=clerp(LW.C0,cf(-0.8,0.2,-0.5)*euler(.5,-0.5,1),.3) end for i=0,1,0.1 do swait() local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox1.CFrame=prt10.CFrame wld1.C0=clerp(wld1.C0,euler(2,0,0)*cf(0,1,-0.3),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.1,0,-.9),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.9),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(.5,-.8,-.3),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1.1,-0.5,.7),.3) end con1:disconnect() hitbox1.Parent=nil attack=false end function attacktwo() attack=true for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,-0.3),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.1,0,-1.2),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,1.2),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(.5,1.8,1.5),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1.5,-0.5,.8),.3) RH.C0=clerp(RH.C0,RHC0*euler(-.2,0,0),.3) LH.C0=clerp(LH.C0,LHC0*euler(-.2,0,0),.3) end hitbox1.Parent=model1 hitbox1.Size=vt(1,5,1) hitbox1.Transparency=1 hitbox1.CFrame=prt10.CFrame con1=hitbox1.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(1,5),"Normal",RootPart,.5,1) end) so("http://roblox.com/asset/?id=161006212",prt10,1,.8) blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox1.CFrame=prt10.CFrame wld1.C0=clerp(wld1.C0,euler(2.2,0,0)*cf(0,.8,-0.3),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.1,0,1),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-1),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.2,1.2,0)*euler(-1.5,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.2,-.2,-1.4),.3) end con1:disconnect() hitbox1.Parent=nil attack=false end function attackthree() attack=true for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,-.785)*cf(0,.8,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.2,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3) RW.C0=clerp(RW.C0,cf(1,1,0)*euler(2.8,0,-.785),.3) LW.C0=clerp(LW.C0,cf(-1,1,0)*euler(2.8,0,.785),.3) RH.C0=clerp(RH.C0,RHC0*euler(-.2,0,0),.3) LH.C0=clerp(LH.C0,LHC0*euler(-.2,0,0),.3) end hitbox1.Parent=model1 hitbox1.Size=vt(1,5,1) hitbox1.Transparency=1 hitbox1.CFrame=prt10.CFrame con1=hitbox1.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(1,5),"Normal",RootPart,.5,1) end) so("http://roblox.com/asset/?id=161006212",prt10,1,.9) blcf=nil scfr=nil for i=0,1,0.25 do swait() local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox1.CFrame=prt10.CFrame wld1.C0=clerp(wld1.C0,euler(1.7,0,0)*cf(0,1,0),.4) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.2,0,-.6),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.6),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.5,0,.2),.4) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-.2),.4) end for i=0,1,0.2 do swait() local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox1.CFrame=prt10.CFrame wld1.C0=clerp(wld1.C0,euler(2,0,0)*cf(0,.7,-.3),.4) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.4,0,-.8),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,.8),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.2,-.4,.4),.4) end con1:disconnect() hitbox1.Parent=nil attack=false end function SpinSlash() attack=true for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,-0.3),.4) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.3,0,0.8),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.5)*euler(0.2,0,-0.8),.4) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(2.2,-1.2,0)*euler(0,0,1),.4) LW.C0=clerp(LW.C0,cf(.1,0.5,-0.8)*euler(1.8,-0.5,1),.4) --RH.C0=clerp(RH.C0,RHC0*cf(0,0,0)*euler(0.2,0.2,.5),.3) --LH.C0=clerp(LH.C0,LHC0*cf(.5,0.2,0)*euler(0,.5,0.2),.3) end hitbox1.Parent=model1 hitbox1.Size=vt(1,5,1) hitbox1.Transparency=1 hitbox1.CFrame=prt10.CFrame con1=hitbox1.Touched:connect(function(hit) Damagefunc(hit,10,15,math.random(1,5),"Normal",RootPart,.2,1) end) blcf=nil scfr=nil so("http://roblox.com/asset/?id=161006212",prt10,1,.6) repeat hitbox1.Parent=model1 hitbox1.Size=vt(1,5,1) hitbox1.Transparency=1 hitbox1.CFrame=prt10.CFrame for i=0,1,0.15 do swait() local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox1.CFrame=prt10.CFrame wld1.C0=clerp(wld1.C0,euler(1.2,0,0)*cf(0,1,-0.3),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.3,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.5)*euler(0,0,2.3),.25) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.57,-1.57,0)*euler(-0.5,0,0),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1.57,-1.57,0)*euler(0.5,0,0),.3) RH.C0=clerp(RH.C0,RHC0,.3) LH.C0=clerp(LH.C0,LHC0,.3) end for i=0,1,0.05 do swait() if i>=0.45 and i<=0.5 then so("http://roblox.com/asset/?id=161006212",prt10,1,.7) end local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox1.CFrame=prt10.CFrame RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.5)*euler(0,0,2.3+6*i),1) end until hold==false con1:disconnect() hitbox1.Parent=nil attack=false end function BinarySwing() attack=true for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,-0.3),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0.8),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1)*euler(0,0,-0.8),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(.5,-2,0)*euler(.5,0,0),.3) LW.C0=clerp(LW.C0,cf(-.2,-.1,-0.5)*euler(1,-1.8,0)*euler(.9,0,0),.3) RH.C0=clerp(RH.C0,RHC0*cf(.2,1,.1)*euler(0,-.5,-.2),.3) LH.C0=clerp(LH.C0,LHC0*cf(-.2,1,.1)*euler(0,.5,.2),.3) end Humanoid.Jump=true bodvol=Instance.new("BodyVelocity") bodvol.Parent=RootPart bodvol.velocity=vt(0,1,0)*100 bodvol.P=5000 bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) --Torso.Velocity=vt(0,1,0)*100 hitbox1.Parent=model1 hitbox1.Size=vt(1,5,1) hitbox1.Transparency=1 hitbox1.CFrame=prt10.CFrame con1=hitbox1.Touched:connect(function(hit) Damagefunc(hit,20,30,math.random(10,20),"Normal",RootPart,.2,1) end) so("http://roblox.com/asset/?id=161006212",prt10,1,.8) blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox1.CFrame=prt10.CFrame RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(3,-2.4,0)*euler(.1,0,0),.3) LW.C0=clerp(LW.C0,cf(-.2,.8,-0.5)*euler(3.1,-1.8,0)*euler(.9,0,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,-0.8),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*euler(0,0,1.3),.3) RH.C0=clerp(RH.C0,RHC0,.3) LH.C0=clerp(LH.C0,LHC0,.3) end con1:disconnect() hitbox1.Parent=nil bodvol.Parent=nil attack=false end function BinaryImpulse() attack=true if impulse==1 then impulse=2 Humanoid.Jump=true for i=0,1,0.2 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,-0.3),.45) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.45) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0.5,0),.45) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.5,-1.5,0)*euler(.5,0,0),.45) LW.C0=clerp(LW.C0,cf(0,0.5,-0.7)*euler(1.5,-1.5,0)*euler(.7,0,0),.45) RH.C0=clerp(RH.C0,RHC0*euler(-.2,0,0),.45) LH.C0=clerp(LH.C0,LHC0*euler(-.2,0,0),.45) end blcf=nil scfr=nil hitbox1.Parent=model1 hitbox1.Size=vt(1,5,1) hitbox1.Transparency=1 hitbox1.CFrame=prt10.CFrame con1=hitbox1.Touched:connect(function(hit) Damagefunc(hit,20,30,math.random(10,20),"Normal",RootPart,.5,1) end) for i=1,3 do so("http://roblox.com/asset/?id=161006212",prt10,1,1) for i=0,1,0.1 do swait() local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox1.CFrame=prt10.CFrame RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.5,-1.5,0)*euler(-.5,0,0),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1.5,-1.5,0)*euler(.5,0,0),.3) RootJoint.C0=RootCF*euler(0,0.5,6.6*i) end end con1:disconnect() hitbox1.Parent=nil elseif impulse==2 then impulse=3 Humanoid.Jump=true for i=0,1,0.2 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,-0.3),.45) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.45) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,-0.5,0),.45) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.5,-1.5,0)*euler(.5,0,0),.45) LW.C0=clerp(LW.C0,cf(0,0.5,-0.7)*euler(1.5,-1.5,0)*euler(.7,0,0),.45) RH.C0=clerp(RH.C0,RHC0*euler(-.2,0,0),.45) LH.C0=clerp(LH.C0,LHC0*euler(-.2,0,0),.45) end blcf=nil scfr=nil hitbox1.Parent=model1 hitbox1.Size=vt(1,5,1) hitbox1.Transparency=1 hitbox1.CFrame=prt10.CFrame con1=hitbox1.Touched:connect(function(hit) Damagefunc(hit,20,30,math.random(10,20),"Normal",RootPart,.5,1) end) for i=1,3 do so("http://roblox.com/asset/?id=161006212",prt10,1,1.05) for i=0,1,0.1 do swait() local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox1.CFrame=prt10.CFrame RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.5,-1.5,0)*euler(-.5,0,0),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1.5,-1.5,0)*euler(.5,0,0),.3) RootJoint.C0=RootCF*euler(0,-0.5,6.6*i) end end con1:disconnect() hitbox1.Parent=nil elseif impulse==3 then impulse=1 for i=0,1,0.2 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,-0.785)*cf(0,1,-0.3),.45) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.4,0,0),.45) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.45) RW.C0=clerp(RW.C0,cf(1,0.8,-0.5)*euler(3,0,-0.785),.45) LW.C0=clerp(LW.C0,cf(-1,0.8,-0.5)*euler(3,0,0.785),.45) RH.C0=clerp(RH.C0,RHC0*euler(-.2,0,0),.45) LH.C0=clerp(LH.C0,LHC0*euler(-.2,0,0),.45) end Humanoid.Jump=true blcf=nil scfr=nil hitbox1.Parent=model1 hitbox1.Size=vt(1,5,1) hitbox1.Transparency=1 hitbox1.CFrame=prt10.CFrame con1=hitbox1.Touched:connect(function(hit) Damagefunc(hit,25,35,math.random(20,30),"Normal",RootPart,.5,1) end) for i=1,3 do so("http://roblox.com/asset/?id=161006195",prt10,1,1) for i=0,1,0.1 do swait() local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox1.CFrame=prt10.CFrame wld1.C0=clerp(wld1.C0,euler(2,0,-0.785)*cf(0,1,-0.3),.45) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.2,0,0),.45) RW.C0=clerp(RW.C0,cf(1,0.3,-0.5)*euler(.5,0,-0.785),.3) LW.C0=clerp(LW.C0,cf(-1,0.3,-0.5)*euler(.5,0,0.785),.3) RootJoint.C0=RootCF*euler(6.28*i,0,0) end end con1:disconnect() hitbox1.Parent=nil end attack=false end function Bash() attack=true for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.1,0,0)*cf(0,1,-0.4),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,1)*euler(0.5,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-1.4),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.4,-1.4,0)*euler(-.6,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1,-1,0)*euler(.5,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,2.5,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1,0),.3) end Torso.Velocity=RootPart.CFrame.lookVector*200 so("http://roblox.com/asset/?id=2767090",Torso,1,.7) MagicWave(Color4,RootPart.CFrame*euler(1.57,0,0),1,1,1,1,1,1,0.05) hit=nil for i=1,20 do if hit==nil then swait() end hit,pos=rayCast(RootPart.Position,RootPart.CFrame.lookVector,6,Character) end Torso.Velocity=RootPart.CFrame.lookVector*0 Humanoid.WalkSpeed=0 for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.1,0,0)*cf(0,1,-0.4),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,1.4)*euler(-0.2,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-1.4),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(3,-1.4,0)*euler(-.6,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(2.3,-1.4,0)*euler(.5,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.3) end so("http://roblox.com/asset/?id=161006195",prt10,1,.5) blcf=nil scfr=nil for i=0,1,0.2 do swait() local blcf = prt10.CFrame*CFrame.new(0,.5,0) if scfr and (prt10.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end wld1.C0=clerp(wld1.C0,euler(2.2,0,0)*cf(0,.8,-0.3),.45) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,1.4)*euler(0.4,0,0),.45) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.3)*euler(0,0,-1.4),.45) RW.C0=clerp(RW.C0,cf(.5,0.2,-0.5)*euler(3,-1.4,0)*euler(-2.7,0,0),.45) LW.C0=clerp(LW.C0,cf(-1.2,0.1,-0.3)*euler(0,-1.4,0)*euler(.5,0,0),.45) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(-1.2,1.57,0),.45) LH.C0=clerp(LH.C0,cf(-1.1,0.4,-0.8)*euler(-0.05,-1.57,0),.45) end hit,pos=rayCast(prt10.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,100,Character) if hit~=nil then local ref=part(3,workspace,0,1,BrickColor.new("Black"),"Effect",vt()) ref.Anchored=true ref.CFrame=cf(pos) game:GetService("Debris"):AddItem(ref,3) for i=1,10 do Col=hit.BrickColor local groundpart=part(3,workspace,0,0,Col,"Ground",vt(math.random(50,200)/100,math.random(50,200)/100,math.random(50,200)/100)) groundpart.Anchored=true groundpart.Material=hit.Material groundpart.CanCollide=true groundpart.CFrame=cf(pos)*cf(math.random(-500,500)/100,0,math.random(-500,500)/100)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) game:GetService("Debris"):AddItem(groundpart,5) end so("http://roblox.com/asset/?id=157878578",ref,.6,1.2) MagicWave(hit.BrickColor,cf(pos),1,1,1,.7,.7,.7,0.05) MagniDamage(ref,10,10,20,math.random(10,20),"Knockdown") end swait(50) Humanoid.WalkSpeed=16 attack=false end function UnleashTheDemon() attack=true so("rbxasset://sounds\\unsheath.wav",prt1,1,.8) for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(.2,0,-.5)*cf(0,1,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.4,0,-0.5),.3) RW.C0=clerp(RW.C0,cf(1.3,0.5,0.2)*euler(3.4,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,0),.3) RH.C0=clerp(RH.C0,RHC0,.4) LH.C0=clerp(LH.C0,LHC0,.4) end wld1.Part1=Torso wld1.C0=euler(3.7,1.57,0)*cf(-1.5,-2.3,-.5) for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.4,0,-0.4),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.3,0,0),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1.4,-1.57,0)*euler(1.2,0,0),.3) end so("http://roblox.com/asset/?id=178452217",RightArm,.5,.4) so("http://roblox.com/asset/?id=168586586",RightArm,.5,.6) so("http://roblox.com/asset/?id=160740121",RightArm,1,.8) num=0 for i=0,1,0.01 do swait() if num>=10 then num=0 MagicWave(BrickColor.new("White"),cf(Torso.Position)*cf(0,-1,0)*euler(0,math.random(-50,50),0),1,1,1,1,.5,1,0.05) --MagicWave(BrickColor.new("Really red"),cf(Torso.Position)*cf(0,-1,0)*euler(0,math.random(-50,50),0),1,1,1,1,.5,1,0.05) end for i=1,2 do if math.random(1,5)==1 then MagicBlock(BrickColor.new("Dark stone grey"),RightArm.CFrame*cf(math.random(-100,100)/100,-math.random(0,700)/100,math.random(-100,100)/100),math.random(30,80)/100,math.random(30,80)/100,math.random(30,80)/100,.5,.5,.5,0.05) else --MagicBlock(BrickColor.new("Bright red"),RightArm.CFrame*cf(math.random(-100,100)/100,-math.random(0,700)/100,math.random(-100,100)/100),math.random(30,80)/100,math.random(30,80)/100,math.random(30,80)/100,.5,.5,.5,0.05) MagicBlock(BrickColor.new("Black"),RightArm.CFrame*cf(math.random(-100,100)/100,-math.random(0,700)/100,math.random(-100,100)/100),math.random(30,80)/100,math.random(30,80)/100,math.random(30,80)/100,.5,.5,.5,0.05) end end num=num+1 end Tool.Name="Demon Blade" so("http://roblox.com/asset/?id=168586621",RightArm,1,.5) so("http://roblox.com/asset/?id=160867463",RightArm,1,.8) for i=1,4 do MagicBlock(BrickColor.new("Black"),RightArm.CFrame*cf(0,-.5-math.random(0,500)/100,0),2,2,2,.5,.5,.5,0.05) --MagicBlock(BrickColor.new("Bright red"),RightArm.CFrame*cf(0,-.5-math.random(0,500)/100,0),2,2,2,.5,.5,.5,0.05) end MagicWave(BrickColor.new("White"),cf(Torso.Position)*cf(0,-1,0)*euler(0,math.random(-50,50),0),1,1,1,.5,.3,.5,0.01) --MagicWave(BrickColor.new("Really red"),cf(Torso.Position)*cf(0,-1,0)*euler(0,math.random(-50,50),0),1,1,1,.5,.3,.5,0.01) Mode="Demon" model2.Parent=Character for i=1,#DBlade do DBlade[i].Parent=model2 DBladeWelds[i].Parent=DBlade[1] end for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-0.4),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0.4),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.2,-0.5,1),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.4,0.5,-1.3),.3) end swait(50) attack=false end function Demonattackone() attack=true --[[ RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5)*euler(0.4,0,-0.4),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0.4),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,-0.5,1)*euler(.1,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.2,0,-0.2),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(-0.2,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.5,0)*euler(0.5,-1.2,0)*euler(-.2,0,0),.3) ]] for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5)*euler(0.4,0,-1),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0.7),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,-0.5,1)*euler(.3,0,.5),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.7,0,-0.7),.3) RH.C0=clerp(RH.C0,cf(1,-1,-.6)*euler(-.3,1.57,0)*euler(0,.5,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.3,0)*euler(0.5,-.8,0)*euler(-.5,0,0),.3) end hitbox2.Parent=model2 hitbox2.Size=vt(1,6,1) hitbox2.Transparency=1 hitbox2.CFrame=prtd7.CFrame con1=hitbox2.Touched:connect(function(hit) Damagefunc(hit,10,15,math.random(1,5),"Lifesteal",RootPart,.5,1) end) so("http://roblox.com/asset/?id=28144425",prtd7,1,.7) blcf=nil scfr=nil for i=0,1,0.08 do swait() local blcf = prtd7.CFrame*CFrame.new(0,-.5,0) if scfr and (prtd7.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox2.CFrame=prtd7.CFrame RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5)*euler(0.2,0,1),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,-0.7),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.4,-0.5,1)*euler(1.3,0,-1.7),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.7,0,-0.7),.3) RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(-.3,1.57,0)*euler(0,-1,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,-0.3)*euler(-0.3,-2.3,0)*euler(0,0,0),.3) end con1:disconnect() hitbox2.Parent=nil attack=false end function Demonattacktwo() attack=true for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.4)*euler(0.1,0,1.2),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,-0.7),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.4,-1.2,.6)*euler(1.1,0,-1.7),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.7,0,-0.7),.3) RH.C0=clerp(RH.C0,cf(1,-.6,0)*euler(-.1,1.57,0)*euler(0,-1,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,-0.3)*euler(-0.1,-2.3,0)*euler(0,0,0),.3) end hitbox2.Parent=model2 hitbox2.Size=vt(1,6,1) hitbox2.Transparency=1 hitbox2.CFrame=prtd7.CFrame con1=hitbox2.Touched:connect(function(hit) Damagefunc(hit,10,15,math.random(1,5),"Lifesteal",RootPart,.5,1) end) so("http://roblox.com/asset/?id=28144425",prtd7,1,.5) blcf=nil scfr=nil for i=0,1,0.1 do swait() local blcf = prtd7.CFrame*CFrame.new(0,-.5,0) if scfr and (prtd7.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end hitbox2.CFrame=prtd7.CFrame RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.4)*euler(0.1,0,-0.8),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0.7),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,-.8,.6)*euler(0.5,0,.5),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.7,0,-0.7),.3) RH.C0=clerp(RH.C0,cf(1,-.8,-0.3)*euler(-0.2,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.6,-0.2)*euler(0.2,-1.2,0)*euler(-.2,0,0),.3) end con1:disconnect() hitbox2.Parent=nil attack=false end function Demonattackthree() attack=true for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5)*euler(0.1,0,-0.2),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0.4),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(2.9,-1.8,0)*euler(.5,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.4,0,-0.2),.3) RH.C0=clerp(RH.C0,cf(1,-.7,-.3)*euler(-0.2,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.7,0)*euler(0.2,-1.2,0)*euler(-.2,0,0),.3) end Humanoid.WalkSpeed=0 hitbox2.Parent=model2 hitbox2.Size=vt(1,6,1) hitbox2.Transparency=1 hitbox2.CFrame=prtd7.CFrame con1=hitbox2.Touched:connect(function(hit) Damagefunc(hit,10,15,math.random(1,5),"Lifesteal",RootPart,.5,1) end) so("http://roblox.com/asset/?id=28144425",prtd7,1,.6) blcf=nil scfr=nil for i=0,1,0.15 do swait() local blcf = prtd7.CFrame*CFrame.new(0,-.5,0) if scfr and (prtd7.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.8)*euler(0.5,0,0.6),.4) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.1,0,-0.6),.4) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.55,-1.5,0)*euler(.3,0,0),.4) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.4,0,-0.2),.4) RH.C0=clerp(RH.C0,cf(1,-.1,-.4)*euler(0.4,1.57,0)*euler(-.2,0,0),.4) LH.C0=clerp(LH.C0,cf(-1,-.9,0)*euler(-0.2,-1.2,0)*euler(-.2,0,0),.4) if i==0.6 then hit,pos=rayCast(prtd8.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character) if hit~=nil then local ref=part(3,workspace,0,1,BrickColor.new("Black"),"Effect",vt()) ref.Anchored=true ref.CFrame=cf(pos) game:GetService("Debris"):AddItem(ref,3) for i=1,5 do Col=hit.BrickColor local groundpart=part(3,workspace,0,0,Col,"Ground",vt(math.random(50,200)/100,math.random(50,200)/100,math.random(50,200)/100)) groundpart.Anchored=true groundpart.Material=hit.Material groundpart.CanCollide=true groundpart.CFrame=cf(pos)*cf(math.random(-200,200)/100,0,math.random(-200,200)/100)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) game:GetService("Debris"):AddItem(groundpart,3) end so("http://roblox.com/asset/?id=157878578",ref,.6,1.5) MagicWave(hit.BrickColor,cf(pos),1,1,1,.7,.7,.7,0.05) MagniDamage(ref,8,10,15,math.random(10,20),"Normal") end end end con1:disconnect() hitbox2.Parent=nil swait(10) Humanoid.WalkSpeed=16 attack=false end function AgonizingBonds() attack=true for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*euler(0,0,0.6),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,-0.6)*euler(.2,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,-0.5,2)*euler(-.1,0,0),.3) LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1.57,-1.57,0)*euler(.6,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.3) end for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.2)*euler(0,0,-1.57),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,1.57)*euler(.2,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,-0.5,.5)*euler(-.1,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57,-1.57,0)*euler(-1.57,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-.8,0)*euler(-0.2,1.57,0)*euler(-.3,0,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.8,0)*euler(0.2,-1.57,0)*euler(-.3,0,0),.3) end Humanoid.WalkSpeed=0 local num=100 local ceef=LeftArm.Position local look=MMouse.Hit.p local MouseLook=cf((ceef+look)/2,look) local hit=nil local Parts={} local deb=0 repeat cost=Humanoid.MaxHealth*.001 Humanoid:TakeDamage(cost) hit,pos=rayCast(ceef,MouseLook.lookVector,2,Character) if hit~=nil then num=1 end local ref=part(3,workspace,0,1,BrickColor.new("White"),"Effect",vt()) --local ref=part(3,workspace,0,1,BrickColor.new("Really red"),"Effect",vt()) local mag=(ceef-pos).magnitude ceef=ceef+(MouseLook.lookVector*2.1) local rmsh=mesh("BlockMesh",ref,"","",vt(0,0,0),vt(1,mag*5,1)) ref.Anchored=true ref.CFrame=CFrame.new((ceef+pos)/2,pos)*angles(1.57,0,0) --local ref2=part(3,ref,0,0,BrickColor.new("Really red"),"Effect",vt()) local ref2=part(3,ref,0,0,BrickColor.new("White"),"Effect",vt()) local rmsh2=mesh("SpecialMesh",ref2,"FileMesh","http://www.roblox.com/asset/?id=3270017",vt(0,0,0),vt(.6,mag*1.5,.6)) ref2.Anchored=true ref2.CFrame=ref.CFrame*euler(0,math.random(-50,50),0) table.insert(Parts,ref) game:GetService("Debris"):AddItem(ref,5) num=num-1 deb=deb+1 if deb>=2 then swait() deb=0 end until num<=0 if hit~=nil then local anch=false if hit~=nil or hit.Parent~=nil or hit.Parent.Parent~=nil then if hit.Parent:findFirstChild("Torso")~=nil or hit.Parent.Parent:findFirstChild("Torso")~=nil then anch=true end end if anch==true then hit.Anchored=true end for i=1,#Parts do swait() MagicBlood(BrickColor.new("White"),Parts[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,4,.1,0.1) --MagicBlood(BrickColor.new("Really red"),Parts[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,4,.1,0.1) LeftArm.CFrame=Parts[1].CFrame*cf(0,0,0)*euler(1.57,0,3.14) --local reff=part(3,workspace,0,1,BrickColor.new("Really red"),"Effect",vt()) local reff=part(3,workspace,0,1,BrickColor.new("White"),"Effect",vt()) reff.Anchored=true reff.CFrame=Parts[1].CFrame game:GetService("Debris"):AddItem(reff,2) so("http://roblox.com/asset/?id=183763498",reff,.6,2) Parts[1].Parent=nil table.remove(Parts,1) end Torso.CFrame=Torso.CFrame*cf(0,1,0)*euler(0,1.57,0) if anch==true then Damagefunc(hit,10,20,math.random(1,10),"Knockdown",RootPart,0,1,1) for i=1,5 do --MagicBlood(BrickColor.new("Really red"),hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,2,.1,0.05) MagicBlood(BrickColor.new("White"),hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,2,.1,0.05) end hit.Anchored=false end Humanoid.WalkSpeed=16 attack=false else Humanoid.WalkSpeed=16 attack=false for i=1,#Parts do deb=deb+1 if deb>=2 then swait() deb=0 end --MagicBlock(BrickColor.new("Bright red"),Parts[1].CFrame,1,1,1,1,1,1,0.08) MagicBlock(BrickColor.new("Black"),Parts[1].CFrame,1,1,1,1,1,1,0.08) --MagicBlood(BrickColor.new("Really red"),Parts[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,2,.1,0.06) MagicBlood(BrickColor.new("White"),Parts[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,2,.1,0.06) --local reff=part(3,workspace,0,1,BrickColor.new("Really red"),"Effect",vt()) local reff=part(3,workspace,0,1,BrickColor.new("White"),"Effect",vt()) reff.Anchored=true reff.CFrame=Parts[1].CFrame game:GetService("Debris"):AddItem(reff,2) so("http://www.roblox.com/asset/?id=87784452",reff,.1,1.5) MagniDamage(Parts[1],5,5,10,math.random(10,20),"Lifesteal") Parts[1].Parent=nil table.remove(Parts,1) end end end function LetItBuild() attack=true for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.8)*euler(0.2,0,-1),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,1),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.5,-0.5,1.5)*euler(.6,0,.4),.3) LW.C0=clerp(LW.C0,cf(0,0.5,-0.5)*euler(1.57,-1.57,0)*euler(1.5,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-.6,-.5)*euler(-0.2,2,0)*euler(0,0,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.2,0)*euler(0.5,-.6,0)*euler(-.4,0,0),.3) end local num=0 local magik=0 local num2=0 while holdx==true do swait() if magik<25 then if num>=10 then Humanoid:TakeDamage(1) pos1=Torso.Position+vt(math.random(-200,200)/100,math.random(-200,200)/100,math.random(-200,200)/100) pos2=prtd8.Position--+vt(math.random(-50,50)/100,math.random(-50,50)/100,math.random(-50,50)/100) --Lightning(pos1,pos2,5,3,"Really red",.1,.5,.5) Lightning(pos1,pos2,5,3,"Black",.1,.5,.5) MagicCircle(BrickColor.new("White"),cf(pos1),5,5,5,1,1,1,.1) --MagicCircle(BrickColor.new("Really red"),cf(pos1),5,5,5,1,1,1,.1) MagicBlood(BrickColor.new("Black"),Torso.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,2,.1,0.05) --MagicBlood(BrickColor.new("Really red"),Torso.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,2,.1,0.05) so("http://www.roblox.com/asset/?id=178452221",Torso,.1,1.5) magik=magik+1 num=0 end end num=num+1 num2=num2+magik if num2>=50 then --MagicBlood(BrickColor.new("Really red"),cf(prtd8.Position)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,1,.1,0.1) MagicBlood(BrickColor.new("White"),cf(prtd8.Position)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,1,.1,0.1) num2=0 end --MagicBlock(BrickColor.new("Really red"),cf(prtd8.Position)*cf(math.random(-100,100)/100,math.random(-100,100)/100,math.random(-100,100)/100)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),magik/5,magik/5,magik/5,magik/8,magik/8,magik/8,.1) end Torso.Velocity=RootPart.CFrame.lookVector*(10*magik) blcf=nil scfr=nil hitbox2.Parent=model2 hitbox2.Size=vt(1,6,1) hitbox2.Transparency=1 hitbox2.CFrame=prtd7.CFrame con1=hitbox2.Touched:connect(function(hit) Damagefunc(hit,math.ceil((magik/2)),magik,1,"Lifesteal",RootPart,.5,1) end) for i=1,3 do so("http://roblox.com/asset/?id=28144425",prtd7,1,1) for i=0,1,0.1 do swait() hitbox2.CFrame=prtd7.CFrame local blcf = prtd7.CFrame*CFrame.new(0,-.5,0) if scfr and (prtd7.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end RootJoint.C0=RootCF*cf(0,0,-0.8)*euler(0,0,6.28*i)*euler(0.2,0,-1) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.5,-0.5,1.5)*euler(.4,0,0),.3) LW.C0=clerp(LW.C0,cf(0,0.5,-0.5)*euler(1.57,-1.57,0)*euler(1.5,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-.6,-.5)*euler(-0.2,2,0)*euler(0,0,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.2,0)*euler(0.5,-.6,0)*euler(-.4,0,0),.3) end end con1:disconnect() hitbox2.Parent=nil attack=false end function YourMoveCreep() attack=true local pers=nil for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.7)*euler(0.2,0,-1.3),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0.2,1.3),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.8,-0.5,1)*euler(.5,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,-0.4,0)*euler(0,0,-1.7),.3) RH.C0=clerp(RH.C0,cf(.1,-1,-.9)*euler(-0.2,1.57,0)*euler(-.7,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-.8,-.4,0)*euler(0.2,-1.2,0)*euler(-.2,1.4,0),.3) end --local blockprt=part(3,model2,0,1,BrickColor.new("Really red"),"Block",vt(8,.1,8)) local blockprt=part(3,model2,0,1,BrickColor.new("Black"),"Block",vt(8,.1,8)) blockprt.Anchored=true blockprt.CFrame=LeftArm.CFrame*cf(0,-1,0) conbl=blockprt.Touched:connect(function(hit) if hit.Parent.Parent:findFirstChild("Torso")~=nil then hit=hit.Parent.Parent.Torso end if hit.Parent:findFirstChild("Torso")~=nil and hit.Parent~=Character and guard==true then pers=hit guard=false end end) cost=Humanoid.MaxHealth*.1 Humanoid:TakeDamage(cost) num=0 while guard==true do swait() if num>10 then num=0 cost=Humanoid.MaxHealth*.006 Humanoid:TakeDamage(cost) --MagicBlock(BrickColor.new("Really red"),LeftArm.CFrame*cf(0,-1,0),1,1,1,.7,.7,.7,0.05) --MagicCircle(BrickColor.new("Really red"),LeftArm.CFrame*cf(0,-1,0),1,.1,1,6,0,6,0.1) MagicBlock(BrickColor.new("Black"),LeftArm.CFrame*cf(0,-1,0),1,1,1,.7,.7,.7,0.05) MagicCircle(BrickColor.new("White"),LeftArm.CFrame*cf(0,-1,0),1,.1,1,6,0,6,0.1) end blockprt.CFrame=LeftArm.CFrame*cf(0,-1,0) num=num+1 end conbl:disconnect() blockprt.Parent=nil if pers~=nil then Humanoid.WalkSpeed=0 blcf=nil scfr=nil so("http://roblox.com/asset/?id=28144425",prtd7,1,.7) for i=0,1,0.1 do swait() local blcf = prtd7.CFrame*CFrame.new(0,-.5,0) if scfr and (prtd7.Position-scfr.p).magnitude > .1 then local h = 5 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,1) end if b then game.Debris:AddItem(b,1) end scfr = blcf elseif not scfr then scfr = blcf end RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.7)*euler(-0.2,0,1.6),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,-0.2,-1),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.5,0,0)*euler(0,0,-1),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-0.5),.3) RH.C0=clerp(RH.C0,cf(.1,-1,-.9)*euler(-0.2,1.57,0)*euler(-.7,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-.8,-.4,-.5)*euler(0.2,-1.2,0)*euler(-.2,-1.4,0),.3) if i==0.1 then --Damagefunc(pers,10,20,math.random(20,50),"Knockdown",RootPart,.2,1,1) --[[for i=1,math.random(5,8) do --MagicBlood(BrickColor.new("Really red"),cf(pers.Position)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),2,.1,2,-.05,2,-.05,0.01) MagicBlood(BrickColor.new("White"),cf(pers.Position)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),2,.1,2,-.05,2,-.05,0.01) end]] local ref=part(3,workspace,0,1,BrickColor.new("Black"),"Effect",vt()) ref.Anchored=true ref.CFrame=cf(prtd8.Position) game:GetService("Debris"):AddItem(ref,3) --MagicBlock(BrickColor.new("Really red"),cf(ref.Position),1,1,1,5,5,5,0.05) MagicBlock(BrickColor.new("White"),cf(ref.Position),1,1,1,5,5,5,0.05) local num=0 local eul=CFrame.fromEulerAnglesXYZ(math.random(-50,50),math.random(-50,50),math.random(-50,50)) for i=1,6 do --MagicBlood(BrickColor.new("Really red"),cf(ref.Position)*eul*euler(num,0,0),2,.1,2,-.05,2,-.05,0.01) MagicBlood(BrickColor.new("White"),cf(ref.Position)*eul*euler(num,0,0),2,.1,2,-.05,2,-.05,0.01) --MagicBlood(BrickColor.new("Really red"),cf(ref.Position)*eul*euler(0,1.57,0)*euler(num,0,0),2,.1,2,-.05,2,-.05,0.01) MagicBlood(BrickColor.new("Black"),cf(ref.Position)*eul*euler(0,1.57,0)*euler(num,0,0),2,.1,2,-.05,2,-.05,0.01) num=num+1.046 num=num+1.046 end MagniDamage(ref,10,10,20,math.random(20,50),"Knockdown") so("http://roblox.com/asset/?id=3264793",ref,1,1) end end swait(10) Humanoid.WalkSpeed=16 end attack=false end function Endgame() attack=true for i=0,1,0.1 do swait() RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*euler(0,0,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,-.6)*euler(-.4,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,-0.5,2)*euler(-.1,0,0),.3) LW.C0=clerp(LW.C0,cf(0,1.2,-0.5)*euler(4.2,0,0)*euler(0,0,.9),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0),.3) end Humanoid.MaxHealth=100 Humanoid.WalkSpeed=(16*2) so("http://roblox.com/asset/?id=168586621",Torso,1,.8) for i=1,5 do --MagicBlood(BrickColor.new("Really red"),Torso.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,2,.1,0.05) MagicBlood(BrickColor.new("White"),Torso.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,2,.1,0.05) end MagicWave(BrickColor.new("Dark stone grey"),cf(Torso.Position)*cf(0,-2,0)*euler(0,math.random(-50,50),0),1,1,1,.5,.3,.5,0.01) so("rbxasset://sounds\\unsheath.wav",prt1,1,.6) wld1.Part1=LeftArm wld1.C0=euler(.8,-.2,0)*cf(0,1,0) for i=0,1,0.1 do swait() wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.6)*euler(0.4,0,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(.2,0,0)*euler(0,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,-0.5,1.5)*euler(.1,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(1.57-1.47*i,0,0)*euler(0,0,-.5),.5) --LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(.4,0,0)*euler(0,0,-.5),.3) RH.C0=clerp(RH.C0,cf(1,-.7,-.3)*euler(-0.4,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.5,0)*euler(0.4,-1.4,0)*euler(0,0,0),.3) end swait(10) Duration=500 Mode="Endgame" attack=false end function MagniDamage(Part,magni,mindam,maxdam,knock,Type) for _,c in pairs(workspace:children()) do local hum=c:findFirstChild("Humanoid") if hum~=nil then local head=c:findFirstChild("Torso") if head~=nil then local targ=head.Position-Part.Position local mag=targ.magnitude if mag<=magni and c.Name~=Player.Name then Damagefunc(head,mindam,maxdam,knock,Type,Part,.2,1,nil,1) end end end end end function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore) end local Point=Torso.CFrame*cf(0,Torso.Size.Y,0) LastPoint=Point function effect(Color,Ref,LP,P1,returnn) local effectsmsh=Instance.new("CylinderMesh") effectsmsh.Scale=Vector3.new(0.2,1,0.2) effectsmsh.Name="Mesh" local effectsg=Instance.new("Part") effectsg.formFactor=3 effectsg.CanCollide=false effectsg.Name="Eff" effectsg.Locked=true effectsg.Anchored=true effectsg.Size=Vector3.new(0.5,1,0.5) effectsg.Parent=workspace effectsmsh.Parent=effectsg effectsg.BrickColor=BrickColor.new(Color) effectsg.Reflectance=Ref local point1=P1 local mg=(LP.p - point1.p).magnitude effectsg.Size=Vector3.new(0.5,mg,0.5) effectsg.CFrame=cf((LP.p+point1.p)/2,point1.p) * CFrame.Angles(math.rad(90),0,0) effectsmsh.Scale=Vector3.new(0.2,1,0.2) game:GetService("Debris"):AddItem(effectsg,2) if returnn then return effectsg end coroutine.resume(coroutine.create(function(Part,Mesh) if not returnn then for i=0,1,0.05 do wait() Part.Transparency=1*i Mesh.Scale=Vector3.new(0.5-0.5*i,1,0.5-0.5*i) end Part.Parent=nil end end),effectsg,effectsmsh) end local function CFrameFromTopBack(at, top, back) local right = top:Cross(back) return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end function Triangle(a, b, c) local edg1 = (c-a):Dot((b-a).unit) local edg2 = (a-b):Dot((c-b).unit) local edg3 = (b-c):Dot((a-c).unit) if edg1 <= (b-a).magnitude and edg1 >= 0 then a, b, c = a, b, c elseif edg2 <= (c-b).magnitude and edg2 >= 0 then a, b, c = b, c, a elseif edg3 <= (a-c).magnitude and edg3 >= 0 then a, b, c = c, a, b else assert(false, "unreachable") end local len1 = (c-a):Dot((b-a).unit) local len2 = (b-a).magnitude - len1 local width = (a + (b-a).unit*len1 - c).magnitude local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit) local list = {} if len1 > 0.01 then local w1 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w1,5) w1.Material = "Neon" w1.FormFactor = 'Custom' if Mode=="Binary" then w1.BrickColor = BrickColor.new("White") else --w1.BrickColor = BrickColor.new("Really red") w1.BrickColor = BrickColor.new("Black") end w1.Transparency = 0 w1.Reflectance = 0 w1.Material = "Neon" w1.CanCollide = false NoOutline(w1) local sz = Vector3.new(0.2, width, len1) w1.Size = sz local sp = Instance.new("SpecialMesh",w1) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w1.Size w1:BreakJoints() w1.Anchored = true w1.Parent = workspace w1.Transparency = 0.7 table.insert(Effects,{w1,"Disappear",.01}) w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2) table.insert(list,w1) end if len2 > 0.01 then local w2 = Instance.new('WedgePart', m) game:GetService("Debris"):AddItem(w2,5) w2.Material = "Neon" w2.FormFactor = 'Custom' if Mode=="Binary" then w2.BrickColor = BrickColor.new("White") else --w2.BrickColor = BrickColor.new("Really red") w2.BrickColor = BrickColor.new("Black") end w2.Transparency = 0 w2.Reflectance = 0 w2.Material = "Neon" w2.CanCollide = false NoOutline(w2) local sz = Vector3.new(0.2, width, len2) w2.Size = sz local sp = Instance.new("SpecialMesh",w2) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w2.Size w2:BreakJoints() w2.Anchored = true w2.Parent = workspace w2.Transparency = 0.7 table.insert(Effects,{w2,"Disappear",.01}) w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2) table.insert(list,w2) end return unpack(list) end --[[ Things for effects put the variables in one table like effect={brick,interval,i} ]] function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) table.insert(Effects,{prt,"Block1",delay,x3,y3,z3}) --part, type, delay --[[coroutine.resume(coroutine.create(function(Part,Mesh,dur) for i=0,1,delay do wait() Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh)]] end function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3}) --[[coroutine.resume(coroutine.create(function(Part,Mesh) local wld=nil for i=0,1,delay do wait() Part.CFrame=Part.CFrame Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh)]] end function MagicWave(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=20329976",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3}) end function MagicCylinder(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2)) prt.Anchored=true prt.CFrame=cframe msh=mesh("SpecialMesh",prt,"Head","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) --table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3}) Effects[#Effects+1]={prt,"Cylinder",delay,x3,y3,z3} --part, type, delay --[[coroutine.resume(coroutine.create(function(Part,Mesh) for i=0,1,delay do wait() Part.CFrame=Part.CFrame Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh)]] end function MagicCylinder2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,Character,0,0,brickcolor,"Effect",vt(0.2,0.2,0.2)) prt.Anchored=true prt.CFrame=cframe msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) --table.insert(Effects,{prt,"Cylinder",delay,x3,y3,z3}) Effects[#Effects+1]={prt,"Cylinder",delay,x3,y3,z3} --part, type, delay --[[coroutine.resume(coroutine.create(function(Part,Mesh) for i=0,1,delay do wait() Part.CFrame=Part.CFrame Part.Transparency=i Mesh.Scale=Mesh.Scale+vt(x3,y3,z3) end Part.Parent=nil end),prt,msh)]] end function MagicBlood(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay) local prt=part(3,workspace,0,0,brickcolor,"Effect",vt()) prt.Anchored=true prt.CFrame=cframe local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1)) game:GetService("Debris"):AddItem(prt,5) table.insert(Effects,{prt,"Blood",delay,x3,y3,z3,msh}) end function ElecEffect(cff,x,y,z) --local prt=part(3,workspace,0,0,BrickColor.new("Bright red"),"Part",vt(1,1,1)) local prt=part(3,workspace,0,0,BrickColor.new("Black"),"Part",vt(1,1,1)) prt.Anchored=true prt.CFrame=cff*cf(math.random(-x,x),math.random(-y,y),math.random(-z,z)) prt.CFrame=cf(prt.Position) --prt.CFrame=cf(cff)*cf(math.random(-x,x),math.random(-y,y),math.random(-z,z)) game:GetService("Debris"):AddItem(prt,2) xval=math.random()/2 yval=math.random()/2 zval=math.random()/2 msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(xval,yval,zval)) Effects[#Effects+1]={prt,"Elec",0.1,x,y,z,xval,yval,zval} --part, type, delay end function Lightning(p0,p1,tym,ofs,col,th,tra,last) --[[p0=pos1 p1=pos2 tym=times ofs=offset col=color th=size tra=transparency last=lastingtime]] local magz = (p0 - p1).magnitude local curpos = p0 local trz = {-ofs,ofs} for i=1,tym do local li = Instance.new("Part",workspace) li.TopSurface =0 li.BottomSurface = 0 li.Anchored = true li.Transparency = tra or 0.4 li.BrickColor = BrickColor.new(col) li.formFactor = "Custom" li.CanCollide = false li.Size = Vector3.new(th,th,magz/tym) local ofz = Vector3.new(trz[math.random(1,2)],trz[math.random(1,2)],trz[math.random(1,2)]) local trolpos = CFrame.new(curpos,p1)*CFrame.new(0,0,magz/tym).p+ofz if tym == i then local magz2 = (curpos - p1).magnitude li.Size = Vector3.new(th,th,magz2) li.CFrame = CFrame.new(curpos,p1)*CFrame.new(0,0,-magz2/2) else li.CFrame = CFrame.new(curpos,trolpos)*CFrame.new(0,0,magz/tym/2) end curpos = li.CFrame*CFrame.new(0,0,magz/tym/2).p game.Debris:AddItem(li,last) end end Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock) if hit.Parent==nil then return end h=hit.Parent:FindFirstChild("Humanoid") for _,v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h=v end end if hit.Parent.Parent:FindFirstChild("Torso")~=nil then h=hit.Parent.Parent:FindFirstChild("Humanoid") end if hit.Parent.className=="Hat" then hit=hit.Parent.Parent:findFirstChild("Head") end -- and hit.Parent~=CannonTarget.Parent or hit.Parent~=RailgunTarget.Parent if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end --[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then return end]] -- hs(hit,1.2) so("http://www.roblox.com/asset/?id=10209590",hit,1,math.random(50,100)/100) --so("rbxasset://sounds\\unsheath.wav",hit,1,math.random(200,250)/100) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game:service("Players").LocalPlayer c.Parent=h game:GetService("Debris"):AddItem(c,.5) Damage=math.random(minim,maxim) if Mode=="Demon" then Damage=Damage+damcount end -- h:TakeDamage(Damage) blocked=false block=hit.Parent:findFirstChild("Block") if block~=nil then print(block.className) if block.className=="NumberValue" then if block.Value>0 then blocked=true if decreaseblock==nil then block.Value=block.Value-1 end end end if block.className=="IntValue" then if block.Value>0 then blocked=true if decreaseblock~=nil then block.Value=block.Value-1 end end end end if blocked==false then -- h:TakeDamage(Damage) h.Health=h.Health-Damage showDamage(hit.Parent,Damage,.5,BrickColor:Red()) else h.Health=h.Health-(Damage/2) showDamage(hit.Parent,Damage/2,.5,BrickColor.new("Bright blue")) end if Type=="Knockdown" then hum=hit.Parent.Humanoid hum.PlatformStand=true coroutine.resume(coroutine.create(function(HHumanoid) swait(1) HHumanoid.PlatformStand=false end),hum) local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit --hit.CFrame=cf(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local bodvol=Instance.new("BodyVelocity") bodvol.velocity=angle*knockback bodvol.P=5000 bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) bodvol.Parent=hit rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000 rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10)) rl.Parent=hit game:GetService("Debris"):AddItem(bodvol,.5) game:GetService("Debris"):AddItem(rl,.5) elseif Type=="Normal" then vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) -- vp.velocity=Character.Torso.CFrame.lookVector*Knockback if KnockbackType==1 then vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05 elseif KnockbackType==2 then vp.velocity=Property.CFrame.lookVector*knockback end if knockback>0 then vp.Parent=hit.Parent.Torso end game:GetService("Debris"):AddItem(vp,.5) elseif Type=="Lifesteal" then for i=1,5 do --MagicBlood(BrickColor.new("Really red"),hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,2,.1,0.05) MagicBlood(BrickColor.new("Black"),hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.1,.1,.1,.1,2,.1,0.05) end vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) if KnockbackType==1 then vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05 elseif KnockbackType==2 then vp.velocity=Property.CFrame.lookVector*knockback end if knockback>0 then vp.Parent=hit.Parent.Torso end game:GetService("Debris"):AddItem(vp,.5) Heal=math.ceil(Damage/5) Humanoid.Health=Humanoid.Health+Heal showDamage(RootPart,Heal,.5,BrickColor.new("Bright green")) elseif Type=="Up" then local bodyVelocity=Instance.new("BodyVelocity") bodyVelocity.velocity=vt(0,30,0) bodyVelocity.P=5000 bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) bodyVelocity.Parent=hit game:GetService("Debris"):AddItem(bodyVelocity,1) rl=Instance.new("BodyAngularVelocity") rl.P=3000 rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000 rl.angularvelocity=Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)) rl.Parent=hit game:GetService("Debris"):AddItem(rl,.5) elseif Type=="Snare" then bp=Instance.new("BodyPosition") bp.P=2000 bp.D=100 bp.maxForce=Vector3.new(math.huge,math.huge,math.huge) bp.position=hit.Parent.Torso.Position bp.Parent=hit.Parent.Torso game:GetService("Debris"):AddItem(bp,1) elseif Type=="Charge" then Charge=Charge+1 coroutine.resume(coroutine.create(function(Part) swait(30) for i=1,5 do swait(5) so("rbxasset://sounds\\unsheath.wav",hit,1,2) --MagicCircle(BrickColor.new("Bright red"),hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.2,2,.1,.2,8,.1,0.05) MagicCircle(BrickColor.new("Royal purple"),hit.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)),.2,2,.1,.2,8,.1,0.05) newdam=math.random(1,5) if blocked==false then h:TakeDamage(newdam) showDamage(hit.Parent,newdam,.5,BrickColor:Red()) else h:TakeDamage(newdam/2) showDamage(hit.Parent,newdam,.5,BrickColor.new("Bright blue")) end end end),hit) end debounce=Instance.new("BoolValue") debounce.Name="DebounceHit" debounce.Parent=hit.Parent debounce.Value=true game:GetService("Debris"):AddItem(debounce,Delay) c=Instance.new("ObjectValue") c.Name="creator" c.Value=Player c.Parent=h game:GetService("Debris"):AddItem(c,.5) CRIT=false hitDeb=true AttackPos=6 end end showDamage=function(Char,Dealt,du,Color) m=Instance.new("Model") m.Name=tostring(Dealt) h=Instance.new("Humanoid") h.Health=0 h.MaxHealth=0 h.Parent=m c=Instance.new("Part") c.Transparency=0 c.BrickColor=Color c.Name="Head" c.TopSurface=0 c.BottomSurface=0 c.formFactor="Plate" c.Size=Vector3.new(1,.4,1) ms=Instance.new("CylinderMesh") ms.Scale=Vector3.new(.8,.8,.8) if CRIT==true then ms.Scale=Vector3.new(1,1.25,1) end ms.Parent=c c.Reflectance=0 Instance.new("BodyGyro").Parent=c c.Parent=m if Char:findFirstChild("Head")~=nil then c.CFrame=cf(Char["Head"].CFrame.p+Vector3.new(0,1.5,0)) elseif Char.Parent:findFirstChild("Head")~=nil then c.CFrame=cf(Char.Parent["Head"].CFrame.p+Vector3.new(0,1.5,0)) end f=Instance.new("BodyPosition") f.P=2000 f.D=100 f.maxForce=Vector3.new(math.huge,math.huge,math.huge) f.position=c.Position+Vector3.new(0,3,0) f.Parent=c game:GetService("Debris"):AddItem(m,.5+du) c.CanCollide=false m.Parent=workspace c.CanCollide=false end combo=0 function ob1d(mouse) hold=true if attack==true or equipped==false then return end if Mode=="Binary" then idle=0 if Anim=="Run" then SpinSlash() else if combo==0 then combo=1 attackone() elseif combo==1 then combo=2 attacktwo() elseif combo==2 then combo=0 attackthree() end end else if combo==0 then combo=1 Demonattackone() elseif combo==1 then combo=2 Demonattacktwo() elseif combo==2 then combo=0 Demonattackthree() end end coroutine.resume(coroutine.create(function() for i=1,20 do if attack==false then swait() end end if attack==false then combo=0 --equipanim() end end)) end function ob1u(mouse) hold = false end buttonhold = false eul=0 holdx=false equipped=false function key(key) if key=="c" and Mode=="Demon" then if guard==true then guard=false else guard=true end end if key=="x" then holdx=true end if attack==true then return end if key=="f" and Mode~="Endgame" then if equipped==false then equipped=true RSH=ch.Torso["Right Shoulder"] LSH=ch.Torso["Left Shoulder"] -- RSH.Parent=nil LSH.Parent=nil -- RW.Name="Right Shoulder" RW.Part0=ch.Torso RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) RW.C1=cf(0, 0.5, 0) RW.Part1=ch["Right Arm"] RW.Parent=ch.Torso -- LW.Name="Left Shoulder" LW.Part0=ch.Torso LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) LW.C1=cf(0, 0.5, 0) LW.Part1=ch["Left Arm"] LW.Parent=ch.Torso -- equipanim() else equipped=false hideanim() swait(0) RW.Parent=nil LW.Parent=nil RSH.Parent=player.Character.Torso LSH.Parent=player.Character.Torso end end if equipped==false then return end if Mode=="Binary" then if key=="q" then idle=500 end if key=="z" and hitfloor~=nil then BinarySwing() end if key=="x" then BinaryImpulse() end if key=="c" then Bash() end if key=="v" then UnleashTheDemon() return end end if key=="y" then s = Instance.new('Sound',Character) s.Looped=false s.Volume=99.99 s.Pitch=7 s.SoundId="rbxassetid://261303790" wait(0.01) s:Play() wait(2) s:Remove() end if Mode=="Demon" then if key=="z" then AgonizingBonds() end if key=="x" then LetItBuild() end if key=="c" then YourMoveCreep() end if key=="v" then Endgame() end end if key=="0" and Mode~="Endgame" then Humanoid.WalkSpeed=(16*2) end end function key2(key) if key=="0" and Mode~="Endgame" then Humanoid.WalkSpeed=16 end if key=="x" then holdx=false end end function s(mouse) mouse.Button1Down:connect(function() ob1d(mouse) end) mouse.Button1Up:connect(function() ob1u(mouse) end) mouse.KeyDown:connect(key) mouse.KeyUp:connect(key2) player=Player ch=Character MMouse=mouse end function ds(mouse) end Bin.Selected:connect(s) Bin.Deselected:connect(ds) print("Fixer the Demon Mercenary loaded.") local thenum=0 while true do swait() if Mode=="Demon" or Mode=="Endgame" then if Mode=="Endgame" then if Duration>0 then Tool.Name="End game" Duration=Duration-1 else print("STOP ENDGAME") Humanoid.WalkSpeed=16 Tool.Name="Demon Blade" Humanoid.MaxHealth=100 Humanoid.Health=100 wld1.Part1=Torso wld1.C0=euler(3.7,1.57,0)*cf(-1.5,-2.3,-.5) Mode="Demon" end end if thenum>=5 then ElecEffect(prtd7.CFrame,2,4,2) thenum=0 end thenum=thenum+1 --[[Humanoid:TakeDamage(Humanoid.Health/1000) damcount=(Humanoid.MaxHealth-Humanoid.Health)/10 damcount=math.floor(damcount) ]] for _,c in pairs(Character:children()) do for _,v in pairs(c:children()) do if v.className=="BodyGyro" or v.className=="BodyPosition" or v.className=="BodyVelocity" or v.className=="BodyAngularVelocity" then if v.Name~="FixerVel" and v.Name~="FixerGyro" then v.Parent=nil end end end end end local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude local velderp=RootPart.Velocity.y hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character) if equipped==true then if Anim=="Idle" and attack==false and Mode=="Binary" then idle=idle+1 else idle=0 end if idleanim>=0.3 then idleanim2=true elseif idleanim<=0 then idleanim2=false end if idleanim2==false then if Anim=="Walk" then idleanim=idleanim+0.005 elseif Anim=="Idle" then idleanim=idleanim+0.003 end else if Anim=="Walk" then idleanim=idleanim-0.005 elseif Anim=="Idle" then idleanim=idleanim-0.003 end end if RootPart.Velocity.y > 1 and hitfloor==nil then Anim="Jump" if attack==false and Mode=="Binary" then wld1.C0=clerp(wld1.C0,euler(0.4,0,-0.5)*cf(0,1,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(3,0,-0.2),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-0.5),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.2,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-0.5,-1)*euler(-0.5,1.57,0),.2) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.7,-1.57,0),.2) end if attack==false and Mode=="Demon" or Mode=="Endgame" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5)*euler(0.4,0,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.2,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.8,-0.5,.8)*euler(.1,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.4,0,-0.2),.3) RH.C0=clerp(RH.C0,cf(1,-.7,-.1)*euler(0.1,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.3,-.2)*euler(0.4,-1.57,0)*euler(0,0,0),.3) end elseif RootPart.Velocity.y < -1 and hitfloor==nil then Anim="Fall" if attack==false and Mode=="Binary" then wld1.C0=clerp(wld1.C0,euler(0.4,0,-0.5)*cf(0,1,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(2.6,0,-0.2),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0,0,-0.5),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.4,0,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.4,1.57,0),.2) LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.2,-1.57,0),.2) end if attack==false and Mode=="Demon" or Mode=="Endgame" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5)*euler(0.2,0,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.2,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,-0.5,1)*euler(.6,0,.5),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.4,0,-1),.3) RH.C0=clerp(RH.C0,cf(1,-.7,-.1)*euler(-0.1,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.6,-.2)*euler(0.8,-1.57,0)*euler(0,0,0),.3) end elseif torvel<1 and hitfloor~=nil then if Anim=="Fall" then if velderp<=-70 then coroutine.resume(coroutine.create(function() Stomp() end)) end end Anim="Idle" if idle<=500 then if attack==false and Mode=="Binary" then wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,-0.3),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0.5),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0,0,-0.5),.3) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1-(idleanim/4),-0.5+idleanim,-0.7+(idleanim/2)),.3) LW.C0=clerp(LW.C0,cf(-1+idleanim,0.5-idleanim,-0.5)*euler(1-idleanim,-0.5+idleanim,0.5),.3) RH.C0=clerp(RH.C0,RHC0,.2) LH.C0=clerp(LH.C0,LHC0,.2) end if attack==false and Mode=="Demon" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5-idleanim)*euler(0.4+(idleanim/2),0,-0.4),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-idleanim/2,0,0.4),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.4,-0.5,1)*euler(.1+idleanim,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.2,0,-0.2-idleanim),.3) RH.C0=clerp(RH.C0,cf(1,-1,-idleanim)*euler(-0.2-(idleanim/2),1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.5+idleanim,0)*euler(0.5+(idleanim/2),-1.2,0)*euler(-.2,0,0),.3) end if attack==false and Mode=="Endgame" then wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5-idleanim)*euler(0.4+(idleanim/2),0,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-idleanim/2,0,0),.3) --RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(.5,-0.5,1)*euler(.5+idleanim,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,-1.57,0)*euler(1.2+idleanim,0,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0.4,0,-0.5-idleanim),.3) RH.C0=clerp(RH.C0,cf(1,-1+idleanim,-.5-idleanim)*euler(-0.4-(idleanim/2),1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.5+idleanim,-idleanim)*euler(0.4-(idleanim/2),-1.57,0)*euler(0,0,0),.3) end else if attack==false and Mode=="Binary" then --wld1.C0=clerp(wld1.C0,euler(.2,0,0.1)*cf(0,.8,.3),.1) wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,-.3),.1) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.1+(idleanim/2),0,0),.1) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.5)*euler(0.1,0,0),.1) --RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.7,0,1.5),.1) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0,0,.2),.1) LW.C0=clerp(LW.C0,cf(-1.2,0.5,-0.3)*euler(1.4,0,.8),.1) RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(-1.2,1.57,0),.15) LH.C0=clerp(LH.C0,cf(-1.1,0.4,-0.8)*euler(-0.05,-1.57,0),.15) end end elseif torvel>2 and torvel<22 and hitfloor~=nil then if Anim=="Fall" then if velderp<=-70 then coroutine.resume(coroutine.create(function() Stomp() end)) end end Anim="Walk" if attack==false and Mode=="Binary" then wld1.C0=clerp(wld1.C0,euler(0.4,0,-0.5)*cf(0,1,0),.2) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2) RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,0),.2) --RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-0.1,0,0.2),.2) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(3-idleanim,0,-0.2+(idleanim/2)),.2) LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*euler(1.57,-(idleanim/2),1.3-(idleanim/2)),.2) RH.C0=clerp(RH.C0,RHC0,.3) LH.C0=clerp(LH.C0,LHC0,.3) end if attack==false and Mode=="Demon" or Mode=="Endgame" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5)*euler(0.4,0,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.2,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.5,-0.5,1.5)*euler(.2,0,.2+idleanim),.3) if Mode=="Demon" then LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(idleanim,0,-0.2),.3) elseif Mode=="Endgame" then wld1.C0=clerp(wld1.C0,euler(1,0,0)*cf(0,1,0),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.4,0,-0.2),.3) end RH.C0=clerp(RH.C0,cf(1,-.5,0)*euler(0.2,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.5,0)*euler(0.5,-1.57,0)*euler(0,0,0),.3) end elseif torvel>=22 and hitfloor~=nil then if Anim=="Fall" then if velderp<=-70 then coroutine.resume(coroutine.create(function() Stomp() end)) end end Anim="Run" if attack==false and Mode=="Binary" then Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.3,0,0.5),.4) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-.5)*euler(0.5,0,-0.5),.4) wld1.C0=clerp(wld1.C0,euler(1.57,0,0)*cf(0,1,-0.3),.4) RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(1.2,-0.8,-0.2),.4) LW.C0=clerp(LW.C0,cf(-.7,0.5,-0.7)*euler(1.2,-0.5,0.8),.4) RH.C0=clerp(RH.C0,RHC0*cf(0,0,0)*euler(0.2,0.2,.5),.3) --LH.C0=clerp(LH.C0,LHC0*cf(.5,0.5,-.2)*euler(-0.5,0.5,-0.7),.3) LH.C0=clerp(LH.C0,LHC0*cf(.5,0.2,0)*euler(0,.5,0.2),.3) end if attack==false and Mode=="Demon" then RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.8)*euler(0.5,0,-0.4),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.2,0,.4),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.5,-0.5,1.5)*euler(.2,0,.4),.3) LW.C0=clerp(LW.C0,cf(0,0.5,-0.5)*euler(1.57,-1.57,0)*euler(1.5,0,0),.3) RH.C0=clerp(RH.C0,cf(1,-.3,-.5)*euler(-0.2,2,0)*euler(0,0,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.2,0)*euler(0.5,-1.2,0)*euler(-.2,0,0),.3) end if attack==false and Mode=="Endgame" then wld1.C0=clerp(wld1.C0,euler(1,0,0)*cf(0,1,0),.3) RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5)*euler(0.4,0,0),.3) Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(-0.2,0,0),.3) RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(1.5,-0.5,1.5)*euler(.2,0,.2+idleanim),.3) LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-0.4,0,-0.2),.3) RH.C0=clerp(RH.C0,cf(1,-.5,0)*euler(0.2,1.57,0),.3) LH.C0=clerp(LH.C0,cf(-1,-.5,0)*euler(0.5,-1.57,0)*euler(0,0,0),.3) end end end if #Effects>0 then --table.insert(Effects,{prt,"Block1",delay}) for e=1,#Effects do if Effects[e]~=nil then --for j=1,#Effects[e] do local Thing=Effects[e] if Thing~=nil then local Part=Thing[1] local Mode=Thing[2] local Delay=Thing[3] local IncX=Thing[4] local IncY=Thing[5] local IncZ=Thing[6] if Thing[1].Transparency<=1 then if Thing[2]=="Block1" then Thing[1].CFrame=Thing[1].CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50)) Mesh=Thing[1].Mesh Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Cylinder" then Mesh=Thing[1].Mesh Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Blood" then Mesh=Thing[7] Thing[1].CFrame=Thing[1].CFrame*cf(0,.5,0) Mesh.Scale=Mesh.Scale+vt(Thing[4],Thing[5],Thing[6]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Elec" then Mesh=Thing[1].Mesh Mesh.Scale=Mesh.Scale+vt(Thing[7],Thing[8],Thing[9]) Thing[1].Transparency=Thing[1].Transparency+Thing[3] elseif Thing[2]=="Disappear" then Thing[1].Transparency=Thing[1].Transparency+Thing[3] end else Part.Parent=nil table.remove(Effects,e) end end --end end end end end --[[ Copyrighted (C) Fenrier 2014 ]]
-- Sector C3: Research an Item obj_prim_newobj_id = 0 function OnInit() Rule_Add("Rule_Init") end function Rule_Init() StartMission() if (questsStatus.c3_ShipHasResearchedItem ~= 1) then Event_Start( "IntelEvent_Intro" ) SobGroup_CreateSubSystem("Player_Ships0", "Research") Rule_AddInterval( "Rule_PlayerWins", 2 ) else objectivesClear[currentSectorRow][currentSectorCol] = 1 Event_Start( "IntelEvent_AlreadyDone" ) end Rule_Remove( "Rule_Init" ) end function Rule_PlayerWins() if (Player_HasResearch(0, "SensDisProbe") == 1) then questsStatus.c3_ShipHasResearchedItem = 1 Objective_SetState( obj_prim_newobj_id, OS_Complete ) objectivesClear[currentSectorRow][currentSectorCol] = 1 Event_Start( "IntelEvent_Finale" ) Rule_Remove( "Rule_PlayerWins" ) end end Events = {} Events.IntelEvent_Intro = { { { [[Sound_EnableAllSpeech(0)]], [[]] }, { [[Sound_EnterIntelEvent()]], [[]] }, { [[Universe_EnableSkip(1)]], [[]] }, HW2_LocationCardEvent(mission_text_card, 5), }, { HW2_Letterbox(1), HW2_Wait(2), }, { { [[obj_prim_newobj_id = Objective_Add(mission_text_short, OT_Primary)]], [[]] }, { [[Objective_AddDescription(obj_prim_newobj_id, mission_text_long)]], [[]] }, HW2_SubTitleEvent(Actor_FleetIntel, mission_text_long, 4), }, { HW2_Wait(2), }, { HW2_Letterbox(0), HW2_Wait(2), { [[Universe_EnableSkip(0)]], [[]] }, { [[Sound_ExitIntelEvent()]], [[]] }, { [[Sound_EnableAllSpeech(1)]], [[]] }, }, } Events.IntelEvent_Finale = { { {"Sound_EnterIntelEvent()",""}, {"Universe_EnableSkip(1)",""}, }, { HW2_Wait( 2 ), HW2_Letterbox( 1 ), HW2_Wait( 2 ), }, { HW2_SubTitleEvent( Actor_FleetCommand, mission_text_success, 5 ), }, { HW2_Wait( 1 ), }, { HW2_Letterbox( 0 ), HW2_Wait( 2 ), {"Universe_EnableSkip(0)",""}, {"Sound_ExitIntelEvent()",""}, }, } Events.IntelEvent_AlreadyDone = { { {"Sound_EnterIntelEvent()",""}, {"Universe_EnableSkip(1)",""}, }, { HW2_Wait( 2 ), HW2_Letterbox( 1 ), HW2_Wait( 2 ), }, { {"obj_prim_newobj_id = Objective_Add( mission_text_short, OT_Primary )",""}, {"Objective_AddDescription( obj_prim_newobj_id, mission_text_clear)",""}, {"Objective_SetState( obj_prim_newobj_id, OS_Complete )",""}, HW2_SubTitleEvent( Actor_FleetCommand, mission_text_clear, 5 ), }, { HW2_Wait( 1 ), }, { HW2_Letterbox( 0 ), HW2_Wait( 2 ), {"Universe_EnableSkip(0)",""}, {"Sound_ExitIntelEvent()",""}, }, }
-- Do not edit! This file was generated by blocks/signal/frequencymodulator_spec.py local radio = require('radio') local jigs = require('tests.jigs') jigs.TestBlock(radio.FrequencyModulatorBlock, { { desc = "0.15 Modulation Index, 256 Float32 input, 256 ComplexFloat32 output", args = {0.1}, inputs = {radio.types.Float32.vector_from_array({-0.73127151, 0.69486749, 0.52754927, -0.48986191, -0.00912983, -0.10101787, 0.30318594, 0.57744670, -0.81228077, -0.94330502, 0.67153019, -0.13446586, 0.52456015, -0.99578792, -0.10922561, 0.44308007, -0.54247558, 0.89054137, 0.80285490, -0.93882000, -0.94910830, 0.08282494, 0.87829834, -0.23759152, -0.56680119, -0.15576684, -0.94191837, -0.55661666, -0.12422481, -0.00837552, -0.53383112, -0.53826690, -0.56243795, -0.08079307, -0.42043677, -0.95702058, 0.67515594, 0.11290865, 0.28458872, -0.62818748, 0.98508680, 0.71989304, -0.75822008, -0.33460963, 0.44296879, 0.42238355, 0.87288117, -0.15578599, 0.66007137, 0.34061113, -0.39326301, 0.17516121, 0.76495802, 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{0.37500644, 0.92702222}, {0.57985753, -0.81471789}, {0.71076804, -0.70342648}, {-0.96207726, -0.27277714}, {-0.40799239, 0.91298532}, {-0.98403704, -0.17796387}, {-0.99441880, 0.10550475}, {-0.33979601, 0.94049919}, {-0.18089604, 0.98350221}, {0.32442003, -0.94591314}, {-0.37313366, -0.92777759}, {-0.77027148, -0.63771611}, {-0.29764029, 0.95467806}, {0.83359671, -0.55237359}, {-0.34864902, 0.93725336}, {-0.40747541, 0.91321617}, {0.98680174, 0.16193292}, {0.67748535, 0.73553628}, {-0.94825089, 0.31752196}, {0.98156494, -0.19112906}, {-0.99679643, 0.07998058}, {0.66732830, 0.74476367}, {-0.60069263, 0.79948008}, {0.99677688, 0.08022382}, {0.20348124, 0.97907883}, {-0.79231882, 0.61010730}, {-0.93038833, 0.36657545}, {0.53123105, 0.84722698}, {-0.65440601, -0.75614339}, {0.91592389, -0.40135205}, {0.95273030, -0.30381730}, {-0.45921606, -0.88832462}, {0.44034377, -0.89782923}, {-0.20297389, -0.97918415}, {0.26881149, -0.96319282}, {-0.75193030, -0.65924263}, {-0.02821235, -0.99960196}, {-0.33456406, 0.94237304}, {0.79817128, 0.60243058}, {-0.90266556, -0.43034276}, {0.94369537, -0.33081567}, {0.01711884, -0.99985343}, {0.76552695, 0.64340383}, {0.88111371, -0.47290450}, {-0.64172804, 0.76693231}, {-0.79118174, -0.61158115}, {-0.99138564, -0.13097531}, {-0.14565030, 0.98933613}, {0.19813287, -0.98017520}, {0.53337479, 0.84587902}, {-0.31869012, -0.94785899}, {0.99375761, 0.11156075}, {-0.99210984, 0.12537180}, {-0.95052242, -0.31065586}, {0.17631327, 0.98433411}, {-0.84576362, -0.53355783}, {0.92182785, 0.38759953}, {-0.10892888, 0.99404955}, {-0.16415380, 0.98643476}, {0.56616384, 0.82429272}, {0.99997413, 0.00719029}, {-0.26747081, -0.96356595}, {0.73350811, -0.67968065}, {0.39142680, -0.92020923}, {-0.99869627, -0.05104639}, {0.76019335, 0.64969695}, {-0.17817469, 0.98399889}, {0.89219487, 0.45165062}, {0.89276189, 0.45052880}, {0.80801111, -0.58916724}, {-0.13374057, 0.99101639}, {-0.47608444, -0.87939960}, {0.37325606, 0.92772835}, {0.77040845, -0.63755065}, {-0.20146832, -0.97949505}, {0.28041351, 0.95987928}, {-0.99689984, 0.07868132}, {-0.46270278, 0.88651347}, {0.96922076, 0.24619325}, {0.22399479, 0.97459036}, {-0.94760865, -0.31943357}, {0.99490923, -0.10077542}, {0.46950445, -0.88293010}, {0.24761251, 0.96885914}, {-0.79888099, 0.60148913}, {-0.73660427, 0.67632401}, {0.67205542, -0.74050081}, {-0.80181241, -0.59757578}, {0.46737334, -0.88406003}, {-0.85125828, 0.52474689}, {0.87088209, 0.49149203}, {-0.99896610, 0.04546126}, {0.27458206, 0.96156365}, {-0.97570574, 0.21908513}, {-0.91761667, -0.39746657}, {0.83125126, -0.55589682}, {0.15206116, -0.98837107}, {-0.75185019, -0.65933394}, {-0.82988161, 0.55793953}, {0.14535359, -0.98937976}, {0.71680695, -0.69727170}, {-0.49002409, 0.87170887}, {-0.19496019, -0.98081118}, {-0.60851407, 0.79354310}, {-0.82809472, 0.56058824}, {0.99819553, 0.06004707}, {-0.95354825, -0.30124027}, {0.72077185, 0.69317240}, {-0.99718821, 0.07493810}, {0.16374394, -0.98650289}, {0.79136831, 0.61133969}, {0.94211322, -0.33529484}, {0.92798924, 0.37260696}, {-0.54992378, 0.83521485}, {0.18298979, 0.98311484}, {-0.25776315, 0.96620816}, {0.99543887, 0.09540171}, {-0.82013196, -0.57217437}, {-0.65503788, 0.75559604}, {0.02790532, -0.99961054}, {0.41945058, -0.90777814}, {0.03796763, 0.99927896}, {0.29869023, 0.95435011}, {0.99123132, -0.13213803}, {-0.09987791, 0.99499971}})} }, }, {epsilon = radio.platform.features.liquid and 5e-3 or 5e-5})
local rules = {} local rulesFile = utils.read_file("rules.json") if rulesFile == nil or string.len( rulesFile ) == 0 then util.print("Error: rules.json is empty!") else -- expose rules rules.settings = json.decode(rulesFile) end function rules.getNumRules() if rules.settings.rules ~= nil then return utils.getTableSize(rules.settings.rules) end return 0 end function rules.getRules() return rules.settings.rules end function rules.getRule(index) if rules.settings.rules ~= nil then return rules.settings.rules[index].rule end return nil end return rules
local d=game:GetObjects("rbxassetid://520998")[1]local _a={} for ba,ca in pairs(d:GetChildren())do table.insert(_a,ca)end;local aa=Instance.new("Model")aa.Name="DZxDz" aa.Parent=workspace;math.randomseed(tick()) function cs() local ba=game.Players:GetChildren() for i=1,#ba do if workspace:FindFirstChild(ba[i].Name)then local ca=Instance.new("Part")ca.Parent=workspace.DZxDz;ca.Name="nzxkcd" ca.Anchored=true;ca.Locked=true;ca.CanCollide=false;ca.Transparency=1 ca.CFrame= CFrame.new(workspace:FindFirstChild(ba[i].Name).Torso.Position)+Vector3.new(0,100,0) delay(math.random(0.5,1.5),function()while wait(0.42)do sz(ca)end end)local da={}for i=1,8 do local _b=ca:clone()_b.Parent=workspace.DZxDz da[i]=_b end for i=1,#da do if i==1 then da[i].CFrame= CFrame.new(ca.Position)+Vector3.new(100,0,0) local _b=da[i] delay(math.random(0.5,1.5),function()while wait(0.42)do sz(_b)end end)elseif i==2 then da[i].CFrame=CFrame.new(ca.Position)+Vector3.new(0,0,100)local _b=da[i] delay(math.random(0.5,1.5),function() while wait(0.42)do sz(_b)end end)elseif i==3 then da[i].CFrame=CFrame.new(ca.Position)+Vector3.new(-100,0,0)local _b=da[i] delay(math.random(0.5,1.5),function() while wait(0.42)do sz(_b)end end)elseif i==4 then da[i].CFrame=CFrame.new(ca.Position)+Vector3.new(0,0,-100)local _b=da[i] delay(math.random(0.5,1.5),function() while wait(0.42)do sz(_b)end end)elseif i==5 then da[i].CFrame=CFrame.new(ca.Position)+Vector3.new(100,0,100)local _b=da[i] delay(math.random(0.5,1.5),function() while wait(0.42)do sz(_b)end end)elseif i==6 then da[i].CFrame=CFrame.new(ca.Position)+Vector3.new(-100,0,100)local _b=da[i] delay(math.random(0.5,1.5),function() while wait(0.42)do sz(_b)end end)elseif i==7 then da[i].CFrame=CFrame.new(ca.Position)+Vector3.new(100,0,-100)local _b=da[i] delay(math.random(0.5,1.5),function() while wait(0.42)do sz(_b)end end)elseif i==8 then da[i].CFrame=CFrame.new(ca.Position)+Vector3.new(-100,0,-100)local _b=da[i] delay(math.random(0.5,1.5),function() while wait(0.42)do sz(_b)end end)end end end end end;cs()function sz(ba) local ca=_a[math.random(1,#_a)]:Clone()ca.Parent=workspace.DZxDz ca:MoveTo(ba.Position)end
local tabnine = require('cmp_tabnine.config') tabnine:setup({ max_lines = 1000; max_num_results = 20; sort = true; run_on_every_keystroke = true; snippet_placeholder = '..'; ignored_file_types = { -- default is not to ignore -- uncomment to ignore in lua: -- lua = true }; })
base_build = nil base_build = {} local temp_bld_1 = { Type = Ship, ThingToBuild = "Hgn_AssaultCorvette", RequiredResearch = "", RequiredShipSubSystems = "CorvetteProduction", DisplayPriority = 50, DisplayedName = "$7038", Description = "$7039" } local temp_bld_2 = { Type = Ship, ThingToBuild = "Hgn_PulsarCorvette", RequiredResearch = "", RequiredShipSubSystems = "CorvetteProduction", DisplayPriority = 51, DisplayedName = "$7040", Description = "$7041" } local temp_bld_3 = { Type = Ship, ThingToBuild = "Hgn_MinelayerCorvette", RequiredResearch = "GraviticAttractionMines", RequiredShipSubSystems = "CorvetteProduction", DisplayPriority = 52, DisplayedName = "$7042", Description = "$7043" } local temp_bld_4 = { Type = SubSystem, ThingToBuild = "Hgn_MS_Production_Corvette", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 0, DisplayedName = "$7002", Description = "$7003" } local temp_bld_5 = { Type = SubSystem, ThingToBuild = "Hgn_C_Production_Corvette", RequiredResearch = "", RequiredFleetSubSystems = "Research", DisplayPriority = 0, DisplayedName = "$7002", Description = "$7003" } local temp_params = {"hyp"} MultiBuild(temp_bld_1, temp_params) MultiBuild(temp_bld_2, temp_params) MultiBuild(temp_bld_3, temp_params) local temp_params = {"rch"} MultiBuild(temp_bld_4, temp_params) MultiBuild(temp_bld_5, temp_params) for i, e in base_build do build[bld_index] = e bld_index = bld_index + 1 end base_build = nil
LifestyleLayer = Layer:extend() function LifestyleLayer:new() LifestyleLayer.super.new(self) self.layer_name = "LifestyleLayer" self.propagate_input_to_underlying = false end function LifestyleLayer:draw(dt) -- bg local bgc = constants.dark_bg_color love.graphics.setColor(bgc.r, bgc.g, bgc.b, 0.5) love.graphics.rectangle("fill", 0, 0, 1280, 720) end function LifestyleLayer:keypressed(key, scancode, isrepeat) if isrepeat == true then return end if key == layer_manager.controls["Back"] then layer_manager:remove_first() end end
-- -- -- ---------------------------------------------------------- -- Mosaic | OF Visual Patching Developer Platform -- -- Copyright (c) 2019 Emanuele Mazza aka n3m3da -- -- Mosaic is distributed under the MIT License. This gives everyone the -- freedoms to use Mosaic in any context: commercial or non-commercial, -- public or private, open or closed source. -- -- See https://github.com/d3cod3/Mosaic for documentation -- ---------------------------------------------------------- -- -- -- MosaicDataInlet.lua: A basic template script for receiving the vector data -- (the "lua script" object inlet) from Mosaic patch -- -- you can try running this script in patch example: examples/visualprogramming/Structure/DataVectorComposer.xml -- -- variables for mouse interaction mouseX = 0 mouseY = 0 -- _mosaic_data_inlet is the name of the lua table storing data incoming from a Mosaic patch -- a vector<float> is automatically converted to a lua table, where the index starts from 1, NOT 0 -- so the first position of your table will be accessed like this: _mosaic_data_inlet[1] tableSize = 0 lastTableSize = 0 ---------------------------------------------------- function setup() end ---------------------------------------------------- function update() ----------------------------------------- RECEIVING vector<float> from MOSAIC PATCH -- avoid null readings if next(_mosaic_data_inlet) == nil then return end ----------------------------------------- end ---------------------------------------------------- function draw() of.setColor(0,0,0,10) of.drawRectangle(0,0,OUTPUT_WIDTH,OUTPUT_HEIGHT) --of.background(0,0,0) of.setCircleResolution(50) ----------------------------------------- RECEIVING vector<float> from MOSAIC PATCH -- avoid null readings if next(_mosaic_data_inlet) == nil then return end -- get _mosaic_data_inlet size tableSize = 0 for k,v in pairs(_mosaic_data_inlet) do tableSize = tableSize + 1 end -- check _mosaic_data_inlet size changes if lastTableSize ~= tableSize then lastTableSize = tableSize of.log(of.LOG_NOTICE,string.format("_mosaic_data_inlet size: %i",tableSize)) end ----------------------------------------- -- draw something using _mosaic_data_inlet data of.setColor(255,255,255,10) if tableSize > 1 then of.pushMatrix() of.translate(OUTPUT_WIDTH/2,OUTPUT_HEIGHT/2,0) of.drawCircle(0,0,_mosaic_data_inlet[1]*OUTPUT_HEIGHT/2) of.popMatrix() end end ---------------------------------------------------- function exit() end -- input callbacks ---------------------------------------------------- function keyPressed(key) end function keyReleased(key) end function mouseMoved(x,y) mouseX = x mouseY = y end function mouseDragged(x,y) mouseX = x mouseY = y end function mouseReleased(x,y) end function mouseScrolled(x,y) end
-------------------------------- -- @module ParticleFireworks -- @extend ParticleSystemQuad -- @parent_module cc ---@class cc.ParticleFireworks:cc.ParticleSystemQuad local ParticleFireworks = {} cc.ParticleFireworks = ParticleFireworks -------------------------------- --- ---@return boolean function ParticleFireworks:init() end -------------------------------- --- ---@param numberOfParticles number ---@return boolean function ParticleFireworks:initWithTotalParticles(numberOfParticles) end -------------------------------- --- Create a fireworks particle system. --- return An autoreleased ParticleFireworks object. ---@return cc.ParticleFireworks function ParticleFireworks:create() end -------------------------------- --- Create a fireworks particle system withe a fixed number of particles. --- param numberOfParticles A given number of particles. --- return An autoreleased ParticleFireworks object. --- js NA ---@param numberOfParticles number ---@return cc.ParticleFireworks function ParticleFireworks:createWithTotalParticles(numberOfParticles) end -------------------------------- --- js ctor ---@return cc.ParticleFireworks function ParticleFireworks:ParticleFireworks() end return nil
local lang = require 'lang' local pairs = pairs local type = type local w2l local function has_slk(w2l) for _, name in ipairs(w2l.info.txt) do if w2l:file_load('map', name) then return true end end for _, slks in pairs(w2l.info.slk) do for _, name in ipairs(slks) do if w2l:file_load('map', name) then return true end end end if w2l:file_load('map', 'war3mapmisc.txt') then return true end return false end local function load_slk(w2l) if w2l.force_slk then w2l.messager.report(lang.report.OTHER, 9, lang.report.FORCE_READ_SLK) end if (w2l.force_slk or w2l.setting.read_slk) and has_slk(w2l) then return w2l:frontend_buildslk(true) else return w2l:get_default(true) end end local function load_obj(w2l, wts) local objs = {} local count = 0 for _, type in ipairs {'ability', 'buff', 'unit', 'item', 'upgrade', 'doodad', 'destructable', 'misc'} do local name = w2l.info.obj[type] local buf = w2l:file_load('map', name) local count = count + 1 if buf then w2l.messager.text(lang.script.CONVERT_ONE .. name) objs[type] = w2l:frontend_obj(type, buf, wts) w2l.progress(count / 8) end end return objs end local function load_lni(w2l) local lnis = {} local count = 0 for type, name in pairs(w2l.info.lni) do count = count + 1 local buf = w2l:file_load('table', type) if buf then w2l.messager.text(lang.script.CONVERT_ONE .. type) lnis[type] = w2l:frontend_lni(type, buf, type) w2l.progress(count / 8) end end local buf = w2l:file_load('table', 'txt') if buf then lnis['txt'] = w2l:parse_lni(buf, 'txt') end return lnis end local function load_w3i(w2l, slk) local buf = w2l:file_load('table', 'w3i') if buf then return w2l:parse_lni(buf, 'w3i') else buf = w2l:file_load('map', 'war3map.w3i') if buf then return w2l:frontend_w3i(buf, slk.wts) end end return nil end local function update_version(w2l, w3i) if not w3i then return end local melee = w3i[lang.w3i.CONFIG][lang.w3i.MELEE_MAP] local set = w3i[lang.w3i.CONFIG][lang.w3i.GAME_DATA_SETTING] if set == -1 or set == 0 then if melee == 0 then w2l.setting.version = 'Custom' elseif melee == 1 then w2l.setting.version = 'Melee' end elseif set == 1 then w2l.setting.version = 'Custom' elseif set == 2 then w2l.setting.version = 'Melee' end w2l:set_setting(w2l.setting) end local displaytype = { unit = lang.script.UNIT, ability = lang.script.ABILITY, item = lang.script.ITEM, buff = lang.script.BUFF, upgrade = lang.script.UPGRADE, doodad = lang.script.DOODAD, destructable = lang.script.DESTRUCTABLE, } local function get_displayname(o) local name if o._type == 'buff' then name = o.bufftip or o.editorname elseif o._type == 'upgrade' then name = o.name[1] elseif o._type == 'doodad' or o._type == 'destructable' then name = w2l:get_editstring(o.name or '') else name = o.name end if not name then return '' end return (name:sub(1, 100):gsub('\r\n', ' ')) end local function is_usable_id(str) if str:find '[^%w_]' then return false end return true end local function mark_keep_obj_before_merge(type, objs) if type == 'ability' then for id, obj in pairs(objs) do for k in pairs(obj) do if k:sub(1, 1) ~= '_' then goto CONTINUE end end obj._keep_obj = true w2l.messager.report(lang.report.INVALID_OBJECT, 6, lang.report.ABILITY_REMOVED:format(id), lang.report.ABILITY_REMOVED_HINT) ::CONTINUE:: end end end local function mark_keep_obj_after_merge(type, objs) local used = {} for id, obj in pairs(objs) do local lid = id:lower() if used[lid] then obj._keep_obj = true objs[used[lid]]._keep_obj = true local name1 = get_displayname(obj) local name2 = get_displayname(objs[used[lid]]) w2l.messager.report(lang.report.WARN, 2, (lang.report.OBJECT_ID_CONFLICT):format(id), ('`%s`[%s] --> `%s`[%s]'):format(id, name1, used[lid], name2)) elseif not is_usable_id(id) then obj._keep_obj = true local name = get_displayname(obj) w2l.messager.report(lang.report.WARN, 2, ("%s %s %s"):format(type, id, name), ('%s %s'):format(lang.report.OBJECT_ID_CAN_CONVERT_NUMBER, '')) else used[lid] = id end end end local function update_then_merge(w2l, slks, objs, lnis, slk) for _, type in ipairs {'ability', 'buff', 'unit', 'item', 'upgrade', 'doodad', 'destructable', 'misc', 'txt'} do local report, report2 local data = slks[type] local obj = objs[type] if obj then if type ~= 'misc' then report, report2 = w2l:frontend_updateobj(type, obj, data) end else obj = {} end if lnis[type] then w2l:frontend_updatelni(type, lnis[type], data) for k, v in pairs(lnis[type]) do obj[k] = v end end if w2l.setting.mode == 'slk' then mark_keep_obj_before_merge(type, obj) end slk[type] = w2l:frontend_merge(type, data, obj) if w2l.setting.mode == 'slk' then mark_keep_obj_after_merge(type, slk[type]) end if report then for i = 1, 10 do local data = report[i] if not data then break end local displayname = get_displayname(slk[type][data[1]]) w2l.messager.report(lang.report.INVALID_OBJECT_DATA, 6, ('%s %s %s'):format(displaytype[type], data[1], displayname), ('[%s]: %s'):format(data[2], data[3])) end end if report2 then for i = 1, 10 do if not report2[i] then break end w2l.messager.report(lang.report.INVALID_OBJECT_DATA, 6, report2[i][1], report2[i][2]) end end end end return function(w2l_, slk) w2l = w2l_ slk = slk or {} w2l.slk = slk --读取字符串 slk.wts = w2l:frontend_wts(w2l:file_load('map', 'war3map.wts')) w2l.progress(0.2) slk.w3i = load_w3i(w2l, slk) update_version(w2l, slk.w3i) w2l.messager.text(lang.script.LOAD_OBJ) w2l.progress:start(0.4) local objs = load_obj(w2l, slk.wts) w2l.progress:finish() w2l.messager.text(lang.script.LOAD_LNI) w2l.progress:start(0.6) local lnis = load_lni(w2l) w2l.progress:finish() w2l.messager.text(lang.script.LOAD_SLK) w2l.progress:start(0.8) local slks = load_slk(w2l) w2l.progress:finish() w2l.messager.text(lang.script.MERGE_OBJECT) w2l.progress:start(1) update_then_merge(w2l, slks, objs, lnis, slk) w2l.progress:finish() w2l.messager.text(lang.script.DO_PLUGIN) w2l:call_plugin('on_full') if w2l.setting.extra_check then w2l:frontend_extracheck(slk) end end
-- This resource is part of the default Cfx.re asset pack (cfx-server-data) -- Altering or recreating for local use only is strongly discouraged. version '1.0.0' author 'Cfx.re <root@cfx.re>' description 'Example loading screen.' repository 'https://github.com/citizenfx/cfx-server-data' files { 'index.html', 'keks.css', 'bankgothic.ttf', 'loadscreen.jpg' } loadscreen 'index.html' fx_version 'bodacious' game 'gta5'
nagnang_compass = { use = function(player) local baseMap = getNagnangShieldQuestBaseMap(player) local t = {graphic = convertGraphic(715, "item"), color = 0} player:sendMinitext("You cast Find path.") if player.m == baseMap then player:dialogSeq({t, "The needle points to the east."}, 0) elseif player.m == baseMap + 1 then player.quest["used_compass"] = 1 player:dialogSeq({t, "The needle points to the east."}, 0) elseif player.m == baseMap + 2 then player:dialogSeq({t, "The needle points to the west."}, 0) elseif player.m == baseMap + 3 then player:dialogSeq({t, "The needle points to the west."}, 0) elseif player.m == baseMap + 4 then player:dialogSeq({t, "The needle points to the south."}, 0) elseif player.m == baseMap + 5 then player:dialogSeq({t, "The needle points to the north."}, 0) else player:dialogSeq({t, "The needle points to Nagnang."}, 0) end end }
local Object = require("plenary.class") local Relation = Object:extend() function Relation:new(filetypes, related_to, condition, opts) assert(type(filetypes) == "table", "filetypes should be a table") assert(type(related_to) == "function", "related_to should be a function") assert(type(condition) == "function" or condition == nil, "condition should be a function or nil") assert(type(opts) == "table" or opts == nil, "Opts should be a table or nil") return setmetatable({ filetypes = filetypes, related_to = related_to, condition = condition or nil, opts = opts or nil, }, self) end function Relation:filetype_matches(ft) return vim.tbl_isempty(self.filetypes) or vim.tbl_contains(self.filetypes, ft) end function Relation:should_run(bufnr) return self.condition == nil or self.condition(bufnr) end function Relation:resolve(bufnr) return self.related_to(bufnr, self.opts) or {} end return Relation
--@name RT Camera --@author Vurv --@client --@model models/dav0r/camera.mdl -- Author -- Vurv -- Source -- https://github.com/Vurv78/starfallex-creations -- Purpose -- This is a starfall chip that works just like an RT camera, except you can configure the resolution, field of view/zooming, frames per second and more. -- Tbh, It feels less laggier than actual RT Cameras and has better quality. You can have multiple of these placed down, they will share cpu but not really well after the second camera. -- Disabled by default to prevent lag -- Configs -- local FPS = 60 -- Frames per second local FOV = 130 local Res = Vector(1024,1024) -- Default = 1024,1024 (This is the highest res you can get) local AntiAliasing = true -- Whether to use anti-aliasing in the render local Enabled = true -- Whether to see the camera by default when Enabled (for owner) -- Configs -- -- Local vars to optimize stuff. local localplayer = player() if localplayer ~= owner() then Enabled = false end local deltatime = 0 local fpsdelta = 1/FPS local fpstime = timer.curtime() local Chip = chip() local ScaleMatrix = Matrix() ScaleMatrix:setScale(1024/Res) -- Localized functions for functions that'll be called often local math = math local render = render local selectRenderTarget = render.selectRenderTarget local renderViewsLeft = render.renderViewsLeft local floor = math.floor local min = math.min local curtime = timer.curtime local drawTexturedRect = render.drawTexturedRect local pushMatrix = render.pushMatrix local setRGBA = render.setRGBA local drawText = render.drawText local setMaterial = render.setMaterial local renderView = render.renderView local isInRenderView = render.isInRenderView local popMatrix = render.popMatrix local setFilterMag = render.setFilterMag render.createRenderTarget("rt") -- We need a separate material so that the screen doesn't go black sometimes. local rtMat = material.create("gmodscreenspace") rtMat:setTextureRenderTarget("$basetexture", "rt") local RequestingFrames = true -- So we only render the camera when we are looking at the screen hook.add("renderscene","",function(origin,angles,fov) -- Fps checking if not RequestingFrames then return end RequestingFrames = false if not Enabled then return end if quotaTotalAverage()>quotaMax()*0.5 then return end -- Additional check so that people don't die from quota local time = curtime() if time < fpstime + fpsdelta then return end deltatime = time-fpstime fpstime = time if renderViewsLeft()<1 then print("No renderviews left") return end selectRenderTarget("rt") if isInRenderView() then drawText(256,256,"No Infinite Loop Pl0x",1) selectRenderTarget() return end renderView{ origin = Chip:localToWorld(Vector(10,0,0)), x = 0, y = 0, w = Res.x, h = Res.y, fov=FOV, angles=Chip:getAngles(), drawviewer = true, } selectRenderTarget() end) hook.add("starfallUsed","",function(ply) if localplayer ~= ply then return end Enabled = not Enabled end) hook.add("render","",function() RequestingFrames = true setMaterial(rtMat) pushMatrix(ScaleMatrix) setRGBA(255,255,255,255) setFilterMag(AntiAliasing and 0 or 1) drawTexturedRect(0,0,512,512) popMatrix() if not Enabled then -- It's not in the beginning so we can still see the frame before atleast. setRGBA(255,255,0,255) drawText(256,256,"Press E to See RT Camera",1) return end drawText(0,0,"FPS: " .. min(floor(1/deltatime),60) .. "/" .. FPS) end)
--[[ module: StudentDaoImpl author: DylanYang time: 2021-02-24 22:15:20 idea: advance: ]] local Student = require("patterns.j2ee.dataAccessObject.Student") local interface = require("patterns.j2ee.dataAccessObject.IStudentDao") local _M = Class("StudentDaoImpl", interface) local public = _M.public --The following list is used as a database. _M.students = {} function _M:ctor() local student1 = Student.new("Robert", 1) local student2 = Student.new("John", 2) table.insert(self.students, student1) table.insert(self.students, student2) end function public:GetAllStudents() return self.students end function public:GetStudent(rollNo) return self.students[rollNo] end function public:UpdateStudent(student) --This code can't do a real simulation. self.students[student.rollNo].name = student.name print(string.format("Student: Roll No %s, updated in the database", student.rollNo)) end function public:DeleteStudent(student) table.removeItem(self.students, student) print(string.format("Student: Roll No %s, deleted from database.", student.rollNo)) end return _M
--[[ ################################################################################ # # Copyright (c) 2014-2019 Ultraschall (http://ultraschall.fm) # # 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. # ################################################################################ ]] dofile(reaper.GetResourcePath().."/UserPlugins/ultraschall_api.lua") -- Defer1: Soundcheck Daemon -- Defer2: Samplerate -- Defer3: Unsaved --------------------------------------------------------------- -- Soundcheck Unsaved -- Wenn ein Recording gestartet wird wird geprüft, ob das Projekt schon gespeichert wurde --------------------------------------------------------------- function soundcheck_unsaved() -- print(reaper.GetPlayStateEx(0)) --print(reaper.IsProjectDirty(0)) if reaper.IsProjectDirty(0) and reaper.GetPlayStateEx(0) > 4 then -- das Projekt wurde noch nicht gespeichertund es läuft oder pausiert ein recording if tonumber(reaper.GetExtState ("soundcheck_timer", "unsaved"))+120 < reaper.time_precise() then soundcheck_unsaved_action() end end retval, defer3_identifier = ultraschall.Defer(soundcheck_unsaved, ultraschall.ScriptIdentifier..".defer_script03", 2, 3) end function soundcheck_unsaved_action() -- print("noch da") return_value = ultraschall.MB("Your project has not been saved yet. It is strongly advised to save it before starting a recording.", "WARNING - Ultraschall Soundcheck",3, "Save as", "Ignore", "Settings") if return_value == 3 then reaper.SetExtState("soundcheck_timer", "unsaved", tostring(reaper.time_precise()), false) reaper.Main_OnCommand(reaper.NamedCommandLookup("_Ultraschall_Settings"),0) -- öffne Ultraschall Settings elseif return_value == 2 then reaper.SetExtState("soundcheck_timer", "unsaved", tostring(reaper.time_precise()), false) reaper.Main_OnCommand(40022,0) -- öffne den Speichern unter Dialog end end function soundcheck_unsaved_controller() if ultraschall.GetUSExternalState("ultraschall_settings_unsaved", "value") == "0" then -- Soundcheck ist in den Settings deaktiviert if reaper.GetExtState("ultraschall", ultraschall.ScriptIdentifier..".defer_script03") == "running" then retval = ultraschall.StopDeferCycle(defer3_identifier) end else -- Soundcheck ist in den Settings aktiviert if reaper.GetExtState("ultraschall", ultraschall.ScriptIdentifier..".defer_script03") ~= "running" then soundcheck_unsaved() end end end ------------------------------------------------------------------------------------- -- Soundcheck Samplerate -- muss 48 KHz sein wenn mindestens eine StudioLink Spur im Projekt ist ------------------------------------------------------------------------------------- function soundcheck_samplerate() retval, actual_samplerate = reaper.GetAudioDeviceInfo("SRATE", "") -- print("noch da") for i=1, reaper.CountTracks(0) do if (ultraschall.IsTrackStudioLink(i) or ultraschall.IsTrackStudioLinkOnAir(0)) and actual_samplerate == "48000" then -- es gibt mindestens eine StudioLink Spur und Samplerate steht nicht auf 48000 if tonumber(reaper.GetExtState ("soundcheck_timer", "samplerate"))+120 < reaper.time_precise() then soundcheck_samplerate_action() -- print(actual_samplerate) break end end end retval, defer2_identifier = ultraschall.Defer(soundcheck_samplerate, ultraschall.ScriptIdentifier..".defer_script02", 2, 3) end function soundcheck_samplerate_action() return_value = ultraschall.MB("Your samplerate is set to please set to 48000", "WARNING - Ultraschall Soundcheck",3, "gut", "ach nein", "blafasel") if return_value == 3 then reaper.SetExtState("soundcheck_timer", "samplerate", tostring(reaper.time_precise()), false) reaper.Main_OnCommand(reaper.NamedCommandLookup("_Ultraschall_Settings"),0) -- öffne Ultraschall Settings elseif return_value == 2 then reaper.SetExtState("soundcheck_timer", "samplerate", tostring(reaper.time_precise()), false) reaper.Main_OnCommand(40099,0) -- öffne Audio device Settings end end function soundcheck_samplerate_controller() if ultraschall.GetUSExternalState("ultraschall_settings_samplerate", "value") == "0" then -- Soundcheck ist in den Settings deaktiviert if reaper.GetExtState("ultraschall", ultraschall.ScriptIdentifier..".defer_script02") == "running" then retval = ultraschall.StopDeferCycle(defer2_identifier) end else -- Soundcheck ist in den Settings aktiviert if reaper.GetExtState("ultraschall", ultraschall.ScriptIdentifier..".defer_script02") ~= "running" then soundcheck_samplerate() end end end -------------------- function soundcheck_main() soundcheck_samplerate_controller() soundcheck_unsaved_controller() retval, defer1_identifier = ultraschall.Defer(soundcheck_main, ultraschall.ScriptIdentifier..".defer_script01", 2, 1) end -- soundcheck_samplerate_action () -- initialise variables reaper.SetExtState("soundcheck_timer", "samplerate", "0", false) reaper.SetExtState("soundcheck_timer", "unsaved", "0", false) -- print(ultraschall.GetApiVersion()) -- print(reaper.IsProjectDirty(0)) dofile(reaper.GetResourcePath().."/UserPlugins/ultraschall_api.lua") retval = ultraschall.WriteValueToFile(ultraschall.API_TempPath.."/Tudelu.txt", "Dingodongo") ultraschall.ShowLastErrorMessage() -- return_value2 = ultraschall.MB("Your samplerate is set to please set to 48000b", "WARNING - Ultraschall Soundcheck",3, "gut", "ach", "blafasel") soundcheck_main()
#!/usr/bin/env lua -- MIT license -- Goal: computational experiment toolbox : cet (gsl) -- l. gsl -- - la: linear algebra (blas-lapack-atlas) -- - statistics -- func: special functions -- binom -- multinom -- normal -- hermite -- gamma -- beta -- bessel -- laguerre -- legendre -- sph: spheric harmonic -- poisson -- doc: brief usage summary -- 2. document (tex/markdown) -- 3. wedget -> moonFLTK -- - audio/video -- - 2D/3D -- - network (SSL) -- - documentation -- 4. network / parallel -- 5. PETSc -- - SLEPc --> C++ -- 6. alg: symbolic (Maxima) -- 7. sqlite -- ref: -- GSL shell: http://www.nongnu.org/gsl-shell/# -- https://www.gnu.org/software/gsl/doc/html/intro.html -- Lua graph-toolkit: https://github.com/franko/graph-toolkit -- https://en.wikipedia.org/wiki/List_of_numerical_libraries -- =============================================================== -- -- computational experiment toolbox : cet (gsl) -- func: special functions -- binom -- multinom -- normal -- hermite -- gamma -- beta -- bessel -- laguerre -- legendre -- sph: spheric harmonic -- poisson -- doc: brief usage summary -- la: linear algebra (blas-lapack-atlas) -- stat: statistics -- z: complex number -- alg: symbolic -- -- implementation: -- - wedget -> fltk -- - template -- - table -> require 'cet' {} -- - audio/video -- - 2D/3D -- - c/c++ api -- - network (SSL) -- - documentation -- -- sql: database -- chem: chemical -- high: high energy -- cm: condense matter -- fdm: -- fem: -- fvm: -- cfd: compuational fluid dynamics -- pde: -- =============================================================== -- -- widget (sub) -- ├─ box (sub) -- ├─ button (sub) -- │   ├─ light_button -- │   │   ├─ check_button -- │   │   ├─ radio_light_button -- │   │   └─ round_button -- │   │       └─ radio_round_button -- =============================================================== -- local cetcore = require 'cetcore' -- math obj local class = require 'pool' local cet = {} local cetmeta = { qtrn = cetcore.qtrn; -- complex or quaternion colvec = cetcore.colvec; -- vector (column vector) rowvec = cetcore.rowvec; -- vector (row vector) matrix = cetcore.matrix; -- matrix -- b = cet.spm() -- sparse matrix domain = cetcore.domain; -- cw complex space tensor = cetcore.tensor; -- tensor field on domain --- use luadoc help = function (cmd) end; gui = class { wgt = false; ['<'] = function (o, workbench) -- if workbench then o.wgt = gui(workbench) end end; { -- data/gui operation __add = function (o1, o2) -- dock o2 to o1 end; } }; } setmetatable(cet, { __index = cetmeta; __metatable = true; }) -- position/numerical index z = cet.qtrn(0, 1) -- complex -- q = cet.qtn(0, 1, 0, 0) -- quaternion -- a = cet.vec() -- vector (row vector) -- b = cet.mat() -- matrix -- c = cet.tsr() -- tensor -- b = cet.spm() -- sparse matrix -- rawget / rawset -- file: reader/writer binary: load/dump -- z.Re, z.Im -- q[0] = 1; q[1] = 2; q[2] = 3; a[3] = 4 -- index 1 to n return cet -- vim: ts=4 sw=4 sts=4 et foldenable fdm=marker fmr={{{,}}} fdl=1
-- Copyright (c) 2021 IBM Corporation -- -- 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. -- configuration for 3D LIDAR + IMU include "map_builder.lua" include "trajectory_builder.lua" options = { map_builder = MAP_BUILDER, trajectory_builder = TRAJECTORY_BUILDER, map_frame = "map", tracking_frame = "imu_frame", published_frame = "base_link", odom_frame = "odom_cart", provide_odom_frame = true, publish_frame_projected_to_2d = false, use_pose_extrapolator = false, use_odometry = false, use_nav_sat = false, use_landmarks = false, num_laser_scans = 0, num_multi_echo_laser_scans = 0, num_subdivisions_per_laser_scan = 1, num_point_clouds = 1, lookup_transform_timeout_sec = 0.2, submap_publish_period_sec = 0.3, pose_publish_period_sec = 5e-3, trajectory_publish_period_sec = 30e-3, rangefinder_sampling_ratio = 1., odometry_sampling_ratio = 1., fixed_frame_pose_sampling_ratio = 1., imu_sampling_ratio = 1., landmarks_sampling_ratio = 1., } MAP_BUILDER.use_trajectory_builder_2d = true MAP_BUILDER.num_background_threads = 2 -------- tune parameters in the trajectory builder 2D -------- TRAJECTORY_BUILDER_2D.num_accumulated_range_data = 1 TRAJECTORY_BUILDER_2D.use_imu_data = true TRAJECTORY_BUILDER_2D.use_online_correlative_scan_matching = true -- can limit the search space of the online correlative scan matcher when IMU is available TRAJECTORY_BUILDER_2D.real_time_correlative_scan_matcher.angular_search_window = math.rad(5.) -- default=math.rad(20.), -- Set min_z and max_z to convert 3D point cloud in 2D localization TRAJECTORY_BUILDER_2D.min_z = 0.5 TRAJECTORY_BUILDER_2D.max_z = 1.8 -- filter point cloud to improve the realtime computation performance TRAJECTORY_BUILDER_2D.min_range = 0.4 TRAJECTORY_BUILDER_2D.max_range = 30.0 TRAJECTORY_BUILDER_2D.voxel_filter_size = 0.1 --default=0.025 -- increase this value to put high reliability to lidar data TRAJECTORY_BUILDER_2D.ceres_scan_matcher.occupied_space_weight = 10.0 --default 1.0 -------- tune parameters in the pose graph -------- -- reduce the frequency of pose graph optimization -- POSE_GRAPH.optimize_every_n_nodes = 20 - default 20 -- reduce the frequency of local constraint search POSE_GRAPH.constraint_builder.max_constraint_distance = 5.0 -- default=15.0 POSE_GRAPH.constraint_builder.sampling_ratio = 0.03 -- default=0.3 -- disable global constraint search POSE_GRAPH.global_sampling_ratio = 0.0 --default=0.003 POSE_GRAPH.global_constraint_search_after_n_seconds = 360000 --default=10 -- decrease these values when the constraint builder cannot find matches between a new trajectory and an old trajectory -- POSE_GRAPH.constraint_builder.min_score = 0.3 -- cartographer default 0.55 -- POSE_GRAPH.constraint_builder.global_localization_min_score = 0.35 -- cartographer default 0.6 return options
AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) include( 'shared.lua' ) ENT.SpawnSound = Sound( "ambient/atmosphere/city_skypass1.wav" ) function ENT:Initialize() self.Entity:PhysicsInit( SOLID_VPHYSICS ) self.Entity:SetMoveType( MOVETYPE_VPHYSICS ) self.Entity:DrawShadow( false ) local phys = self.Entity:GetPhysicsObject() if self.Collides then self.Entity:SetSolid( SOLID_VPHYSICS ) if IsValid( phys ) then phys:Wake() phys:SetMaterial( self.PhysMat ) phys:EnableGravity( false ) end else self.Entity:SetSolid( SOLID_NONE ) if IsValid( phys ) then phys:Wake() phys:SetMaterial( self.PhysMat ) end end self.DieTime = CurTime() + 5 local par = self.Entity:GetTrueParent() if IsValid( par ) then if par:GetClass() == "prop_ragdoll" then self.Bloody = true par.Cons = {} table.insert( par.Cons, constraint.Weld( par, self.Entity, 0, 0, 0, true, false ) ) for i=0,16 do local phys = par:GetPhysicsObjectNum( i ) if IsValid( phys ) then phys:EnableGravity( false ) phys:Wake() phys:AddAngleVelocity( VectorRand() * 800 ) //phys:SetMass( 10 ) table.insert( par.Cons, constraint.NoCollide( self.Entity, par, 0, i ) ) end end else local phys = par:GetPhysicsObject() if IsValid( phys ) then phys:SetMass( math.Clamp( phys:GetMass(), 100, 5000 ) ) phys:EnableMotion( true ) phys:EnableGravity( false ) phys:Wake() phys:AddAngleVelocity( VectorRand() * 800 ) end end end self.Entity:EmitSound( self.SpawnSound, 100, math.random( 90, 110 ) ) end function ENT:SetTrueParent( ent ) self.Entity:SetNWEntity( "TrueParent", ent ) end function ENT:GetTrueParent() if IsValid( self.Entity:GetParent() ) then return self.Entity:GetParent() elseif IsValid( self.Entity:GetNWEntity( "TrueParent" ) ) then return self.Entity:GetNWEntity( "TrueParent" ) end return NULL end function ENT:SetCollides( bool ) self.Collides = bool end function ENT:SetProp( ent ) self.Prop = ent end function ENT:SetMass( mass ) self.Mass = mass end function ENT:SetPhysMat( mat ) self.PhysMat = mat end function ENT:Think() local par = self.Entity:GetTrueParent() if IsValid( par ) then local phys = par:GetPhysicsObject() if IsValid( phys ) then if self.LaunchDir and not self.Launched then self.Launched = true phys:EnableGravity( true ) phys:AddAngleVelocity( VectorRand() * self.Mass ) phys:ApplyForceCenter( ( self.Mass * 2500 ) * self.LaunchDir ) if par:GetClass() == "prop_ragdoll" then for i=0,16 do phys = par:GetPhysicsObjectNum( i ) if IsValid( phys ) then phys:EnableGravity( true ) phys:Wake() end end end if self.Collides then phys = self.Entity:GetPhysicsObject() if IsValid( phys ) then phys:EnableGravity( true ) phys:ApplyForceCenter( ( self.Mass * 9000 ) * self.LaunchDir ) end end end end end if self.DieTime < CurTime() or not IsValid( self.Entity:GetTrueParent() ) or not self.Entity:GetOwner():Alive() then self.Entity:Remove() end end function ENT:SetLaunchTarget( pos ) local dir = ( pos - self.Entity:GetPos() ):GetNormal() dir.z = math.Clamp( dir.z, -0.5, 1.0 ) self.LaunchDir = dir self.DieTime = CurTime() + 2 end function ENT:OnRemove() local par = self.Entity:GetTrueParent() if IsValid( par ) then if par:GetClass() == "prop_ragdoll" then for k,v in pairs( par.Cons ) do if IsValid( v ) then v:Remove() end end end par.Tele = nil local phys = par:GetPhysicsObject() if IsValid( phys ) then phys:EnableGravity( true ) phys:Wake() end end end function ENT:OnTakeDamage( dmginfo ) end function ENT:PhysicsCollide( data, phys ) if self.Collides and data.DeltaTime > 0.15 then self.Entity:EmitSound( "Flesh.ImpactHard", 100, math.random( 80, 100 ) ) util.Decal( "Blood", data.HitPos + data.HitNormal, data.HitPos - data.HitNormal ) end end function ENT:UpdateTransmitState() return TRANSMIT_ALWAYS end
local execute = vim.api.nvim_command local g = vim.g local fn = vim.fn local pack_path = fn.stdpath('data') .. '/site/pack' local fmt = string.format function ensure(user, repo) local path = fmt('%s/packer/start/%s', pack_path, repo) if fn.empty(fn.glob(path)) > 0 then execute(fmt('!git clone git@github.com:%s/%s %s', user, repo, path)) execute(fmt('packadd %s', repo)) end end ensure('wbthomason', 'packer.nvim') ensure('Olical', 'aniseed') g['aniseed#env'] = { module = 'bootstrap', compile = true }
-- ============================= -- -- Copyright 2019 FiatAccompli -- -- ============================= -- -- Code related to Melee Attack interface mode include ("Civ6Common"); local ATTACK_INTERFACE_MODE = DB.MakeHash("INTERFACEMODE_MELEE_ATTACK"); function GetMeleeAttackPlotIds(unit:table) if not unit then return nil; end local plots = {}; if not IsMeleeAttackUnit(unit) then return plots; end for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1 do local adjacentPlot = Map.GetAdjacentPlot(unit:GetX(), unit:GetY(), direction); if adjacentPlot then local combatSim = CombatManager.SimulateAttackInto(unit:GetComponentID(), CombatTypes.MELEE, adjacentPlot:GetX(), adjacentPlot:GetY()); if combatSim then table.insert(plots, adjacentPlot:GetIndex()); end end end return plots end function IsMeleeAttackUnit(unit:table) if not unit then return false; end local unitData = GameInfo.Units[unit:GetUnitType()]; -- Must have movement remaining and be an appropriate type of unit to melee attack. return unit:GetMovesRemaining() > 0 and unitData.Combat > 0 and not (unitData.RangedCombat > 0) and not (unitData.Bombard > 0) and (unitData.FormationClass == 'FORMATION_CLASS_LAND_COMBAT' or unitData.FormationClass == 'FORMATION_CLASS_NAVAL'); end function EvaluateMeleeAttackAvailability(unit:table, availableActions:table) if IsMeleeAttackUnit(unit) then local disabled = #GetMeleeAttackPlotIds(unit) == 0; availableActions['MOD_KEYBOARD_NAVIGATION_UNITCOMMAND_MELEE_ATTACK'] = { Disabled = disabled }; end end function OnUnitActionExecuted(action:string) print("Action executed: ", action); end function OnPlotSelected(interfaceMode:number, plotId:number) if interfaceMode == ATTACK_INTERFACE_MODE then local plot = Map.GetPlotByIndex(plotId); local selectedUnit = UI.GetHeadSelectedUnit(); local attackingPlayerId = selectedUnit:GetOwner(); local unitComponentID:table = selectedUnit:GetComponentID(); local willStartWar = false; local results = CombatManager.IsAttackChangeWarState(unitComponentID, plotX, plotY); if results ~= nil and #results > 0 then willStartWar = true; end if willStartWar then local defendingPlayerId = results[1]; LuaEvents.Civ6Common_ConfirmWarDialog(attackingPlayerId, defendingPlayerId, WarTypes.SURPRISE_WAR); else MoveUnitToPlot(selectedUnit, plot:GetX(), plot:GetY()); UI.SetInterfaceMode(InterfaceModeTypes.SELECTION); --autoMoveKeyboardTargetForAttack:RecordLastTargetPlot(plot); end end end function OnInterfaceModeChanged(oldMode:number, newMode:number) if oldMode == ATTACK_INTERFACE_MODE then UILens.ToggleLayerOff( LensLayers.HEX_COLORING_ATTACK ); UILens.ClearLayerHexes( LensLayers.HEX_COLORING_ATTACK ); end if newMode == ATTACK_INTERFACE_MODE then local selectedUnit = UI.GetHeadSelectedUnit(); if (selectedUnit ~= nil) then targetPlots = GetMeleeAttackPlotIds(selectedUnit); -- Highlight the plots available to attack if table.count(targetPlots) ~= 0 then local localPlayer = Game.GetLocalPlayer(); UILens.ToggleLayerOn(LensLayers.HEX_COLORING_ATTACK); UILens.SetLayerHexesArea(LensLayers.HEX_COLORING_ATTACK, localPlayer, targetPlots); -- Register stuff here so it's always guaranteed to be in place regardless of context -- initialization order (even on hotloads). LuaEvents.WorldNavigation_RegisterInterfaceModeHandling(ATTACK_INTERFACE_MODE, true, true); LuaEvents.WorldNavigation_RegisterKeyboardTargetDisplaySettings(ATTACK_INTERFACE_MODE, "ICON_NOTIFICATION_DECLARE_WAR"); LuaEvents.WorldNavigation_RegisterSelectablePlots(targetPlots); --autoMoveKeyboardTargetForAttack:MaybeMoveKeyboardTarget(Map.GetPlotByIndex(pSelectedUnit:GetPlotId())); end end end end -- =========================================================================== function Initialize() Events.InterfaceModeChanged.Add(OnInterfaceModeChanged); LuaEvents.ModUnitActions_EvaluateAvailableActions.Add(EvaluateMeleeAttackAvailability); LuaEvents.ModUnitActions_UnitActionExecuted.Add(OnUnitActionExecuted); LuaEvents.WorldNavigation_PlotSelected.Add(OnPlotSelected); end Initialize();
local PLUGIN = PLUGIN; -- A function to load the item spawns. function PLUGIN:EmitRandomChatter(player) local randomSounds = { "npc/overwatch/radiovoice/accomplicesoperating.wav", "npc/overwatch/radiovoice/airwatchcopiesnoactivity.wav", "npc/overwatch/radiovoice/airwatchreportspossiblemiscount.wav", "npc/overwatch/radiovoice/allteamsrespondcode3.wav", "npc/overwatch/radiovoice/allunitsreturntocode12.wav", "npc/overwatch/radiovoice/antifatigueration3mg.wav", "npc/overwatch/radiovoice/beginscanning10-0.wav", "npc/overwatch/radiovoice/failuretotreatoutbreak.wav", "npc/overwatch/radiovoice/finalverdictadministered.wav", "npc/overwatch/radiovoice/investigateandreport.wav", "npc/overwatch/radiovoice/leadersreportratios.wav", "npc/overwatch/radiovoice/officerclosingonsuspect.wav", "npc/overwatch/radiovoice/politistabilizationmarginal.wav", "npc/overwatch/radiovoice/prepareforfinalsentencing.wav", "npc/overwatch/radiovoice/preparetoreceiveverdict.wav", "npc/overwatch/radiovoice/recalibratesocioscan.wav", "npc/overwatch/radiovoice/recievingconflictingdata.wav", "npc/overwatch/radiovoice/reinforcementteamscode3.wav", "npc/overwatch/radiovoice/reminder100credits.wav", "npc/overwatch/radiovoice/remindermemoryreplacement.wav", "npc/overwatch/radiovoice/rewardnotice.wav", "npc/overwatch/radiovoice/upi.wav", --derp "npc/overwatch/radiovoice/youarejudgedguilty.wav" }; --[[ -- Alternative sound emitter. Lowers the emitter's receiving sound but doesn't follow the player. for k,v in ipairs( _player.GetAll() ) do if (Schema:PlayerIsCombine(v)) then local pos = v:GetBonePosition(10) sound.Play( randomSounds[ math.random(1, #randomSounds) ], pos, 300, 100, 0.4 ) end; end; ]]-- local randomSound = randomSounds[ math.random(1, #randomSounds) ]; player:EmitSound( randomSound, 60) end; -- Called each tick. function PLUGIN:Tick() for k, v in ipairs( _player.GetAll() ) do if (Schema:PlayerIsCombine(v)) then local curTime = CurTime(); if (!self.nextChatterEmit) then self.nextChatterEmit = curTime + math.random(30, 50); end; if ( (curTime >= self.nextChatterEmit) ) then self.nextChatterEmit = nil; PLUGIN:EmitRandomChatter(v); end; end; end; end;
return { register = require(script.register), Event = require(script.Event), Function = require(script.Function), }
require("rrpg.lua"); require("vhd.lua"); require("utils.lua"); -- getRolagemAsString(rolagem): recebe um objeto Rolagem do SDK e retorna uma string descrevendo a rolagem -- da mesma maneira que é mostrado no RRPG function getRolagemAsString(rolagem) local total = 0; local lastTipoOp = "soma"; -- local modif = 0; -- local dices = "{"; local diceString = "{"; for i,op in ipairs(rolagem.ops) do if(op.tipo == "dado") then diceString = diceString .. "["; for j,result in ipairs(op.resultados) do if(j > 1) then diceString = diceString .. ", "; end diceString = diceString .. string.format("%d",result) if(lastTipoOp == "subtracao") then total = total - result; else total = total + result; end end diceString = diceString .. "]"; elseif(op.tipo == "imediato") then if(lastTipoOp == "subtracao") then total = total - op.valor; else total = total + op.valor; end diceString = diceString .. string.format("%d",op.valor); elseif(op.tipo == "soma") then lastTipoOp = op.tipo; diceString = diceString .. " + "; elseif(op.tipo == "subtracao") then lastTipoOp = op.tipo; diceString = diceString .. " - "; end end local diceString = diceString .. "}"; return string.format(rolagem.asString .. " = %d %s", total, diceString); end -- getRolagemAsString autologEnabled = {}; -- Implementação dos comandos rrpg.messaging.listen("HandleChatCommand", function (message) if message.comando == "autolog" then if autologEnabled[message.mesa.nome] ~= false then autologEnabled[message.mesa.nome] = false; message.mesa.chat:escrever("Log desabilitado!"); else autologEnabled[message.mesa.nome] = true; message.mesa.chat:escrever("Log habilitado!"); end message.response = {handled = true}; elseif message.comando == "readlog" then local logFile = "/" .. message.mesa.nome .. ".log"; vhd.forceDirectory("/Logs/" .. logTable .. "/"); if vhd.fileExists(logFile) then fileStream = vhd.openFile(logFile, "r"); local logText = fileStream:readBinary("ansi"); if fileStream == nil then message.mesa.chat:escrever("Falha ao ler Log"); else if system.setClipboardText(logText) then message.mesa.chat:escrever("Log Copiado!"); else message.mesa.chat:escrever("Falha ao copiar o log para o clipboard!"); end end fileStream:close(); else message.mesa.chat:escrever("Log não encontrado!"); end message.response = {handled = true}; elseif message.comando == "clearlog" then local logFile = "/" .. message.mesa.nome .. ".log"; vhd.forceDirectory("/Logs/" .. logTable .. "/"); if vhd.fileExists(logFile) then fileStream = vhd.openFile(logFile, "w+"); fileStream:close(); message.mesa.chat:escrever("Log Limpo!"); end message.response = {handled = true}; end end); -- Escuta das mensagens de chat padrão rrpg.messaging.listen("ChatMessage", function (message) if autologEnabled[message.mesa.nome] ~= false then autologEnabled[message.mesa.nome] = true local logFile = os.date("[%Y/%m/%d] "); local logTable = message.mesa.nome; --Se o objeto jogadorPVT não é nil, então foi um PVT Privado. if(message.jogadorPVT ~= nil) then logFile = logFile .. "(PVT com " .. utils.removerFmtChat(message.jogadorPVT.login) .. ")"; --Se o objeto jogadorPVT é nil, mas o chat não é o chat principal da mesa, então eh um PVT em grupo. elseif(message.chat.objectID ~= message.mesa.chat.objectID) then logFile = logFile .. "(Conversa Em Grupo ID " .. message.chat.objectID .. ")"; else logFile = logFile .. "(Mesa)"; end logFile = logFile:gsub('[\\/:*?\"<>|]', '_'); logTable = logTable:gsub('[\\/:*?\"<>|]', '_'); logTable = string.gsub(logTable, "%.", "_"); logFile = "/Logs/" .. logTable .. "/".. logFile .. ".log"; local linha = os.date("[%H:%M] "); local fileStream; if message.tipo == "comoNarrador" then linha = linha .. "«!» "; elseif message.tipo == "comoNPC" then linha = linha .. "<" .. message.npc .. "> "; elseif message.tipo == "acao" then linha = linha .. message.jogador.nick .. " "; elseif message.tipo == "dados" then linha = linha .. message.jogador.nick .. " rolou "; else linha = linha .. "<" .. message.jogador.nick .. "> "; end if message.tipo == "dados" then linha = linha .. getRolagemAsString(message.rolagem); elseif message.tipo == "rir" then linha = linha .. "Hohohohoho"; else linha = linha .. message.texto, true; end linha = utils.removerFmtChat(linha); vhd.forceDirectory("/Logs/" .. logTable .. "/"); if vhd.fileExists(logFile) then fileStream = vhd.openFile(logFile, "a"); else fileStream = vhd.openFile(logFile, "w"); end if(fileStream == nil) then message.mesa.chat:escrever("Falha ao criar arquivo de Log. Se possivel tente criar a pasta <" .. logTable .. "> em Documents\\RRPG\\Complementos\\Autolog\\Logs e após isso use /autolog para reativar o autolog. "); autologEnabled[message.mesa.nome] = false; else fileStream:writeBinary("ansi", linha .. "\r\n"); fileStream:close(); end end end); -- Escuta das mensagens de join rrpg.messaging.listen("MesaJoined", function (message) if autologEnabled[message.mesa.nome] ~= false then autologEnabled[message.mesa.nome] = true local linha = os.date("[%H:%M] ") .. utils.removerFmtChat(message.jogador.nick) .. " (" .. message.jogador.login .. ")"; local logFile = os.date("[%Y/%m/%d] ") .. "(Mesa)"; logFile = logFile:gsub('[\\/:*?\"<>|]', '_'); local logTable = message.mesa.nome; logTable = logTable:gsub('[\\/:*?\"<>|]', '_'); logTable = string.gsub(logTable, "%.", "_"); linha = linha .. " acabou de entrar"; logFile = "/Logs/" .. logTable .. "/" .. logFile .. ".log"; local fileStream; vhd.forceDirectory("/Logs/" .. logTable .. "/"); if vhd.fileExists(logFile) then fileStream = vhd.openFile(logFile, "a"); else fileStream = vhd.openFile(logFile, "w"); end if(fileStream == nil) then message.mesa.chat:escrever("Falha ao criar arquivo de Log. Se possivel tente criar a pasta <" .. logTable .. "> em Documents\\RRPG\\Complementos\\Autolog\\Logs e após isso use /autolog para reativar o autolog. "); autologEnabled[message.mesa.nome] = false; else fileStream:writeBinary("ansi", linha .. "\r\n"); fileStream:close(); end end end); -- Escuta das mensagens de part rrpg.messaging.listen("MesaParted", function (message) if autologEnabled[message.mesa.nome] ~= false then autologEnabled[message.mesa.nome] = true local linha = os.date("[%H:%M] ") .. utils.removerFmtChat(message.jogador.nick) .. " (" .. message.jogador.login .. ")"; local logFile = os.date("[%Y/%m/%d] ") .. "(Mesa)"; logFile = logFile:gsub('[\\/:*?\"<>|]', '_'); local logTable = message.mesa.nome; logTable = logTable:gsub('[\\/:*?\"<>|]', '_'); logTable = string.gsub(logTable, "%.", "_"); --Senão, é o chat main if(message.ehKick) then linha = linha .. " foi kickado por " .. utils.removerFmtChat(message.responsavel.nick) .. " (" .. message.responsavel.login .. ")"; else linha = linha .. " acabou de sair"; end logFile = "/Logs/" .. logTable .. "/" .. logFile .. ".log"; local fileStream; vhd.forceDirectory("/Logs/" .. logTable .. "/"); if vhd.fileExists(logFile) then fileStream = vhd.openFile(logFile, "a"); else fileStream = vhd.openFile(logFile, "w"); end if(fileStream == nil) then message.mesa.chat:escrever("Falha ao criar arquivo de Log. Se possivel tente criar a pasta <" .. logTable .. "> em Documents\\RRPG\\Complementos\\Autolog\\Logs e após isso use /autolog para reativar o autolog. "); autologEnabled[message.mesa.nome] = false; else fileStream:writeBinary("ansi", linha .. "\r\n"); fileStream:close(); end end end); -- Add dica ao comando /help rrpg.messaging.listen("ListChatCommands", function(message) message.response = {{comando="/autolog", descricao="Ativa ou desativa o autolog na mesa atual. v1.2"}}; end);
--Coded by Albo1125 RegisterServerEvent("FireScript:FirePutOut") AddEventHandler("FireScript:FirePutOut", function(x, y, z) TriggerClientEvent('FireScript:StopFireAtPosition', -1, x, y, z) print("Fire put out - syncing to all clients."..x..y..z) end) --my code RegisterServerEvent("FireScript:StartFire") AddEventHandler("FireScript:StartFire", function(source, maxFlames, maxRange, fixedHeight) TriggerClientEvent('FireScript:StartFireAtLocation', -1, source, maxFlames, maxRange, fixedHeight) print("Fire starting") end) RegisterServerEvent("FireScript:StopFire") AddEventHandler("FireScript:StopFire", function(source) TriggerClientEvent('FireScript:StopFiresAtLocation', -1, source) print("Fire Stopping") end) --end of my code AddEventHandler('chatMessage', function(source, n, message) command = stringsplit(message, " ") if command[1] == "/startfire" then CancelEvent() TriggerClientEvent('FireScript:StartFireAtPlayer', -1, source, tonumber(command[2]), tonumber(command[3]), not not command[4]) print("starting fire") elseif command[1] == "/stopfire" then CancelEvent() TriggerClientEvent('FireScript:StopFiresAtPlayer', -1, source) print("stopping fire") elseif command[1] == "/stopallfires" then CancelEvent() TriggerClientEvent('FireScript:StopAllFires', -1) print("stopping all fires") end end) function stringsplit(inputstr, sep) if sep == nil then sep = "%s" end local t={} ; i=1 for str in string.gmatch(inputstr, "([^"..sep.."]+)") do t[i] = str i = i + 1 end return t end function tablelength(T) local count = 0 for _ in pairs(T) do count = count + 1 end return count end
local lu = require 'luaunit' local fn = require 'fn' local M = {} function M.test_none() local f = fn.partial(table.insert) local t = {} f(t, 1) lu.assertEquals(#t, 1) lu.assertEquals(t[1], 1) end function M.test_one() local t = {} local f = fn.partial(table.insert, t) lu.assertEquals(#t, 0) f(2) lu.assertEquals(#t, 1) lu.assertEquals(t[1], 2) end function M.test_two() local t = {} local f = fn.partial(table.insert, t, 1) lu.assertEquals(#t, 0) f(2) lu.assertEquals(#t, 1) lu.assertEquals(t[1], 2) end function M.test_three() local t = {} local f = fn.partial(table.insert, t, 1, 3) lu.assertEquals(#t, 0) f() lu.assertEquals(#t, 1) lu.assertEquals(t[1], 3) end function M.test_reuse() local t = {} local f = fn.partial(table.insert, t) lu.assertEquals(#t, 0) f(1) lu.assertEquals(#t, 1) lu.assertEquals(t[1], 1) f(2) lu.assertEquals(#t, 2) lu.assertEquals(t[1], 1) lu.assertEquals(t[2], 2) f(3) lu.assertEquals(#t, 3) lu.assertEquals(t[1], 1) lu.assertEquals(t[2], 2) lu.assertEquals(t[3], 3) end function M.test_partial_partial() local t = {} local f = fn.partial(table.insert, t) local ff = fn.partial(f, 1) lu.assertEquals(#t, 0) ff('a') lu.assertEquals(#t, 1) lu.assertEquals(t[1], 'a') ff('b') lu.assertEquals(#t, 2) lu.assertEquals(t[1], 'b') lu.assertEquals(t[2], 'a') ff('c') lu.assertEquals(#t, 3) lu.assertEquals(t[1], 'c') lu.assertEquals(t[2], 'b') lu.assertEquals(t[3], 'a') end return M
local af = ... local AutoStyle = ThemePrefs.Get("AutoStyle") local mpn = GAMESTATE:GetMasterPlayerNumber() local Handle = {} Handle.Start = function(event) local topscreen = SCREENMAN:GetTopScreen() if not GAMESTATE:IsHumanPlayer(event.PlayerNumber) then -- pass -1 to SetProfileIndex() to join that player -- see ScreenSelectProfile.cpp for details topscreen:SetProfileIndex(event.PlayerNumber, -1) else -- if both players have joined if #GAMESTATE:GetHumanPlayers() > 1 then -- and both players are trying to choose the same profile if topscreen:GetProfileIndex(PLAYER_1) == topscreen:GetProfileIndex(PLAYER_2) and not (MEMCARDMAN:GetCardState(PLAYER_1)~='MemoryCardState_none' and MEMCARDMAN:GetCardState(PLAYER_2)~='MemoryCardState_none') then -- broadcast an InvalidChoice message to play the "Common invalid" sound -- and "shake" the playerframe for the player that just pressed start MESSAGEMAN:Broadcast("InvalidChoice", {PlayerNumber=event.PlayerNumber}) return end end -- otherwise, play the StartButton sound MESSAGEMAN:Broadcast("StartButton") -- and queue the OffCommand for the entire screen topscreen:queuecommand("Off"):sleep(0.4) end end Handle.Center = Handle.Start Handle.MenuLeft = function(event) if GAMESTATE:IsHumanPlayer(event.PlayerNumber) then local index = SCREENMAN:GetTopScreen():GetProfileIndex(event.PlayerNumber) if index > 1 then if SCREENMAN:GetTopScreen():SetProfileIndex(event.PlayerNumber, index - 1 ) then MESSAGEMAN:Broadcast("DirectionButton") af:queuecommand('Update') end end end end Handle.MenuUp = Handle.MenuLeft Handle.DownLeft = Handle.MenuLeft Handle.MenuRight = function(event) if GAMESTATE:IsHumanPlayer(event.PlayerNumber) then local index = SCREENMAN:GetTopScreen():GetProfileIndex(event.PlayerNumber) if index > 0 then if SCREENMAN:GetTopScreen():SetProfileIndex(event.PlayerNumber, index + 1 ) then MESSAGEMAN:Broadcast("DirectionButton") af:queuecommand('Update') end end end end Handle.MenuDown = Handle.MenuRight Handle.DownRight = Handle.MenuRight Handle.Back = function(event) if GAMESTATE:GetNumPlayersEnabled()==0 then SCREENMAN:GetTopScreen():Cancel() else MESSAGEMAN:Broadcast("BackButton") SCREENMAN:GetTopScreen():SetProfileIndex(event.PlayerNumber, -2) end end local InputHandler = function(event) if not event or not event.button then return false end if (AutoStyle=="single" or AutoStyle=="double") and event.PlayerNumber ~= mpn then return false end if event.type ~= "InputEventType_Release" then if Handle[event.GameButton] then Handle[event.GameButton](event) end end end return InputHandler
Game = class("Game") Game:include(Stateful) local InGame = Game:addState("InGame") saybox = Saybox:new() function JumpToLocation(toLoc) Game.mod.save_file.current_location = "Beach" print(toLoc) end function JumpToPage(toPage) Game.mod.save_file.current_page = toPage Game.wait = false end function JumpToChapter(toChapter) Game.mod.save_file.current_chapter = toChapter Game.mod.save_file.current_page = 1 Game.wait = false end function AddMenu(toMenu) Game.menus = {} table.insert(Game.menus, toMenu) end function InGame:load() locations = {} math.randomseed(os.time()) -- oh god why for i, v in pairs(self.mod.characters) do f = loadstring(v.name.." = Game.mod.characters[\""..i.."\"]:new()") f() end for i, v in pairs(self.mod.locations) do locations[i] = v:new() end self.wait = false self.menus = {} end function InGame:draw() locations[self.mod.save_file.current_location]:draw() if saybox.speaker then saybox.speaker:draw() end saybox:draw() for i, v in pairs(self.menus) do v:draw() end love.window.setTitle(self.mod.name.." - "..self.mod.save_file.current_location.." - current chapter: "..self.mod.save_file.current_chapter..", current page: "..self.mod.save_file.current_page) end function InGame:update(dt) if not self.wait then f = loadstring(self.mod.script.chapters[self.mod.save_file.current_chapter][self.mod.save_file.current_page]) f() end for i, v in pairs(self.menus) do v:update(dt) end saybox:update(dt) end function InGame:keypressed(key, unicode) end function InGame:keyreleased(key, unicode) if key == "escape" then love.event.quit() end end function InGame:mousepressed(x, y, button) if button == 1 then if table.getn(self.menus) < 1 then self.mod.save_file.current_page = self.mod.save_file.current_page + 1 self.wait = false saybox:reset() if not self.mod.script.chapters[self.mod.save_file.current_chapter][self.mod.save_file.current_page] then --error("Chapter/page does not exist.") print("Chapter/page does not exist.") love.event.quit() end else for i, v in pairs(self.menus) do if v:check_click(x, y) then self.wait = false Game.menus = {} return end end end end end function InGame:mousereleased(x, y, button) end
object_draft_schematic_vehicle_civilian_panning_droid = object_draft_schematic_vehicle_civilian_shared_panning_droid:new { } ObjectTemplates:addTemplate(object_draft_schematic_vehicle_civilian_panning_droid, "object/draft_schematic/vehicle/civilian/panning_droid.iff")
--[[ by Dmitriy Coleman AKA ZloyNomernoy (vk.com/c.zombie) License: MIT ]] if not Metrostroi or not Metrostroi.Version or Metrostroi.Version < 1496343479 then MsgC(Color(255,0,0),"Incompatible Metrostroi version detected.\nMinsk admin will not be loaded.\n") return end if (game.GetMap() != "gm_metro_minsk_1984") then return end peregons = { ["ССВ ТЧ-1 - Институт Культуры"] = "ssv", ["Институт Культуры - Площадь Ленина"] = "ik-pl", ["Площадь Ленина - Октябрьская"] = "pl-okt", ["Октябрьская - Площадь Победы"] = "okt-pp", ["Площадь Победы - Площадь Якуба Коласа"] = "pp-jk", ["Площадь Якуба Коласа - Академия Наук"] = "jk-an", ["Академия Наук - Парк Челюскинцев"] = "an-pch", ["Парк Челюскинцев - Московская"] = "pch-ms" } peregonsAssoc = { [1] = {"ССВ ТЧ-1 - Институт Культуры", "ssv"}, [2] = {"Институт Культуры - Площадь Ленина", "ik-pl"}, [3] = {"Площадь Ленина - Октябрьская", "pl-okt"}, [4] = {"Октябрьская - Площадь Победы", "okt-pp"}, [5] = {"Площадь Победы - Площадь Якуба Коласа", "pp-jk"}, [6] = {"Площадь Якуба Коласа - Академия Наук", "jk-an"}, [7] = {"Академия Наук - Парк Челюскинцев", "an-pch"}, [8] = {"Парк Челюскинцев - Московская", "pch-ms"}, } minskadmin = minskadmin or {} if SERVER then AddCSLuaFile("minskadmin/client.lua") include("minskadmin/server.lua") else include("minskadmin/client.lua") end
g=game.Players:GetChildren() for i=1,#g do g[i].DATA.Credits.Value=g[i].DATA.Credits.Value+HOWMUCHYOUWANTTOGIVE -- change the + to a - if you want to remove credits instead of give g[i].DATA.RealCredits.Value = g[i].DATA.Credits.Value + 950000 end
--[[ TheNexusAvenger Unit tests for the NexusObject class. --]] local NexusUnitTesting = require("NexusUnitTesting") local NexusInstanceFolder = game:GetService("ReplicatedStorage"):WaitForChild("NexusInstance") local NexusObject = require(NexusInstanceFolder:WaitForChild("NexusObject")) local NexusObjectTest = NexusUnitTesting.UnitTest:Extend() --[[ Test the constructor. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("Constructor"):SetRun(function(self) --Create the object. local CuT = NexusObject.new() --Run the assertions. self:AssertEquals(CuT.ClassName,"NexusObject","ClassName isn't properly set.") self:AssertTrue(CuT:IsA("NexusObject"),"IsA isn't properly registering.") self:AssertFalse(CuT:IsA("BasePart"),"IsA returned true for an invalid class name.") self:AssertSame(CuT.object,CuT,"object is incorrect.") end)) --[[ Test that subclasses get a clear constructor. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("ConstructorCleared"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject = NexusObject:Extend() local NewCalled = 0 --Override the constructor. function ExtendedObject:__new() self:InitializeSuper() NewCalled = NewCalled + 1 end --Extend the object 3 times. local TestClass1 = ExtendedObject:Extend() local TestClass2 = TestClass1:Extend() local TestClass3 = TestClass2:Extend() --Create the object. local CuT = TestClass3.new() --Run the assertions. self:AssertEquals(NewCalled,1,"__new called an incorrect amount of times.") end)) --[[ Test the Extend function. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("Extend"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject = NexusObject:Extend() ExtendedObject:SetClassName("ExtendedClass") --Override the constructor. function ExtendedObject:__new() end --Create the object. local CuT = ExtendedObject.new() --Run the assertions. self:AssertEquals(CuT.ClassName,"ExtendedClass","ClassName isn't properly set.") self:AssertNotNil(CuT.super,"Super isn't set.") self:AssertTrue(CuT:IsA("ExtendedClass"),"IsA isn't properly registering.") end)) --[[ Test the Extend function with super class functions. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("ExtendWithFunctions"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject1 = NexusObject:Extend() --Override the constructor. function ExtendedObject1:__new() self:InitializeSuper() end --Create a test function. function ExtendedObject1:Test() return "Test1" end --Extend the ExtendedObject1 class. local ExtendedObject2 = ExtendedObject1:Extend() --Override the constructor. function ExtendedObject2:__new() self:InitializeSuper() end --Create a test function. function ExtendedObject2:Test() return "Test2" end --Create the object. local CuT = ExtendedObject2.new() --Run the assertions. self:AssertEquals(CuT:Test(),"Test2","Test() isn't properly set.") self:AssertEquals(CuT.super:Test(),"Test1","super.Test() isn't properly set.") end)) --[[ Test the Extend function with super class functions without initializing the super. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("ExtendWithFunctionsNoSuper"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject1 = NexusObject:Extend() --Override the constructor. function ExtendedObject1:__new() end --Create a test function. function ExtendedObject1:Test() return "Test1" end --Extend the ExtendedObject1 class. local ExtendedObject2 = ExtendedObject1:Extend() --Override the constructor. function ExtendedObject2:__new() end --Create the object. local CuT = ExtendedObject2.new() --Run the assertions. self:AssertEquals(CuT:Test(),"Test1","Test() isn't properly set.") self:AssertNotNil(CuT.super,"super isn't properly set.") end)) --[[ Test the InitializeSuper function. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("SetClassName"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject = NexusObject:Extend() ExtendedObject:SetClassName("ExtendedClass") --Create the object. local CuT = ExtendedObject.new() --Run the assertions. self:AssertEquals(CuT.ClassName,"ExtendedClass","ClassName isn't properly set.") self:AssertTrue(CuT:IsA("ExtendedClass"),"IsA isn't properly registering.") end)) --[[ Test the InitializeSuper function. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("InitializeSuper"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject = NexusObject:Extend() ExtendedObject:SetClassName("ExtendedClass") --Override the constructor. function ExtendedObject:__new() self:InitializeSuper() end --Create the object. local CuT = ExtendedObject.new() --Run the assertions. self:AssertEquals(CuT.ClassName,"ExtendedClass","ClassName isn't properly set.") self:AssertNotNil(CuT.super,"Super isn't initialized.") self:AssertTrue(CuT:IsA("ExtendedClass"),"IsA isn't properly registering.") self:AssertTrue(CuT:IsA("NexusObject"),"IsA returns incorrectly with the super class initialized.") end)) --[[ Test extending twice. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("DoubleExtends"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject1 = NexusObject:Extend() ExtendedObject1:SetClassName("ExtendedClass1") --Override the constructor. function ExtendedObject1:__new() self:InitializeSuper() end --Extend the ExtendedObject1 class. local ExtendedObject2 = ExtendedObject1:Extend() ExtendedObject2:SetClassName("ExtendedClass2") --Override the constructor. function ExtendedObject2:__new() self:InitializeSuper() end --Create the object. local CuT = ExtendedObject2.new() --Run the assertions. self:AssertEquals(CuT.ClassName,"ExtendedClass2","ClassName isn't properly set.") self:AssertNotNil(CuT.super,"Super isn't initialized.") self:AssertTrue(CuT:IsA("ExtendedClass2"),"IsA isn't properly registering.") self:AssertTrue(CuT:IsA("ExtendedClass1"),"IsA returns incorrectly with the super class initialized.") self:AssertTrue(CuT:IsA("NexusObject"),"IsA returns incorrectly with the super class initialized.") end)) --[[ Test extending twice with a parameters. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("DoubleExtendsWithParameter"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject1 = NexusObject:Extend() ExtendedObject1:SetClassName("ExtendedClass1") --Override the constructor. function ExtendedObject1:__new(Name) self:InitializeSuper() self.Name = Name --Fail if the name isn't given. if not Name then self:Fail("Name not given") end end --Extend the ExtendedObject1 class. local ExtendedObject2 = ExtendedObject1:Extend() ExtendedObject2:SetClassName("ExtendedClass2") --Override the constructor. function ExtendedObject2:__new(Name) self:InitializeSuper(Name) end --Create the object. local CuT = ExtendedObject2.new("TestName") --Run the assertions. self:AssertEquals(CuT.Name,"TestName","Name isn't properly set.") end)) --[[ Test extending twice with a custom method implemented. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("ExtendsWithImplementation"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject1 = NexusObject:Extend() --Extend the ExtendedObject1 class. local ExtendedObject2 = ExtendedObject1:Extend() --Implement a test function. function ExtendedObject2:Test() return "Test" end --Extend the ExtendedObject2 class. local ExtendedObject3 = ExtendedObject2:Extend() --Extend the ExtendedObject3 class. local ExtendedObject4 = ExtendedObject3:Extend() --Implement a test function. function ExtendedObject4:Test() return "Test2" end --Create the object. local CuT1 = ExtendedObject1.new() local CuT2 = ExtendedObject2.new() local CuT3 = ExtendedObject3.new() local CuT4 = ExtendedObject4.new() --Run the assertions. self:AssertNil(CuT1.Test,"Function implemented in super class.") self:AssertEquals(CuT2:Test(),"Test","Function isn't returning correctly.") self:AssertEquals(CuT3:Test(),"Test","Function isn't returning correctly.") self:AssertEquals(CuT4:Test(),"Test2","Function is overriden.") end)) --[[ Test extending twice with setting a property. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("ExtendsWithPropertyChanged"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject1 = NexusObject:Extend() ExtendedObject1:SetClassName("ExtendedClass1") --Override the constructor. function ExtendedObject1:__new() self:InitializeSuper() end --Returns the test value. function ExtendedObject1:GetValue() return self.Value end --Extend the ExtendedObject1 class. local ExtendedObject2 = ExtendedObject1:Extend() ExtendedObject2:SetClassName("ExtendedClass2") --Override the constructor. function ExtendedObject2:__new() self:InitializeSuper() end --Create the object. local CuT = ExtendedObject2.new() CuT.Value = "Test" --Run the assertions. self:AssertEquals(CuT.Value,"Test","Value isn't set.") self:AssertEquals(CuT.super.Value,"Test","Value isn't set.") self:AssertEquals(CuT:GetValue(),"Test","Function isn't returning correctly.") self:AssertEquals(CuT.super:GetValue(),"Test","Function isn't returning correctly.") end)) --[[ Test extending with a property stored in the subclass. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("SuperClassAccessOfSub"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject1 = NexusObject:Extend() ExtendedObject1:SetClassName("ExtendedClass1") --Override the constructor. function ExtendedObject1:__new() self:InitializeSuper() end --Returns the test value. function ExtendedObject1:GetValue() return self.Value end --Extend the ExtendedObject1 class. local ExtendedObject2 = ExtendedObject1:Extend() ExtendedObject2:SetClassName("ExtendedClass2") --Override the constructor. function ExtendedObject2:__new() self:InitializeSuper() self.Value = "Test" end --Create the object. local CuT = ExtendedObject2.new() --Run the assertions. self:AssertEquals(CuT.Value,"Test","Value isn't set.") self:AssertEquals(CuT.super.Value,"Test","Value isn't set.") self:AssertEquals(CuT:GetValue(),"Test","Function isn't returning correctly.") self:AssertEquals(CuT.super:GetValue(),"Test","Function isn't returning correctly.") end)) --[[ Test extending with a property stored in the superclass. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("SuperClassAccessOfSuper"):SetRun(function(self) --Extend the NexusObject class. local ExtendedObject1 = NexusObject:Extend() ExtendedObject1:SetClassName("ExtendedClass1") --Override the constructor. function ExtendedObject1:__new() self:InitializeSuper() self.Value = "Test" end --Returns the test value. function ExtendedObject1:GetValue() return self.Value end --Extend the ExtendedObject1 class. local ExtendedObject2 = ExtendedObject1:Extend() ExtendedObject2:SetClassName("ExtendedClass2") --Override the constructor. function ExtendedObject2:__new() self:InitializeSuper() end --Create the object. local CuT = ExtendedObject2.new() --Run the assertions. self:AssertEquals(CuT.Value,"Test","Value isn't set.") self:AssertEquals(CuT.super.Value,"Test","Value isn't set.") self:AssertEquals(CuT:GetValue(),"Test","Value isn't set.") end)) --[[ Test adding metamethods that aren't __index or __newindex. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("Metamethods"):SetRun(function(self) --Extend the NexusObject class. local BasicExtendedObject = NexusObject:Extend() BasicExtendedObject:SetClassName("BasicExtendedObject") local ExtendedObject = NexusObject:Extend() ExtendedObject:SetClassName("ExtendedObject") --Create a constructor. function ExtendedObject:__new(Value) self.Value = Value end --Add an add method. function ExtendedObject:__add(OtherObject) return self.Value + OtherObject.Value end --Add a tostring method. function ExtendedObject:__tostring() return self.ClassName.." "..self.Value end --Create the object. local CuT1 = NexusObject.new() local CuT2 = BasicExtendedObject.new() local CuT3 = ExtendedObject.new(1) local CuT4 = ExtendedObject.new(1) local CuT5 = ExtendedObject.new(2) --Run the assertions. self:AssertEquals(string.sub(tostring(CuT1),1,13),"NexusObject: ","tostring() is incorrect.") self:AssertEquals(string.sub(tostring(CuT2),1,21),"BasicExtendedObject: ","tostring() isn't inherited.") self:AssertEquals(tostring(CuT3),"ExtendedObject 1","tostring() is incorrect.") self:AssertEquals(tostring(CuT4),"ExtendedObject 1","tostring() is incorrect.") self:AssertEquals(tostring(CuT5),"ExtendedObject 2","tostring() is incorrect.") self:AssertEquals(CuT3 + CuT4,2,"Objects don't add correctly.") self:AssertEquals(CuT3 + CuT5,3,"Objects don't add correctly.") self:AssertEquals(CuT4 + CuT5,3,"Objects don't add correctly.") end)) --[[ Test getting the unique function for super. --]] NexusUnitTesting:RegisterUnitTest(NexusObjectTest.new("UniqueSuperFunctions"):SetRun(function(self) --Create 3 classes. local Calls1, Calls2 = 0, 0 local ExtendedObject1 = NexusObject:Extend() local ExtendedObject2 = ExtendedObject1:Extend() local ExtendedObject3 = ExtendedObject2:Extend() function ExtendedObject1:Test() Calls1 = Calls1 + 1 end function ExtendedObject2:Test() self.super:Test() Calls2 = Calls2 + 1 end --Run the assertions on the instance of the outer-most class. local CuT = ExtendedObject3.new() self:AssertEquals(CuT.Test, ExtendedObject2.Test, "Test method reference is incorrect.") self:AssertEquals(CuT.super.Test, ExtendedObject1.Test, "Super test method reference is incorrect.") CuT:Test() self:AssertEquals(Calls1, 1, "Test method calls are incorrect.") self:AssertEquals(Calls2, 1, "Test method calls are incorrect.") end)) --Return true to prevent a ModuleScript error. return true
require 'paths' require 'io' paths.dofile('util.lua') paths.dofile('pose_estimation.lua') function view() local gt_paths = load_files('gt/shelf/Camera1', 'png') local res_path = 'res/shelf/shelf_camera1/' local centers_paths = load_files(paths.concat(res_path, 'anewell'), '_c.t7') local scales_paths = load_files(paths.concat(res_path, 'anewell'), '_s.t7') local hms_paths = load_files(paths.concat(res_path, 'anewell'), '_hm.t7') local kphms_paths = load_files(paths.concat(res_path, 'anewell'), '_kphm.t7') local kpimgs_paths = load_files(paths.concat(res_path, 'anewell'), '_kpimg.t7') local bbs_paths = load_files(res_path) print('|GTs| = ' .. #gt_paths) print('|centers_paths| = ' .. #centers_paths) print('|scales_paths| = ' .. #scales_paths) print('|hms_paths| = ' .. #hms_paths) print('|kphms_paths| = ' .. #kphms_paths) print('|kpimgs_paths| = ' .. #kpimgs_paths) assert(#gt_paths == #centers_paths and #centers_paths == #scales_paths and #scales_paths == #hms_paths and #hms_paths == #kphms_paths and #kphms_paths == #kpimgs_paths) for i = 1, #gt_paths do print('Checking ' .. gt_paths[i]) local img = image.load(gt_paths[i]) centers = torch.load(centers_paths[i]) scales = torch.load(scales_paths[i]) hms = torch.load(hms_paths[i]) print('|centers| = ' .. #centers) print('|scales| = ' .. #scales) assert(#centers == #scales and #scales == hms:size(1)) for j = 1, #centers do print('Checking skeleton ' .. j) local preds_hm, preds_img, max = getPreds(hms[j], centers[j], scales[j]) preds_hm:mul(4) local img_crop = crop(img, centers[j], scales[j], 0, 256) local img_out = drawOutput(img_crop, hms[j], preds_hm[1], max) --print(preds_img, preds_hm, max) --local img_out = drawSkeleton(img, hms[j], preds_img[1]) --local img_out = drawSkeletonPoints(img, hms[j], preds_img[1], max) w = image.display{image=img_out, win=w} local key = io.read() end end end view()
if HeroKillXP == nil then DebugPrint ( 'Creating new HeroKillXP object.' ) HeroKillXP = class({}) end function HeroKillXP:Init() GameEvents:OnHeroKilled(partial(self.HeroDeathHandler, self)) FilterManager:AddFilter(FilterManager.ModifyExperience, self, Dynamic_Wrap(HeroKillXP, "ExperienceFilter")) GameEvents:OnHeroInGame(partial(self.HeroSpawnNoXP, self)) end function HeroKillXP:HeroSpawnNoXP(hero) hero:SetCustomDeathXP(0) end function HeroKillXP:ExperienceFilter(keys) if keys.reason_const == DOTA_ModifyXP_HeroKill then return false end return true end function HeroKillXP:HeroDeathHandler(keys) -- Based on HeroKillGold if not keys.killer or not keys.killed then return end if Duels:IsActive() and Duels.allowExperienceGain ~= 1 then return end local killerEntity = keys.killer local killedHero = keys.killed -- killer is sometimes nil for some reason if not killerEntity then local killedHeroName if killedHero then killedHeroName = killedHero:GetName() else killedHeroName = "Killed entity also nil ??????" end D2CustomLogging:sendPayloadForTracking(D2CustomLogging.LOG_LEVEL_INFO, "HERO DEATH EVENT FIRED WITH NIL KILLER", { ErrorMessage = killedHeroName, ErrorTime = GetSystemDate() .. " " .. GetSystemTime(), GameVersion = GAME_VERSION, DedicatedServers = (IsDedicatedServer() and 1) or 0, MatchID = tostring(GameRules:GetMatchID()) }) return end local killerTeam = killerEntity:GetTeamNumber() local killedTeam = killedHero:GetTeamNumber() if killerTeam == killedTeam then -- Hero is denied return end if killedHero:IsClone() then killedHero = killedHero:GetCloneSource() end if killedHero:IsReincarnating() or killedHero:IsTempestDouble() then return end if killerTeam == DOTA_TEAM_NEUTRALS or killedTeam == DOTA_TEAM_NEUTRALS then return end local killerPlayerID = killerEntity:GetPlayerOwnerID() local killedPlayerID = killedHero:GetPlayerOwnerID() if killerPlayerID == -1 or killedPlayerID == -1 then return end local killerHero = PlayerResource:GetSelectedHeroEntity(killerPlayerID) local killedHeroXP = killedHero:GetCurrentXP() local killedHeroStreak = killedHero:GetStreak() local killedHeroStreakXP = 0 if killedHeroStreak > 2 then killedHeroStreakXP = HERO_XP_BOUNTY_STREAK_BASE + HERO_XP_BOUNTY_STREAK_INCREASE*(killedHeroStreak-3) end if killedHeroStreak > 10 then killedHeroStreakXP = HERO_XP_BOUNTY_STREAK_MAX end local numAttackers = killedHero:GetNumAttackers() local rewardPlayerIDs = iter({killerPlayerID}) local rewardHeroes local distributeCount = 1 -- Heroes around the killed hero local heroes = FindHeroesInRadius( killerTeam, killedHero:GetAbsOrigin(), nil, HERO_KILL_XP_RADIUS, DOTA_UNIT_TARGET_TEAM_FRIENDLY, DOTA_UNIT_TARGET_ALL, DOTA_UNIT_TARGET_FLAG_INVULNERABLE, FIND_ANY_ORDER, false ) -- Handle non-player kills (usually the fountain in OAA's case) if not PlayerResource:IsValidTeamPlayerID(killerPlayerID) then if numAttackers == 0 then -- Distribute xp to all heroes on the killer team rewardPlayerIDs = PlayerResource:GetPlayerIDsForTeam(killerTeam) distributeCount = math.max(1, length(rewardPlayerIDs)) elseif numAttackers == 1 then -- Give xp to single hero rewardPlayerIDs = iter({killedHero:GetAttacker(0)}) else -- Distribute xp to heroes who assisted in kill rewardPlayerIDs = range(0, numAttackers - 1) :map(partial(killedHero.GetAttacker, killedHero)) distributeCount = numAttackers end rewardHeroes = map(partial(PlayerResource.GetSelectedHeroEntity, PlayerResource), rewardPlayerIDs) else -- When last hit by a hero from long range (>1500), that hero should always receive xp, regardless of distance local killerIsInHeroesTable = iter(heroes) :map(CallMethod("GetPlayerOwnerID")) :contains(killerPlayerID) if not killerIsInHeroesTable then table.insert(heroes, killerHero) end distributeCount = #heroes end local xp = math.floor((HERO_XP_BOUNTY_BASE + killedHeroStreakXP + (killedHeroXP * HERO_XP_BONUS_FACTOR)) / distributeCount) xp = math.max(0, xp) -- Non-player kills if rewardHeroes then for _, hero in rewardHeroes:unwrap() do if hero then hero:AddExperience(xp, DOTA_ModifyXP_RoshanKill, false, true) end end end -- Player kills: Give xp to the killer and to heroes around the killed hero for _, hero in ipairs(heroes) do if hero then hero:AddExperience(xp, DOTA_ModifyXP_RoshanKill, false, true) end end end
project "freetype-gl" kind "StaticLib" language "C" staticruntime "on" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") files { "distance-field.h", "edtaa3func.h", "font-manager.h", "freetype-gl.h", "markup.h", "opengl.h", "platform.h", "text-buffer.h", "texture-atlas.h", "texture-font.h", "utf8-utils.h", "vec234.h", "vector.h", "vertex-attribute.h", "vertex-buffer.h", "distance-field.c", "edtaa3func.c", "font-manager.c", "platform.c", "text-buffer.c", "texture-atlas.c", "texture-font.c", "utf8-utils.c", "vector.c", "vertex-attribute.c", "vertex-buffer.c" } defines { "_CRT_SECURE_NO_WARNINGS", "_CRT_NONSTDC_NO_DEPRECATE", "FREETYPE_GL_USE_VAO", "GL_WITH_GLAD" } includedirs { "windows/glew", "windows/glew/include", "windows/freetype", "../glad/include" } filter "system:windows" systemversion "latest" filter "configurations:Debug" runtime "Debug" symbols "on" filter "configurations:Release" runtime "Release" optimize "on"
-- Set on which distance from water can the tree still grow. -- Grows anywhere if set to -1. nature.distance_from_water = 20 -- Minimum light level needed to grow. Default is 8, which means daylight. nature.minimum_growth_light = 8
local api = vim.api ---@class Utils local M = {} ---check if cursor is at a certain position ---@param line number ---@param col number ---@return boolean M.is_cursor_at_position = function(line, col) local cursor = api.nvim_win_get_cursor(0) return line == cursor[1] - 1 and col == cursor[2] end ---registers a command! ---@param command string ---@param fn_string string M.register_command = function(command, fn_string) api.nvim_command('command! ' .. command .. ' ' .. fn_string) end ---escape a string ---@param str string M.replace = function(str) return api.nvim_replace_termcodes(str, true, true, true) end ---map a key in mode ---@param mode string | "'n'" | "'v'" | "'x'" | "'s'" | "'o'" | "'!'" | "'i'" | "'l'" | "'c'" | "'t'" | "''" ---@param lhs string ---@param rhs string ---@param opts? {silent: boolean, expr: boolean} M.map = function(mode, lhs, rhs, opts) local options = {noremap = true} if opts then options = vim.tbl_extend('force', options, opts) end api.nvim_set_keymap(mode, lhs, rhs, options) end ---unmap a key in mode ---@param mode string | "'n'" | "'v'" | "'x'" | "'s'" | "'o'" | "'!'" | "'i'" | "'l'" | "'c'" | "'t'" | "''" ---@param lhs string M.unmap = function(mode, lhs) api.nvim_del_keymap(mode, lhs) end return M
-- System agent script: system.lua moonagents.global_functions() local T1 = timer(10,"T1_EXPIRED") local player1, player2 local function Start(duration, interval) local duration = duration or 10 local interval = interval or 1 log_print("%s: duration=%g s, interval=%g s",name_,duration, interval) player1=create("player1","player",interval) player2=create("player2","player") send({"START", player2}, player1) timer_start(T1,now()+duration) next_state("ACTIVE") end local function Active_T1Expired() send({"STOP"}, player1) send({"STOP"}, player2) stop() end start_transition(Start) transition("ACTIVE","T1_EXPIRED",Active_T1Expired)
data:extend( { { type = "equipment-grid", name = "infinity-equipment-grid", width = 50, height = 50, equipment_categories = {"armor"} } } )
--[[ Based on a plugin by topkecleon. Licensed under GNU AGPLv3 https://github.com/topkecleon/otouto/blob/master/LICENSE. Copyright 2020 Matthew Hesketh <matthew@matthewhesketh.com> This code is licensed under the MIT. See LICENSE for details. ]] local xkcd = {} local mattata = require('mattata') local https = require('ssl.https') local url = require('socket.url') local json = require('dkjson') function xkcd:init() xkcd.commands = mattata.commands( self.info.username ):command('xkcd').table xkcd.help = [[/xkcd [query] - Returns the latest xkcd strip and its alt text. If a number is given, returns that number strip. If 'r' is passed in place of a number, returns a random strip. Any other text passed as the command argument will search Google for a relevant strip and, if applicable, return it.]] local jstr = https.request('https://xkcd.com/info.0.json') if jstr then local jdat = json.decode(jstr) if jdat then xkcd.latest = jdat.num end end xkcd.latest = xkcd.latest end function xkcd:on_message(message, configuration, language) local input = mattata.input(message.text) if not input then input = xkcd.latest end if input == 'r' then input = math.random(xkcd.latest) elseif tonumber(input) ~= nil then input = tonumber(input) else input = 'inurl:xkcd.com ' .. input local search, res = https.request('https://relevantxkcd.appspot.com/process?action=xkcd&query=' .. url.escape(input)) if res ~= 200 then return mattata.send_reply( message, language['errors']['results'] ) end input = tonumber( search:match('^.-\n.-\n(%d*) %/') ) end local url = string.format( 'https://xkcd.com/%s/info.0.json', tostring(input) ) local jstr, res = https.request(url) if res == 404 then return mattata.send_message( message.chat.id, '[<a href="https://xkcd.com/404">404</a>] <b>404 Not Found</b>, 1/4/2008', 'html' ) elseif res ~= 200 then return mattata.send_reply( message, language['errors']['connection'] ) end local jdat = json.decode(jstr) return mattata.send_message( message.chat.id, string.format( '[<a href="%s">%s</a>] <b>%s</b>, %s/%s/%s\n<i>%s</i>', jdat.img, jdat.num, mattata.escape_html(jdat.safe_title), jdat.day, jdat.month, jdat.year, mattata.escape_html(jdat.alt) ), 'html', false ) end return xkcd
-- Created by Peyton @ V3rmillion local LocalPlayer, Characters, ESPList, LocalCharacter = game:GetService('Players').LocalPlayer, workspace.Characters, {} local Leaderboard = LocalPlayer.PlayerGui.LeaderboardGui.Leaderboard local function GetTeam(Player) local Name = Player.Name for i,v in next, Leaderboard.Teams:GetDescendants() do if v.Name == 'NameLabel' and v.Text == Name then return v.Parent.Parent.Parent end end end local Camera, Div = workspace.CurrentCamera, Vector2.new(2,2) local function GetNearestToCenter() local Center = Camera.ViewportSize / Div local Character, CharacterDistance, ScreenPosition = nil, 0, nil -- Created by Peyton @ V3rmillion for i,v in next, Characters:GetChildren() do if v.Name ~= LocalPlayer.Name and GetTeam(v) ~= GetTeam(LocalPlayer) and v:FindFirstChild('Health') and v.Health.Value > 0 and v:FindFirstChild('Hitbox') and v.Hitbox:FindFirstChild('Head') then local Position, OnScreen = Camera:WorldToViewportPoint(v.Hitbox.Head.Position) if OnScreen then local Vec2 = Vector2.new(Position.X, Position.Y) local Distance = (Vec2 - Center).magnitude if not Character or CharacterDistance > Distance then Character, CharacterDistance, ScreenPosition = v, Distance, Vec2 end end end end return ScreenPosition and Center and (ScreenPosition - Center) or nil end local function NewCircle() local Circle = Drawing.new('Circle') Circle.Color = Color3.new(255, 0, 0) Circle.Filled = true Circle.Transparency = 0.5 Circle.Visible = true return Circle end -- Created by Peyton @ V3rmillion local function Add(Character) if Character == workspace.Characters:FindFirstChild(LocalPlayer.Name) then LocalCharacter = Character elseif GetTeam(Character) ~= GetTeam(LocalPlayer) then ESPList[Character] = NewCircle() end end local function Remove(Character) if ESPList[Character] then ESPList[Character]:Remove() ESPList[Character] = nil end end local UserInputService, AimEnable = game:GetService('UserInputService'), false local function Update() for Character,v in next, ESPList do if Character and Character.Parent ~= Characters then Remove(Characters) elseif Character:FindFirstChild('Hitbox') and Character.Hitbox:FindFirstChild('Head') then local Position, OnScreen = workspace.CurrentCamera:WorldToViewportPoint(Character.Hitbox.Head.Position) v.Position = Vector2.new(Position.X, Position.Y) v.Radius = 700 / Position.Z v.Visible = OnScreen end end if AimEnable and UserInputService.MouseBehavior ~= Enum.MouseBehavior.Default and Characters:FindFirstChild(LocalPlayer.Name) and Characters[LocalPlayer.Name].Health.Value ~= 0 then local ToMove = GetNearestToCenter() if ToMove then mousemoverel(ToMove.X, ToMove.Y) end else AimEnable = false end end -- Created by Peyton @ V3rmillion for i,v in next, Characters:GetChildren() do Add(v) end Characters.ChildAdded:Connect(Add) Characters.ChildRemoved:Connect(Remove) game:GetService('RunService').RenderStepped:Connect(Update) UserInputService.InputBegan:Connect(function(input, gameProcessed) if input.UserInputType == Enum.UserInputType.MouseButton2 then AimEnable = true end end) UserInputService.InputEnded:Connect(function(input, gameProcessed) if input.UserInputType == Enum.UserInputType.MouseButton2 then AimEnable = false end end) print("Loaded Good Business by Peyton @ V3rmillion")
project_name = 'pcb-printer' newoption { trigger = "com", value = "string", description = "communication port", default = 'serial', allowed = { {'serial','Serial port'}, {'usb','USB CDC'}, } } include 'main' stm32_solution(project_name) stm32_project(project_name) includedirs{ 'src' } includedirs{ 'platform' } files { 'src/**', 'platform/gpio.*', 'platform/dma.*', 'platform/timer.*', 'platform/uart.*', } if _OPTIONS['com'] == 'usb' then local usb_desc = require 'usb_descriptor' local descr_file = usb_desc.descriptor{ VID = 1155, PID = 22336, manufacturer = 'DIY', product = 'STM32 PCB Printer', serialnumber = '00000000121C', classes = {'cdc'}, configs = { { name = 'cdc_class', interfaces = { { name = 'cdc_control', class = 'CDC', subclass = 'ABSTRACT_CONTROL', protocol = 'AT_COMMANDS', master = 0, data_interface = 1, slaves = { 1 }, endpoints = { { idx = 1, out = true, size = 8, attr = 'USBD_EP_TYPE_INTR', interval = '0x10' } } }, { name = 'cdc_data', class = 'DATA', subclass = 'UNDEFINED', protocol = 'UNDEFINED', endpoints = { { idx = 2, out = false, size = 64, attr = 'USBD_EP_TYPE_BULK', }, { idx = 2, out = true, size = 64, attr = 'USBD_EP_TYPE_BULK', } } } } } } } defines { 'USE_USB_COM', } files { descr_file, 'platform/usb.*', 'platform/usb/core/**', 'platform/usb/cdc/**' } end
--====================================================================-- -- dmc_lua/lua_objects.lua -- -- Documentation: http://docs.davidmccuskey.com/ --====================================================================-- --[[ The MIT License (MIT) Copyright (c) 2011-2015 David McCuskey 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. --]] --====================================================================-- --== DMC Lua Library : Lua Objects --====================================================================-- -- Semantic Versioning Specification: http://semver.org/ local VERSION = "1.3.0" --====================================================================-- --== Lua Objects --====================================================================-- --====================================================================-- --== Imports local Class = test local Objects = require 'lua_class' local EventsMixModule = require 'lua_events_mix' --====================================================================-- --== Setup, Constants local Class = Objects.Class local registerCtorName = Objects.registerCtorName local registerDtorName = Objects.registerDtorName local EventsMix = EventsMixModule.EventsMix -- Add new Dtor name (function references) registerDtorName( 'removeSelf', Class ) --====================================================================-- --== Object Base Class --====================================================================-- local ObjectBase = newClass( { Class, EventsMix }, { name="Object Base" } ) --======================================================-- --== Constructor / Destructor -- __new__() -- this method drives the construction flow for DMC-style objects -- typically, you won't override this -- function ObjectBase:__new__( ... ) --== Do setup sequence ==-- self:__init__( ... ) -- skip these if a Class object (ie, NOT an instance) if rawget( self, '__is_class' ) == false then self:__initComplete__() end return self end -- __destroy__() -- this method drives the destruction flow for DMC-style objects -- typically, you won't override this -- function ObjectBase:__destroy__() --== Do teardown sequence ==-- -- skip these if a Class object (ie, NOT an instance) if rawget( self, '__is_class' ) == false then self:__undoInitComplete__() end self:__undoInit__() end --======================================================-- -- Start: Setup Lua Objects -- __init__ -- initialize the object -- function ObjectBase:__init__( ... ) --[[ there is no __init__ on Class -- self:superCall( Class, '__init__', ... ) --]] self:superCall( EventsMix, '__init__', ... ) --==-- end -- __undoInit__ -- remove items added during __init__ -- function ObjectBase:__undoInit__() self:superCall( EventsMix, '__undoInit__' ) --[[ there is no __undoInit__ on Class -- self:superCall( Class, '__undoInit__' ) --]] end -- __initComplete__ -- any setup after object is done with __init__ -- function ObjectBase:__initComplete__() end -- __undoInitComplete__() -- remove any items added during __initComplete__ -- function ObjectBase:__undoInitComplete__() end -- END: Setup Lua Objects --======================================================-- --====================================================================-- --== Public Methods -- none --====================================================================-- --== Private Methods -- none --====================================================================-- --== Event Handlers -- none --====================================================================-- --== Lua Objects Exports --====================================================================-- -- simply add to current exports Objects.ObjectBase = ObjectBase return Objects
files { "physx/source/scenequery/include/SqPruner.h", "physx/source/scenequery/include/SqPrunerMergeData.h", "physx/source/scenequery/include/SqPruningStructure.h", "physx/source/scenequery/include/SqSceneQueryManager.h", "physx/source/scenequery/src/SqAABBPruner.cpp", "physx/source/scenequery/src/SqAABBPruner.h", "physx/source/scenequery/src/SqAABBTree.cpp", "physx/source/scenequery/src/SqAABBTree.h", "physx/source/scenequery/src/SqIncrementalAABBPruner.cpp", "physx/source/scenequery/src/SqIncrementalAABBPruner.h", "physx/source/scenequery/src/SqIncrementalAABBPrunerCore.cpp", "physx/source/scenequery/src/SqIncrementalAABBPrunerCore.h", "physx/source/scenequery/src/SqIncrementalAABBTree.cpp", "physx/source/scenequery/src/SqIncrementalAABBTree.h", "physx/source/scenequery/src/SqAABBTreeUpdateMap.cpp", "physx/source/scenequery/src/SqAABBTreeUpdateMap.h", "physx/source/scenequery/src/SqBounds.cpp", "physx/source/scenequery/src/SqBounds.h", "physx/source/scenequery/src/SqCompoundPruner.cpp", "physx/source/scenequery/src/SqCompoundPruner.h", "physx/source/scenequery/src/SqCompoundPruningPool.cpp", "physx/source/scenequery/src/SqCompoundPruningPool.h", "physx/source/scenequery/src/SqBucketPruner.cpp", "physx/source/scenequery/src/SqBucketPruner.h", "physx/source/scenequery/src/SqExtendedBucketPruner.cpp", "physx/source/scenequery/src/SqExtendedBucketPruner.h", "physx/source/scenequery/src/SqMetaData.cpp", "physx/source/scenequery/src/SqPruningPool.cpp", "physx/source/scenequery/src/SqPruningPool.h", "physx/source/scenequery/src/SqPruningStructure.cpp", "physx/source/scenequery/src/SqSceneQueryManager.cpp", "physx/source/scenequery/src/SqTypedef.h" }
ENT.Type = "anim" ENT.Base = "base_rd3_entity" ENT.PrintName = "Atmospheric Probe" list.Set("LSEntOverlayText", "other_probe", { HasOOO = false, resnames = {"energy"} })
--[[ frame.lua A specialized version of the bagnon frame for guild banks --]] local MODULE = ... local ADDON, Addon = MODULE:match('[^_]+'), _G[MODULE:match('[^_]+')] local Frame = Addon:NewClass('GuildFrame', 'Frame', Addon.Frame) Frame.Title = LibStub('AceLocale-3.0'):GetLocale(ADDON).TitleBank Frame.MoneyFrame = Addon.GuildMoneyFrame Frame.ItemFrame = Addon.GuildItemFrame Frame.BagFrame = Addon.GuildTabFrame Frame.CloseSound = SOUNDKIT.GUILD_VAULT_CLOSE Frame.OpenSound = SOUNDKIT.GUILD_VAULT_OPEN Frame.Bags = {} for i = 1, MAX_GUILDBANK_TABS do Frame.Bags[i] = i end --[[ Constructor ]]-- function Frame:New(id) local f = Addon.Frame.New(self, id) local log = Addon.LogFrame:New(f) log:SetPoint('BOTTOMRIGHT', -10, 35) log:SetPoint('TOPLEFT', 10, -70) log:Hide() local edit = Addon.EditFrame:New(f) edit:SetPoint('BOTTOMRIGHT', -32, 35) edit:SetPoint('TOPLEFT', 10, -75) edit:Hide() f.logToggles = Addon.LogToggle:NewSet(f) f.log, f.editFrame = log, edit return f end function Frame:RegisterSignals() Addon.Frame.RegisterSignals(self) self:RegisterFrameSignal('LOG_SELECTED', 'OnLogSelected') end --[[ Events ]]-- function Frame:OnHide() Addon.Frame.OnHide(self) StaticPopup_Hide('GUILDBANK_WITHDRAW') StaticPopup_Hide('GUILDBANK_DEPOSIT') StaticPopup_Hide('CONFIRM_BUY_GUILDBANK_TAB') CloseGuildBankFrame() end function Frame:OnLogSelected(_, logID) self.itemFrame:SetShown(not logID) self.editFrame:SetShown(logID == 3) self.log:SetShown(logID and logID < 3) end --[[ Proprieties ]]-- function Frame:ListMenuButtons() for i, toggle in ipairs(self.logToggles) do tinsert(self.menuButtons, toggle) end Addon.Frame.ListMenuButtons(self) end function Frame:HasOwnerSelector() end function Frame:HasSortButton() end function Frame:HasBagToggle() end function Frame:IsBagFrameShown() return true end function Frame:GetOwner() return self.owner or LibStub('LibItemCache-2.0'):GetOwnerInfo().guild end
inpt = input.get() old = {} local screen = 0 local subscr = 0 local writes = true while true do old = inpt inpt = input.get() if not inpt['control'] then if inpt.down and not old.down then screen = screen - 1 elseif inpt.up and not old.up then screen = screen + 1 elseif inpt.left and not old.left then subscr = subscr - 1 elseif inpt.right and not old.right then subscr = subscr + 1 elseif inpt.Z and not old.Z then writes = not writes end end if writes then gui.text(1, 0, string.format("%02X %02X", screen, subscr)) memory.writebyte(0xD634, screen) -- se memory.writebyte(0xD635, subscr) -- unknown else gui.text(1, 0, string.format("%02X %02X", screen, subscr), 0xFFFFFFB0, 0x00000030) gui.text(1, 7, string.format("%02X %02X", memory.readbyte(0xD634), memory.readbyte(0xD635))) end emu.frameadvance() end
game:DefineFastFlag("FixDialogServerWait", false) return function() return game:GetFastFlag("FixDialogServerWait") end
local lsp = require "interrato.lsp" require("lspconfig").texlab.setup { on_attach = lsp.on_attach, capabilities = lsp.capabilities, flags = { debounce_text_changes = 150, }, settings = { texlab = { auxDirectory = ".", bibtexFormatter = "texlab", build = { args = { "%f" }, executable = "tectonic", forwardSearchAfter = false, onSave = false, }, } } }
includeFile("tangible/wearables/cape/cape_s01.lua")
-- -------------------- -- TellMeWhen -- Originally by Nephthys of Hyjal <lieandswell@yahoo.com> -- Other contributions by: -- Sweetmms of Blackrock, Oozebull of Twisting Nether, Oodyboo of Mug'thol, -- Banjankri of Blackrock, Predeter of Proudmoore, Xenyr of Aszune -- Currently maintained by -- Cybeloras of Aerie Peak -- -------------------- if not TMW then return end local TMW = TMW local L = TMW.L local print = TMW.print local SUG = TMW.SUG local strlowerCache = TMW.strlowerCache local GetSpellTexture = TMW.GetSpellTexture local Type = rawget(TMW.Types, "guardian") if not Type then return end local Module = SUG:NewModule("guardian", SUG:GetModule("default")) Module.noMin = true Module.showColorHelp = false Module.helpText = L["SUG_TOOLTIPTITLE_GENERIC"] function Module:OnInitialize() self.Table = {} end function Module:OnSuggest() wipe(self.Table) Type:RefreshNames() for npcID, data in pairs(Type.GuardianInfo) do self.Table[npcID] = strlowerCache[data.name] end end function Module:Table_Get() return self.Table end function Module:Entry_AddToList_1(f, id) local data = Type.GuardianInfo[id] local name = data.name local triggerSpellName = GetSpellInfo(data.triggerSpell) if data.nameKnown then f.insert = SUG.inputType == "number" and id or name f.insert2 = SUG.inputType ~= "number" and id or name else f.insert = id end f.tooltiptitle = name f.tooltiptext = L["ICONMENU_GUARDIAN_TRIGGER"]:format(triggerSpellName or "<Invalid spell " .. data.triggerSpell .. ">") f.Name:SetText(name) f.ID:SetText(id) f.Icon:SetTexture(data.texture) end
include('shared.lua') AddCSLuaFile("cl_init.lua") AddCSLuaFile("vestbox.lua") AddCSLuaFile("shared.lua") function ENT:SpawnFunction(ply, tr) if (not tr.HitWorld) then return end local ent = ents.Create("sent_vurt_supplybox") ent:SetPos(tr.HitPos + Vector(0, 0, 15)) ent:Spawn() return ent end ENT.ThermiteAmmoTimer=0 function ENT:Initialize() if (self.Entity:GetModel()=="models/error.mdl") then self.Entity:SetModel( "models/items/item_item_crate.mdl") self:SetNWBool("GiveAmmo",true) self:SetNWBool("GiveSuppressors",true) self:SetNWBool("GiveOptics",true) self:SetNWBool("GiveLights",true) self:SetNWBool("GunRack",true) self:SetNWBool("GiveArmor",true) self:SetNWBool("Equipment",true) self:SetNWBool("Suitcase",false) end self.Entity:PhysicsInit( SOLID_VPHYSICS) self.Entity:SetMoveType( MOVETYPE_VPHYSICS ) self.Entity:SetSolid( SOLID_VPHYSICS ) self.Entity:SetUseType(SIMPLE_USE) local phys = self.Entity:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() end self.GunList={} end function ENT:Thermite() if (self.ThermiteAmmoTimer>0) then return end if (self:GetNWBool("GiveAmmo")) then self:Ignite(100) self.ThermiteAmmoTimer=CurTime()+80 else self:Ignite(10) self.ThermiteAmmoTimer=1 end self:SetNWBool("GiveAmmo",false) self:SetNWBool("GiveSuppressors",false) self:SetNWBool("GiveOptics",false) self:SetNWBool("GiveLights",false) self:SetNWBool("GunRack",false) self:SetNWBool("GiveArmor",false) self:SetNWBool("Suitcase",false) self:SetNWBool("Equipment",false) end function ENT:Use(activator,caller) self:UseBox(activator,caller) end function ENT:UseBox( activator, caller ) if (IsValid(activator) and activator:IsPlayer() ) then net.Start("kswep_setequipment_cl") net.WriteString(activator.KswepLBEType) net.WriteString(activator.KswepLBEAddonType) net.Send(activator) local wep=activator:GetActiveWeapon() if (wep:IsValid() and string.find(wep:GetClass(),"weapon_kswep")) then local canmag=false if (wep.MagType or wep.SingleReload) then canmag=true end local canoptic=false if ((wep.DefaultSight or wep.NoDefaultSightModel) and not wep.NoOpticMounting) then canoptic=true end local can2doptic=false if (wep.Has2DOptics) then can2doptic=true end if (canmag or canoptic) then net.Start("kswep_supplybox") net.WriteEntity(self) net.WriteEntity(wep) --net.WriteTable(vurtual_ammodata) net.WriteBool(canmag) net.WriteBool(canoptic) net.WriteBool(can2doptic) net.WriteTable(self.GunList) net.Send(activator) end elseif (self:GetNWBool("GunRack")) then net.Start("kswep_gunrack") net.WriteEntity(self) net.WriteTable(self.GunList) net.Send(activator) end end end function ENT:UseMagBox( activator, caller ) if ( activator:IsPlayer() ) then local wep=activator:GetActiveWeapon() if (wep:IsValid() and string.find(wep:GetClass(),"weapon_kswep")) then if (wep.MagType or wep.SingleReload) then net.Start("kswep_rearm") net.WriteEntity(self) net.WriteEntity(wep) net.WriteTable(vurtual_ammodata) net.Send(activator) end end end end function ENT:UseOpticBox(activator,caller) if ( activator:IsPlayer() ) then local wep=activator:GetActiveWeapon() if (wep:IsValid() and string.find(wep:GetClass(),"weapon_kswep")) then if (wep.DefaultSight or wep.NoDefaultSightModel) then net.Start("kswep_opticbox") net.WriteEntity(self) net.WriteEntity(wep) net.Send(activator) end end end end function ENT:Think() if (self.ThermiteAmmoTimer>CurTime() and math.random()>0.8) then self:EmitSound("npc_floorturret.shoot") end end function ENT:HasGun(wep) return table.HasValue(self.GunList,wep) end function ENT:RackGun(wep) table.insert(self.GunList,wep) end function ENT:RemoveGun(wep) table.RemoveByValue(self.GunList,wep) end
local playsession = { {"Kruv", {107962}}, {"Food_lp", {52840}} } return playsession
--- @class GIVideoWriter --- This is returned from video.Record. local GIVideoWriter = {} --- Adds the current framebuffer to the video stream. --- @param frameTime number @Usually set to what Global.FrameTime is, or simply 1/fps. --- @param downsample boolean @If true it will downsample the whole screenspace to the videos width and height, otherwise it will just record from the top left corner to t function GIVideoWriter:AddFrame(frameTime, downsample) end --- Ends the video recording and dumps it to disk. function GIVideoWriter:Finish() end --- Returns the height of the video stream. --- @return number @height function GIVideoWriter:Height() end --- Sets whether to record sound or not. --- @param record boolean @Record. function GIVideoWriter:SetRecordSound(record) end --- Returns the width of the video stream. --- @return number @width function GIVideoWriter:Width() end
-- Copyright 2021 SmartThings -- -- 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. local test = require "integration_test" local capabilities = require "st.capabilities" local constants = require "st.zwave.constants" local zw = require "st.zwave" local zw_test_utils = require "integration_test.zwave_test_utils" local SwitchMultilevel = (require "st.zwave.CommandClass.SwitchMultilevel")({ version = 4 }) local t_utils = require "integration_test.utils" local inovelli_dimmer_endpoints = { { command_classes = { { value = zw.BASIC }, { value = zw.SWITCH_MULTILEVEL } } } } local mock_inovelli_dimmer = test.mock_device.build_test_zwave_device({ profile = t_utils.get_profile_definition("inovelli-dimmer.yml"), zwave_endpoints = inovelli_dimmer_endpoints }) local function test_init() test.mock_device.add_test_device(mock_inovelli_dimmer) end test.set_test_init_function(test_init) test.register_message_test( "Added lifecycle event should be handled", { { channel = "device_lifecycle", direction = "receive", message = { mock_inovelli_dimmer.id, "added" } }, { channel = "zwave", direction = "send", message = zw_test_utils.zwave_test_build_send_command( mock_inovelli_dimmer, SwitchMultilevel:Get({}) ) }, }, { inner_block_ordering = "relaxed" } ) test.register_message_test( "Refresh Capability Command should refresh device", { { channel = "capability", direction = "receive", message = { mock_inovelli_dimmer.id, { capability = "refresh", command = "refresh", args = {} } } }, { channel = "zwave", direction = "send", message = zw_test_utils.zwave_test_build_send_command( mock_inovelli_dimmer, SwitchMultilevel:Get({}) ) }, }, { inner_block_ordering = "relaxed" } ) test.register_message_test( "Z-Wave SwitchMultilevel reports with value-off should evoke Switch capability off events", { { channel = "zwave", direction = "receive", message = { mock_inovelli_dimmer.id, zw_test_utils.zwave_test_build_receive_command( SwitchMultilevel:Report({ current_value = 0, target_value = SwitchMultilevel.value.OFF_DISABLE, duration = 0 }) ) } }, { channel = "capability", direction = "send", message = mock_inovelli_dimmer:generate_test_message("main", capabilities.switch.switch.off()) } }, { } ) do local level = 60 test.register_message_test( "Z-Wave SwitchMultilevel reports with non-zero values should evoke Switch and Switch Level capability events", { { channel = "zwave", direction = "receive", message = { mock_inovelli_dimmer.id, zw_test_utils.zwave_test_build_receive_command( SwitchMultilevel:Report({ current_value = 0, target_value = level, duration = 0 }) ) } }, { channel = "capability", direction = "send", message = mock_inovelli_dimmer:generate_test_message("main", capabilities.switch.switch.on()) }, { channel = "capability", direction = "send", message = mock_inovelli_dimmer:generate_test_message("main", capabilities.switchLevel.level(level)) } } ) end test.register_coroutine_test( "Switch capability off commands should evoke the correct Z-Wave SETs and GETs", function() test.timer.__create_and_queue_test_time_advance_timer(1, "oneshot") test.socket.capability:__queue_receive({ mock_inovelli_dimmer.id, { capability = "switch", command = "off", args = {} } }) test.socket.zwave:__expect_send( zw_test_utils.zwave_test_build_send_command( mock_inovelli_dimmer, SwitchMultilevel:Set({ value = SwitchMultilevel.value.OFF_DISABLE, duration = constants.DEFAULT_DIMMING_DURATION }) ) ) test.wait_for_events() test.mock_time.advance_time(1) test.socket.zwave:__expect_send( zw_test_utils.zwave_test_build_send_command( mock_inovelli_dimmer, SwitchMultilevel:Get({}) ) ) end ) test.register_coroutine_test( "Switch capability on commands should evoke the correct Z-Wave SETs and GETs", function() test.timer.__create_and_queue_test_time_advance_timer(1, "oneshot") test.socket.capability:__queue_receive({ mock_inovelli_dimmer.id, { capability = "switch", command = "on", args = {} } }) test.socket.zwave:__expect_send( zw_test_utils.zwave_test_build_send_command( mock_inovelli_dimmer, SwitchMultilevel:Set({ value = SwitchMultilevel.value.ON_ENABLE, duration = constants.DEFAULT_DIMMING_DURATION }) ) ) test.wait_for_events() test.mock_time.advance_time(1) test.socket.zwave:__expect_send( zw_test_utils.zwave_test_build_send_command( mock_inovelli_dimmer, SwitchMultilevel:Get({}) ) ) end ) do local level = 49 test.register_coroutine_test( "SwitchLevel capability setLevel commands should evoke the correct Z-Wave SETs and GETs", function() test.timer.__create_and_queue_test_time_advance_timer(1, "oneshot") test.socket.capability:__queue_receive({ mock_inovelli_dimmer.id, { capability = "switchLevel", command = "setLevel", args = { level } } }) test.socket.zwave:__expect_send( zw_test_utils.zwave_test_build_send_command( mock_inovelli_dimmer, SwitchMultilevel:Set({ value = level, duration = constants.DEFAULT_DIMMING_DURATION }) ) ) test.wait_for_events() test.mock_time.advance_time(1) test.socket.zwave:__expect_send( zw_test_utils.zwave_test_build_send_command( mock_inovelli_dimmer, SwitchMultilevel:Get({}) ) ) end ) end test.run_registered_tests()
require("RequireUnity") require("framework/utility/Event") require("framework/utility/Timer") require("framework/utility/Coroutine") require("framework/utility/Class") require("framework/utility/Global") require("framework/utility/TableExtend") require("framework/utility/PlayerPrefsUtils") require("AutoRequireConfig") require("RequireConfig") addRequire("RequireUI") --框架 addRequire("framework/MonoComponent") addRequire("framework/ui/BaseComponent") addRequire("framework/ui/BaseComponent") addRequire("framework/ui/BaseWindow") addRequire("framework/ui/BaseWindowExtend") addRequire("framework/ui/UIConfig") addRequire("framework/ui/UIManager") addRequire("framework/ui/UIGlobal") addRequire("framework/ui/UIRequire") addRequire("framework/ui/UIUtil") addRequire("framework/messager/Msg") addRequire("framework/messager/MsgCenter") addRequire("framework/messager/Messager")
slot0 = class("StoryAnimtion") slot0.Ctor = function (slot0, slot1) slot0.tweens = {} slot0.timers = {} slot0.timeScale = 1 end slot0.SetTimeScale = function (slot0, slot1) slot0.timeScale = slot1 end slot0.TweenMove = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6) slot0.DelayCall(slot0, slot5, function () slot0 = LeanTween.move(rtf(slot0), , slot2 * slot3.timeScale) if slot3.timeScale > 1 then slot0:setLoopPingPong(slot4) end if slot5 then slot0:setOnComplete(System.Action(slot5)) end table.insert(slot3.tweens, slot0) end) end slot0.TweenScale = function (slot0, slot1, slot2, slot3, slot4, slot5) slot0.DelayCall(slot0, slot4, function () slot0 = LeanTween.scale(rtf(slot0), , slot2 * slot3.timeScale) if slot3.timeScale then slot0:setOnComplete(System.Action(slot4)) end table.insert(slot3.tweens, slot0) end) end slot0.TweenRotate = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6) slot0.DelayCall(slot0, slot5, function () slot0 = LeanTween.rotate(rtf(slot0), , slot2 * slot3.timeScale):setLoopPingPong(slot3.timeScale) if slot5 then slot0:setOnComplete(System.Action(slot5)) end table.insert(slot3.tweens, slot0) end) end slot0.TweenValueForcanvasGroup = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6) slot0.DelayCall(slot0, slot5, function () slot0 = LeanTween.value(go(slot0), , , slot3 * slot4.timeScale):setOnUpdate(System.Action_float(function (slot0) slot0.alpha = slot0 end)) if slot4.timeScale then slot0.setOnComplete(slot0, System.Action(slot5)) end table.insert(slot4.tweens, slot0.gameObject.transform) end) end slot0.TweenValue = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6, slot7) slot0.DelayCall(slot0, slot5, function () slot0 = LeanTween.value(go(slot0), , , slot3 * slot4.timeScale):setOnUpdate(System.Action_float(slot4.timeScale)) if slot6 then slot0:setOnComplete(System.Action(function () if slot0 then slot0() end end)) end table.insert(slot4.tweens, slot0) end) end slot0.TweenValueLoop = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6, slot7) slot0.DelayCall(slot0, slot5, function () slot0 = LeanTween.value(go(slot0), , , slot3 * slot4.timeScale):setOnUpdate(System.Action_float(slot4.timeScale)):setLoopClamp() if slot6 then slot0:setOnComplete(System.Action(function () if slot0 then slot0() end end)) end table.insert(slot4.tweens, slot0) end) end slot0.TweenTextAlpha = function (slot0, slot1, slot2, slot3, slot4, slot5) slot0.DelayCall(slot0, slot4, function () slot0 = slot0(slot1, slot2, (LeanTween.textAlpha or 1) * LeanTween.textAlpha or 1.timeScale) if LeanTween.textAlpha or 1.timeScale then slot0:setOnComplete(System.Action(slot4)) end table.insert(slot3.tweens, slot0) end) end slot0.TweenAlpha = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6) slot0.DelayCall(slot0, slot5, function () slot0 = LeanTween.alpha(LeanTween.alpha, , slot2 * slot3.timeScale):setFrom(slot3.timeScale) if slot5 then slot0:setOnComplete(System.Action(slot5)) end table.insert(slot3.tweens, slot0) end) end slot0.TweenMovex = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6, slot7) slot0.DelayCall(slot0, slot5, function () slot0 = LeanTween.moveX(LeanTween.moveX, , slot2 * slot3.timeScale):setFrom(slot3.timeScale) if slot5 then slot0:setLoopPingPong(slot5) end if slot6 then slot0:setOnComplete(System.Action(slot6)) end table.insert(slot3.tweens, slot0) end) end slot0.TweenMovey = function (slot0, slot1, slot2, slot3, slot4, slot5, slot6, slot7) slot0.DelayCall(slot0, slot5, function () slot0 = LeanTween.moveY(LeanTween.moveY, , slot2 * slot3.timeScale):setFrom(slot3.timeScale) if slot5 then slot0:setLoopPingPong(slot5) end if slot6 then slot0:setOnComplete(System.Action(slot6)) end table.insert(slot3.tweens, slot0) end) end slot0.IsTweening = function (slot0, slot1) return LeanTween.isTweening(slot1) end slot0.CancelTween = function (slot0, slot1) if slot0:IsTweening(slot1) then LeanTween.cancel(slot1) end end slot0.DelayCall = function (slot0, slot1, slot2) if not slot1 or slot1 <= 0 then slot2() return end slot0.timers[slot2] = StoryTimer.New(function () slot0.timers[slot1]:Stop() slot0.timers[slot1].Stop.timers[slot0.timers[slot1]] = nil slot0.timers[slot1]() end, slot1 * slot0.timeScale, 1) slot0.timers[slot2].Start(slot3) end slot0.UnscaleDelayCall = function (slot0, slot1, slot2) if slot1 <= 0 then slot2() return end slot0.timers[slot2] = StoryTimer.New(function () slot0.timers[slot1]:Stop() slot0.timers[slot1].Stop.timers[slot0.timers[slot1]] = nil slot0.timers[slot1]() end, slot1, 1) slot0.timers[slot2]:Start() end slot0.CreateDelayTimer = function (slot0, slot1, slot2) if slot1 == 0 then slot2() return nil end slot3 = StoryTimer.New(slot2, slot1 * slot0.timeScale, 1) slot3:Start() return slot3 end slot0.PauseAllTween = function (slot0) for slot4, slot5 in ipairs(slot0.tweens) do if not IsNil(slot5) and slot0:IsTweening(slot5.gameObject) then LeanTween.pause(slot5.gameObject) end end end slot0.ResumeAllTween = function (slot0) for slot4, slot5 in ipairs(slot0.tweens) do if not IsNil(slot5) then LeanTween.resume(slot5.gameObject) end end end slot0.PauseAllTimer = function (slot0) for slot4, slot5 in pairs(slot0.timers) do slot5:Pause() end end slot0.ResumeAllTimer = function (slot0) for slot4, slot5 in pairs(slot0.timers) do slot5:Resume() end end slot0.ResumeAllAnimation = function (slot0) slot0:ResumeAllTween() slot0:ResumeAllTimer() end slot0.PauseAllAnimation = function (slot0) slot0:PauseAllTween() slot0:PauseAllTimer() end slot0.ClearAllTween = function (slot0) for slot4, slot5 in ipairs(slot0.tweens) do if not IsNil(slot5) and slot0:IsTweening(slot5.gameObject) then LeanTween.cancel(slot5.gameObject) end end slot0.tweens = {} end slot0.ClearAllTimers = function (slot0) for slot4, slot5 in pairs(slot0.timers) do slot5:Stop() end slot0.timers = {} end slot0.ClearAnimation = function (slot0) slot0:ClearAllTween() slot0:ClearAllTimers() end return slot0
util.AddNetworkString("replay_setManipulating") util.AddNetworkString("replay_setVelocity") net.Receive("replay_setManipulating",function(len,ply) local status = net.ReadBool() if ply.recorderObject then if status then ply:Lock() ply.recorderObject:startManipulating()-- and stop recording else local targetFrame,frameID = ply.recorderObject:getFrameFromCommandNumber(net.ReadInt(24)) ply:UnLock() if targetFrame then ply.recorderObject:jumpToAbsoluteFrame(frameID) ply.recorderObject:stopManipulating() local frame = ply.recorderObject:getCurrentFrame() ply:SetPos(frame.position) ply:SetEyeAngles(frame.eyeAngles) ply:SetVelocity(frame.velocity) --ply:SetHealth(frame.health) --ply:SetArmor(frame.armor) else Replay:logError("Unreasonable replay request from "..ply:Nick())-- should never happen end end end end) net.Receive("replay_setVelocity",function(len,ply) ply.replay_velocity = net.ReadInt(8) end)
-- Copyright (c) 2020 Trevor Redfern -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT describe("moonpie.tables.sum", function() local tables = require "moonpie.tables" it("adds all the elements of an array together", function() local s = tables.sum{ 1, 2, 3, 4, 5} assert.equals(15, s) end) it("can be provided a function to return an integer that performs the sum", function() local s = tables.sum({ 1, 2, 3, 4, 5}, function(v) return v / 2 end) assert.equals(7.5, s) end) end)
script.Parent = nil it = Instance.new v3=Vector3.new bc=BrickColor.new c3=Color3.new cn=CFrame.new ca=CFrame.Angles ti=table.insert tr=table.remove rn=math.random rd=math.rad mf=math.floor ud = UDim2.new enter = "" --22436106 asset = "http://www.roblox.com/asset/?id=" ds = {} ds.Ribs = "63216320" ds.Flag = "1038492" ds.BrickWall = "73398218" ds.Bag="16657069" ds.Explode1 = "2101148" ds.Flame = "31760113" ds.Tile = "71176306" ds.Shuriken = "11112101" ds.ShurikenT = "21343902" ds.EnergySlash1 = "10209303" ds.EnergySlash2 = "10209280" ds.EnergyClawT= "11996882" ds.EnergyClaw = "11996935" ds.Imbue = "2785493" ds.Abscond = "2767090" ds.SplinteredSkyT="50798688" ds.SplinteredSky="50798664" ds.Tornado = "1051557" ds.SpikeBall = "9982590" ds.Fist = "65322375" ds.RedCliffT = "49754754" ds.RedCliff = "49754655" ds.Chakram = "18430887" ds.Chakram2 = "47260990" ds.Chakram3 = "19251107" ds.Diamond = "9756362" ds.Sword1 = "rbxasset://fonts/s" .. "word.mesh" ds.Claw = "10681506" ds.Ring = "3270017" ds.Crack = "49173398" ds.Cloud = "1095708" ds.Spike = "1033714" ds.Rock = "1290033" ds.Crown2 = "1323306" ds.Crown = "20329976" ds.Hood = "16952952" ds.Slash = "10209645" ds.Slash2 = "46760716" ds.MadFace = "2235131" ds.BanditMask = "20637493" ds.Hood2 = "25211365" ds.HoodT2 = "64240784" ds.NoobMesh = "20929341" ds.NoobMeshT = "20929335" ds.Axe = "12768042" ds.AxeT = "12768034" ds.RoadLine = "72777152" ds.LineTile = "72777172" ds.Tile1 = "72773094" ds.Fist = "65322375" ds.Tree1 = "1090398" ds.Vine = "13108500" ds.VineT = "17585271" ds.TreeTexture = "2861779" ds.Tug = "31173820" -- sound ds.Fire = "2693346" --"2760979" ds.Hit = "2801263" ds.BulletHole = "64291961" ds.Camo = "4268107" ds.Gradient1 = "70060415" ds.Gradient2 = "48965808" ds.clicksound = "14863866" ds.DWrench = "70628302" ds.DHealth = "70635804" ds.DOrbTray = "70642795" ds.DLog = "70650545" ds.DCompass = "70652520" ds.DRadar = "70652524" ds.DGlassButton = "64605912" ds.DDebug = "70654424" ds.DRefresh = "70655469" ds.DClock = "70657533" ds.DClose = "70657543" ds.DDebugClean = "70657552" ds.DDebugMessage = "70657560" ds.DBrick = "70657656" ds.DBolt = "70660034" ds.DHeartbreak = "70660720" ds.SpawnTexture = "rbxasset://Textures/SpawnLocation.png" ds.DFolder = "70670539" ds.DPerson = "70670507" ds.DUpButton = "70728132" ds.DDownButton = "70728084" ds.DOrb = "64596050" ds.DWidget = "70747254" ds.DCmd = "70749687" ds.DAntiVirus = "70749678" ds.DCheck = "70749683" ds.DCross = "70749685" ds.DPin = "70810690" ds.DDanger = "70810890" ds.DNoTools = "70813888" ds.DNoBackpack = "70813897" ds.DPlay = "70859585" ds.DRadarSignal = "70868136" ds.DRadarFace = "70869351" ds.DFolderAdd = "70907152" ds.DAdd = "70920549" ds.DClockFrame = "70927569" ds.DShutdown = "70927576" ds.DBlackDot = ds.Gradient1 ds.DBack = "70929878" ds.DCalculator = "71659259" ds.DExplorer = "71659307" limbweld = {} limbweld["Right Shoulder"] = {} limbweld["Right Shoulder"].C0 = cn(1,0.5,0,0,0,1,0,1,0,-1,-0,-0) limbweld["Right Shoulder"].C1 = cn(-0.5,0.5,0,0,0,1,0,1,0,-1,0,0) limbweld["Right Shoulder"].ps = {"Torso","Right Arm"} limbweld["Left Shoulder"] = {} limbweld["Left Shoulder"].C0 = cn(-1,0.5,0,0,0,-1,0,1,0,1,0,0) limbweld["Left Shoulder"].C1 = cn(0.5,0.5,0,0,0,1,0,1,0,1,0,0) limbweld["Left Shoulder"].ps = {"Torso","Left Arm"} limbweld["Right Hip"] = {} limbweld["Right Hip"].C0 = cn(1,-1,0,0,0,1,0,1,0,-1,0,0) limbweld["Right Hip"].C1 = cn(0.5,1,0,0,0,1,0,1,0,-1,0,0) limbweld["Right Hip"].ps = {"Torso","Right Leg"} limbweld["Left Hip"] = {} limbweld["Left Hip"].C0 = cn(-1,-1,0,0,0,-1,0,1,0,1,0,0) limbweld["Left Hip"].C1 = cn(-0.5,1,0,0,0,-1,0,1,0,1,0,0) limbweld["Left Hip"].ps = {"Torso","Left Leg"} limbweld["Neck"] = {} limbweld["Neck"].C0 = cn(0,1,0,-1,0,0,0,0,1,0,1,0) limbweld["Neck"].C1 = cn(0,-0.5,0,-1,0,0,0,0,1,0,1,0) limbweld["Neck"].ps = {"Torso","Head"} qi = function(ttz) -- instance v2 local qii = it(ttz[1]) table.foreach(ttz,function(oi,oi2) if oi ~= 1 and oi ~= 2 then qii[oi] = oi2 end end) qii.Parent=ttz[2] return qii end table.foreach(ds,function(a,b) -- asset loader if tonumber(b:sub(1,3)) then ds[a] = asset .. b game:service'ContentProvider':Preload(ds[a]) end end) q = function(f) -- quick coroutine function coroutine.resume(coroutine.create(function() f() end)) end ft = function(tablez,item) -- table finder for i=1,#tablez do if tablez[i] == item then return i end end return nil end ft2 = function(tablez,item) -- table finder 2 for i=1,#tablez do if tablez[i][1] == item then return i end end return nil end pa = function(pa,pn,sh,x,y,z,c,a,tr,re,bc2) -- part maker local fp=nil if sh ~= "Wedge" and sh ~= "CornerWedge" and sh ~= "VehicleSeat" and sh ~= "Seat" then fp=it("Part",pa) fp.Material = "SmoothPlastic" fp.Shape=sh or "Block" fp.formFactor="Custom" elseif sh == "Wedge" then fp=it("WedgePart",pa) fp.formFactor="Custom" elseif sh == "CornerWedge" then fp=it("CornerWedgePart",pa) elseif sh == "VehicleSeat" then fp=it("VehicleSeat",pa) elseif sh == "Seat" then fp=it("Seat",pa) for _, Surf in pairs(Surfaces) do fp[Surf] = "SmoothNoOutlines" end end fp.Size=v3(x or 4,y or 2,z or 2) fp.CanCollide=c fp.Anchored=a or false fp.BrickColor=bc(bc2 or "") fp.Transparency=tr or 0 fp.Reflectance=re or 0 fp.BottomSurface=0 fp.Name=pn or "UnNamed" fp.Locked = true fp.TopSurface=0 fp.CFrame = cn(-9000,9000,-9000) fp:BreakJoints() fp.Anchored = a return fp end fadeid=-100000 fade = function(prt,incr,wai) fadeid=fadeid+1 FFade[fadeid] = {prt,incr or 0.1,wai or 0,tick()} end stick = function(hit2,hit) -- stick function return qi({"Weld",hit2,Part0=hit2,Part1=hit,C0=hit2.CFrame:inverse()*cn(hit2.Position),C1=hit.CFrame:inverse()*cn(hit2.Position)}) end ray = function(Pos, Dir,tab) -- ray cast return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit *999),tab) end Trail = function(ob,times,waitz,col,thickz,ofz) -- Brick Trail q(function() local oldpos=(ob.CFrame *ofz).p for i=1,times do local obp=(ob.CFrame *ofz).p local mag=(oldpos - obp).magnitude local tr=pa(ob,"trail","Block",0,0,0,false,false,0.5,0.15,col) tr.Anchored=true tr.CFrame=cn(oldpos,obp) tr.CFrame=tr.CFrame + tr.CFrame.lookVector* (mag/2) local trm=it("CylinderMesh",tr) trm.Scale=v3(5*thickz,mag*5,5*thickz) q(function() for i=5*thickz,0,-5*thickz/10 do trm.Scale=v3(i,mag*5,i) wait() end tr:Remove'' end) tr.CFrame=tr.CFrame *ca(rd(90),0,0) oldpos=obp wait(waitz) end end) end de = function(it,ti) game:service'Debris':AddItem(it,ti) end -- Debris gmid = -100000 GlowMesh = function(anch,meshid2,rootz,mv3,colzz,adjus,l1,l2,l3) -- Glowmesh local spi=pa(rootz,"","Block",1,1,1,false,false,l1,0,colzz) local spim=it("SpecialMesh",spi) if meshid2:lower()=="sphere" then spim.MeshType="Sphere" elseif meshid2:lower()=="block" then spim:Remove() spim=qi({"BlockMesh",spi}) else spim.MeshType="FileMesh" spim.MeshId=meshid2 end if anch then local spiw=qi({"Weld",spi,Part0=rootz,Part1=spi}) spiw.C0 =spiw.C0 *adjus else spi.Anchored=true spi.CFrame=adjus end gmid=gmid+1 GMesh[tostring(gmid)] = {spi,spim,l1,l2,l1,mv3} end DetectSurface = function(pos, part) -- Surface Detector local surface = nil local pospos = part.CFrame local pos2 = pospos:pointToObjectSpace(pos) local siz = part.Size local shaep = part.Shape if shaep == Enum.PartType.Ball or shaep == Enum.PartType.Cylinder then surface = {"Anything", cn(pospos.p, pos)*cn(0, 0, -(pospos.p - pos).magnitude+0.12)*ca(rd(-90), 0, 0)} else if pos2.Y > ((siz.Y/2)-0.01) then surface = {"Top", ca(0, 0, 0)} elseif pos2.Y < -((siz.Y/2)-0.01) then surface = {"Bottom", ca(-math.pi, 0, 0)} elseif pos2.X > ((siz.X/2)-0.01) then surface = {"Right", ca(0, 0, rd(-90))} elseif pos2.X < -((siz.X/2)-0.01) then surface = {"Left", ca(0, 0, rd(90))} elseif pos2.Z > ((siz.Z/2)-0.01) then surface = {"Back", ca(rd(90), 0, 0)} elseif pos2.Z < -((siz.Z/2)-0.01) then surface = {"Front", ca(rd(-90), 0, 0)} end end return surface end BulletHole = function(HitPos,HitObj,sc,img,par) -- Bullethole function local Surface = DetectSurface(HitPos, HitObj) local C = cn(HitPos) * ca(HitObj.CFrame:toEulerAnglesXYZ()) * Surface[2] if Surface[1] == "Anything" then C = Surface[2] end local theimg = img or ds.BulletHole local bl = pa(workspace or par,"bullethole","Block",sc,0,sc,false,true,1,0,"") qi({"Decal",bl,Face="Top",Texture=theimg}) bl.CFrame = C*cn(0,-0.1,0) if not HitObj.Anchored then bl.Anchored = false stick(bl,HitObj) bl.ChildRemoved:connect(function() bl:Remove() end) end de(bl,5) end Dmg = function(hum,dmg) hum.Health=hum.Health-dmg end so = function(id,par,vol,pit) q(function() -- Sound maker local sou = qi({"Sound",par or workspace,Volume=vol/1.5 or 0.75,Pitch=pit or 1,SoundId=id}) wait() sou:play() wait(6) sou:Remove() end) end GetRegion = function(p0,p1,f,f2) -- range get q(function() for i,v in pairs(workspace:FindPartsInRegion3(Region3.new(p0,p1),nil,100)) do if v.Parent:findFirstChild("H") == nil and v.Name == "Torso" and fc(v.Parent,"Humanoid") and fc(v.Parent,"Humanoid").Health > 0 then q(function() f(v.Parent) end) elseif f2 and fc(v.Parent,"Humanoid") == nil then f2(v) end end end) end ForceBrick = function(ob,roo,fo) if ob.Anchored then return end ob:BreakJoints() ob.Velocity=cn(roo,ob.Position).lookVector*fo end SplashDmg = function(cf,ran,damg,forc,fa) pcall(function() cf = cf.p end) local rr = ran GetRegion(cf-v3(rr,rr,rr),cf+v3(rr,rr,rr),function(v) if v~=fa and (v.Torso.Position-cf).magnitude<(rr*2) then Dmg(fc(v,"Humanoid"),damg) if forc and forc>0 then local bpp = qi({"BodyVelocity",v.Torso,maxForce=v3(1/0,1/0,1/0),velocity=cn(cf,v.Torso.Position+v3(0,0.5,0)).lookVector*forc}) wait(0.2) bpp:Remove() end end end) end DetectRange = function(cf,ran,fa) pcall(function() cf = cf.p end) local rr = ran theboom = false GetRegion(cf-v3(rr,rr,rr),cf+v3(rr,rr,rr),function(v) if v~=fa and (v.Torso.Position-cf).magnitude<(rr*2) then theboom=true end end) return theboom end FindGround = function(pos) -- ground finder local ax,ay,az = pos:toEulerAnglesXYZ() local bhit,bpos=ray(pos.p,pos.p - (pos.p + v3(0,200,0))) if bhit and bpos then return cn(bpos)*ca(ax,ay,az) end return nil end MakeCrater = function(pos,sc,tyms,debz,par) -- crater maker q(function() if not debz then debz = 5 end local bhit,bpos=ray(pos,pos - (pos + v3(0,200,0))) if bhit and bpos then for i=1,tyms do q(function() local gr = pa(par or workspace,"","Block",rn(5,13)/10*sc,0.25*sc,rn(4,10)/10*sc,true,true,bhit.Transparency,bhit.Reflectance,bhit.BrickColor.Name) gr.Material = bhit.Material gr.TopSurface = bhit.TopSurface gr.CFrame = cn(bpos+v3(rn(-12,12)/10*sc,0,rn(-12,12)/10*sc))*ca(rd(rn(-40,40)),rd(rn(-360,360)),rd(rn(-40,40))) wait(debz) fade(gr,0.1) end) end end end) end MakeCrack = function(pos,sc,debz,par) -- crackmaker q(function() if not debz then debz = 5 end local bhit,bpos=ray(pos,pos - (pos + v3(0,10,0))) if bhit and bpos then local cr = pa(par or workspace,"","Block",sc,0,sc,false,true,1,0,"") cr.CFrame = cn(bpos) local dec=qi({"Decal",cr,Face="Top",Texture=ds.Crack}) de(cr,debz) end end) end a = {} a.insw={} function cleanweld(wexx,namzi) local tn=ft2(a.insw,wexx) if tn==nil then return end if namzi=="p0" then a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=0,0,0 elseif namzi=="p1" then a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"]=0,0,0 elseif namzi=="a0" then a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"]=0,0,0 elseif namzi=="a1" then a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=0,0,0 end end function c2(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz,fuu) q(function() c1(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz,fuu) end) end a.Welding=0 function c1(wexx,smmx,c0orc1,aa,bb,cc,xx,yy,zz,fuu) if ft2(a.insw,wexx)==nil then ti(a.insw,{wexx,{}}) local tn=ft2(a.insw,wexx) a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=wexx.C0.x,wexx.C0.y,wexx.C0.z a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"]=wexx.C1.x,wexx.C1.y,wexx.C1.z a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"]=wexx.C0:toEulerAnglesXYZ() a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=wexx.C1:toEulerAnglesXYZ() end local tn=ft2(a.insw,wexx) local xx2,yy2,zz2=0,0,0 local x2,y2,z2=0,0,0 if c0orc1==0 then xx2,yy2,zz2=a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"] x2,y2,z2=a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"] elseif c0orc1==1 then xx2,yy2,zz2=a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"] x2,y2,z2=a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"] else xx2,yy2,zz2=a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"] x2,y2,z2=a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"] end a.Welding=a.Welding + 1 local twa=1 if smmx >= 1 then else for i=smmx,0.8,smmx do twa = 1 if c0orc1==0 then wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) elseif c0orc1==1 then wexx.C1=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) else local x,y,z = wexx.C0:toEulerAnglesXYZ() wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*ca(x,y,z) wexx.C1=cn(wexx.C1.x,wexx.C1.y,wexx.C1.z)*ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) end if fuu then q(function() fuu(i) end) end wait() end for i=0.8,1,smmx*0.45 do twa = 1 if c0orc1==0 then wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) elseif c0orc1==1 then wexx.C1=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) else local x,y,z = wexx.C0:toEulerAnglesXYZ() wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*ca(x,y,z) wexx.C1=cn(wexx.C1.x,wexx.C1.y,wexx.C1.z)*ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) end wait() if fuu then q(function() fuu(i) end) end end end local i=1 if c0orc1==0 then wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) elseif c0orc1==1 then wexx.C1=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i)) *ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) else local x,y,z = wexx.C0:toEulerAnglesXYZ() wexx.C0=cn(x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i))*ca(x,y,z) wexx.C1=cn(wexx.C1.x,wexx.C1.y,wexx.C1.z)*ca(xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i)) end a.Welding=a.Welding - 1 local tn=ft2(a.insw,wexx) if c0orc1==0 then a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i) a.insw[tn][2]["a0x"],a.insw[tn][2]["a0y"],a.insw[tn][2]["a0z"]=xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i) elseif c0orc1==1 then a.insw[tn][2]["p1x"],a.insw[tn][2]["p1y"],a.insw[tn][2]["p1z"]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i) a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i) elseif c0orc1==3 then local x,y,z=wexx.C0.x,wexx.C0.y,wexx.C0.z a.insw[tn][2]["p0x"],a.insw[tn][2]["p0y"],a.insw[tn][2]["p0z"]=x2-(((x2-aa)/twa)*i),y2-(((y2-bb)/twa)*i),z2-(((z2-cc)/twa)*i) local x,y,z=wexx.C1:toEulerAnglesXYZ() a.insw[tn][2]["a1x"],a.insw[tn][2]["a1y"],a.insw[tn][2]["a1z"]=xx2-(((xx2-rd(xx))/twa)*i),yy2-(((yy2-rd(yy))/twa)*i),zz2-(((zz2-rd(zz))/twa)*i) end end gunshot = function(speed,sc,dmg,cff) q(function() -- gunshot function local bb = pa(workspace,"bullet","Block",0.2*sc,0.3*sc,0.2*sc,true,true,0,0.1,"Black") qi({"CylinderMesh",bb}) bb.CFrame = cff*ca(rd(rn(-1000,1000)/1500),rd(rn(-1000,1000)/1500),rd(rn(-1000,1000)/1500)) so(ds.Fire,bb,0.3,1) wait() for i=1,50 do bhit,bpos=ray(bb.Position,bb.Position - (bb.CFrame *cn(0,-1,0)).p) if bhit and bhit.Name ~= "bullet" and bhit.Name ~= "bullethole" and bpos and (bpos - bb.Position).magnitude < speed then break end bb.CFrame=bb.CFrame*cn(0,speed,0)*ca(rd(-0.2),0,0) wait() end bb.CFrame=bb.CFrame*cn(0,(bpos-bb.Position).magnitude,0) if not bhit.Anchored then if fc(bhit.Parent,"Humanoid") then local h = fc(bhit.Parent,"Humanoid") h.Health=h.Health-dmg so(ds.Hit,bhit,0.3,1) end else end bb:Remove() if fc(bhit.Parent,"Humanoid") == nil then BulletHole(bpos,bhit,0.7*sc) end end) end fireob = function(speed,ob,dmg,adj,grav,funxx) q(function() -- fire function local bb = ob:Clone() bb.Anchored=true bb.Parent=workspace bb.Name = "bullet" local bhit,bpos = nil,nil bb.CFrame = ob.CFrame*adj for i=1,50 do local bhit2,bpos2=ray(bb.Position,bb.Position - (bb.CFrame *cn(0,0,-1)).p) if bhit2 and bhit2.Name ~= "bullet" and bhit2.Name ~= "bullethole" and bpos2 and (bpos2 - bb.Position).magnitude < speed then bhit,bpos=bhit2,bpos2 break end bb.CFrame=bb.CFrame*cn(0,0,speed) wait() end if bhit then bb.CFrame=bb.CFrame*cn(0,0,(bpos-bb.Position).magnitude) end if bhit and not bhit.Anchored then if fc(bhit.Parent,"Humanoid") then local h = fc(bhit.Parent,"Humanoid") h.Health=h.Health-dmg so(ds.Hit,bhit,0.3,1) funxx(bb) end else end if not bhit or (bhit and fc(bhit.Parent,"Humanoid") == nil) then funxx(bb) end end) end dive = function(ob2,pro,ite,stof) local function div(ob) for i,v in pairs(ob:children()) do if v[pro] == ite then for i=1,#stof do v[stof[i][1] ] = stof[i][2] end else div(v) end end end div(ob2) end dive2 = function(ob2,func) local function div(ob) for i,v in pairs(ob:children()) do func(v) div(v) end end div(ob2) end DarkBlast = function(ob,ofs,siz,tim,forc) q(function() GlowMesh(false,"Sphere",ob,v3(siz,siz,siz)*(rn(85,115)/40),'Really black',ob.CFrame*ofs*cn(rn(-siz,siz)/8,rn(-siz,siz)/8,rn(-siz,siz)/8)*ca(rd(rn(-360,360)),rd(rn(-360,360)),rd(rn(-360,360))),0.08,0.8,0.4) so(ds.Abscond,ob,0.75,1.1) wait(0.05) local fs = qi({"Sound",ob,SoundId=ds.Flame,Pitch=0.8,Volume=0.8,PlayOnRemove=true}) fs:play() fs.Looped=true local function blas() GlowMesh(false,"Block",ob,v3(siz,siz,siz)*(rn(85,115)/100),rn(1,3) ~= 1 and 'Really black' or (rn(1,2) == 1 and 'Navy blue' or "Really red"),ob.CFrame*ofs*cn(rn(-siz,siz)/8,rn(-siz,siz)/8,rn(-siz,siz)/8)*ca(rd(rn(-360,360)),rd(rn(-360,360)),rd(rn(-360,360))),0.08,0.8,0.4) end for i=0.1,tim,0.1 do blas() wait(0.05) end fs.Looped=false GlowMesh(false,"Sphere",ob,v3(siz/2.5,siz/2.5,siz*4.5)*(rn(85,115)/100),"Black",ob.CFrame*ofs*cn(rn(-siz,siz)/8,rn(-siz,siz)/8,rn(-siz,siz)/8)*ca(0,rd(45),0),0.11,1,0) GlowMesh(false,"Sphere",ob,v3(siz/2.5,siz/2.5,siz*4.5)*(rn(85,115)/100),"Black",ob.CFrame*ofs*cn(rn(-siz,siz)/8,rn(-siz,siz)/8,rn(-siz,siz)/8)*ca(0,rd(-45),0),0.11,1,0) so(ds.Explode1,ob,0.8,1.25) SplashDmg(ob.CFrame*ofs,siz*1,18,forc or 0,ob.Parent) end) end fc = function(ob,cl) for i,v in pairs(ob:children()) do if v.className:lower()==cl:lower() then return v end end return nil end function Clock(secs) if not secs then return "" end local Seconds = secs local Hour = math.floor((Seconds%86400)/3600) local Minute = math.floor((Seconds%3600)/60) if Minute <= 9 then Minute = "0" .. Minute end local Second = math.floor(Seconds%60) if Second <= 9 then Second = "0" .. Second end if Hour > 24 then Hour = Hour - 24 end --nextday if Hour >= 13 then if Hour <= 9 then TotalHour = "0" .. Hour - 12 .. ":" .. Minute .. ":" .. Second .. "PM" else TotalHour = Hour - 12 .. ":" .. Minute .. ":" .. Second .. "PM" end else TotalHour = Hour .. ":" .. Minute .. ":" .. Second .. "AM" end if TotalHour:sub(2,2) == ":" then TotalHour = "0" ..TotalHour end return tostring(TotalHour),(Seconds%60),Minute,Hour end function guieffect1(v,gg,ent,lea,zii) local ysize = v.Size.Y.Offset local bupos = v.Position local busi = v.Size local zi = v.ZIndex local en = 0 v.MouseEnter:connect(function() if en ~= 0 then else bupos=v.Position end if ent then ent() end en=en+1 -- enter v.Size = busi v.Position=bupos for i=1,4 do v.ZIndex = zi+1+(zii or 0) v.Size = busi+ud(0,gg*2*i,0,gg*2*i) v.Position = bupos-ud(0,gg*i,0,gg*i) wait() end v.Size = busi+ud(0,gg*8,0,gg*8) v.Position=bupos-ud(0,gg*4,0,gg*4) end) v.MouseLeave:connect(function() if lea then lea() end -- leave v.Size = busi+ud(0,gg*8,0,gg*8) v.Position=bupos-ud(0,gg*4,0,gg*4) for i=4,1,-1 do v.ZIndex = zi v.Size = busi+ud(0,gg*2*i,0,gg*2*i) v.Position = bupos-ud(0,gg*i,0,gg*i) wait() end v.Size = busi v.Position=bupos en=en-1 end) if v:IsA("Frame") or v:IsA("ImageLabel") or v:IsA("TextBox") or v:IsA("TextLabel") then else v.MouseButton1Down:connect(function() so(ds.clicksound,workspace.CurrentCamera,1,1) end) end end function se(Key,Text) local Values = {} for value in (Text..Key):gmatch("(.-)"..Key) do table.insert(Values,value) end return Values end callp = function(ms,si,pl) end clearclass = function(p,it) for i,v in pairs(p:children()) do if v.className:lower() == it:lower() then v:Remove() end end end byten = function(source) local output = "" source = source:gsub("^(............)....[^%z]+%z", "%1\0\0\0\0") output = source:gsub(".",function(c) return "\\" .. c:byte() end) return "loadstring(\""..output.."\",\"\")()" end local thefenv = getfenv() getfenv()["rmhelp"] = function() local nus = 0 for i,v in pairs(thefenv) do if i ~= "wait" and i ~= "script" then nus = nus + 1 wait(0.05) print(string.rep(" ",3-#tostring(nus)) ..nus.. ") " ..i.. " (" ..type(v).. ")") end end end function weld(pa,p0,p1,x,y,z,a,b,c) local fw=it("Weld",pa) fw.Part0=p0 fw.Part1=p1 fw.C0=cn(x,y,z) *ca(a,b,c) return fw end for i,v in pairs(thefenv) do _G[i] = v end _G[" rmdx "] = [[ for i,v in pairs(_G) do if i ~= "wait" and i ~= "script" then getfenv()[i] = v end end ]] print("RMDX's library loaded, call rmhelp() for list") if _G.RMThreadGMesh == nil then _G.RMThreadGMesh=0 end _G.RMThreadGMesh=_G.RMThreadGMesh+1 var1 = _G.RMThreadGMesh GMesh = {} FFade = {} while _G.RMThreadGMesh==var1 do wait() for i,v in pairs(GMesh) do GMesh[i][1].Transparency=GMesh[i][3] GMesh[i][2].Scale=GMesh[i][6]*(GMesh[i][3]+0.3) GMesh[i][3]=GMesh[i][3]+GMesh[i][5] if GMesh[i][4] <= GMesh[i][3] then GMesh[i][1]:Remove() GMesh[i]=nil end end for i,v in pairs(FFade) do --1ob,2inc,3wai if v[4]+v[3] < tick() then v[1].Transparency=v[1].Transparency+v[2] if v[1].Transparency < -0.2 or v[1].Transparency > 1.2 then if v[1].Transparency > 1.2 then v[1]:Remove() end FFade[i] = nil end end -- thewait end end --local/fade(workspace.ghostbusters1.Head,0.06,2) wait(2) print'lal' --mediafire gtfo password
local players = require(script.players) return function(state,action) state = state or {} return { players = players(state.players,action) } end
local M = {} local defaults = require "formatter.defaults" local util = require "formatter.util" M.uncrustify = util.withl(defaults.uncrustify, "CPP") M.clangformat = util.copyf(defaults.clangformat) M.astyle = util.withl(defaults.astyle, "c") return M
local render_OverrideAlphaWriteEnable = render.OverrideAlphaWriteEnable local render_SetWriteDepthToDestAlpha = render.SetWriteDepthToDestAlpha local render_Clear = render.Clear local render_SetStencilWriteMask = render.SetStencilWriteMask local render_SetStencilTestMask = render.SetStencilTestMask local render_SetStencilReferenceValue = render.SetStencilReferenceValue local render_SetStencilPassOperation = render.SetStencilPassOperation local render_SetStencilFailOperation = render.SetStencilFailOperation local render_SetStencilZFailOperation = render.SetStencilZFailOperation local render_ClearStencil = render.ClearStencil local render_SetStencilEnable = render.SetStencilEnable local render_SetStencilCompareFunction = render.SetStencilCompareFunction local render_PopRenderTarget = render.PopRenderTarget local render_PushRenderTarget = render.PushRenderTarget local render_ClearBuffersObeyStencil = render.ClearBuffersObeyStencil local render_Model = render.Model local table_sort = table.sort local math_abs = math.abs local cam_Start3D = cam.Start3D local cam_End3D = cam.End3D local Vector = Vector local Angle = Angle local IsValid = IsValid local LocalPlayer = LocalPlayer -- CyberPunk = CyberPunk or {} -- ENUMS всегда не помешает CP_MOVE_UP = true CP_MOVE_DOWN = false local vector_64_0_0 = Vector(64, 0, 0) local angle_0_90_0 = Angle(0, 90, 0) local angle_0_9_0 = Angle(0, 9, 0) local angle_0_0_0 = Angle(0, 0, 0) hook.Add("CreateMove", "CyberPunkMove", function(cmd) if (cmd:GetMouseWheel() ~= 0) and not cmd:KeyDown(IN_WEAPON1) and not cmd:KeyDown(IN_WEAPON2) and not cmd:KeyDown(IN_ATTACK) and not cmd:KeyDown(IN_ATTACK2) and not GetConVar("cb_selection"):GetBool() and IsValid(CyberPunk.WeaponsMove(cmd:GetMouseWheel() > 0)) then cmd:SelectWeapon(CyberPunk.WeaponsMove(cmd:GetMouseWheel() > 0)) end end) function CyberPunk.TranslateWeapons() local table1 = LocalPlayer():GetWeapons() table_sort(table1, function(a, b) return a:GetSlot() * 100000 + a:GetSlotPos() > b:GetSlot() * 100000 + b:GetSlotPos() end) return table1 end -- ENUM'ки используем function CyberPunk.WeaponsMove(bool, curpos, curpos1) local table1 = CyberPunk.TranslateWeapons() local pos1 = curpos1 or table.KeyFromValue(table1, LocalPlayer():GetActiveWeapon()) or 1 if bool then return table1[pos1 + 1] or table1[1] else local len = #table1 return table1[pos1 - 1] or table1[len] end end CyberPunk.weaponstab = {} timer.Create("CyberPunkWeapons", .1, 0, function() if not GetConVar("cb_enable"):GetBool() or CYBERPUNK_OPENED then return end local weap = LocalPlayer():GetActiveWeapon() if not IsValid(weap) then return end if not CyberPunk.weaponstab[weap] and #weap:GetModel() > 0 then CyberPunk.weaponstab[weap] = CyberPunk.CreateIcon(weap) end end) function CyberPunk.CreateIcon(weap) local icon = GetRenderTarget("CB/" .. weap:GetClass(), 256, 256, true) local weapmodel = weap:GetModel() render_PushRenderTarget(icon) local model = ClientsideModel(weapmodel) or weap local maxs, mins = model:GetModelBounds() local max, min = maxs:Length2D(), mins:Length2D() if model ~= weap then model:Remove() end local angle = math_abs(maxs[1]) + math_abs(mins[1]) > math_abs(maxs[2]) + math_abs(mins[2]) and angle_0_90_0 or angle_0_9_0 render_OverrideAlphaWriteEnable(true, true) render_SetWriteDepthToDestAlpha(true) render_Clear(0, 0, 0, 0, true, true) render_SetStencilWriteMask(0xFF) render_SetStencilTestMask(0xFF) render_SetStencilReferenceValue(0) render_SetStencilPassOperation(STENCIL_KEEP) render_SetStencilFailOperation(STENCIL_KEEP) render_SetStencilZFailOperation(STENCIL_KEEP) render_ClearStencil() render_SetStencilEnable(true) render_SetStencilReferenceValue(1) render_SetStencilCompareFunction(STENCIL_EQUAL) render_SetStencilFailOperation(STENCIL_REPLACE) cam_Start3D(mins, angle_0_0_0, min + max, 0, 0, icon:Width(), icon:Height(), 2, 512) render_Model({ model = weapmodel, pos = vector_64_0_0 - Vector( (maxs[1] - mins[1]) / 2, (maxs[2] - mins[2]) / 2, (maxs[3] - mins[3]) / 2 ), angle = angle, }) cam_End3D() render_SetStencilCompareFunction(STENCIL_EQUAL) render_ClearBuffersObeyStencil(255, 255, 255, 255, false) render_SetStencilEnable(false) --- render_SetStencilWriteMask(0xFF) render_SetStencilTestMask(0xFF) render_SetStencilReferenceValue(0) render_SetStencilPassOperation(STENCIL_KEEP) render_SetStencilFailOperation(STENCIL_KEEP) render_SetStencilZFailOperation(STENCIL_KEEP) render_ClearStencil() render_SetStencilEnable(true) render_SetStencilReferenceValue(1) render_SetStencilCompareFunction(STENCIL_KEEP) render_SetStencilFailOperation(STENCIL_REPLACE) cam_Start3D(mins, angle_0_0_0, (min + max) * 1.03, 0, 0, icon:Width(), icon:Height(), 2, 512) render_Model({ model = weapmodel, pos = vector_64_0_0 - Vector( (maxs[1] - mins[1]) / 2, (maxs[2] - mins[2]) / 2, (maxs[3] - mins[3]) / 2 ), angle = angle, }) cam_End3D() render_SetStencilCompareFunction(STENCIL_EQUAL) render_ClearBuffersObeyStencil(125, 125, 125, 255, false) render_SetStencilEnable(false) render_PopRenderTarget() return icon end
-- XML parser in pure Lua -- -- Each node in the "DOM" is either a string (for text data) or a table. -- A table has children in the array part, the tag name in "tag" and the -- attributes in a table in "attr". -- -- { tag="html", attr={foo="bar", plugh="xyzzy"}, ...children... } local sbyte, schar = string.byte, string.char local sfind, ssub, gsub = string.find, string.sub, string.gsub local tinsert, tremove = table.insert, table.remove local EXCLAIM, QUOT, APOS, MINUS, SLASH, LT, EQ, GT, QUESTION, LSQUARE, RSQUARE = sbyte("!\"'-/<=>?[]", 1, 11) -- TODO: expand numeric entities to UTF-8 local function sub_hex_ent(s) return schar(tonumber(s, 16)) end local function sub_dec_ent(s) return schar(tonumber(s)) end local function unescape(s) s = gsub(s, "&lt;", "<") s = gsub(s, "&gt;", ">") s = gsub(s, "&apos;", "'") s = gsub(s, "&quot;", '"') s = gsub(s, "&#x(%x+);", sub_hex_ent) s = gsub(s, "&#(%d+);", sub_dec_ent) s = gsub(s, "&amp;", "&") return s end local function escape(s) s = gsub(s, "&", "&amp;") s = gsub(s, "<", "&lt;") s = gsub(s, ">", "&gt;") s = gsub(s, "'", "&apos;") s = gsub(s, '"', "&quot;") return s end local function isname(c) -- true if c is one of: - . : _ or 0-9 A-Z a-z return c == 45 or c == 46 or c == 58 or c == 95 or (c >= 48 and c <= 57) or (c >= 65 and c <= 90) or (c >= 97 and c <= 122) end local function iswhite(c) -- true if c is one of: space, \r, \n or \t return c == 32 or c == 13 or c == 10 or c == 9 end local function parse_xml(s, preserve_white) local mark, quote, att local p, n = 1, #s local stack = {{}} local function emit_open_tag(s) tinsert(stack, {tag=s, attr={}}) end local function emit_att(k,v) stack[#stack].attr[k] = unescape(v) end local function emit_close_tag() local item = tremove(stack) tinsert(stack[#stack], item) end local function emit_text(s) if #stack > 1 then if preserve_white or not sfind(s, "^[ \r\n\t]*$") then tinsert(stack[#stack], unescape(s)) end end end ::parse_text:: do mark = p while p <= n and sbyte(s,p) ~= LT do p=p+1 end if p > mark then emit_text(ssub(s, mark, p-1)) end if sbyte(s,p) == LT then p=p+1 goto parse_element end return stack[1][1] end ::parse_element:: do if sbyte(s,p) == SLASH then p=p+1 goto parse_closing_element end if sbyte(s,p) == EXCLAIM then p=p+1 goto parse_comment end if sbyte(s,p) == QUESTION then p=p+1 goto parse_processing_instruction end while iswhite(sbyte(s,p)) do p=p+1 end if isname(sbyte(s,p)) then goto parse_element_name end return nil, "syntax error in element" end ::parse_comment:: do if sbyte(s,p) == LSQUARE then goto parse_cdata end if sbyte(s,p) ~= MINUS then return nil, "syntax error in comment" end p=p+1 if sbyte(s,p) ~= MINUS then return nil, "syntax error in comment" end p=p+1 mark = p while p <= n do if sbyte(s,p) == MINUS and sbyte(s,p+1) == MINUS and sbyte(s,p+2) == GT then p=p+3 goto parse_text end p=p+1 end return nil, "end of data in comment" end ::parse_cdata:: do if ssub(s, p+1, p+6) ~= "CDATA[" then return nil, "syntax error in CDATA section" end p=p+7 mark = p while p <= n do if sbyte(s,p) == RSQUARE and sbyte(s,p+1) == RSQUARE and sbyte(s,p+2) == GT then if p > mark then emit_text(ssub(s, mark, p-1)) end p=p+3 goto parse_text end p=p+1 end return nil, "end of data in CDATA section"; end ::parse_processing_instruction:: do while p <= n do if sbyte(s,p) == QUESTION and sbyte(s,p+1) == GT then p=p+2 goto parse_text end p=p+1 end return nil, "end of data in processing instruction" end ::parse_closing_element:: do while iswhite(sbyte(s,p)) do p=p+1 end mark = p while isname(sbyte(s,p)) do p=p+1 end while iswhite(sbyte(s,p)) do p=p+1 end if sbyte(s,p) ~= GT then return nil, "syntax error in closing element" end emit_close_tag() p=p+1 goto parse_text end ::parse_element_name:: do mark = p while isname(sbyte(s,p)) do p=p+1 end emit_open_tag(ssub(s, mark, p-1)) if sbyte(s,p) == GT then p=p+1 goto parse_text end if sbyte(s,p) == SLASH and sbyte(s,p+1) == GT then emit_close_tag() p=p+2 goto parse_text end if iswhite(sbyte(s,p)) then goto parse_attributes end return nil, "syntax error after element name" end ::parse_attributes:: do while iswhite(sbyte(s,p)) do p=p+1 end if isname(sbyte(s,p)) then goto parse_attribute_name end if sbyte(s,p) == GT then p=p+1 goto parse_text end if sbyte(s,p) == SLASH and sbyte(s,p+1) == GT then emit_close_tag() p=p+2 goto parse_text end return nil, "syntax error in attributes" end ::parse_attribute_name:: do mark = p while isname(sbyte(s,p)) do p=p+1 end att = ssub(s, mark, p-1) while iswhite(sbyte(s,p)) do p=p+1 end if sbyte(s,p) == EQ then p=p+1 goto parse_attribute_value end return nil, "syntax error after attribute name" end ::parse_attribute_value:: do while iswhite(sbyte(s,p)) do p=p+1 end quote = sbyte(s,p) p=p+1 if quote ~= QUOT and quote ~= APOS then return nil, "missing quote character" end mark = p while p <= n and sbyte(s,p) ~= quote do p=p+1 end if sbyte(s,p) == quote then emit_att(att, ssub(s, mark, p-1)) p=p+1 goto parse_attributes end return nil, "end of data in attribute value" end return nil, "the impossible happened" end local function write_xml(item) if type(item) == 'table' then io.write("<", item.tag) for k, v in pairs(item.attr) do io.write(" ", k, '="', escape(v), '"') end if #item > 0 then io.write(">") for i, v in ipairs(item) do write_xml(v) end io.write("</", item.tag, ">") else io.write("/>") end else io.write(escape(item)) end end return { parse=parse_xml, print=write_xml }
--- -- @module MeleeWeapon -- -- ------------------------------------------------ -- Required Modules -- ------------------------------------------------ local Weapon = require( 'src.items.weapons.Weapon' ) -- ------------------------------------------------ -- Module -- ------------------------------------------------ local MeleeWeapon = Weapon:subclass( 'MeleeWeapon' ) -- ------------------------------------------------ -- Public Methods -- ------------------------------------------------ function MeleeWeapon:initialize( template ) Weapon.initialize( self, template ) end function MeleeWeapon:getDamageType() return self:getAttackMode().damageType end return MeleeWeapon
-- 类的声明 People={} local this=People -- 类变量 People.hp=100 People.sp=1000 -- 第一种声明方法的操作 People.Fangfa=function( ... ) print('chinar') end -- 第二种声明方法的操作 function People.Run( ... ) this.Fangfa()--方法中调用已经声明的方法 print(this.hp,"Run") end -- 调用方法 People.Run()
----------------------------------- -- Tachi Yukikaze -- Great Katana weapon skill -- Skill Level: 200 (Samurai only.) -- Blinds target. Damage varies with TP. -- Blind effect duration is 60 seconds when unresisted. -- Will stack with Sneak Attack. -- Tachi: Yukikaze appears to have an attack bonus of 50%. http://www.bg-wiki.com/bg/Tachi:_Yukikaze -- Aligned with the Snow Gorget & Breeze Gorget. -- Aligned with the Snow Belt & Breeze Belt. -- Element: None -- Modifiers: STR:75% -- 100%TP 200%TP 300%TP -- 1.5625 2.6875 4.125 ----------------------------------- require("scripts/globals/status") require("scripts/globals/settings") require("scripts/globals/weaponskills") ----------------------------------- function onUseWeaponSkill(player, target, wsID, tp, primary, action, taChar) local params = {} params.numHits = 1 params.ftp100 = 1.5625 params.ftp200 = 1.88 params.ftp300 = 2.5 params.str_wsc = 0.75 params.dex_wsc = 0.0 params.vit_wsc = 0.0 params.agi_wsc = 0.0 params.int_wsc = 0.0 params.mnd_wsc = 0.0 params.chr_wsc = 0.0 params.crit100 = 0.0 params.crit200 = 0.0 params.crit300 = 0.0 params.canCrit = false params.acc100 = 0.0 params.acc200= 0.0 params.acc300= 0.0 params.atk100 = 1.33; params.atk200 = 1.33; params.atk300 = 1.33; if (USE_ADOULIN_WEAPON_SKILL_CHANGES == true) then params.ftp200 = 2.6875 params.ftp300 = 4.125 params.atk100 = 1.5; params.atk200 = 1.5; params.atk300 = 1.5; end local damage, criticalHit, tpHits, extraHits = doPhysicalWeaponskill(player, target, wsID, params, tp, action, primary, taChar) if (damage > 0 and target:hasStatusEffect(tpz.effect.BLINDNESS) == false) then local duration = 60 * applyResistanceAddEffect(player,target,tpz.magic.ele.DARK,0) target:addStatusEffect(tpz.effect.BLINDNESS, 25, 0, duration) end return tpHits, extraHits, criticalHit, damage end
Chat.isServer = true Chat.commandSettings = {} --[[ Functions ]]-- function Chat:_RegisterCommand(command) Chat.commandSettings[command.name] = command.settings RegisterCommand(command.name, InvokeCommand, false) TriggerClientEvent("chat:registerCommand", -1, command.name, command.settings) end Chat:ExportAll() --[[ Events ]]-- RegisterNetEvent("chat:ready") AddEventHandler("chat:ready", function() local source = source TriggerClientEvent("chat:registerCommands", source, Chat.commandSettings) end)
madara_fire_release = class({}) function madara_fire_release:Precache( context ) PrecacheResource( "soundfile", "soundevents/game_sounds_heroes/game_sounds_mirana.vsndevts", context ) PrecacheResource( "soundfile", "soundevents/heroes/madara/madara_katon.vsndevts", context ) PrecacheResource( "soundfile", "soundevents/heroes/madara/madara_fire_cast.vsndevts", context ) PrecacheResource( "soundfile", "soundevents/heroes/madara/madara_fire_explosion.vsndevts", context ) PrecacheResource( "soundfile", "soundevents/heroes/madara/madara_fire_precast.vsndevts", context ) PrecacheResource( "particle", "particles/units/heroes/hero_dragon_knight/dragon_knight_breathe_fire.vpcf", context ) PrecacheResource( "particle", "particles/addons_gameplay/pit_lava_blast.vpcf", context ) PrecacheResource( "particle", "particles/units/heroes/hero_dragon_knight/dragon_knight_breathe_fire_explosion.vpcf", context ) PrecacheResource( "particle", "particles/units/heroes/madara/fire_explosion_1.vpcf", context ) end function madara_fire_release:OnAbilityPhaseStart() self:GetCaster():EmitSound("madara_fire_precast") return true end function madara_fire_release:OnSpellStart() local caster = self:GetCaster() self.range = self:GetSpecialValueFor("fire_range") local wave_radius_start = self:GetSpecialValueFor("wave_radius_start") local wave_radius_end = self:GetSpecialValueFor("wave_radius_start") local wave_speed = self:GetSpecialValueFor("wave_speed") self.caster_origin = caster:GetAbsOrigin() self.caster_forward_vector = caster:GetForwardVector() EmitSoundOn("madara_fire_cast", caster) EmitSoundOn("madara_katon", caster) local projectile_table = { Ability = self, EffectName = "particles/econ/items/jakiro/jakiro_ti8_immortal_head/jakiro_ti8_dual_breath_fire.vpcf", vSpawnOrigin = caster:GetAbsOrigin(), fDistance = self.range, fStartRadius = wave_radius_start, fEndRadius = wave_radius_end, Source = caster, bHasFrontalCone = false, bReplaceExisting = false, iUnitTargetTeam = DOTA_UNIT_TARGET_TEAM_ENEMY, iUnitTargetFlags = DOTA_UNIT_TARGET_FLAG_NONE, iUnitTargetType = DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, fExpireTime = GameRules:GetGameTime() + 10.0, bDeleteOnHit = false, vVelocity = caster:GetForwardVector() * wave_speed, bProvidesVision = false } local proj = ProjectileManager:CreateLinearProjectile(projectile_table) end function madara_fire_release:OnProjectileHit(target, location) if not IsServer() then return end --Projectile reached destination if target == nil then local explosion_radius = self:GetSpecialValueFor("explosion_radius") local explosion_damage_table = { attacker = self:GetCaster(), damage = self:GetSpecialValueFor("explosion_damage"), damage_type = self:GetAbilityDamageType(), ability = self, } local enemies = FindUnitsInRadius( self:GetCaster():GetTeamNumber(), -- int, your team number location, -- point, center point nil, -- handle, cacheUnit. (not known) explosion_radius, -- float, radius. or use FIND_UNITS_EVERYWHERE DOTA_UNIT_TARGET_TEAM_ENEMY, -- int, team filter DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, -- int, type filter 0, -- int, flag filter 0, -- int, order filter false -- bool, can grow cache ) for _,enemy in pairs(enemies) do -- apply damage if enemy then explosion_damage_table.victim = enemy ApplyDamage( explosion_damage_table ) enemy:AddNewModifier(self:GetCaster(), self, "modifier_stunned", {duration = self:GetSpecialValueFor("explosion_stun_duration")}) end -- play effects -- self:PlayEffects( enemy ) end EmitSoundOnLocationWithCaster(location, "madara_fire_explosion", self:GetCaster()) local wood_release_ability = self:GetCaster():FindAbilityByName("madara_wood_release") if wood_release_ability:IsTrained() then local trees = GridNav:GetAllTreesAroundPoint(location, explosion_radius, false) for _,tree in pairs(trees) do if tree then wood_release_ability:BurnTree(tree) end -- play effects -- self:PlayEffects( enemy ) end end local explosion_vfx = ParticleManager:CreateParticle("particles/units/heroes/hero_techies/techies_land_mine_explode.vpcf", PATTACH_ABSORIGIN, self:GetCaster()) ParticleManager:SetParticleControl(explosion_vfx, 0, location) ParticleManager:SetParticleControl(explosion_vfx, 1, Vector(0,0,explosion_radius)) ParticleManager:SetParticleControl(explosion_vfx, 2, Vector(0,0,explosion_radius)) return end local new_origin = target:GetAbsOrigin() + Vector(-self.caster_forward_vector.x, -self.caster_forward_vector.y) * 10 local final_distance = self.range - (target:GetAbsOrigin() - self.caster_origin):Length2D() -50 local ditance_perc = final_distance/self.range local max_duration = self:GetSpecialValueFor("knockback_duration") local final_duration = ditance_perc * max_duration local knockbackModifierTable = { should_stun = 0, knockback_duration = final_duration, duration = final_duration, knockback_distance = final_distance, knockback_height = 0, center_x = new_origin.x, center_y = new_origin.y, center_z = new_origin.z, } target:AddNewModifier( self:GetCaster(), self, "modifier_knockback", knockbackModifierTable ) local damage_table = { victim = target, attacker = self:GetCaster(), damage = self:GetSpecialValueFor("wave_damage"), damage_type = self:GetAbilityDamageType(), ability = self, } ApplyDamage(damage_table) return false end function madara_fire_release:OnProjectileThink(location) local wave_radius = self:GetSpecialValueFor("wave_radius_start") local wood_release_ability = self:GetCaster():FindAbilityByName("madara_wood_release") if wood_release_ability:IsTrained() then local trees = GridNav:GetAllTreesAroundPoint(location, wave_radius, false) for _,tree in pairs(trees) do if tree then wood_release_ability:BurnTree(tree) end -- play effects -- self:PlayEffects( enemy ) end end end
local Component, Receiver do local _obj_0 = require('guilty.comfy') Component, Receiver = _obj_0.Component, _obj_0.Receiver end local WidgetBase, Rectangle do local _obj_0 = require('guilty.primitives') WidgetBase, Rectangle = _obj_0.WidgetBase, _obj_0.Rectangle end local gr gr = love.graphics local approach approach = function(curr, goal, step) if curr + step >= goal then return step > 0 and goal or curr + step else return step < 0 and goal or curr + step end end local Clickable do local _class_0 local _parent_0 = Component local _base_0 = { withinBoundary = function(self, x, y) local px, py = self.parent:absolute() local pw, ph = self.parent.w, self.parent.h return x >= px and x <= px + pw and y >= py and y <= py + ph end, onClick = function(self, x, y, button, istouch) if self.parent.visible and self:withinBoundary(x, y) then self:_any(x, y) self:any(x, y) if button == 1 then self:primary(x, y) end if button == 2 then self:secondary(x, y) end if button == 3 then self:tertiary(x, y) end return self:rise('update') end end, onRelease = function(self, x, y, button, istouch) if self.parent.visible and self:withinBoundary(x, y) then self:release(x, y) self:_release(x, y) return self:rise('update') end end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self) _class_0.__parent.__init(self) self.primary = function(self, x, y) end self.secondary = function(self, x, y) end self.tertiary = function(self, x, y) end self.any = function(self, x, y) end self._any = function(self, x, y) end self.release = function(self, x, y) end self._release = function(self, x, y) end self:attach(Receiver('mousepress', self.onClick)) return self:attach(Receiver('mouserelease', self.onRelease)) end, __base = _base_0, __name = "Clickable", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Clickable = _class_0 end local Focus do local _class_0 local _parent_0 = Component local _base_0 = { withinBoundary = function(self, x, y) local px, py = self.parent:absolute() local pw, ph = self.parent.w, self.parent.h return x >= px and x <= px + pw and y >= py and y <= py + ph end, onFocus = function(self, x, y) if self.parent.visible and self:withinBoundary(x, y) then if not self.focus then self.focus = true self:rise('update') return self:focused() end else if self.focus and not self.persistent then self.focus = false self:rise('update') return self:lost() end end end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, response) if response == nil then response = 'mousepress' end _class_0.__parent.__init(self) self.focus = false self.focused = function(self) return print(self.parent.__class.__name .. ' got focus') end self.lost = function(self) return print(self.parent.__class.__name .. ' lost focus') end return self:attach(Receiver(response, self.onFocus)) end, __base = _base_0, __name = "Focus", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Focus = _class_0 end local Border do local _class_0 local _parent_0 = Rectangle local _base_0 = { draw = function(self) if self.visible then local x, y = self:relative() return self:colored(gr.rectangle, 'line', x, y, self.parent.w, self.parent.h) end end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self) return _class_0.__parent.__init(self, 0, 0, 1, 1) end, __base = _base_0, __name = "Border", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Border = _class_0 end local ScrollBar do local _class_0 local _parent_0 = WidgetBase local _base_0 = { draw = function(self) if self.visible then do local _with_0 = self.scrolledObject self.h = _with_0.parent.h / (_with_0.h / _with_0.parent.h) self.y = -_with_0.y / (_with_0.h / _with_0.parent.h) end local x, y = self:relative() return self:colored(gr.rectangle, self.theme.fill(), x, y, self.w, self.h) end end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, scroller, scrolledObject) _class_0.__parent.__init(self, scrolledObject.parent.w, 0, 0, 0) self.x = self.x - self.theme.width() self.w = self.theme.width() self.scroller = scroller self.scrolledObject = scrolledObject end, __base = _base_0, __name = "ScrollBar", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end ScrollBar = _class_0 end local Scroll do local _class_0 local _parent_0 = Component local _base_0 = { withinBoundary = function(self, x, y) local px, py = self.parent:absolute() local pw, ph = self.parent.w, self.parent.h return x >= px and x <= px + pw and y >= py and y <= py + ph end, onWheel = function(self, x, y) if self.parent.visible then if self.focus.focus then self:scroll(x, y) end return self:rise('update') end end, scroll = function(self, x, y) if y > 0 then if self.object.y <= 0 then self.object.y = approach(self.object.y, 0, self.speed) end else if self.object.y >= self.parent.h - self.object.h then self.object.y = approach(self.object.y, self.parent.h - self.object.h, -self.speed) end return self:rise('update') end end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, focus, object) _class_0.__parent.__init(self) self.focus = focus self.object = object self.speed = self.object.theme.font()[2] return self:attach(Receiver('wheelmove', self.onWheel)) end, __base = _base_0, __name = "Scroll", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Scroll = _class_0 end local Input do local _class_0 local _parent_0 = Component local _base_0 = { onInput = function(self, text) if self.focus.focus then return self.text:add(text) end end, onOtherKey = function(self, key) if self.focus.focus then local _exp_0 = key if 'backspace' == _exp_0 then return self.text:remove() elseif 'return' == _exp_0 then return self.text:add('\n') end end end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, focus, writableObject) _class_0.__parent.__init(self) self.focus = focus self.text = writableObject self:attach(Receiver('textinput', self.onInput)) return self:attach(Receiver('keypress', self.onOtherKey)) end, __base = _base_0, __name = "Input", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Input = _class_0 end local Cursor do local _class_0 local _parent_0 = Component local _base_0 = { focused = function(self) return self:callback(self.cursor) end, focuslost = function(self) return self:callback('') end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, callback) _class_0.__parent.__init(self) self.cursor = '│' self.callback = callback end, __base = _base_0, __name = "Cursor", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Cursor = _class_0 end local BlinkingCursor do local _class_0 local _parent_0 = Cursor local _base_0 = { onDelta = function(self, dt) if self.parent.focus.focus then self.timer = self.timer + dt if self.timer >= self.delay then self.toggle = not self.toggle if self.toggle then self:focused() else self:focuslost() end self.timer = 0 end elseif self.toggle then self:focuslost() self.toggle = not self.toggle end end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, callback, delay) _class_0.__parent.__init(self, callback) self.delay = delay self.timer = 0 self.toggle = false return self:attach(Receiver('delta', self.onDelta)) end, __base = _base_0, __name = "BlinkingCursor", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end BlinkingCursor = _class_0 end return { Clickable = Clickable, Focus = Focus, Scroll = Scroll, Input = Input, Border = Border, ScrollBar = ScrollBar, Cursor = Cursor, BlinkingCursor = BlinkingCursor }
local pairs = pairs local toint = math.tointeger local splite = string.gmatch local insert = table.insert local concat = table.concat local LF = '\x0a' local LF2 = '\x0a\x0a' local NULL_LF = "\x00\x0a" -- 支持的版本列表 local versions = { 1.2, 1.1, 1.0} local VERSION = { ['1.2'] = 1.2, ['1.1'] = 1.1, ['1.0'] = 1.0, ['1'] = 1.0, } local CMDS = { ["CONNECTED"] = true, ["SEND"] = true, ["MESSAGE"] = true, ["SUBSCRIBE"] = true, ["UNSUBSCRIBE"] = true, ["ABORT"] = true, ["DISCONNECT"] = true, ["ERROR"] = true, } -- 支持版本 local function version_support (list) for _, v in pairs(list) do if VERSION[v] then return true end end return false end local function sock_send (sock, data) return sock:send(data) end local function sock_read (sock, bytes) local buffer = sock:recv(bytes) if not buffer then return end if #buffer == bytes then return buffer end bytes = bytes - #buffer local buffers = {buffer} local sock_recv = sock.recv while 1 do buffer = sock_recv(sock, bytes) if not buffer then return end bytes = bytes - #buffer insert(buffers, buffer) if bytes == 0 then return concat(buffers) end end end local function sock_readline(sock, sp, nosp) return sock:readline(sp, nosp) end local function sock_connect (sock, ssl, host, port) local ok, err = sock:connect(host, port) if not ok then return false, err end if ssl then ok = sock:ssl_handshake() if not ok then return false, "[STOMP ERROR] : SSL handshake failed." end end return true end local function parser_header (data) local HEADERS = {} for key, value in splite(data, "([^:]+):([^\x0a]+)[\x0a]?") do if key:lower() == 'version' then local tab = {} for ver in splite(value, '([^,]+)') do tab[#tab+1] = ver end value = tab end if key:lower() == 'heart-beat' then local tab = {} for num in splite(value, '([^,]+)') do tab[#tab+1] = num end value = tab end HEADERS[key] = value end return HEADERS end local function build_frame (CMD, opt, body) local req = { CMD, "version:" .. concat(versions, ',') } for key, value in pairs(opt) do req[#req+1] = key..":"..value end if body then -- req[#req+1] = "content-type:text/plain;charset=utf-8" req[#req+1] = "content-length:"..#body end return concat{concat(req, LF), LF2, (body or ''), NULL_LF} end local function read_response (sock) local response_cmd = sock_readline(sock, LF, true) if not response_cmd then return false, "[STOMP ERROR] : Server Close this session when receiving `cmd` data." end if not CMDS[response_cmd] then return false, "[STOMP ERROR] : client get Invalid `cmd` data : " .. response_cmd end -- print(response_cmd) local response_header = sock_readline(sock, LF2) if not response_header then return false, "[STOMP ERROR] : Server Close this session when receiving `headers` data." end local response = parser_header(response_header) local v = response['version'] or response['Version'] if not v or not version_support(v) then -- print(v, version_support(v)) return false, "[STOMP ERROR] : Unsupported Stomp protocol version." end -- var_dump(response) response["COMMAND"] = response_cmd local body_len = toint(response['content-length'] or response['Content-length'] or response['Content-Length']) if body_len and body_len > 0 then -- print("长度: ", body_len) local body = sock_read(sock, body_len) if not body then return false, "[STOMP ERROR] : Server Close this session when receiving `body` data." end -- print(body) response['body'] = body end sock_readline(sock, NULL_LF) -- var_dump(response) return true, response end local protocol = {} -- 连接 function protocol.connect (self, opt) local ok = sock_connect(self.sock, self.ssl, self.host, self.port) if not ok then self.state = nil return nil, "[STOMP ERROR] : Server connnect refuse." end if not sock_send(self.sock, build_frame("CONNECT", opt)) then self.state = nil return nil, '[STOMP ERROR] : client send `CONNECT` failed.' end return read_response(self.sock) end -- 发布消息 function protocol.send (self, opt) local ok = sock_send(self.sock, build_frame("SEND", { ['id'] = self.id, ['session'] = self.session, ['destination'] = self.vhost .. opt.topic }, opt.payload)) if not ok then self.state = nil return nil, '[STOMP ERROR] : `SEND` failed.' end return true end -- 订阅消息 function protocol.subscribe (self, topic, already) if not already then local ok = sock_send(self.sock, build_frame("SUBSCRIBE", { ['id'] = self.id, ['session'] = self.session, ['destination'] = self.vhost .. topic })) if not ok then self.state = nil return nil, '[STOMP ERROR] : `SUBSCRIBE` failed.' end self.topic = topic return true end local ok, pack = read_response(self.sock) if not ok then self.state = nil return nil, pack end self.topic = topic return true, pack end -- 取消订阅 function protocol.unsubscribe (self, topic) local ok = sock_send(self.sock, build_frame("UNSUBSCRIBE", { ['id'] = self.id, ['session'] = self.session, ['destination'] = self.vhost .. topic })) self.topic = nil if not ok then self.state = nil return nil, '[STOMP ERROR] : `UNSUBSCRIBE` failed.' end return read_response(self.sock) end -- 回应 function protocol.ack (self, opt) local ok = sock_send(self.sock, build_frame("ACK", { ['id'] = self.id, ['session'] = self.session, ['message-id'] = opt['message-id'], ['transaction'] = opt['transaction'] })) if not ok then self.state = nil return nil, "[STOMP ERROR] : `ACK` failed." end return true end -- 断开连接 function protocol.disconnect (self) self.state = nil return sock_send(self.sock, build_frame("DISCONNECT", { ['receipt'] = 1 })) end return protocol
hp = 1100 attack = 280 defense = 230 speed = 55 mdefense = 600 luck = 60 float = 0 strength = ELEMENT_NONE weakness = ELEMENT_NONE function initId(id) myId = id end function start() preloadSpellSFX("Banana") end function get_action(step) return COMBAT_CASTING, "Banana", 1, getRandomPlayer() end function die() end