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Locales['es'] = { ['attempt'] = 'Intentando vender droga', ['police'] = 'Han llamado a la policía porque el comprador no está interesado, ¡cuidado!', ['blip'] = 'Venta de drogas', ['press'] = 'Presiona [~r~Y~w~] para vender drogas', ['advise'] = 'Hay una persona vendiendo drogas en la zona, ¡hemos marcado el punto en tu gps!', ['not_interested'] = 'La persona no se encuentra interesada', }
paradeSlot("Vgr_Scout",{ -859, -143, 2622, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("Vgr_Interceptor",{ -1065, -95, 2265, },{ 0, 0, 1, },{ -1, 0, 0, },400) paradeSlot("Vgr_Bomber",{ -1325, -50, 1868, },{ 0, 0, 1, },{ -1, 0, 0, },400) paradeSlot("Vgr_LanceFighter",{ -1538, 0, 1480, },{ 0, 0, 1, },{ -1, 0, 0, },400) paradeSlot("Vgr_MissileCorvette",{ -1572, 87, 578, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("Vgr_LaserCorvette",{ -1360, 0, 989, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("vgr_assaultcorvette",{ -1240, -165, 1235, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("Vgr_CommandCorvette",{ -1836, 170, 178, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("Vgr_ADVCommandCorvette",{ -1558, -105, -105, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("Vgr_MinelayerCorvette",{ -2125, 305, -292, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("Vgr_HeavyMissileFrigate",{ 985, 30, 1987, },{ 0, 0, 1, },{ 1, 0, 0, },0) paradeSlot("Vgr_ArtilleryFrigate",{ 1160, -74, 1538, },{ 0, 0, 1, },{ 1, 0, 0, },0) paradeSlot("vgr_EWfighter",{ 910, -10, 765, },{ 0, 0, 1, },{ 1, 0, 0, },0) paradeSlot("Vgr_AssaultFrigate",{ 759, -148, 2519, },{ 0, 0, 1, },{ 1, 0, 0, },0) paradeSlot("Vgr_InfiltratorFrigate",{ 1532, -5, 1184, },{ 0, 0, 1, },{ 1, 0, 0, },0) paradeSlot("Vgr_TransportFrigate",{ 1862, 111, 434, },{ 0, 0, 1, },{ 1, 0, 0, },0) paradeSlot("Vgr_Carrier",{ 0, -371, 2782, },{ 0, 0, 1, },{ 0, 1, 0, },1000) paradeSlot("vgr_defenseCruiser",{ 0, 200, 2782, },{ 0, 0, 1, },{ 0, 1, 0, },1000) paradeSlot("Vgr_BattleCruiser",{ 2078, 392, -2041, },{ 0, 0, 1, },{ 1, 0, 0, },400) paradeSlot("Vgr_Destroyer",{ 2129, 216, -568, },{ 0, 0, 1, },{ 1, 0, 0, },400) paradeSlot("Vgr_ShipYard",{ 1121, -424, -5023, },{ 0, 0, 1, },{ 1, 0, 0, },0) paradeSlot("Vgr_WeaponPlatform_gun",{ -213, -306, 1685, },{ 0, 0, 1, },{ 0, 1, 0, },0) paradeSlot("Vgr_WeaponPlatform_missile",{ 243, -306, 1689, },{ 0, 0, 1, },{ 0, 1, 0, },0) paradeSlot("Vgr_HyperSpace_Platform",{ -1162, 183, -2233, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("Vgr_ResourceCollector",{ -1768, 350, -1397, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("Vgr_ResourceController",{ -1507, 267, -1801, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("Vgr_Probe",{ -737, 0, -3097, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("Vgr_Probe_ECM",{ -981, 0, -2674, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("Vgr_Probe_Prox",{ -580, 0, -3518, },{ 0, 0, 1, },{ -1, 0, 0, },0) paradeSlot("misc",{ 5208, 0, -2878, },{ 0, 0, 1, },{ -1, 0, 0, },0)
local com = require("component") local event = require("event") local fs = require("filesystem") local term = require("term") local charts = require("charts") local gpu = com.gpu do if not fs.exists("/etc/railtank.cfg") then local file = io.open("/etc/railtank.cfg", "w") file:write([[ -- Fluid colors -- ["fluid id"] = color colors = { ["water"] = 0x20afff, ["lava"] = 0xff2020, ["creosote"] = 0xcfaf20, ["seedoil"] = 0xffdf20, } -- Default color colors[1] = 0x808080 -- Graph update interval histUpdateInterval = 5 -- How many tanks to monitor. -- To support more than 3 tanks, you'll need a T3 screen and GPU. tankAmount = 4 -- The background color bg = 0xe1e1e1 -- The text color fg = 0x2d2d2d -- The background color of graphs graphBG = 0xffffff ]]) file:close() end end local function loadConfig() local base = {} local default = { colors = { ["water"] = 0x20afff, ["lava"] = 0xff2020, ["creosote"] = 0xcfaf20, ["seedoil"] = 0xffdf20, 0xffffff }, histUpdateInterval = 5, tankAmount = 4, bg = 0xe1e1e1, fg = 0x2d2d2d, graphBG = 0xffffff } local config = {} local function deepCopy(value) if type(value) ~= "table" then return value end local result = {} for k, v in pairs(value) do result[k] = deepCopy(v) end return result end local function createEnv(base, default, config) return setmetatable({}, { __newindex = function(self, k, v) if base[k] then return nil end if default[k] then config[k] = v end return nil end, __index = function(self, k) if base[k] then config[k] = config[k] or {} return createEnv({}, default[k], config[k]) end if default[k] then return config[k] or deepCopy(default[k]) end end }) end local env = createEnv(base, default, config) loadfile("/etc/railtank.cfg", "t", env)() local function setGet(base, default, config) return setmetatable({}, { __index = function(self, k) if base[k] then config[k] = config[k] or {} return setGet(base[k], default[k], config[k]) elseif config[k] then return config[k] elseif default[k] then return default[k] end end }) end return setGet(base, default, config) end local cfg = loadConfig() local colors = cfg.colors local histUpdateInterval = cfg.histUpdateInterval local tankAmount = cfg.tankAmount local bg = cfg.bg local fg = cfg.fg local graphBG = cfg.graphBG tankAmount = math.min(math.floor((gpu.maxResolution() - 5) / 25), tankAmount) local oldW, oldH = gpu.getResolution() local w, h = 5 + 25 * tankAmount, 25 gpu.setResolution(w, h) local tanks = {} local function newTank(pos) tanks[pos] = { bar = {}, hist = {}, x = (pos - 1) * 25 + 1 + 5 } local tank = tanks[pos] tank.bar.container = charts.Container() tank.bar.container.x = tank.x tank.bar.container.y = 6 tank.bar.container.width = 20 tank.bar.container.height = 9 tank.bar.container.fg = colors[1] tank.bar.container.bg = graphBG tank.bar.payload = charts.ProgressBar() tank.bar.payload.direction = charts.sides.TOP tank.bar.container.payload = tank.bar.payload tank.hist.container = charts.Container() tank.hist.container.x = tank.x tank.hist.container.y = 16 tank.hist.container.width = 20 tank.hist.container.height = 9 tank.hist.container.fg = colors[1] tank.hist.container.bg = graphBG tank.hist.payload = charts.Histogram() tank.hist.payload.align = charts.sides.RIGHT tank.hist.payload.min = 0 tank.hist.payload.colorFunc = function() return tank.hist.container.fg, tank.hist.container.bg end tank.hist.container.payload = tank.hist.payload end local function center(str, len) if #str >= len then return str end local lhw = math.floor(len / 2) local shw = math.floor(#str / 2) return ("%-" .. len .. "s"):format(("%" .. (#str + (lhw - shw)) .. "s"):format(str)) end local oldBG = gpu.setBackground(bg) local oldFG = gpu.setForeground(fg) os.sleep(0) gpu.fill(1, 1, w, h, " ") local cycle = 0 while true do do local clear = false for pos = #tanks, 1, -1 do if not com.proxy(tanks[pos].addr) then table.remove(tanks, pos) clear = true end end if clear then gpu.fill(1, 1, w, h, " ") end local i = #tanks + 1 for addr in com.list("tank_controller") do for side = 0, 5, 1 do if i > tankAmount then break end local found = false for _, tank in pairs(tanks) do if tank.addr == addr then found = true break end end if not found then if com.proxy(addr) and com.invoke(addr, "getFluidInTank", side).n == 1 then newTank(i) tanks[i].proxy = com.proxy(addr) tanks[i].addr = addr tanks[i].side = side i = i + 1 end end end end end for i = 1, tankAmount, 1 do local tank = tanks[i] if tank then tank.x = (i - 1) * 25 + 5 tank.hist.container.x = tank.x tank.bar.container.x = tank.x local data = {} if com.proxy(tank.addr) then data = tank.proxy.getFluidInTank(tank.side) end if data[1] then if cycle % (histUpdateInterval * 2) == 0 then tank.hist.payload.max = math.max(tank.hist.payload.max, data[1].capacity) table.insert(tank.hist.payload.values, data[1].amount) if #tank.hist.payload.values > tank.hist.container.width then table.remove(tank.hist.payload.values, 1) end end tank.bar.payload.max = data[1].capacity tank.bar.payload.value = data[1].amount gpu.set(tank.x, 3, center(data[1].amount .. "mB", 20)) gpu.set(tank.x, 4, center(data[1].capacity .. "mB", 20)) gpu.set(tank.x, 5, center(("%6.2f"):format(100 * data[1].amount / data[1].capacity) .. "%", 20)) if data[1].label then tank.bar.container.fg = colors[data[1].name] or colors[1] if tank.hist.container.fg ~= tank.bar.container.fg then tank.hist.payload.values = {} end tank.hist.container.fg = tank.bar.container.fg gpu.set(tank.x, 2, center(data[1].label, 20)) else tank.bar.container.fg = colors[1] tank.hist.container.fg = colors[1] gpu.set(tank.x, 2, center("Empty", 20)) end end tank.hist.container:draw() tank.bar.container:draw() else gpu.set(25 * (i - 1) + 5 + 1, 12, "Connect a tank") end end if event.pull(.5, "interrupted") then break end cycle = cycle + 1 end gpu.setBackground(oldBG) gpu.setForeground(oldFG) gpu.setResolution(oldW, oldH) gpu.fill(1, 1, oldW, oldH, " ") term.clear()
--[[ Copyright (c) 2016-present, Facebook, Inc. All rights reserved. This source code is licensed under the license found in the LICENSE-examples file in the root directory of this source tree. --]] require('nn') require('paths') local tnt = require('torchnet') -- use GPU or not: local cmd = torch.CmdLine() cmd:option('-usegpu', false, 'use gpu for training') cmd:option('-seed', 1111, 'use gpu for training') local config = cmd:parse(arg) print(string.format('running on %s', config.usegpu and 'GPU' or 'CPU')) local mpi = require('torchmpi') -- The model we use for GPU + MPI is 1 Lua/Terra process for 1 GPU -- mpi.start sets the GPU automatically mpi.start(config.usegpu) local mpinn = require('torchmpi.nn') -- Set the random seed manually for reproducibility. torch.manualSeed(config.seed) -- set up logistic regressor: local net = nn.Sequential():add(nn.Linear(784,10)) local criterion = nn.CrossEntropyCriterion() -- set up training engine: local engine = tnt.SGDEngine() local meter = tnt.AverageValueMeter() local clerr = tnt.ClassErrorMeter{topk = {1}} engine.hooks.onStartEpoch = function(state) meter:reset() clerr:reset() end local correctnessCheck = true engine.hooks.onForwardCriterion = function(state) if correctnessCheck then mpinn.checkWithAllreduce(state.network) end meter:add(state.criterion.output) clerr:add(state.network.output, state.sample.target) if state.training then print(string.format('[%d/%d] avg. loss: %2.4f; avg. error: %2.4f', mpi.rank() + 1, mpi.size(), meter:value(), clerr:value{k = 1})) end end engine.hooks.onBackward = function(state) mpinn.synchronizeGradients(state.network) end -- set up GPU training: if config.usegpu then cutorch.manualSeed(config.seed) -- copy model to GPU: require('cunn') net = net:cuda() criterion = criterion:cuda() -- copy sample to GPU buffer: local igpu, tgpu = torch.CudaTensor(), torch.CudaTensor() engine.hooks.onSample = function(state) igpu:resize(state.sample.input:size() ):copy(state.sample.input) tgpu:resize(state.sample.target:size()):copy(state.sample.target) state.sample.input = igpu state.sample.target = tgpu end -- alternatively, this logic can be implemented via a TransformDataset end -- Perform weight and bias synchronization before starting training if config.usegpu then mpi.async.initStreams(true) end mpinn.synchronizeParameters(net) for _, v in pairs(net:parameters()) do mpi.checkWithAllreduce(v, 'initialParameters') end local makeIterator = paths.dofile('makeiterator.lua') -- train the model: engine:train{ network = net, iterator = makeIterator('train'), criterion = criterion, lr = 0.2, maxepoch = 5, } -- measure test loss and error: meter:reset() clerr:reset() engine:test{ network = net, iterator = makeIterator('test'), criterion = criterion, } -- Sanity check, paramMean for all processes should be the same, this may diverge -- a bit in the absence of double precision for _, v in pairs(net:parameters()) do mpi.checkWithAllreduce(v, 'final parameters') end local loss = meter:value() local err = clerr:value{k = 1} print(string.format('[%d/%d] test loss: %2.4f; test error: %2.4f', mpi.rank() + 1, mpi.size(), loss, err)) mpi.checkWithAllreduce(loss, 'final loss') mpi.stop()
local GameSettings={} local GameSettingsByIndex={} function LoadGameSettings() print("LoadGameSettings()") local xml=CreateXML() -- попыта загрузить файл с настройками if not(xml.Load("data/GameSettings.xml")) then -- загружаем файл настроек по умолчанию xml.Load("data/Default_GameSettings.xml") end local index=1 local function LoadSetting(xml) --загрузка отдельной настройки local setting={} setting.Name=xml.ReadStringByName("Name") setting.Type=xml.ReadStringByName("Type") if setting.Type=="Number" then setting.Value=xml.ReadNumberByName("Value") else setting.Value=xml.ReadStringByName("Value") end GameSettings[setting.Name]=setting GameSettingsByIndex[index]=setting index=index+1 end xml.ForEachChildByName("Setting", LoadSetting) end function SaveGameSettings() print("SaveGameSettings() - saving..") local xml=CreateXML() xml.SetName("GameSettings") local function SaveSetting(setting) local sxml=CreateXML() sxml.SetName("Setting") sxml.WriteStringWithName("Name", setting.Name) sxml.WriteStringWithName("Value", setting.Value) sxml.WriteStringWithName("Type", setting.Type) xml.AddChild(sxml) end ForEachInTable(GameSettingsByIndex, SaveSetting) xml.Save("data/GameSettings.xml") end function GetGameSetting(name) assert(name,"ERROR: GetGameSetting(name) - name is nil") assert(GameSettings[name], "ERROR: GetGameSetting("..name..") - no such setting") return GameSettings[name].Value end function SetGameSetting(name, value) assert(name,"ERROR: SetGameSetting(name, value) - name is nil") assert(GameSettings[name], "ERROR: SetGameSetting("..name..") - no such setting") assert(value,"ERROR: SetGameSetting(name, value) - value is nil") GameSettings[name].Value=value end
--[[ © CloudSixteen.com do not share, re-distribute or modify without permission of its author (kurozael@gmail.com). Clockwork was created by Conna Wiles (also known as kurozael.) http://cloudsixteen.com/license/clockwork.html --]] Clockwork.config:Add("stam_regen_scale", 0.1, true); Clockwork.config:Add("stam_drain_scale", 0.2, true); Clockwork.config:Add("breathing_volume", 1, true);
----------------------------------- -- Area: Al'Taieu -- NPC: ??? (Jailer of Prudence Spawn) -- Allows players to spawn the Jailer of Prudence by trading the Third Virtue, Deed of Sensibility, and High-Quality Hpemde Organ to a ???. -- !pos , 706 -1 22 ----------------------------------- local ID = require("scripts/zones/AlTaieu/IDs"); ----------------------------------- function onTrade(player,npc,trade) -- JAILER OF PRUDENCE if ( not GetMobByID(ID.mob.JAILER_OF_PRUDENCE_1):isSpawned() and not GetMobByID(ID.mob.JAILER_OF_PRUDENCE_2):isSpawned() and trade:hasItemQty(1856,1) and -- third_virtue trade:hasItemQty(1870,1) and -- deed_of_sensibility trade:hasItemQty(1871,1) and -- high-quality_hpemde_organ trade:getItemCount() == 3 ) then player:tradeComplete(); SpawnMob(ID.mob.JAILER_OF_PRUDENCE_1):updateClaim(player); -- Spawn Jailer of Prudence 1 SpawnMob(ID.mob.JAILER_OF_PRUDENCE_2); -- Spawn Jailer of Prudence 2 unclaimed end end; function onTrigger(player,npc) end; function onEventUpdate(player,csid,option) -- printf("onUpdate CSID: %u",csid); -- printf("onUpdate RESULT: %u",option); end; function onEventFinish(player,csid,option) -- printf("onFinish CSID: %u",csid); -- printf("onFinish RESULT: %u",option); end;
local S = ethereal.intllib -- Strawberry (can also be planted as seed) minetest.register_craftitem("ethereal:strawberry", { description = S("Strawberry"), inventory_image = "strawberry.png", wield_image = "strawberry.png", groups = {food_strawberry = 1, food_berry = 1, flammable = 2}, on_place = function(itemstack, placer, pointed_thing) return farming.place_seed(itemstack, placer, pointed_thing, "ethereal:strawberry_1") end, on_use = minetest.item_eat(1), }) -- Define Strawberry Bush growth stages local crop_def = { drawtype = "plantlike", tiles = {"strawberry_1.png"}, paramtype = "light", sunlight_propagates = true, waving = 1, walkable = false, buildable_to = true, drop = "", selection_box = { type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5} }, groups = { snappy = 3, flammable = 2, plant = 1, attached_node = 1, not_in_creative_inventory = 1, growing = 1 }, sounds = default.node_sound_leaves_defaults(), } --stage 1 minetest.register_node("ethereal:strawberry_1", table.copy(crop_def)) -- stage 2 crop_def.tiles = {"strawberry_2.png"} minetest.register_node("ethereal:strawberry_2", table.copy(crop_def)) -- stage 3 crop_def.tiles = {"strawberry_3.png"} minetest.register_node("ethereal:strawberry_3", table.copy(crop_def)) -- stage 4 crop_def.tiles = {"strawberry_4.png"} minetest.register_node("ethereal:strawberry_4", table.copy(crop_def)) -- stage 5 crop_def.tiles = {"strawberry_5.png"} minetest.register_node("ethereal:strawberry_5", table.copy(crop_def)) -- stage 6 crop_def.tiles = {"strawberry_6.png"} crop_def.drop = { items = { {items = {"ethereal:strawberry 1"},rarity = 2}, {items = {"ethereal:strawberry 2"},rarity = 3}, } } minetest.register_node("ethereal:strawberry_6", table.copy(crop_def)) -- stage 7 crop_def.tiles = {"strawberry_7.png"} crop_def.drop = { items = { {items = {"ethereal:strawberry 1"},rarity = 1}, {items = {"ethereal:strawberry 2"},rarity = 3}, } } minetest.register_node("ethereal:strawberry_7", table.copy(crop_def)) -- stage 8 crop_def.tiles = {"strawberry_8.png"} crop_def.groups.growing = 0 crop_def.drop = { items = { {items = {"ethereal:strawberry 2"},rarity = 1}, {items = {"ethereal:strawberry 3"},rarity = 3}, } } minetest.register_node("ethereal:strawberry_8", table.copy(crop_def)) -- growing routine if farming redo isn't present if not farming or not farming.mod or farming.mod ~= "redo" then minetest.register_abm({ label = "Ethereal grow strawberry", nodenames = { "ethereal:strawberry_1", "ethereal:strawberry_2", "ethereal:strawberry_3", "ethereal:strawberry_4", "ethereal:strawberry_5", "ethereal:strawberry_6", "ethereal:strawberry_7" }, neighbors = {"farming:soil_wet"}, interval = 9, chance = 20, catch_up = false, action = function(pos, node) -- are we on wet soil? pos.y = pos.y - 1 if minetest.get_item_group(minetest.get_node(pos).name, "soil") < 3 then return end pos.y = pos.y + 1 -- do we have enough light? local light = minetest.get_node_light(pos) if not light or light < 13 then return end -- grow to next stage local num = node.name:split("_")[2] node.name = "ethereal:strawberry_" .. tonumber(num + 1) minetest.swap_node(pos, node) end }) end -- END IF
project "shader_editor" libType() files { "src/**.c", "src/**.cpp", "src/**.h", "genie.lua" } defines { "BUILDING_SHADER_EDITOR" } links { "engine" } useLua() defaultConfigurations() linkPlugin("shader_editor")
object_tangible_component_armor_armor_core_enhancement_assault = object_tangible_component_armor_shared_armor_core_enhancement_assault:new { } ObjectTemplates:addTemplate(object_tangible_component_armor_armor_core_enhancement_assault, "object/tangible/component/armor/armor_core_enhancement_assault.iff")
#!/usr/bin/env tarantool test = require("sqltester") test:plan(9) --!./tcltestrunner.lua -- 2012 April 02 -- -- The author disclaims copyright to this source code. In place of -- a legal notice, here is a blessing: -- -- May you do good and not evil. -- May you find forgiveness for yourself and forgive others. -- May you share freely, never taking more than you give. -- ------------------------------------------------------------------------- -- The tests in this file were used while developing the sql 4 code. -- -- ["set","testdir",[["file","dirname",["argv0"]]]] -- ["source",[["testdir"],"\/tester.tcl"]] testprefix = "tkt-385a5b56b9" test:do_execsql_test( 1.0, [[ CREATE TABLE t1(id INT primary key, x INT, y INT); INSERT INTO t1 VALUES(1, 1, NULL); INSERT INTO t1 VALUES(2, 2, NULL); INSERT INTO t1 VALUES(3, 1, NULL); ]]) test:do_execsql_test( 1.1, [[ SELECT DISTINCT x, y FROM t1 ]], { -- <1.1> 1, "", 2, "" -- </1.1> }) test:do_execsql_test( 1.2, [[ CREATE UNIQUE INDEX i1 ON t1(x, y) ]]) test:do_execsql_test( 1.3, [[ SELECT DISTINCT x, y FROM t1 ]], { -- <1.3> 1, "", 2, "" -- </1.3> }) --------------------------------------------------------------------------- test:do_execsql_test( 2.0, [[ CREATE TABLE t2(x INT primary key, y INT NOT NULL); CREATE UNIQUE INDEX t2x ON t2(x); CREATE UNIQUE INDEX t2y ON t2(y); ]]) test:do_eqp_test( 2.1, " SELECT DISTINCT x FROM t2 ", { -- <2.1> {0, 0, 0, "SCAN TABLE T2"} -- </2.1> }) test:do_eqp_test( 2.2, " SELECT DISTINCT y FROM t2 ", { -- <2.2> -- changed after reordering indexes -- actually it does not matter, because each y val is -- distinct even in pk --{0, 0, 0, "SCAN TABLE t2 USING COVERING INDEX t2y"} {0, 0, 0, "SCAN TABLE T2"} -- </2.2> }) test:do_eqp_test( 2.3, " SELECT DISTINCT x, y FROM t2 WHERE y=10 ", { -- <2.3> {0, 0, 0, "SEARCH TABLE T2 USING COVERING INDEX T2Y (Y=?)"} -- </2.3> }) test:do_eqp_test( 2.4, " SELECT DISTINCT x, y FROM t2 WHERE x=10 ", { -- <2.4> -- changed after reordering indexes + add pk to x affected -- actually it does not matter --{0, 0, 0, "SEARCH TABLE t2 USING INDEX t2x (x=?)"} {0, 0, 0, "SEARCH TABLE T2 USING PRIMARY KEY (X=?)"} -- </2.4> }) test:finish_test()
template = [[ public void RegisterCallback($WrappedCallback callback) { Start(); // make sure the interface is initialized. if (null == $WrappedList) { $WrappedList = callback; raw$WrappedCallback = new OSVR.ClientKit.$RawCallbackType($RawCallback); iface.registerCallback (raw$WrappedCallback, System.IntPtr.Zero); } else { $WrappedList += callback; } } private OSVR.ClientKit.$RawCallbackType raw$WrappedCallback; private $WrappedCallback $WrappedList; ]] function generate(data) s = string.gsub(template, "$(%w+)", function (n) return data[n] end) return s end print "/* BEGIN GENERATED CODE - unity-generate.lua */" print(generate{ WrappedCallback = "PoseMatrixCallback"; WrappedList = "poseMatrixCallbacks"; RawCallback = "PoseMatrixCb"; RawCallbackType = "PoseCallback"; }) for _, v in ipairs{"Pose", "Position", "Orientation", "Button", "Analog"} do local CapsName = v local nocapsName = v:sub(1, 1):lower() .. v:sub(2) local vals = { WrappedCallback = CapsName .. "Callback"; WrappedList = nocapsName .. "Callbacks"; RawCallback = CapsName .. "Cb"; RawCallbackType = CapsName .. "Callback"; } print(generate(vals)) end print "/* END GENERATED CODE - unity-generate.lua */"
return { version = "1.2", luaversion = "5.1", tiledversion = "1.3.1", orientation = "orthogonal", renderorder = "right-down", width = 32, height = 32, tilewidth = 32, tileheight = 32, nextlayerid = 5, nextobjectid = 20, properties = {}, tilesets = {}, layers = { { type = "objectgroup", id = 2, name = "solids", visible = true, opacity = 1, offsetx = -4, offsety = 6, draworder = "topdown", properties = {}, objects = { { id = 2, name = "", type = "", shape = "rectangle", x = 4.49982, y = -6.72267, width = 57.6713, height = 1026.67, rotation = 0, visible = true, properties = {} }, { id = 3, name = "", type = "", shape = "rectangle", x = 63.0039, y = 961.278, width = 2103.3, height = 57.3333, rotation = 0, visible = true, properties = {} }, { id = 7, name = "", type = "", shape = "rectangle", x = 415.771, y = 863.257, width = 95.6463, height = 29.3305, rotation = 0, visible = true, properties = {} }, { id = 16, name = "", type = "", shape = "rectangle", x = 670.438, y = 867.257, width = 95.6463, height = 29.3305, rotation = 0, visible = true, properties = {} }, { id = 17, name = "", type = "", shape = "rectangle", x = 2222.44, y = 833.257, width = 95.6463, height = 29.3305, rotation = 0, visible = true, properties = {} } } }, { type = "objectgroup", id = 3, name = "Spawn", visible = true, opacity = 1, offsetx = 0, offsety = 0, draworder = "topdown", properties = {}, objects = { { id = 9, name = "", type = "", shape = "rectangle", x = 98.1197, y = 898.413, width = 30.4962, height = 62.4979, rotation = 0, visible = true, properties = {} } } }, { type = "objectgroup", id = 4, name = "Enemy Spawns", visible = true, opacity = 1, offsetx = 0, offsety = 0, draworder = "topdown", properties = {}, objects = { { id = 18, name = "", type = "", shape = "rectangle", x = 442.667, y = 804, width = 28.6667, height = 38, rotation = 0, visible = true, properties = {} }, { id = 19, name = "", type = "", shape = "rectangle", x = 695.667, y = 805.667, width = 28.6667, height = 38, rotation = 0, visible = true, properties = {} } } } } }
-- _.reduceRight.lua -- -- This method is like _.reduce except that it iterates over elements -- of collection from right to left. -- @usage local array = {0, 1, 2, 3, 4, 5}; -- _.print(_.reduceRight(array, function(str, other) -- return str .. other -- end, '')) -- --> 543210 -- -- @param collection The collection to iterate over. -- @param[opt=_.identity] iteratee The function invoked per iteration. -- @param[opt=<first element>] accumulator The initial value. -- @param[opt] selfArg The self binding of predicate. -- @return Returns the accumulated value. _.reduceRight = function (collection, iteratee, accumulator, selfArg) local accumulator = accumulator for k, v in _.iterRight(collection) do if _.isNil(accumulator) then accumulator = v else accumulator = callIteratee(iteratee, selfArg, accumulator, v, k, collection) end end return accumulator end
local base = require('imgui.widgets.TabItem') ---@class xe.TabContent:im.TabItem local M = class('xe.TabContent', base) local im = imgui local wi = require('imgui.Widget') function M:ctor(title) base.ctor(self, title) end function M:addContent(icon, tooltip, cb) local sp = icon local btn, btn_disable = require('xe.util').createButton(sp, 2) self:addChild(btn):addChild(btn_disable) if cb then btn:setOnClick(cb) end if tooltip then self:addChild(function() if im.isItemHovered() then im.setTooltip(tooltip) end end) end return btn, btn_disable end return M
data:extend( { -- Solid Fuel Engine { type = "assembling-machine", name = "y-sfe", icon_size = 32, icon = "__yi_engines__/graphics/entity/energy2/sfe-icon.png", flags = {"placeable-neutral","placeable-player", "player-creation"}, minable = {hardness = 0.2, mining_time = 0.5, result = "y-sfe"}, max_health = 250, corpse = "big-remnants", resistances = {{type = "physical",percent = 60},}, fluid_boxes = { { production_type = "output", base_area = 2, base_level = 1, pipe_connections = { {type="output", position = {0, 2}}, } }, { production_type = "input", base_area = 20, base_level = -1, pipe_connections = { { type="input", position = { 1, -2}}, } }, { production_type = "input", base_area = 20, base_level = -1, pipe_connections = { { type="input", position = { -1, -2}}, } }, }, collision_box = {{-1.4, -1.4}, {1.4, 1.4}}, selection_box = {{-1.5, -1.5}, {1.5, 1.5}}, fast_replaceable_group = "assembling-machine", animation = { north= { filename = "__yi_engines__/graphics/entity/energy2/sfe-nord.png", width = 112, height = 128, shift = {0.2, -0.1}, frame_count = 12, line_length = 12, }, east= { filename = "__yi_engines__/graphics/entity/energy2/sfe-west.png", width = 128, height = 112, shift = {0.25, 0.2}, frame_count = 12, line_length = 12, }, south= { filename = "__yi_engines__/graphics/entity/energy2/sfe-sued.png", width = 112, height = 128, shift = {0.2, 0.3}, frame_count = 12, line_length = 12, }, west= { filename = "__yi_engines__/graphics/entity/energy2/sfe-ost.png", width = 128, height = 112, shift = {0.25, 0.2}, frame_count = 12, line_length = 12, }, }, crafting_categories = {"yrcat-mf1a"}, crafting_speed = 1, energy_source = { type = "burner", fuel_category = "chemical", effectivity = 0.85, fuel_inventory_size = 1, emissions_per_minute = 60, smoke = { { name = "smoke", deviation = {0.65, -0.2}, frequency = 1 } } }, energy_usage = "3000kW", ingredient_count = 3, order="a[atomics]", subgroup = "yie-engines", }, { type = "assembling-machine", name = "y-ffe", icon_size = 32, icon = "__yi_engines__/graphics/entity/energy2/ffe-icon.png", flags = {"placeable-neutral","placeable-player", "player-creation"}, minable = {hardness = 0.2, mining_time = 0.5, result = "y-ffe"}, max_health = 250, corpse = "big-remnants", resistances = {{type = "physical",percent = 60},}, fluid_boxes = { { production_type = "output", base_area = 3, base_level = 1, pipe_connections = { {type="output", position = {0, 2}}, } }, { production_type = "input", base_area = 30, base_level = -1, pipe_connections = { { type="input", position = { 0, -2}}, } }, { production_type = "input", base_area = 30, base_level = -1, pipe_connections = { { type="input", position = { -1, -2}}, } }, { production_type = "input", base_area = 30, base_level = -1, pipe_connections = { { type="input", position = { 1, -2}}, } }, }, collision_box = {{-1.4, -1.4}, {1.4, 1.4}}, selection_box = {{-1.5, -1.5}, {1.5, 1.5}}, fast_replaceable_group = "assembling-machine", animation = { north= { filename = "__yi_engines__/graphics/entity/energy2/ffe-sa.png", width = 128, height = 112, shift = {0.4, -0.1}, frame_count = 15, line_length = 15, }, east= { filename = "__yi_engines__/graphics/entity/energy2/ffe-wa.png", width = 128, height = 128, shift = {0.15, -0.2}, frame_count = 15, line_length = 15, }, south= { filename = "__yi_engines__/graphics/entity/energy2/ffe-na.png", width = 128, height = 128, shift = {0.4, 0.0}, frame_count = 15, line_length = 15, }, west= { filename = "__yi_engines__/graphics/entity/energy2/ffe-oa.png", width = 128, height = 112, shift = {0.25, 0.0}, frame_count = 15, line_length = 15, }, animation_speed = 0.8, }, crafting_categories = {"yrcat-mf1b"}, crafting_speed = 1, energy_source = { type = "electric", usage_priority = "primary-input", emissions_per_minute = 0.03, }, energy_usage = "100kW", ingredient_count = 3, --module_slots = 2, --allowed_effects = {"speed", "productivity", "pollution"}, order="a[atomics]", subgroup = "yie-engines", }, -- A(Tiny) Stirling Engine { type = "assembling-machine", name = "y-1stirling-engine", icon_size = 32, icon = "__yi_engines__/graphics/entity/energy2/ast-icon.png", flags = {"placeable-neutral","placeable-player", "player-creation"}, minable = {hardness = 0.2, mining_time = 0.5, result = "y-1stirling-engine"}, max_health = 150, corpse = "small-remnants", resistances = {{type = "physical",percent = 60},}, fluid_boxes = { { production_type = "output", base_area = 5, base_level = 1, pipe_connections = { {type="output", position = {0.5, 1.5}}, } }, }, collision_box = {{-0.7, -0.8}, {0.7, 0.8}}, selection_box = {{-1.0, -1.0}, {1.0, 1.0}}, fast_replaceable_group = "assembling-machine", animation = { filename = "__yi_engines__/graphics/entity/energy2/stir-sheet.png", width = 96, height = 96, shift = {0.6, -0.25}, frame_count = 18, line_length = 18, }, crafting_categories = {"yrcat-mf1c"}, crafting_speed = 1, energy_source = { type = "burner", fuel_category = "chemical", effectivity = 0.7, fuel_inventory_size = 1, emissions_per_minute = 15, smoke = { { name = "smoke", deviation = {0.65, -0.2}, frequency = 0.25 } } }, energy_usage = "300kW", ingredient_count = 1, order="a", group = "yi_engines", subgroup = "yie-engines", }, })
include("shared.lua") local Laws = {} ENT.DrawPos = Vector(1, -111, 58) local color_navy_200 = Color(0, 0, 70, 200) local color_red = Color(255, 0, 0, 255) local color_white = color_white function ENT:Draw() self:DrawModel() local DrawPos = self:LocalToWorld(self.DrawPos) local DrawAngles = self:GetAngles() DrawAngles:RotateAroundAxis(self:GetAngles():Forward(), 90) DrawAngles:RotateAroundAxis(self:GetAngles():Up(), 90) cam.Start3D2D(DrawPos, DrawAngles, 0.4) surface.SetDrawColor(0, 0, 0, 255) surface.DrawRect(0, 0, 558, 290) draw.RoundedBox(4, 0, 0, 558, 30, color_navy_200) draw.DrawNonParsedSimpleText(DarkRP.getPhrase("laws_of_the_land"), "Roboto20", 279, 5, color_red, TEXT_ALIGN_CENTER) local lastHeight = 0 for k, v in ipairs(Laws) do draw.DrawNonParsedText(string.format("%u. %s", k, v), "Roboto20", 5, 35 + lastHeight, color_white) lastHeight = lastHeight + (fn.ReverseArgs(string.gsub(v, "\n", "")) + 1) * 21 end cam.End3D2D() end local function addLaw(inLaw) local law = DarkRP.textWrap(inLaw, "Roboto20", 522) local lawNumber = table.insert(Laws, law) hook.Run("addLaw", lawNumber, inLaw) end local function umAddLaw(um) local law = um:ReadString() timer.Simple(0, fn.Curry(addLaw, 2)(law)) end usermessage.Hook("DRP_AddLaw", umAddLaw) local function umRemoveLaw(um) local i = um:ReadShort() local removed = table.remove(Laws, i) hook.Run("removeLaw", i, removed) end usermessage.Hook("DRP_RemoveLaw", umRemoveLaw) local function umResetLaws(um) Laws = {} fn.Foldl(function(val,v) addLaw(v) end, nil, GAMEMODE.Config.DefaultLaws) hook.Run("resetLaws") end usermessage.Hook("DRP_ResetLaws", umResetLaws) function DarkRP.getLaws() return Laws end timer.Simple(0, function() fn.Foldl(function(val,v) addLaw(v) end, nil, GAMEMODE.Config.DefaultLaws) end)
local sounds = {} local function sfx(name) sounds[name] = love.audio.newSource("res/sfx/"..name..".wav", 'static') end sfx('hit') sfx('shoot') sfx('slash') sfx('kill') sfx('slime_call') return sounds
return { version = "1.5", luaversion = "5.1", tiledversion = "1.7.1", orientation = "orthogonal", renderorder = "right-down", width = 16, height = 15, tilewidth = 16, tileheight = 16, nextlayerid = 3, nextobjectid = 23, backgroundcolor = { 0, 0, 0 }, properties = {}, tilesets = { { name = "sprites", firstgid = 1, tilewidth = 16, tileheight = 16, spacing = 0, margin = 0, columns = 16, image = "assets/graphics/sprites.png", imagewidth = 256, imageheight = 256, objectalignment = "unspecified", tileoffset = { x = 0, y = 0 }, grid = { orientation = "orthogonal", width = 16, height = 16 }, properties = {}, wangsets = {}, tilecount = 256, tiles = {} }, { name = "tiles", firstgid = 257, tilewidth = 16, tileheight = 16, spacing = 0, margin = 0, columns = 16, image = "assets/graphics/tiles.png", imagewidth = 256, imageheight = 224, objectalignment = "unspecified", tileoffset = { x = 0, y = 0 }, grid = { orientation = "orthogonal", width = 16, height = 16 }, properties = {}, wangsets = {}, tilecount = 224, tiles = {} } }, layers = { { type = "objectgroup", draworder = "topdown", id = 2, name = "Sprites", visible = true, opacity = 1, offsetx = 0, offsety = 0, parallaxx = 1, parallaxy = 1, properties = {}, objects = { { id = 1, name = "", type = "coin", shape = "rectangle", x = 64, y = 160, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 9, name = "", type = "coin", shape = "rectangle", x = 80, y = 160, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 10, name = "", type = "coin", shape = "rectangle", x = 96, y = 160, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 11, name = "", type = "coin", shape = "rectangle", x = 112, y = 160, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 12, name = "", type = "coin", shape = "rectangle", x = 128, y = 160, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 13, name = "", type = "coin", shape = "rectangle", x = 144, y = 160, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 14, name = "", type = "coin", shape = "rectangle", x = 160, y = 160, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 2, name = "", type = "coin", shape = "rectangle", x = 64, y = 128, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 3, name = "", type = "coin", shape = "rectangle", x = 80, y = 128, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 15, name = "", type = "coin", shape = "rectangle", x = 80, y = 96, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 16, name = "", type = "coin", shape = "rectangle", x = 96, y = 96, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 17, name = "", type = "coin", shape = "rectangle", x = 112, y = 96, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 18, name = "", type = "coin", shape = "rectangle", x = 128, y = 96, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 19, name = "", type = "coin", shape = "rectangle", x = 144, y = 96, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 4, name = "", type = "coin", shape = "rectangle", x = 96, y = 128, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 5, name = "", type = "coin", shape = "rectangle", x = 112, y = 128, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 6, name = "", type = "coin", shape = "rectangle", x = 128, y = 128, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 7, name = "", type = "coin", shape = "rectangle", x = 144, y = 128, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 8, name = "", type = "coin", shape = "rectangle", x = 160, y = 128, width = 16, height = 16, rotation = 0, gid = 272, visible = true, properties = { ["collision"] = "cross" } }, { id = 21, name = "mario", type = "", shape = "rectangle", x = 24, y = 16, width = 16, height = 16, rotation = 0, gid = 97, visible = true, properties = {} }, { id = 22, name = "pipeexit", type = "", shape = "rectangle", x = 204, y = 208, width = 16, height = 16, rotation = 0, gid = 393, visible = true, properties = {} } } }, { type = "tilelayer", x = 0, y = 0, width = 16, height = 15, id = 1, name = "Collisions", visible = true, opacity = 1, offsetx = 0, offsety = 0, parallaxx = 1, parallaxy = 1, properties = { ["collidable"] = true }, encoding = "base64", compression = "zlib", data = "eJxTYmRAAUqMuDE6SMYhTiwY1T+qH10/pemPGP3mQLYFEFuSqd8dyPYAYk8gVhxgDADdgQ+u" } } }
--[[ This file is part of 'Masque', an add-on for World of Warcraft. For license information, please see the included License.txt file or visit https://github.com/StormFX/Masque. * File...: Core\Regions\NewItem.lua * Author.: StormFX 'NewItem' Region * See Skins\Default.lua for region defaults. ]] local _, Core = ... ---------------------------------------- -- WoW API --- local hooksecurefunc = hooksecurefunc ---------------------------------------- -- Internal --- -- @ Skins\Default local Default = Core.Skins.Default.NewItem -- @ Core\Utility local GetSize, SetPoints = Core.GetSize, Core.SetPoints local GetColor, GetTexCoords = Core.GetColor, Core.GetTexCoords ---------------------------------------- -- Locals --- local DEF_ATLAS = Default.Atlas local Colors = { ["bags-glow-white"] = {1, 1, 1, 1}, ["bags-glow-green"] = {0.12, 1, 0, 1}, ["bags-glow-blue"] = {0, 0.44, 0.87, 1}, ["bags-glow-purple"] = {0.64, 0.21, 0.93, 1}, ["bags-glow-orange"] = {1, 0.5, 0, 1}, ["bags-glow-artifact"] = {0.9, 0.8, 0.5, 1}, ["bags-glow-heirloom"] = {0, 0.8, 1, 1}, } ---------------------------------------- -- Hook --- -- Counters atlas changes when using a static skin texture. local function Hook_SetAtlas(Region, Atlas) if not Region.__MSQ_Skin then return end Atlas = Atlas or DEF_ATLAS Region.__MSQ_Atlas = Atlas local Skin = Region.__MSQ_Skin Region:SetTexture(Skin.Texture) Region:SetTexCoord(GetTexCoords(Skin.TexCoords)) Region:SetVertexColor(GetColor(Colors[Atlas])) end ---------------------------------------- -- Core --- -- Skins the 'NewItem' region of a button. function Core.SkinNewItem(Region, Button, Skin, xScale, yScale) local Atlas = Region.__MSQ_Atlas or Region:GetAtlas() or DEF_ATLAS local Texture = Skin.Texture if Texture then Region.__MSQ_Skin = Skin Region.__MSQ_Atlas = Atlas Region:SetTexture(Texture) Region:SetTexCoord(GetTexCoords(Skin.TexCoords)) Region:SetVertexColor(GetColor(Colors[Atlas])) if not Region.__MSQ_Hooked then hooksecurefunc(Region, "SetAtlas", Hook_SetAtlas) Region.__MSQ_Hooked = true end else Region.__MSQ_Skin = nil Region.__MSQ_Atlas = nil Region:SetAtlas(Atlas) Region:SetVertexColor(1, 1, 1, 1) end Region:SetBlendMode(Skin.BlendMode or "ADD") Region:SetDrawLayer(Skin.DrawLayer or "OVERLAY", Skin.DrawLevel or 2) Region:SetSize(GetSize(Skin.Width, Skin.Height, xScale, yScale)) SetPoints(Region, Button, Skin, nil, Skin.SetAllPoints) end
--[=[ Add another layer of effects that can be faded in/out @class FadingCamera ]=] local ReplicatedStorage = game:GetService("ReplicatedStorage") local Spring = require(ReplicatedStorage.Knit.Util.Additions.Physics.Spring) local SummedCamera = require(script.Parent.SummedCamera) local FadingCamera = {} FadingCamera.ClassName = "FadingCamera" --[=[ @param camera CameraEffect ]=] function FadingCamera.new(camera) local self = setmetatable({}, FadingCamera) self.Spring = Spring.new(0) self.Camera = camera or error("No camera") self.Damper = 1 self.Speed = 15 return self end function FadingCamera:__add(other) return SummedCamera.new(self, other) end function FadingCamera:__newindex(index, value) if index == "Damper" then self.Spring:SetDamper(value) elseif index == "Value" or index == "Position" then self.Spring:SetPosition(value) elseif index == "Speed" then self.Spring:SetSpeed(value) elseif index == "Target" then self.Spring:SetTarget(value) elseif index == "Spring" or index == "Camera" then rawset(self, index, value) else error(index .. " is not a valid member of fading camera") end end --[=[ The current state. @readonly @prop CameraState CameraState @within FadingCamera ]=] function FadingCamera:__index(index) if index == "CameraState" then return (self.Camera.CameraState or self.Camera) * self.Spring:GetPosition() elseif index == "Damper" then return self.Spring.Damper elseif index == "Position" or index == "Value" then return self.Spring:GetPosition() elseif index == "Speed" then return self.Spring.Speed elseif index == "Target" then return self.Spring.Target elseif index == "Velocity" then return self.Spring:GetVelocity() elseif index == "HasReachedTarget" then return math.abs(self.Value - self.Target) < 1E-4 and math.abs(self.Velocity) < 1E-4 else return FadingCamera[index] end end function FadingCamera:__tostring() return "FadingCamera" end table.freeze(FadingCamera) return FadingCamera
require "log" log.debug("********************* ydwe initialize start *********************") do local real_require = require require = function (str, ...) if not package.loaded[str] then log.trace("Initializing '" .. str .. "'") end return real_require(str, ...) end end require "utiliy" local function compiler_searcher(name) local filename if name == 'slk' then filename = fs.ydwe_devpath() / 'compiler' / 'script' / 'slk.lua' elseif name == 'compiler' then filename = fs.ydwe_devpath() / 'compiler' / 'script' / 'init.lua' elseif name:sub(1, 9) == 'compiler.' then filename = fs.ydwe_devpath() / 'compiler' / 'script' / (name:sub(10):gsub('%.', '/') .. '.lua') else return ("\n\tno file '%s'"):format(name) end local f, err = io.open(filename, 'r') if f then local str = f:read 'a' f:close() f, err = load(str, '@' .. filename:string()) end if not f then error(("error loading module '%s' from file '%s':\n\t%s"):format(name, filename:string(), err)) end return f, filename:string() end table.insert(package.searchers, compiler_searcher) require "filesystem" require "event" require "virtual_mpq" require "version" require "localization" require "config" require "plugin" require "ffi.loadlibrary" require "ffi.gui" require "ydwe_on_menu" require "ydwe_on_save" require "ydwe_on_test" require "ydwe_on_startup" require "ydwe_on_dialog_message" require "ydwe_on_new_object_id" log.debug("********************* ydwe initialize end *********************")
--[[ Name: civilian.lua For: TalosLife By: TalosLife ]]-- local Job = {} Job.ID = 22 Job.Enum = "JOB_BANKER" Job.TeamColor = Color( 255, 255, 255, 255 ) Job.Name = "Banqueiro" Job.Cat = "Civis" Job.Pay = { { PlayTime = 0, Pay = 15 }, { PlayTime = 0, Pay = 15 }, { PlayTime = 0, Pay = 15 }, { PlayTime = 0, Pay = 15 }, } Job.Text = [[Sempre muito bom com números faz o que há de melhor para si mesmo. OBJETIVOS: x Criar o Banco Central x Gerar uma economia grande com seu trabalho x Ser conhecido pela cidade inteira REGRAS: x So pode fazer grupo com seguranças do banco x Não pode cometer atos ilícitos x Pode ter apenas armas de pequeno porte [x] OBRIGATORIO dar dinheiro dos clientes [x] OBRIGATORIO cobrar para guardar bitminers/printers [x] Nao pode passar longos periodos fora do banco.]]; function Job:OnPlayerJoinJob( pPlayer ) end function Job:OnPlayerQuitJob( pPlayer ) end function Job:GetPlayerModel( pPlayer ) local base, overload if SERVER then base = GAMEMODE.Player:GetGameVar( pPlayer, "char_model_base", nil ) overload = GAMEMODE.Player:GetGameVar( pPlayer, "char_model_overload", nil ) else base = GAMEMODE.Player:GetGameVar( "char_model_base", nil ) overload = GAMEMODE.Player:GetGameVar( "char_model_overload", nil ) end if util.IsValidModel( overload or "" ) then return overload else return base end end function Job:PlayerSetModel( pPlayer ) local mdl = self:GetPlayerModel(pPlayer) if mdl then pPlayer:SetModel( mdl ) pPlayer:SetSkin( GAMEMODE.Player:GetGameVar(pPlayer, "char_skin", 0) ) end end function Job:PlayerLoadout( pPlayer ) end GM.Jobs:Register( Job )
local _ = function(k,...) return ImportPackage("i18n").t(GetPackageName(),k,...) end ShopObjectsCached = { } ShopTable = { { items = { water_bottle = 5, apple = 5, donut = 5, repair_kit = 50, health_kit = 50, lockpick = 500, pickaxe = 20, jerican = 50 }, location = { { 128748, 77622, 1576, 90 }, { 42694, 137926, 1581, 90 }, { -15402, -2773, 2065, 90 }, { -169093, -39441, 1149, 90 }, { 171131, 203562, 1413, -180 } }, npc = {}, }, { items = { weapon_2 = 5000, weapon_3 = 5000, weapon_4 = 5000, weapon_5 = 5000, weapon_6 = 15000, weapon_7 = 15000, weapon_8 = 10000, weapon_9 = 10000, weapon_10 = 20000, weapon_11 = 20000, weapon_12 = 30000, weapon_13 = 20000, weapon_14 = 20000, weapon_15 = 20000, weapon_16 = 20000, weapon_17 = 20000, weapon_18 = 20000, weapon_19 = 20000, weapon_20 = 30000 }, location = { { -181943, -40882, 1163, 90 }, { 206071, 193057, 1357, 180 } }, npc = {}, }, --[[ { items = { processed_weed = 4000, processed_meth = 4000, processed_coke = 4000, processed_heroin = 4000 }, location = { { -177344, 3673, 1992, 0 } }, npc = {}, }, ]] { items = { processed_rock = 160, }, location = { { 67862, 184741, 535, 90 } }, npc = {}, } } AddEvent("OnPackageStart", function() for k,v in pairs(ShopTable) do for i,j in pairs(v.location) do v.npc[i] = CreateNPC(v.location[i][1], v.location[i][2], v.location[i][3], v.location[i][4]) CreateText3D(_("shop").."\n".._("press_e"), 18, v.location[i][1], v.location[i][2], v.location[i][3] + 120, 0, 0, 0) table.insert(ShopObjectsCached, v.npc[i]) end end end) AddEvent("OnPlayerJoin", function(player) CallRemoteEvent(player, "shopSetup", ShopObjectsCached) end) AddRemoteEvent("shopInteract", function(player, shopobject) local shop, npcid = GetShopByObject(shopobject) if shop then local x, y, z = GetNPCLocation(shop.npc[npcid]) local x2, y2, z2 = GetPlayerLocation(player) local dist = GetDistance3D(x, y, z, x2, y2, z2) if dist < 250 then for k,v in pairs(ShopTable) do if shopobject == v.npc[npcid] then CallRemoteEvent(player, "openShop", PlayerData[player].inventory, v.items, v.npc[npcid]) end end end end end) function GetShopByObject(shopobject) for k,v in pairs(ShopTable) do for i,j in pairs(v.npc) do if j == shopobject then return v,i end end end return nil end function getPrice(shop, item) for k,v in pairs(ShopTable) do for i,j in pairs(v.npc) do if j == shop then return v.items[item] end end end return 0 end AddRemoteEvent("ShopBuy", function(player, shopid, item, amount) local price = getPrice(shopid, item) * amount if PlayerData[player].cash < price then AddPlayerChat(player, _("not_enought_cash") ) else PlayerData[player].cash = PlayerData[player].cash - price AddPlayerChat(player, _("shop_success_buy", _(item), price, _("currency"))) AddInventory(player, item, amount) end end) AddRemoteEvent("ShopSell", function(player, shopid, item, amount) local price = getPrice(shopid, item) * amount * 0.25 if price == 0 then return end if tonumber(PlayerData[player].inventory[item]) < tonumber(amount) then AddPlayerChat(player, _("not_enough_item")) else PlayerData[player].cash = PlayerData[player].cash + math.ceil(price) AddPlayerChat(player, _("shop_success_sell", _(item), price, _("currency"))) RemoveInventory(player, item, amount) end end) AddEvent("OnNPCDamage", function(npc) SetNPCHealth( npc, 100 ) end)
if engine.ActiveGamemode() ~= "terrortown" then return end --- -- @module draw -- @author Bull -- @author Alf21 -- -- @desc A Simple Garry's mod drawing library -- Copyright (C) 2016 Bull [STEAM_0:0:42437032] [76561198045139792] -- Freely acquirable at https://github.com/bull29/b_draw-lib -- You can use this anywhere for any purpose as long as you acredit the work to the original author with this notice. -- Optionally, if you choose to use this within your own software, it would be much appreciated if you could inform me of it. -- I love to see what people have done with my code! :) -- -- This code got fixed and modified by the TTT2 dev group, ty for the lib @Bull ! file.CreateDir("downloaded_assets") local exists = file.Exists local write = file.Write local fetch = http.Fetch local white = Color(255, 255, 255) local surface = surface local crc = util.CRC local _error = Material("error") local math = math local mats = {} local fetchedavatars = {} local function fetch_asset(url, fallback) if not url then return _error end if mats[url] then return mats[url] end local crcUrl = crc(url) if exists("downloaded_assets/" .. crcUrl .. ".png", "DATA") then mats[url] = Material("data/downloaded_assets/" .. crcUrl .. ".png") return mats[url] end mats[url] = fallback or _error fetch(url, function(data) write("downloaded_assets/" .. crcUrl .. ".png", data) mats[url] = Material("data/downloaded_assets/" .. crcUrl .. ".png") end) return mats[url] end local function fetchAvatarAsset(id64, size, onFetched) id64 = id64 or "BOT" size = size == "medium" and "medium" or size == "small" and "" or size == "large" and "full" or "" if fetchedavatars[id64 .. " " .. size] then return fetchedavatars[id64 .. " " .. size] end fetchedavatars[id64 .. " " .. size] = id64 == "BOT" and "http://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/09/09962d76e5bd5b91a94ee76b07518ac6e240057a_full.jpg" or "http://i.imgur.com/uaYpdq7.png" if id64 == "BOT" then if isfunction(onFetched) then onFetched(fetchedavatars[id64 .. " " .. size]) end return end fetch("http://steamcommunity.com/profiles/" .. id64 .. "/?xml=1", function(body) local link = body:match("https://steamcdn%-a%.akamaihd%.net/steamcommunity/public/images/avatars/.-%.jpg") -- fix this with new https and gmod regex if not link then return end fetchedavatars[id64 .. " " .. size] = link:Replace(".jpg", (size ~= "" and "_" .. size or "") .. ".jpg") if isfunction(onFetched) then onFetched(fetchedavatars[id64 .. " " .. size]) end end) end --- -- Cache an avatar for later use -- @param string id64 the steamid64 -- @param number size the avatar's size, this can be <code>medium</code>, <code>small</code> and <code>large</code> function draw.CacheAvatar(id64, size) fetch_asset(fetchAvatarAsset(id64, size, function(url) fetch_asset(url) end)) end --- -- Draws an WebImage -- @param string url the url to the WebImage -- @param number x -- @param number y -- @param number width -- @param number height -- @param Color color -- @param Angle angle -- @param boolean cornerorigin if it is set to <code>true</code>, the WebImage will be centered based on the x- and y-coordinate function draw.WebImage(url, x, y, width, height, color, angle, cornerorigin) color = color or white surface.SetDrawColor(color.r, color.g, color.b, color.a) surface.SetMaterial(fetch_asset(url)) if not angle then surface.DrawTexturedRect(x, y, width, height) else if not cornerorigin then surface.DrawTexturedRectRotated(x, y, width, height, angle) else surface.DrawTexturedRectRotated(x + width / 2, y + height / 2, width, height, angle) end end end --- -- @todo description -- @param string url -- @param number parentwidth -- @param number parentheight -- @param number xrep -- @param number yrep -- @param Color color function draw.SeamlessWebImage(url, parentwidth, parentheight, xrep, yrep, color) color = color or white local xiwx, yihy = math.ceil(parentwidth / xrep), math.ceil(parentheight / yrep) for x = 0, xrep - 1 do for y = 0, yrep - 1 do draw.WebImage(url, x * xiwx, y * yihy, xiwx, yihy, color) end end end --- -- Draws a SteamAvatar while caching it before -- @param string id64 the steamid64 -- @param number size -- @param number x -- @param number y -- @param number width -- @param number height -- @param Color color -- @param Angle ang -- @param boolean corner function draw.SteamAvatar(id64, size, x, y, width, height, color, ang, corner) draw.WebImage(fetchAvatarAsset(id64, size), x, y, width, height, color, ang, corner) end --- -- Returns the cached avatar material for a steamid64 -- @param string id64 the steamid64 -- @param number size -- @param Material fallback material if downloading failed or the resource is missing -- @return Material function draw.GetAvatarMaterial(id64, size, fallback) return fetch_asset(fetchAvatarAsset(id64, size), fallback) end
local playsession = { {"mewmew", {1669923}}, {"NekoBaron", {284461}}, {"Tony_2083", {202919}}, {"MontrealCrook", {567795}}, {"iSTEVE", {189735}}, {"Xoxlohunter", {7686}}, {"realDonaldTrump", {133307}}, {"ETK03", {717780}}, {"zwierzak40", {14539}}, {"RebuffedBrute44", {157346}}, {"xxsevenevesxx", {253990}}, {"Pallando", {298864}}, {"ksb4145", {51193}}, {"amgonakilyou", {954}}, {"Aaryan", {6836}}, {"robodino3", {8400}}, {"moocat12", {186852}}, {"xferfer", {237662}}, {"spinxt", {379761}}, {"Hiero", {882645}}, {"jtmanders", {111433}}, {"Menander", {41660}}, {"KSolo", {14472}}, {"boxofsalmon", {8995}}, {"mars_precision", {1477}}, {"IsThisNameTakenAlready", {534963}}, {"tmoneyfizzle", {2522}}, {"Chevalier1200", {477549}}, {"CrazyAmphibian", {609651}}, {"VorceShard", {55250}}, {"roosterbrewster", {3272}}, {"DaBigEd", {1014008}}, {"Apocalypticoreo", {4655}}, {"dawsontyler02", {3133}}, {"Taylor3", {304051}}, {"Deadbees", {4743}}, {"Pickleman", {4164}}, {"MuddledBox", {244332}}, {"Mullacs", {6151}}, {"RES231", {17265}}, {"kevinma", {8327}}, {"Wiedrock", {586996}}, {"vertron47", {341450}}, {"Miguel724", {159673}}, {"kokos1457", {7053}}, {"Camo5", {1045825}}, {"Roufails", {947047}}, {"JinNJuice", {8308}}, {"arisgr", {25623}}, {"firstandlast", {437069}}, {"S2", {8641}}, {"Tracolix", {444266}}, {"951545075", {11261}}, {"Spatzz", {25109}}, {"BravePotato", {647744}}, {"lukasz_liberda", {28678}}, {"Reyand", {132535}}, {"chrisisthebe", {472767}}, {"anghelnicky", {187976}}, {"redlabel", {1302217}}, {"XaLpHa1989", {23433}}, {"ulmen", {6925}}, {"Joplaya", {280679}}, {"A-l-a-n", {154087}}, {"brftjx", {28563}}, {"Whouser", {52482}}, {"liqwid", {18560}}, {"Thex2001", {2237}}, {"nik12111", {788}}, {"helenohyeah", {8440}}, {"jer93", {9470}}, {"4yDo", {17644}}, {"p27", {227391}}, {"mad58max", {2262182}}, {"Mokomi", {1093}}, {"saltlands", {503309}}, {"steve3024", {860}}, {"corbin9228", {6461}}, {"abrown4521", {13854}}, {"StormBreaker", {714}}, {"therv", {4550}} } return playsession
package.path = "../../types.lua;" .. package.path local name = "predicate" local function generate_predicate_named(type, name) local name = name:gsub("^%l", string.upper) io.write(string.format("\n// %s represents a function that accepts a %s and returns a bool if the predicate is validated.\n", name, type)) io.write(string.format("type %s func(%s) bool\n", name, type)) end local function generate_predicate(type) generate_predicate_named(type, type) end local function generate_predicates_named(type, name) local name = name:gsub("^%l", string.upper) .. "s" io.write(string.format("\n// %s represents a function that accepts a []%s and returns a bool if the predicate is validated.\n", name, type)) io.write(string.format("type %s func([]%s) bool\n", name, type)) end local function generate_predicates(type) generate_predicates_named(type, type) end file = io.open(name .. ".go", "w+") io.output(file) io.write("package " .. name .. "\n") for _, v in ipairs(require("types")) do generate_predicate(v) end generate_predicate_named("interface{}", "Interface") for _, v in ipairs(require("types")) do generate_predicates(v) end generate_predicates_named("interface{}", "Interface") file:close() io.output(io.stdout)
-- Fields with `nil` should be initialized in Rust -- Internal -- local internal = { paths = {}, sealed = false, source = nil, package = { loaded = {}, preload = {}, searchers = nil, }, } -- Hive table -- local function register(path, handler) assert( not internal.sealed, "cannot call `hive.register` from places other than the top level of `main.lua`" ) local type_handler = type(handler) if type_handler ~= "function" then if type_handler == "table" then local mt = getmetatable(handler) if type(mt) == "table" and type(mt.__call) == "function" then goto ok end end error "handler must either be a function or a callable table" end ::ok:: table.insert(internal.paths, { path, handler }) end local function require(modname) local modname_type = type(modname) assert( modname_type == "string", "bad argument #1 to 'require' (string expected, got " .. modname_type .. ")" ) local package = internal.package; local error_msgs = {} if package.loaded[modname] then return table.unpack(package.loaded[modname]) else for _, searcher in ipairs(package.searchers) do local loader, data = searcher(modname) if loader then local result = { loader(modname, data) } package.loaded[modname] = result return table.unpack(result) else table.insert(error_msgs, data) end end end error("module '" .. modname .. "' not found:\n\t" .. table.concat(error_msgs, "\n")) end -- Local env -- local local_env = { hive = { register = register, context = nil, permission = nil, current_worker = current_worker, Error = hive_Error, }, require = require, } -- Searchers -- local preload = internal.package.preload local function preload_searcher(modname) local loader = preload[modname] if loader then return loader, "<preload>" else return nil, "preload '" .. modname .. "' not found" end end local function source_searcher(modname) local source = internal.source local path = "" for str in string.gmatch(modname, "([^%.]+)") do path = path .. "/" .. str end local file_exists = source:exists(path .. ".lua") local init_exists = source:exists(path .. "/init.lua") if file_exists and init_exists then return nil, "file '@source:" .. path .. ".lua' and '@source:" .. path .. "/init.lua' conflicts" elseif not file_exists and not init_exists then return nil, "no file '@source:" .. path .. ".lua'\n\tno file 'source:" .. path .. "/init.lua'" else path = path .. (file_exists and ".lua" or "/init.lua") local function source_loader(modname, path) return source:load(path, local_env)() end return source_loader, path end end internal.package.searchers = { preload_searcher, source_searcher } -- Standard library whitelist -- local whitelist = { [false] = { "assert", "ipairs", "next", "pairs", "pcall", "print", "rawequal", "select", "setmetatable", "tonumber", "tostring", "type", "warn", "xpcall", "_VERSION", }, math = { "abs", "acos", "asin", "atan", "atan2", "ceil", "cos", "deg", "exp", "floor", "fmod", "frexp", "huge", "ldexp", "log", "log10", "max", "maxinteger", "min", "mininteger", "modf", "pi", "pow", "rad", "random", "sin", "sinh", "sqrt", "tan", "tanh", "tointeger", "type", "ult", }, os = { "clock", "difftime", "time", }, string = { "byte", "char", "find", "format", "gmatch", "gsub", "len", "lower", "match", "reverse", "sub", "upper", }, table = { "remove", "sort", "concat", "pack", "unpack", }, coroutine = { "close", "create", "isyieldable", "resume", "running", "status", "wrap", "yield", }, } local monkey_patch = { [false] = { "error", }, table = { "insert", "dump", "scope" }, routing = "*" } local function apply_whitelist(whitelist) for module, fields in pairs(whitelist) do local from_module, to_module if module then from_module = _G[module] to_module = {} local_env[module] = to_module else from_module = _G to_module = local_env end if fields == "*" then for k, v in pairs(from_module) do to_module[k] = v end else for _, field in ipairs(fields) do to_module[field] = from_module[field] end end end end apply_whitelist(whitelist) apply_whitelist(monkey_patch) local_env.getmetatable = safe_getmetatable return local_env, internal
---@diagnostic disable: undefined-global local palette = require 'nord-palette' local base = require 'base' -- JavaScript -- > pangloss/vim-javascript local clrs = palette.clrs local spec = palette.spec local pkg = function() return { jsGlobalNodeObjects {fg = clrs.nord8, gui = spec.italic}, hjsBrackets {base.Delimiter}, jsFuncCall {base.Function}, jsFuncParens {base.Delimiter}, jsThis {base.Keyword}, jsNoise {base.Delimiter}, jsPrototype {base.Keyword}, jsRegexpString {base.SpecialChar}, } end return pkg -- vi:nowrap
--====================================================================-- -- Async Sockets Basic -- -- Tests the Sockets library, async style -- -- Sample code is MIT licensed, the same license which covers Lua itself -- http://en.wikipedia.org/wiki/MIT_License -- Copyright (C) 2014-2015 David McCuskey. All Rights Reserved. --====================================================================-- print("\n===================================================================\n") --===================================================================-- --== Imports local Sockets = require 'lua_sockets' local Utils = require 'lua_utils' --====================================================================-- --== Setup, Constants local host, port = 'docs.davidmccuskey.com', 80 local sock --====================================================================-- --== Support Functions -- make up a generic request for the web server -- local function sendRequest() local req_t, req local bytes, err local req_t = { "GET / HTTP/1.1\r\n", "Host: " .. host .. "\r\n", "User-Agent: DMC Sockets " .. Sockets.VERSION .. "\r\n", "\r\n" } req = table.concat( req_t, "" ) bytes, err = sock:send( req ) end --====================================================================-- --== Main --====================================================================-- local function main() local onConnect, dataCallback, newlineCallback onConnect = function( event ) if event.status == sock.CONNECTED then print("=== Connection Established ===") sendRequest() print("Reading Data\n\n") -- sock:receive( '*l', dataCallback ) sock:receiveUntilNewline( newlineCallback ) elseif event.status == sock.CLOSED then print("=== Connection Closed ===\n\n") timer.performWithDelay( 4000, function() print("Reconnecting\n\n") ; sock:reconnect( { onConnect=onConnect } ) end ) else print("=== Connection Error ===") print( event.status, event.emsg ) end end dataCallback = function( event ) print("== Data Handler ==") print( '>>', event.data, event.emsg ) end newlineCallback = function( event ) print("== Newline Handler ==") event = event or {} if not event.data then print( 'error', event.emsg ) else print("Received Data:\n") for i,v in ipairs( event.data ) do print(i,v) end print("\n") end end print("Starting Connection") sock = Sockets:create( Sockets.ATCP ) sock:connect( host, port, { onConnect=onConnect, onData=dataCallback } ) end main()
-- This walks an AST, making back references to the parent node. -- -- This shouldn't be a separate step, but that's premature optimization. -- This is conceptually simple: -- Take the tree, add a parent reference that points to itself. -- Take all child members, if they're nodes, call the function recursively with the parent and nodes as argument. -- This is the usual recursive function wrapped in pre and post matter. -- Now that I've added an index, I'm considering a cleaner parent implementation, where the parent is simply a number -- which must be looked up against the index. To completely eliminate back references, the index might be a closure -- which returns the table given the argument, thus `index(i)` rather than `index[i]`. -- -- It would be useful for our decorated AST to have no cycles, since we're guaranteed to traverse it in linear time -- with no cycle checking. local util = require "util" local backwalk = {} local function make_backref (ast) return function() return ast end end local function index_gen () local first = {} local last = {} local closed = {} local depth = {} local length = 0 local meta = util.F() meta.__call = function(_, ordinal) return first[ordinal], last[ordinal], depth[ordinal] end -- This override requires 5.2 meta.__len = function() return length end closed.len = function() return length end closed.add = function(table, deep) length = length+1 first[length] = table first[table] = length -- Janus table! depth[length] = deep depth[table] = deep end closed.close = function(table) last[first[table]] = length last[table] = length end setmetatable(closed,meta) return closed end local function lift(ast, str) --lifts all spans as literal values under the tree. --decorator: does not copy. Returns nothing. -- should not exist. local function lifter(ast,str) if not str then str = ast:root().str end for i,v in ipairs(ast) do if type(v) == "table" and v.span then ast.val = str:sub(v[1],v[2]) ast.first = v[1] ast.last = v[2] elseif type(v) == "table" and v.isnode then lifter(v,str) elseif type(v) == "string" then error "raw string capture found in AST" -- implement a sensible strategy -- or forbid outright? end end end if not ast.lifted then lifter(ast,str) end end function backwalk.walk_ast (ast) local index = index_gen() local str = ast.str local function walker (ast, parent, deep) deep = deep + 1 if ast.isnode then index.add(ast,deep) for i, v in ipairs(ast) do if type(v) == "table" and v.isnode then walker(v,ast, deep) -- elseif type(v) == "string" then -- ast.val = v -- table.remove(ast,i) end end ast.parent = make_backref(parent) index.close(ast) end end walker(ast,ast,0) ast.index = index lift(ast) walker(ast,ast,0) ast.lifted = true -- print("index length is now: ", #index) return ast end return backwalk
-- Gaster <3 -- Condolences To Asriel And Fang (sexy Mofo's) wait(0.016666666666667) Effects = {} local Player = game.Players.localPlayer local Character = Player.Character local Humanoid = Character.Humanoid local mouse = Player:GetMouse() local m = Instance.new("Model", Character) m.Name = "WeaponModel" local effect = Instance.new("Model", Character) effect.Name = "Effects" local LeftArm = Character["Left Arm"] local RightArm = Character["Right Arm"] local LeftLeg = Character["Left Leg"] local RightLeg = Character["Right Leg"] local Head = Character.Head local Torso = Character.Torso local cam = game.Workspace.CurrentCamera local RootPart = Character.HumanoidRootPart local RootJoint = RootPart.RootJoint local equipped = false local attack = false local Anim = "Idle" vt = Vector3.new local idle = 0 local attacktype = 1 local Torsovelocity = RootPart.Velocity * Vector3.new(1, 0, 1).magnitude local velocity = RootPart.Velocity.y local sine = 0 local change = 1 local mana = 100 local mananum = 0 local it = Instance.new xenabled = true cenabled = true venabled = true zenabled = true local grabbed = false local cf = CFrame.new local mr = math.rad local angles = CFrame.Angles local ud = UDim2.new local c3 = Color3.new local NeckCF = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14) local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0) local LHCF = (CFrame.fromEulerAnglesXYZ(0, -1.6, 0)) RSH = nil RW = Instance.new("Weld") LW = Instance.new("Weld") RH = Torso["Right Hip"] LH = Torso["Left Hip"] RSH = Torso["Right Shoulder"] LSH = Torso["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW.Name = "RW" RW.Part0 = Torso RW.C0 = cf(1.5, 0.5, 0) RW.C1 = cf(0, 0.5, 0) RW.Part1 = RightArm RW.Parent = Torso LW.Name = "LW" LW.Part0 = Torso LW.C0 = cf(-1.5, 0.5, 0) LW.C1 = cf(0, 0.5, 0) LW.Part1 = LeftArm LW.Parent = Torso clerp = function(a, b, t) return a:lerp(b, t) end local RbxUtility = LoadLibrary("RbxUtility") local Create = RbxUtility.Create RemoveOutlines = function(part) part.TopSurface = 10 end CreatePart = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size) local Part = Create("Part")({Parent = Parent, Reflectance = Reflectance, Transparency = Transparency, CanCollide = false, Locked = true, BrickColor = BrickColor.new(tostring(BColor)), Name = Name, Size = Size, Material = Material}) RemoveOutlines(Part) return Part end CreateMesh = function(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 ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 0.033333333333333 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if frame <= tf 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 ) swait = function(num) if num == 0 or num == nil then ArtificialHB.Event:wait() else for i = 0, num do ArtificialHB.Event:wait() end end end CreateWeld = function(Parent, Part0, Part1, C0, C1) local Weld = Create("Weld")({Parent = Parent, Part0 = Part0, Part1 = Part1, C0 = C0, C1 = C1}) return Weld end rayCast = function(Position, Direction, Range, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore) end CreateSound = function(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 = id swait() sou:play() game:GetService("Debris"):AddItem(sou, 6) end )) end local getclosest = function(obj, distance) local last, lastx = distance + 1, nil for i,v in pairs(workspace:GetChildren()) do if v:IsA("Model") and v ~= Character and v:findFirstChild("Humanoid") and v:findFirstChild("Torso") and v:findFirstChild("Humanoid").Health > 0 then local t = v.Torso local dist = t.Position - obj.Position.magnitude if dist <= distance and dist < last then last = dist lastx = v end end end return lastx 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 and hit.Parent.DebounceHit.Value == true then return end local c = Create("ObjectValue")({Name = "creator", Value = game:service("Players").LocalPlayer, Parent = h}) game:GetService("Debris"):AddItem(c, 0.5) if HitSound ~= nil and HitPitch ~= nil then CreateSound(HitSound, hit, 1, HitPitch) end local Damage = math.random(minim, maxim) local blocked = false local block = hit.Parent:findFirstChild("Block") if block ~= nil and block.className == "IntValue" and block.Value > 0 then blocked = true block.Value = block.Value - 1 print(block.Value) end if blocked == false then 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(8000, 8000, 8000), 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, 0.5) game:GetService("Debris"):AddItem(rl, 0.5) else do if Type == "Debuff" then print'hi' else if Type == "Up" then local bodyVelocity = Create("BodyVelocity")({velocity = vt(0, 20, 0), P = 5000, maxForce = Vector3.new(8000, 8000, 8000), Parent = hit}) game:GetService("Debris"):AddItem(bodyVelocity, 0.5) else do if Type == "DarkUp" then coroutine.resume(coroutine.create(function() for i = 0, 1, 0.1 do swait() BlockEffect(BrickColor.new("Black"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, 0.08, 1) end end )) local bodyVelocity = Create("BodyVelocity")({velocity = vt(0, 20, 0), P = 5000, maxForce = Vector3.new(8000, 8000, 8000), Parent = hit}) game:GetService("Debris"):AddItem(bodyVelocity, 1) else do if 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) else do if 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(400000, 400000, 400000) * math.huge, P = 20000, 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 do 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, 0.5) end end end end end end end end end end end end ShowDamage = function(Pos, Text, Time, Color) local Rate = 0.033333333333333 if not Pos then local Pos = Vector3.new(0, 0, 0) end local Text = Text or "" local Time = Time or 2 if not Color then local Color = Color3.new(1, 0, 1) end local EffectPart = CreatePart(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 MagniDamage = function(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, head, mindam, maxdam, knock, Type, RootPart, 0.1, "http://www.roblox.com/asset/?id=231917784", 1) end end end end end BlockEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type) local prt = CreatePart(effect, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) if Type == 1 or Type == nil then table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh}) else if Type == 2 then table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh}) end end end it = Instance.new local fengui = it("GuiMain") fengui.Parent = Player.PlayerGui fengui.Name = "WeaponGUI" local fenframe = it("Frame") fenframe.Parent = fengui fenframe.BackgroundColor3 = Color3.new(255, 255, 255) fenframe.BackgroundTransparency = 1 fenframe.BorderColor3 = Color3.new(17, 17, 17) fenframe.Size = UDim2.new(0.0500000007, 0, 0.100000001, 0) fenframe.Position = UDim2.new(0.4, 0, 0.1, 0) local fenbarmana1 = it("TextLabel") fenbarmana1.Parent = fenframe fenbarmana1.Text = " " fenbarmana1.BackgroundTransparency = 0 fenbarmana1.BackgroundColor3 = Color3.new(0, 0, 0) fenbarmana1.SizeConstraint = "RelativeXY" fenbarmana1.TextXAlignment = "Center" fenbarmana1.TextYAlignment = "Center" fenbarmana1.Position = UDim2.new(0, 0, 0, 0) fenbarmana1.Size = UDim2.new(4, 0, 0.2, 0) local fenbarmana2 = it("TextLabel") fenbarmana2.Parent = fenframe fenbarmana2.Text = " " fenbarmana2.BackgroundTransparency = 0 fenbarmana2.BackgroundColor3 = Torso.Color fenbarmana2.SizeConstraint = "RelativeXY" fenbarmana2.TextXAlignment = "Center" fenbarmana2.TextYAlignment = "Center" fenbarmana2.Position = UDim2.new(0, 0, 0, 0) fenbarmana2.Size = UDim2.new(4 * mana / 100, 0, 0.2, 0) local fenbarmana3 = it("TextLabel") fenbarmana3.Parent = fenframe fenbarmana3.Text = " " fenbarmana3.BackgroundTransparency = 0 fenbarmana3.BackgroundColor3 = BrickColor.new("Magenta").Color fenbarmana3.SizeConstraint = "RelativeXY" fenbarmana3.TextXAlignment = "Center" fenbarmana3.TextYAlignment = "Center" fenbarmana3.Position = UDim2.new(0, 0, 0, 0) fenbarmana3.Size = UDim2.new(0, 0, 0.2, 0) local fenbarmana4 = it("TextLabel") fenbarmana4.Parent = fenframe fenbarmana4.Text = "Energy(" .. mana .. ")" fenbarmana4.BackgroundTransparency = 1 fenbarmana4.BackgroundColor3 = Color3.new(0, 0, 0) fenbarmana4.SizeConstraint = "RelativeXY" fenbarmana4.TextXAlignment = "Center" fenbarmana4.TextYAlignment = "Center" fenbarmana4.Position = UDim2.new(0, 0, -0.3, 0) fenbarmana4.Size = UDim2.new(4, 0, 0.2, 0) fenbarmana4.FontSize = "Size9" fenbarmana4.TextStrokeTransparency = 0 fenbarmana4.TextColor = BrickColor.new("White") local fengui = it("GuiMain") fengui.Parent = Player.PlayerGui fengui.Name = "WeaponGUI" local fenframe1 = it("TextLabel") fenframe1.Parent = fengui fenframe1.BackgroundColor3 = Color3.new(0.19607843137255, 0.19607843137255, 0.19607843137255) fenframe1.BackgroundTransparency = 0.3 fenframe1.BorderSizePixel = 5 fenframe1.BorderColor3 = Color3.new(1, 1, 1) fenframe1.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe1.Position = UDim2.new(0.325, 0, 0.7, 0) fenframe1.Text = "Z" fenframe1.TextWrapped = true fenframe1.FontSize = 7 fenframe1.TextColor3 = Color3.new(1, 1, 1) local fenframe1a = it("TextLabel") fenframe1a.Parent = fengui fenframe1a.BackgroundColor3 = Color3.new(0.7843137254902, 0.7843137254902, 0.7843137254902) fenframe1a.BackgroundTransparency = 0.3 fenframe1a.BorderSizePixel = 5 fenframe1a.BorderColor3 = Color3.new(1, 1, 1) fenframe1a.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe1a.Position = UDim2.new(0.325, 0, 0.7, 0) fenframe1a.Text = "" local fenframe2 = it("TextLabel") fenframe2.Parent = fengui fenframe2.BackgroundColor3 = Color3.new(0.19607843137255, 0.19607843137255, 0.19607843137255) fenframe2.BackgroundTransparency = 0.3 fenframe2.BorderSizePixel = 5 fenframe2.BorderColor3 = Color3.new(1, 1, 1) fenframe2.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe2.Position = UDim2.new(0.425, 0, 0.7, 0) fenframe2.Text = "X" fenframe2.TextWrapped = true fenframe2.FontSize = 7 fenframe2.TextColor3 = Color3.new(1, 1, 1) local fenframe2a = it("TextLabel") fenframe2a.Parent = fengui fenframe2a.BackgroundColor3 = Color3.new(0.7843137254902, 0.7843137254902, 0.7843137254902) fenframe2a.BackgroundTransparency = 0.3 fenframe2a.BorderSizePixel = 5 fenframe2a.BorderColor3 = Color3.new(1, 1, 1) fenframe2a.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe2a.Position = UDim2.new(0.425, 0, 0.7, 0) fenframe2a.Text = "" local fenframe3 = it("TextLabel") fenframe3.Parent = fengui fenframe3.BackgroundColor3 = Color3.new(0.19607843137255, 0.19607843137255, 0.19607843137255) fenframe3.BackgroundTransparency = 0.3 fenframe3.BorderSizePixel = 5 fenframe3.BorderColor3 = Color3.new(1, 1, 1) fenframe3.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe3.Position = UDim2.new(0.525, 0, 0.7, 0) fenframe3.Text = "C" fenframe3.TextWrapped = true fenframe3.FontSize = 7 fenframe3.TextColor3 = Color3.new(1, 1, 1) local fenframe3a = it("TextLabel") fenframe3a.Parent = fengui fenframe3a.BackgroundColor3 = Color3.new(0.7843137254902, 0.7843137254902, 0.7843137254902) fenframe3a.BackgroundTransparency = 0.3 fenframe3a.BorderSizePixel = 5 fenframe3a.BorderColor3 = Color3.new(1, 1, 1) fenframe3a.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe3a.Position = UDim2.new(0.525, 0, 0.7, 0) fenframe3a.Text = "" local fenframe4 = it("TextLabel") fenframe4.Parent = fengui fenframe4.BackgroundColor3 = Color3.new(0.19607843137255, 0.19607843137255, 0.19607843137255) fenframe4.BackgroundTransparency = 0.3 fenframe4.BorderSizePixel = 5 fenframe4.BorderColor3 = Color3.new(1, 1, 1) fenframe4.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe4.Position = UDim2.new(0.625, 0, 0.7, 0) fenframe4.Text = "V" fenframe4.TextWrapped = true fenframe4.FontSize = 7 fenframe4.TextColor3 = Color3.new(1, 1, 1) local fenframe4a = it("TextLabel") fenframe4a.Parent = fengui fenframe4a.BackgroundColor3 = Color3.new(0.7843137254902, 0.7843137254902, 0.7843137254902) fenframe4a.BackgroundTransparency = 0.3 fenframe4a.BorderSizePixel = 5 fenframe4a.BorderColor3 = Color3.new(1, 1, 1) fenframe4a.Size = UDim2.new(0.05, 0, 0.1, 0) fenframe4a.Position = UDim2.new(0.625, 0, 0.7, 0) fenframe4a.Text = "" fenframe1a.Size = UDim2.new(0, 0, 0.1, 0) fenframe2a.Size = UDim2.new(0, 0, 0.1, 0) fenframe3a.Size = UDim2.new(0, 0, 0.1, 0) fenframe4a.Size = UDim2.new(0, 0, 0.1, 0) MagicCylinder2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(effect, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.2, 0.2, 0.2)) prt.Anchored = true prt.CFrame = cframe msh = CreateMesh("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} end SphereEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(effect, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end RingEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(effect, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe msh = CreateMesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=3270017", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 2) coroutine.resume(coroutine.create(function(Part, Mesh, num) for i = 0, 1, delay do swait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh, (math.random(0, 1) + math.random()) / 5) end SlashEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(effect, "SmoothPlastic", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe msh = CreateMesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=448386996", vt(0, 0, 0), vt(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 2) coroutine.resume(coroutine.create(function(Part, Mesh, num) for i = 0, 1, delay do swait() Part.Transparency = i Mesh.Scale = Mesh.Scale + vt(x3, y3, z3) end Part.Parent = nil end ), prt, msh, (math.random(0, 1) + math.random()) / 5) end CylinderEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(effect, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end HeadEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(effect, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end WaveEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(effect, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "rbxassetid://20329976", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end SpecialEffect = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay) local prt = CreatePart(effect, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new()) prt.Anchored = true prt.CFrame = cframe local msh = CreateMesh("SpecialMesh", prt, "FileMesh", "rbxassetid://24388358", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh}) end BreakEffect = function(brickcolor, cframe, x1, y1, z1) local prt = CreatePart(effect, "SmoothPlastic", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5)) prt.Anchored = true prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) local msh = CreateMesh("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1)) local num = math.random(10, 50) / 1000 game:GetService("Debris"):AddItem(prt, 10) table.insert(Effects, {prt, "Shatter", num, prt.CFrame, math.random() - math.random(), 0, math.random(50, 100) / 100}) end Handle = CreatePart(m, Enum.Material.SmoothPlastic, 0, 1, "Really black", "FakeHandle", Vector3.new(1.49999952, 0.219999999, 0.25999999)) HandleWeld = CreateWeld(m, Character["Right Arm"], Handle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.00998926163, -1.0048238, -0.00521278381, -3.05175781e-005, 3.05175781e-005, -1, 3.05175781e-005, -1, -3.05185094e-005, -1, -3.05185094e-005, 3.05166468e-005)) FakeHandle = CreatePart(m, Enum.Material.SmoothPlastic, 0, 1, "Really black", "FakeHandle", Vector3.new(1.49999952, 0.219999999, 0.25999999)) FakeHandleWeld = CreateWeld(m, Handle, FakeHandle, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 1.00999999, 0.860000014)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-3.85998917, -0.0150715113, 4.76837158e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Magenta", "Part", Vector3.new(0.200000003, 1.00999999, 0.790000081)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-3.69999313, -0.0150667429, 0.00504493713, 1, 0, 0, 0, 1, 0, 0, 0, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0.5, "Bright violet", "Part", Vector3.new(0.800000012, 0.800000012, 0.800000012)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-5.1099968, -0.020236969, 0.0101566315, 1, 0, 0, 0, 1, 0, 0, 0, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Sphere, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.Plastic, 0, 0, "Really black", "Part", Vector3.new(0.599999905, 0.299999952, 0.399999976)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.0196530819, -1.10002947, 0.00994300842, 3.05195063e-005, -1, 2.14517786e-006, 1, 3.05193462e-005, -7.3674797e-005, 7.36747315e-005, 2.14742613e-006, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=3270017", Vector3.new(0, 0, 0), Vector3.new(0.800000012, 0.800000012, 2)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Plum", "Part", Vector3.new(0.200000003, 0.709999979, 0.720000029)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(6.67572021e-005, -1.10500383, -0.0198179483, -6.10337593e-005, -6.10356219e-005, -1, 1, 4.65618655e-010, -6.10337593e-005, 4.1909658e-009, -1, 6.10356219e-005)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.400000036, 1.00999999, 0.699999988)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-3.29998541, -0.0150543451, 3.43322754e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(1.49999952, 0.219999999, 0.25999999)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(1.71999991, 0.319999993, 0.359999985)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.86998796, 0.160014272, 0.0100288391, 1, 1.86264515e-009, -6.10351563e-005, -5.58793545e-009, 1, -6.10351563e-005, 6.10351563e-005, 6.10351563e-005, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 1.00999999, 0.790000081)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.0150831938, -4.23999023, 0.00506019592, 9.31322575e-010, -1, 0, 1, 9.31322575e-010, 0, 0, 0, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "rbxassetid://448386996", Vector3.new(0, 0, 0), Vector3.new(0.0120000001, 0.0120000001, 0.0120000001)) Part = CreatePart(m, Enum.Material.Plastic, 0, 0, "Black", "Part", Vector3.new(1.19999993, 1.29999995, 0.399999976)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.0803631544, 3.18995714, 0.300125122, 3.05195063e-005, -1, 2.14517786e-006, 1, 3.05193462e-005, -7.3674797e-005, 7.36747315e-005, 2.14742613e-006, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=3270017", Vector3.new(0, 0, 0), Vector3.new(1.10000002, 1.10000002, 1)) Part = CreatePart(m, Enum.Material.Plastic, 0, 0, "Black", "Part", Vector3.new(1.19999993, 1.29999995, 0.399999976)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.0803436041, 3.18998289, -0.299877167, 3.05195063e-005, -1, 2.14517786e-006, 1, 3.05193462e-005, -7.3674797e-005, 7.36747315e-005, 2.14742613e-006, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=3270017", Vector3.new(0, 0, 0), Vector3.new(1.10000002, 1.10000002, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 1.00999999, 0.790000081)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.00506019592, -4.23999023, 0.0150831938, 0, 0, -1, 1, 9.31322575e-010, 0, 9.31322575e-010, -1, 0)) CreateMesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "rbxassetid://448386996", Vector3.new(0, 0, 0), Vector3.new(0.0120000001, 0.0120000001, 0.0120000001)) Part = CreatePart(m, Enum.Material.Plastic, 0, 0, "Bright violet", "Part", Vector3.new(1.19999993, 1.29999995, 0.399999976)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.0803533792, 3.18997002, 0.00012588501, 3.05195063e-005, -1, 2.14517786e-006, 1, 3.05193462e-005, -7.3674797e-005, 7.36747315e-005, 2.14742613e-006, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=3270017", Vector3.new(0, 0, 0), Vector3.new(1.10000002, 1.10000002, 1)) Part = CreatePart(m, Enum.Material.Plastic, 0, 0, "Really black", "Part", Vector3.new(1.19999993, 1.29999995, 0.399999976)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.0803533792, 3.18997002, 0.00012588501, 3.05195063e-005, -1, 2.14517786e-006, 1, 3.05193462e-005, -7.3674797e-005, 7.36747315e-005, 2.14742613e-006, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.FileMesh, "http://www.roblox.com/asset/?id=3270017", Vector3.new(0, 0, 0), Vector3.new(1, 1, 5)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Black", "Part", Vector3.new(0.609999955, 0.319999993, 0.359999985)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(0.094997406, -0.959980011, 0.00995254517, 1.264202e-005, 1, 6.31808798e-005, -1, 1.26400919e-005, 3.05188951e-005, 3.05180947e-005, -6.31812654e-005, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(2.49999952, 0.219999999, 0.25999999)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-2.71000099, -6.74724579e-005, 8.20159912e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.319999874, 0.319999993, 0.359999985)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.56999588, -0.260039806, 0.0099811554, 1, 1.86264515e-009, -6.10351563e-005, -5.58793545e-009, 1, -6.10351563e-005, 6.10351563e-005, 6.10351563e-005, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.319999874, 0.319999993, 0.359999985)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(1.3599968, -0.260046244, 0.009973526, 1, 1.86264515e-009, -6.10351563e-005, -5.58793545e-009, 1, -6.10351563e-005, 6.10351563e-005, 6.10351563e-005, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Sphere, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.599999905, 0.519999981, 0.560000002)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.0999407768, 0.959987402, -3.81469727e-005, -1.26400264e-005, -1, 2.14649481e-006, 1, -1.26400919e-005, -3.05170342e-005, 3.05170615e-005, 2.14610918e-006, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.319999874, 0.319999993, 0.359999985)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.0300308466, -1.36999273, 0.00995635986, 1.264202e-005, 1, 6.31808798e-005, -1, 1.26400919e-005, 3.05188951e-005, 3.05180947e-005, -6.31812654e-005, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.200000003, 1.00999999, 0.860000014)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-3.53999329, -0.0150617361, 3.81469727e-005, 1, 0, 0, 0, 1, 0, 0, 0, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Bright violet", "Part", Vector3.new(0.819999874, 0.25, 0.359999985)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.01999855, -0.260010839, 0.00999450684, 1, 1.86264515e-009, -6.10351563e-005, -5.58793545e-009, 1, -6.10351563e-005, 6.10351563e-005, 6.10351563e-005, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Part = CreatePart(m, Enum.Material.SmoothPlastic, 0, 0, "Really black", "Part", Vector3.new(0.319999874, 0.319999993, 0.359999985)) PartWeld = CreateWeld(m, FakeHandle, Part, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(2.56999779, -0.260009289, 0.010011673, 1, 1.86264515e-009, -6.10351563e-005, -5.58793545e-009, 1, -6.10351563e-005, 6.10351563e-005, 6.10351563e-005, 1)) CreateMesh("SpecialMesh", Part, Enum.MeshType.Cylinder, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) Tip = CreatePart(m, Enum.Material.Neon, 0, 0.5, "Really black", "Tip", Vector3.new(1, 1, 1)) TipWeld = CreateWeld(m, FakeHandle, Tip, CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-5.1099968, -0.020236969, 0.0101566315, 1, 0, 0, 0, 1, 0, 0, 0, 1)) CreateMesh("SpecialMesh", Tip, Enum.MeshType.Sphere, "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1)) IceMortar = function() local dacf = Tip.CFrame * angles(-1.57 + math.random(40, 80) / 100, 0, math.random(-80, 80) / 100) local icepart1 = CreatePart(effect, "SmoothPlastic", 0, 1, BrickColor.new("Cyan"), "Ice", vt()) icepart1.Anchored = true i1msh = CreateMesh("SpecialMesh", icepart1, "Sphere", "", vt(0, 0, 0), vt(5, 5, 5)) icepart1.CFrame = dacf for i = 0, 1, 0.1 do swait() icepart1.CFrame = dacf end local cfinc = 99999 icepart1.Transparency = 1 CreateSound("rbxassetid://192410089", icepart1, 1, 1) game:GetService("Debris"):AddItem(icepart1, 1) local spread = vt((math.random(-1, 0) + math.random()) * 16, (math.random(-1, 0) + math.random()) * 16, (math.random(-1, 0) + math.random()) * 16) * (icepart1.Position - (icepart1.Position + vt(0, -1, 0))).magnitude / 100 local TheHit = mouse.Hit.p local MouseLook = cf((icepart1.Position + TheHit) / 2, TheHit + spread) local hit, pos = rayCast(icepart1.Position, MouseLook.lookVector, 999, Character) local target1, distance1 = rayCast(icepart1.Position, MouseLook.lookVector, 999, Character) local test1, dist1 = mouse.Hit.p, nil if target1 ~= nil then cfda = target1.Position + vt(math.random(-3000, 3000) / 100, 10, math.random(-3000, 3000) / 100) local hit2, pos2 = rayCast(icepart1.Position, MouseLook.lookVector, 999, Character) local d1 = CreatePart(effect, "SmoothPlastic", 0, 0.5, BrickColor.new("Magenta"), "Effect", vt()) d1.Anchored = true d1.CFrame = cf(pos2) MagniDamage(d1, 20, 2, 5, -10, "Debuff") SphereEffect(BrickColor.new("Black"), cf(pos2), 100, 100, 100, 10, 10, 10, 0.07) msh = CreateMesh("CylinderMesh", d1, "", "", vt(0, 0, 0), vt(200, 5, 200)) d2 = d1:Clone() d2.Parent = d1 d2.CFrame = cf(d1.Position) d2.BrickColor = BrickColor.new("Black") d2.Mesh.Scale = vt(0, 5, 0) table.insert(Effects, {d1, "SatelliteStrike", d2, d2.Mesh, 0}) end end local nr = NumberRange.new local ns = NumberSequence.new local cs = ColorSequence.new local nsk = NumberSequenceKeypoint.new particle = function(parent, col1, col2, lightemis, size, texture, transparency, zoffset, accel, drag, ltp, velinher, emisdir, enabled, lifetime, rate, rotation, rotspeed, speed, velspread) local fp = it("ParticleEmitter") fp.Parent = parent fp.Color = cs(col1, col2) fp.LightEmission = lightemis fp.Size = size fp.Texture = texture fp.Transparency = transparency fp.ZOffset = zoffset fp.Acceleration = accel fp.Drag = drag fp.LockedToPart = ltp fp.VelocityInheritance = velinher fp.EmissionDirection = emisdir fp.Enabled = enabled fp.Lifetime = lifetime fp.Rate = rate fp.Rotation = rotation fp.RotSpeed = rotspeed fp.Speed = speed fp.VelocitySpread = velspread return fp end sizeseq = ns({nsk(0, 4), nsk(0.027, 8.5), nsk(0.184, 9), nsk(1, 10)}) transseq = ns({nsk(0, 0.375), nsk(0.4, 1), nsk(1, 1)}) local icicleparti1 = particle(Torso, Color3.new(1, 1, 1), Color3.new(0.3921568627451, 0.3921568627451, 1), 0.2, sizeseq, "http://www.roblox.com/asset/?id=329766994", transseq, 0, vt(0, -0.5, 0), 0, false, 0, "Bottom", false, nr(7, 10), 15, nr(-360, 360), nr(-30, 30), nr(3), 20) sizeseq = ns({nsk(0, 5), nsk(0.025, 7.7), nsk(0.192, 9), nsk(1, 10)}) transseq = ns({nsk(0, 0.8), nsk(0.3, 1), nsk(1, 1)}) local icicleparti2 = particle(Torso, Color3.new(1, 1, 1), Color3.new(0.3921568627451, 0.3921568627451, 1), 0.3, sizeseq, "http://www.roblox.com/asset/?id=241594419", transseq, 0, vt(0, -0.5, 0), 0, false, 0, "Bottom", false, nr(7, 10), 80, nr(-360, 360), nr(-30, 30), nr(3), 20) sizeseq = ns({nsk(0, 0.328), nsk(0.075, 3.11), nsk(0.206, 4.97), nsk(1, 10)}) transseq = ns({nsk(0, 0.363), nsk(0.107, 1), nsk(1, 1)}) DarkMortar = function() for i = 1, math.random(3, 5) do local dacf = Tip.CFrame * angles(-1.57 + math.random(40, 80) / 100, 0, math.random(-80, 80) / 100) local icepart1 = CreatePart(effect, "SmoothPlastic", 0, 1, BrickColor.new("Cyan"), "Ice", vt()) icepart1.Anchored = true i1msh = CreateMesh("SpecialMesh", icepart1, "Sphere", "", vt(0, 0, 0), vt(5, 5, 5)) icepart1.CFrame = dacf for i = 0, 1, 0.1 do swait() icepart1.CFrame = dacf end local cfinc = 99999 icepart1.Transparency = 1 CreateSound("rbxassetid://192410089", icepart1, 1, 1.5) game:GetService("Debris"):AddItem(icepart1, 1) local spread = vt((math.random(-5, 5) + math.random()) * 16, (math.random(-5, 5) + math.random()) * 16, (math.random(-5, 5) + math.random()) * 16) * (icepart1.Position - (icepart1.Position + vt(0, -1, 0))).magnitude / 100 local TheHit = mouse.Hit.p local MouseLook = cf((icepart1.Position + TheHit) / 2, TheHit + spread) local hit, pos = rayCast(icepart1.Position, MouseLook.lookVector, 999, Character) local target1, distance1 = rayCast(icepart1.Position, MouseLook.lookVector, 999, Character) local test1, dist1 = mouse.Hit.p, nil if target1 ~= nil then cfda = target1.Position + vt(math.random(-3000, 3000) / 100, 10, math.random(-3000, 3000) / 100) local hit2, pos2 = rayCast(icepart1.Position, MouseLook.lookVector, 999, Character) BlockEffect(BrickColor.new("Black"), LeftArm.CFrame * cf(0, -1, 0), 12, 12, 12, 0.5, 0.5, 0.5, 0.05) SphereEffect(BrickColor.new("Black"), LeftArm.CFrame * cf(0, -1, 0), 12, 12, 12, 0.5, 0.5, 0.5, 0.05) local d1 = CreatePart(effect, "SmoothPlastic", 0, 0.5, BrickColor.new("Magenta"), "Effect", vt()) d1.Anchored = true d1.CFrame = cf(pos2) MagniDamage(d1, 20, 2, 5, -10, "Normal") SphereEffect(BrickColor.new("Black"), cf(pos2), 10, 10, 10, 10, 10, 10, 0.07) msh = CreateMesh("CylinderMesh", d1, "", "", vt(0, 0, 0), vt(50, 5, 50)) d2 = d1:Clone() d2.Parent = d1 d2.CFrame = cf(d1.Position) d2.BrickColor = BrickColor.new("Black") d2.Mesh.Scale = vt(0, 5, 0) table.insert(Effects, {d1, "MiniStrike", d2, d2.Mesh, 0}) end end end Ravage = function() attack = true 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)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-10), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(100), 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) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(30), math.rad(0), math.rad(0)), 0.3) end IceMortar() SphereEffect(BrickColor.new("Black"), Tip.CFrame, 10, 10, 10, 5, 5, 5, 0.07) RingEffect(BrickColor.new("Black"), Tip.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 10, 10, 2, 0.5, 0.5, 0, 0.07) RingEffect(BrickColor.new("Black"), Tip.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 10, 10, 2, 0.5, 0.5, 0, 0.08) end attackone = function() attack = true 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(-70)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(70)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(80), math.rad(0), math.rad(-20)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(-30)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(0), math.rad(50), math.rad(-70)), 0.3) end for i = 0, 1, 0.5 do swait() RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(90), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(80), math.rad(0), math.rad(-20)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(0), math.rad(50), math.rad(0)), 0.3) end 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(70)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(-70)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(80), math.rad(0), math.rad(-20)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(30)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(0), math.rad(50), math.rad(70)), 0.3) end CreateSound("rbxassetid://241816017", Tip, 1, 1) MagniDamage(Tip, 10, 7, 10, 1, "Normal") SphereEffect(BrickColor.new("Black"), Tip.CFrame, 10, 10, 10, 5, 5, 5, 0.07) RingEffect(BrickColor.new("Black"), Tip.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 10, 10, 2, 0.5, 0.5, 0, 0.07) RingEffect(BrickColor.new("Black"), Tip.CFrame * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 10, 10, 2, 0.5, 0.5, 0, 0.08) attack = false end Nightmare = function() attack = true 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(-70)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(70)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(180), math.rad(0), math.rad(0)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(80), math.rad(50), math.rad(-70)), 0.3) end BlockEffect(BrickColor.new("Black"), LeftArm.CFrame * cf(0, -1, 0), 12, 12, 12, 0.5, 0.5, 0.5, 0.05) DarkMortar() end attacktwo = function() attack = true 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(-90)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(90)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(80), math.rad(50), math.rad(-70)), 0.3) end CreateSound("rbxassetid://241816017", Tip, 1, 1.5) MagniDamage(LeftArm, 3, 7, 12, 1, "Normal") BlockEffect(BrickColor.new("Black"), LeftArm.CFrame * cf(0, -1, 0), 12, 12, 12, 0.5, 0.5, 0.5, 0.05) 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(-90)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(90)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-130)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(80), math.rad(50), math.rad(-70)), 0.3) end attack = false end local grabbing = false Finale = function() attack = true 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(90)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(-90)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(80), math.rad(50), math.rad(-70)), 0.3) end local ef = CreatePart(workspace, "SmoothPlastic", 0, 1, BrickColor.new("Black"), "ef", vt(0.5, 0.5, 0.5)) con1 = LeftArm.Touched:connect(function(hit) local ht = hit.Parent coroutine.resume(coroutine.create(function() while grabbing do swait() ef.CFrame = LeftArm.CFrame * cf(0, -0.5, 0) * angles(1.57, 0, 1.57) end end )) local hum1 = ht:FindFirstChild("Humanoid") if hum1 ~= nil then grabbing = true coroutine.resume(coroutine.create(function() hum1.PlatformStand = true wait(3) hum1.PlatformStand = false end )) local asd = CreateWeld(ef, ef, ht:FindFirstChild("Torso"), CFrame.new(0, 0, 0), CFrame.new(0, 0, 0)) asd.Parent = ef asd.Name = "asd" asd.C0 = asd.C0 * CFrame.Angles(math.rad(0), 0, 0) else do if hum1 == nil then con1:disconnect() wait() return end end end end ) if grabbing == false then for i = 0, 1, 0.05 do swait() Torso.Velocity = RootPart.CFrame.lookVector * 30 RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(90)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(80), math.rad(50), math.rad(0)), 0.3) end end do if grabbing == true then 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(-90)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-20), math.rad(0), math.rad(90)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(-120)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(80), math.rad(50), math.rad(0)), 0.3) BlockEffect(BrickColor.new("Black"), LeftArm.CFrame, 10, 10, 10, -0.5, -0.5, -0.5, 0.07, 1) end mana = mana CreateSound("rbxassetid://188959258", LeftArm, 0.5, 1) for i = 0, 1 do BlockEffect(BrickColor.new("Black"), LeftArm.CFrame, 50, 50, 50, -0.5, -0.5, -0.5, 0.07, 1) end MagniDamage(LeftArm, 15, 20, 30, 1, "Normal") coroutine.resume(coroutine.create(function() for i = 0, 3 do swait() WaveEffect(BrickColor.new("Black"), RootPart.CFrame * cf(0, -1, 0) * angles(0, math.random(-50, 50), 0), 1, 1, 1, 1, 1, 1, 0.05) end end )) end grabbing = false con1:disconnect() ef.Parent = nil attack = false end end attackthree = function() attack = true 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(-90)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(90)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(80), math.rad(50), math.rad(-70)), 0.3) end MagniDamage(LeftArm, 5, 10, 10, 1, "Normal") CreateSound("rbxassetid://241816017", LeftArm, 1, 0.8) SlashEffect(BrickColor.new("Black"), RootPart.CFrame * cf(0, 1, -5) * angles(math.rad(90), math.rad(-50, 50), 0), 0.001, 0.1, 0.1, 0, 0.001, 0.001, 0.05) 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)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(-90)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(80), math.rad(50), math.rad(-70)), 0.3) end attack = false end ShootCannon = function(asd, mindam, maxdam, x, y, z, magn) CreateSound("rbxassetid://263623156", asd, 0.5, 1) CreateSound("rbxassetid://263610152", asd, 0.5, 1) CreateSound("rbxassetid://263623139", asd, 0.5, 1) 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, Character) local mag = (MainPos - pos).magnitude MagicCylinder2(BrickColor.new("Magenta"), CFrame.new((MainPos + pos) / 2, pos) * angles(1.57, 0, 0), 0.1, mag * 5, 0.1, 0.2, 0, 0.2, 0.03) MainPos = MainPos + MouseLook.lookVector * 10 num = num - 1 if hit ~= nil then num = 0 local ref = CreatePart(effect, "SmoothPlastic", 0, 1, BrickColor.new("Magenta"), "Reference", vt()) ref.Anchored = true ref.CFrame = cf(pos) game.Debris:AddItem(ref, 3) MagniDamage(ref, mag, mindam, maxdam, 1, "Normal") CreateSound("rbxassetid://263610039", ref, 1, 1) CreateSound("rbxassetid://263610111", ref, 1, 1) BlockEffect(BrickColor.new("Magenta"), cf(pos), 5, 5, 5, 0.5, 0.5, 0.5, 0.05) game:GetService("Debris"):AddItem(ref, 1) MagniDamage(ref, magn, mindam, maxdam, 10, "Normal") end until num <= 0 end )) end Debuff = function() attack = true for i = 0, 1, 0.1 do swait() BlockEffect(BrickColor.new("Black"), Tip.CFrame, 10, 10, 10, -0.5, -0.5, -0.5, 0.07, 1) RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(-90)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(90)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(0)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(80), math.rad(50), math.rad(-70)), 0.3) end SphereEffect(BrickColor.new("Black"), Tip.CFrame, 10, 10, 10, 0.5, 0.5, 0.5, 0.07) ShootCannon(Tip, 10, 15, 5, 5, 5, 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(-90)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos(sine / 9)), math.rad(0), math.rad(90)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(90)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(90), math.rad(0), math.rad(-90)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(80), math.rad(50), math.rad(-70)), 0.3) end attack = false end ob1u = function() end ob1d = function() if attack == false and attacktype == 1 then attacktype = 2 attackone() else if attack == false and attacktype == 2 then attacktype = 3 attacktwo() else if attack == false and attacktype == 3 then attacktype = 1 attackthree() end end end end key = function(k) k = k:lower() if attack == false and k == "z" and mana >= 10 and zenabled == true then zenabled = false mana = mana coroutine.resume(coroutine.create(function() for i = 1, 0, -0.01 do swait() fenframe1a.Size = UDim2.new(0.05 * i, 0, 0.1, 0) end zenabled = true fenframe1a.Size = UDim2.new(0, 0, 0.1, 0) end )) Debuff() else if attack == false and k == "x" and mana >= 20 and xenabled == true then mana = mana xenabled = false Ravage() else if attack == false and k == "c" and mana >= 30 and cenabled == true then cenabled = false mana = mana coroutine.resume(coroutine.create(function() for i = 1, 0, -0.003 do swait() fenframe3a.Size = UDim2.new(0.05 * i, 0, 0.1, 0) end cenabled = true fenframe3a.Size = UDim2.new(0, 0, 0.1, 0) end )) Nightmare() else if attack == false and k == "v" and mana >= 45 and venabled == true then venabled = false coroutine.resume(coroutine.create(function() for i = 1, 0, -0.005 do swait() fenframe4a.Size = UDim2.new(0.05 * i, 0, 0.1, 0) end venabled = true fenframe4a.Size = UDim2.new(0, 0, 0.1, 0) end )) Finale() end end end end end Bin = Instance.new("HopperBin", Player.Backpack) ds = function(mouse) end s = function(mouse) print("Selected") mouse.Button1Down:connect(function() ob1d(mouse) end ) mouse.Button1Up:connect(function() ob1u(mouse) end ) mouse.KeyDown:connect(key) end Bin.Selected:connect(s) Bin.Deselected:connect(ds) coroutine.resume(coroutine.create(function() while 1 do for i = 0, 1, 0.1 do swait() end BlockEffect(BrickColor.new("Black"), LeftArm.CFrame * cf(0, -1, 0), 2, 2, 2, 0.5, 0.5, 0.5, 0.05) end end )) while 1 do while 1 do while 1 do swait() Torsovelocity = RootPart.Velocity * Vector3.new(1, 0, 1).magnitude velocity = RootPart.Velocity.y sine = sine + change local hit, pos = 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 1 < RootPart.Velocity.y and hit == nil then Anim = "Jump" if attack == false then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-20), math.rad(0), math.rad(0)), 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(-20), math.rad(0), math.rad(-10)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(-80), math.rad(50), math.rad(80)), 0.3) end else if RootPart.Velocity.y < -1 and hit == nil then Anim = "Fall" if attack == false then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(20), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(80)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5, 0) * angles(math.rad(-40), math.rad(0), math.rad(-20)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1, 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(-80), math.rad(50), math.rad(80)), 0.3) end else if Torsovelocity.x < 1 or Torsovelocity.z < 1 and hit ~= nil then Anim = "Idle" if attack == false then change = 1 RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0 - 0.1 * math.cos((sine) / 9)) * angles(math.rad(0), math.rad(0), math.rad(-40)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(-1 + 1 * math.cos((sine) / 9)), math.rad(0), math.rad(40)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(70)), 0.3) LW.C0 = clerp(LW.C0, CFrame.new(-1.5, 0.5 - 0.1 * math.cos((sine) / 9), 0) * angles(math.rad(20), math.rad(0), math.rad(-20)), 0.3) RH.C0 = clerp(RH.C0, cf(1, -1 + 0.1 * math.cos((sine) / 9), 0) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1 + 0.1 * math.cos((sine) / 9), 0) * LHCF * angles(math.rad(0), math.rad(30), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(-70), math.rad(50), math.rad(80)), 0.3) end else if 2 < Torsovelocity.x or 2 < Torsovelocity.z and hit ~= nil then Anim = "Walk" if attack == false then RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, 0) * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) Torso.Neck.C0 = clerp(Torso.Neck.C0, NeckCF * angles(math.rad(10), math.rad(0), math.rad(0)), 0.3) RW.C0 = clerp(RW.C0, CFrame.new(1.5, 0.5, 0) * angles(math.rad(0), math.rad(0), math.rad(70)), 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) * RHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * LHCF * angles(math.rad(0), math.rad(0), math.rad(0)), 0.3) FakeHandleWeld.C0 = clerp(FakeHandleWeld.C0, cf(0, 0, 0) * angles(math.rad(-80), math.rad(50), math.rad(80)), 0.3) end end end end end end if 0 < #Effects 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] == "MiniStrike" then if Thing[5] < 50 then Thing[5] = Thing[5] + 1 Thing[4].Scale = vt(Thing[5], 5, Thing[5]) else refda = CreatePart(effect, "SmoothPlastic", 0, 1, BrickColor.new("Black"), "Reference", vt()) refda.Anchored = true refda.CFrame = cf(Thing[1].Position) game:GetService("Debris"):AddItem(refda, 1) CreateSound("rbxassetid://334325056", refda, 1, 1.5) CreateSound("rbxassetid://243711369", refda, 0.8, 2) MagniDamage(refda, 20, 8, 10, 0, "Normal.") HeadEffect(BrickColor.new("Black"), cf(refda.Position), 20, 99999, 20, -4, 1, -4, 0.1) BlockEffect(BrickColor.new("Black"), cf(refda.Position), 80, 80, 80, -5, -5, -5, 0.07, 1) RingEffect(BrickColor.new("Black"), cf(refda.Position) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 3, 3, 0, 3, 3, 0, 0.07) attack = false Thing[1].Parent = nil table.remove(Effects, e) end end if Thing[2] == "SatelliteStrike" then if Thing[5] < 200 then Thing[5] = Thing[5] + 2 Thing[4].Scale = vt(Thing[5], 5, Thing[5]) else refda = CreatePart(effect, "SmoothPlastic", 0, 1, BrickColor.new("Black"), "Reference", vt()) refda.Anchored = true refda.CFrame = cf(Thing[1].Position) game:GetService("Debris"):AddItem(refda, 1) CreateSound("rbxassetid://334325056", refda, 1, 1) CreateSound("rbxassetid://243711369", refda, 0.8, 1) MagniDamage(refda, 20, 20, 30, 0, "Debuff") HeadEffect(BrickColor.new("Black"), cf(refda.Position), 50, 99999, 50, -4, 1, -4, 0.1) BlockEffect(BrickColor.new("Black"), cf(refda.Position), 120, 120, 120, -5, -5, -5, 0.07, 1) RingEffect(BrickColor.new("Black"), cf(refda.Position) * angles(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 10, 10, 0, 3, 3, 0, 0.07) coroutine.resume(coroutine.create(function() for i = 1, 0, -0.0075 do swait() fenframe2a.Size = UDim2.new(0.05 * i, 0, 0.1, 0) end xenabled = true fenframe2a.Size = UDim2.new(0, 0, 0.1, 0) end )) attack = false Thing[1].Parent = nil table.remove(Effects, e) end end if Thing[2] == "Block1" then Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)) Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Block2" then Thing[1].CFrame = Thing[1].CFrame Mesh = Thing[7] Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Cylinder" then Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Blood" then Mesh = Thing[7] Thing[1].CFrame = Thing[1].CFrame * Vector3.new(0, 0.5, 0) Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Elec" then Mesh = Thing[1].Mesh Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9]) Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Disappear" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] else if Thing[2] == "Shatter" then Thing[1].Transparency = Thing[1].Transparency + Thing[3] Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0) Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0) Thing[6] = Thing[6] + Thing[5] end end end end end end end else Part.Parent = nil table.remove(Effects, e) end end end end end do fenbarmana2:TweenSize((UDim2.new(4 * mana / 100, 0, 0.2, 0)), nil, 1, 0.4, true) fenbarmana4.Text = "[Mana] <{[ " .. mana .. " ]}> [Mana]" if 100 <= mana then mana = 100 end end end if attack == false then if mananum <= 8 then mananum = mananum + 1 end end end mananum = 0 mana = mana + 1 end
--*********************************************************** --** ROBERT JOHNSON ** --** Class wich help you to drag an item over the world, it display a ghost render of the item --** You can either press R or let the left mouse btn down and drag the mouse around to rotate the item ** --*********************************************************** require "ISBaseObject" ---@class ISBuildingObject : ISBaseObject ISBuildingObject = ISBaseObject:derive("ISBuildingObject"); local function predicateNotBroken(item) return not item:isBroken() end --************************************************************************-- --** ISBuildingObject:initialise --** --************************************************************************-- function ISBuildingObject:initialise() end --************************************************************************-- --** ISBuildingObject:new --** --************************************************************************-- --~ function ISBuildingObject:derive (type) --~ local o = {} --~ setmetatable(o, self) --~ self.__index = self --~ o.Type= type; --~ return o --~ end function ISBuildingObject:setCanPassThrough(passThrough) self.canPassThrough = passThrough; end function ISBuildingObject:setNorthSprite(sprite) self.northSprite = sprite; end function ISBuildingObject:setEastSprite(sprite) self.eastSprite = sprite; end function ISBuildingObject:setSouthSprite(sprite) self.southSprite = sprite; end function ISBuildingObject:setSprite(sprite) self.sprite = sprite; self.choosenSprite = sprite; end function ISBuildingObject:setOpenNailsBox(openNailsBox) self.openNailsBox = openNailsBox; end function ISBuildingObject:setDragNilAfterPlace(nilAfter) self.dragNilAfterPlace = nilAfter; end function ISBuildingObject.onDestroy(thump, player) if thump:getContainer() and thump:getContainer():getItems() then local items = thump:getContainer():getItems() for i=0,items:size()-1 do thump:getSquare():AddWorldInventoryItem(items:get(i), 0.0, 0.0, 0.0) end end if camping.isTentObject(thump) then camping.destroyTent(thump) return end for index, value in pairs(thump:getModData()) do if luautils.stringStarts(index, "need:") then local itemFullType = luautils.split(index, ":")[2]; for i=1,tonumber(value) do if ZombRand(2) == 0 then -- item destroyed elseif player then player:getInventory():AddItem(itemFullType); else thump:getSquare():AddWorldInventoryItem(itemFullType, 0.0, 0.0, 0.0); end end end end -- ISBuildingObject.removeFromGround(thump:getSquare()); local stairObjects = buildUtil.getStairObjects(thump) if #stairObjects > 0 then for i=1,#stairObjects do stairObjects[i]:getSquare():transmitRemoveItemFromSquare(stairObjects[i]) end else thump:getSquare():transmitRemoveItemFromSquare(thump) end end function ISBuildingObject.removeFromGround(square) if square then for i = 0, square:getSpecialObjects():size() - 1 do local thump = square:getSpecialObjects():get(i); if instanceof(thump, "IsoThumpable") then square:transmitRemoveItemFromSquare(thump); break; end end end end local function isMouseOverUI() local uis = UIManager.getUI() for i=1,uis:size() do local ui = uis:get(i-1) if ui:isMouseOver() then return true end end return false end -- render the item on the ground or launch the build function DoTileBuilding(draggingItem, isRender, x, y, z, square) local spriteName = nil; if not draggingItem.player then print('ERROR: player not set in DoTileBuilding'); draggingItem.player = 0 end; -- if the square is nil we have to create it (for example, the 2nd floor square are nil) if square == nil and getWorld():isValidSquare(x, y, z) then --~ print("create new square : " .. x .. " " .. y); square = getCell():createNewGridSquare(x, y, z, true); --~ print("square created : " .. newSq:getX() .. " " .. newSq:getY()); end --~ print("dragging : " .. x .. " " .. y); --~ print("square is : " .. square:getX() .. " " .. square:getY()); -- get the sprite we have to display if draggingItem.player == 0 and wasMouseActiveMoreRecentlyThanJoypad() then local mouseOverUI = isMouseOverUI(); if Mouse:isLeftDown() then if not draggingItem.isLeftDown then draggingItem.clickedUI = mouseOverUI; draggingItem.isLeftDown = true; end if draggingItem.clickedUI then return end draggingItem:rotateMouse(x, y); else if draggingItem.isLeftDown then draggingItem.isLeftDown = false; draggingItem.build = draggingItem.canBeBuild and not mouseOverUI and not draggingItem.clickedUI; draggingItem.clickedUI = false; end if mouseOverUI then return end end end spriteName = draggingItem:getSprite(); -- if we have the left mouse button down, we fix the item to the square we clicked -- so while we have the left button down, we can drag the mouse to change the direction of the item (like in the Sims..) if (draggingItem.isLeftDown or draggingItem.build) and draggingItem.square then square = draggingItem.square; x = square:getX(); y = square:getY(); else -- else, the square is the one our mouse is on draggingItem.square = square; end -- There may be no square if we are at the edge of the map. if not square then draggingItem.canBeBuild = false return end -- render our item on the ground, if it can be placed we render it with a bit of red over it if isRender then -- we first call the isValid function of our item draggingItem.canBeBuild = draggingItem:isValid(square, draggingItem.north) -- we call the render function of our item, because for stairs (for example), we drag only 1 item : the 1st part of the stairs -- so in the :render function is ISWoodenStair, we gonna display the 2 other part of the stairs, depending on his direction draggingItem:render(x, y, z, square) end -- finally build our item ! if draggingItem.canBeBuild and draggingItem.build then draggingItem:tryBuild(x, y, z) end if draggingItem.build and not draggingItem.dragNilAfterPlace then draggingItem:reinit(); end end function ISBuildingObject:tryBuild(x, y, z) local square = getCell():getGridSquare(x, y, z) local playerObj = getSpecificPlayer(self.player) local playerInv = playerObj:getInventory() if ISBuildMenu.cheat or self:walkTo(x, y, z) or ((self.Type == "fishingNet") and (self:isValid(square, true))) then if self.dragNilAfterPlace then getCell():setDrag(nil, self.player) end -- if you give a custom maxTime, if not it's calculated with the carpentry level local maxTime = (200 - (playerObj:getPerkLevel(Perks.Woodwork) * 5)) if self.maxTime then maxTime = self.maxTime end if playerObj:isTimedActionInstant() then maxTime = 1 end if self.skipBuildAction then -- farmingPlot doesn't need another action self:create(x, y, z, self.north, self:getSprite()) else if not self.noNeedHammer and not ISBuildMenu.cheat then local hammer = playerInv:getFirstTagEvalRecurse("Hammer", predicateNotBroken) if hammer then ISInventoryPaneContextMenu.equipWeapon(hammer, true, false, self.player) end end if not ISBuildMenu.cheat then if self.equipBothHandItem then if luautils.haveToBeTransfered(playerObj, self.equipBothHandItem) then ISTimedActionQueue.add(ISInventoryTransferAction:new(playerObj, self.equipBothHandItem, self.equipBothHandItem:getContainer(), playerInv)); end ISInventoryPaneContextMenu.equipWeapon(self.equipBothHandItem, true, true, self.player) end if self.firstItem then local item = playerInv:getItemFromType(self.firstItem, true, true) if self.firstPredicate then item = playerInv:getFirstTypeEvalArgRecurse(self.firstItem, self.firstPredicate, self.firstArg) end ISInventoryPaneContextMenu.equipWeapon(item, true, false, self.player) end if self.secondItem then local item = playerInv:getItemFromType(self.secondItem, true, true) if instanceof(item, "Clothing") then if not item:isEquipped() then ISInventoryPaneContextMenu.wearItem(item, self.player) end else ISInventoryPaneContextMenu.equipWeapon(item, false, false, self.player) end end end -- Pass a copy of this object to ISBuildAction to avoid issues with changing this object -- before the action completes, such as rotating it with the 'Rotate Building' key. local selfCopy = copyTable(self) setmetatable(selfCopy, getmetatable(self, true)) ISTimedActionQueue.add(ISBuildAction:new(playerObj, selfCopy, x, y, z, self.north, self:getSprite(), maxTime)) end end end -- Override this to change the position the player walks to. function ISBuildingObject:walkTo(x, y, z) local square = getCell():getGridSquare(x, y, z) local playerObj = getSpecificPlayer(self.player) if self.isWallLike then return luautils.walkAdjWall(playerObj, square, self.north) end return luautils.walkAdj(playerObj, square) end -- Called in ISBuildAction:start(). -- Override this to call setOverrideHandModels() and/or player:SetVariable(). function ISBuildingObject:onTimedActionStart(action) local actionAnim = CharacterActionAnims.Build if self.actionAnim then actionAnim = self.actionAnim elseif self.firstItem == "BlowTorch" then actionAnim = "BlowTorch" if self.buildLow then actionAnim = "BlowTorchFloor" end else if self.buildLow then actionAnim = CharacterActionAnims.BuildLow end end action:setActionAnim(actionAnim) if action.character:isPrimaryEquipped("Base.BlowTorch") then action:setOverrideHandModels(action.character:getPrimaryHandItem(), nil) end end -- Called in ISBuildAction:stop(). function ISBuildingObject:onTimedActionStop(action) end function ISBuildingObject:haveMaterial(square) if ISBuildMenu.cheat then return true; end local groundItems = buildUtil.getMaterialOnGround(square); local groundItemCounts = buildUtil.getMaterialOnGroundCounts(groundItems) local groundItemUses = buildUtil.getMaterialOnGroundUses(groundItems) local dragItem = self local modData = dragItem.modData; local playerObj = getSpecificPlayer(dragItem.player) local playerInv = playerObj:getInventory() if modData ~= nil then for index, value in pairs(modData) do if luautils.stringStarts(index, "need:") then local itemFullType = luautils.split(index, ":")[2]; local nbOfItem = playerInv:getCountTypeEvalRecurse(itemFullType, buildUtil.predicateMaterial) -- if the build recipe requires nails, check the player's inventory for boxes of nails, and add them to the count if itemFullType == "Base.Nails" then nbOfItem = nbOfItem + playerInv:getCountTypeEvalRecurse("Base.NailsBox", buildUtil.predicateMaterial)*100; if groundItemCounts["Base.NailsBox"] then nbOfItem = nbOfItem + playerInv:getCountTypeEvalRecurse("Base.NailsBox", buildUtil.predicateMaterial)*100; end end if groundItemCounts[itemFullType] then nbOfItem = nbOfItem + groundItemCounts[itemFullType]; end if nbOfItem < tonumber(value) then return false; end end if luautils.stringStarts(index, "use:") then local itemFullType = luautils.split(index, ":")[2]; local nbOfUse = playerInv:getUsesTypeRecurse(itemFullType) if groundItemUses[itemFullType] then nbOfUse = nbOfUse + groundItemUses[itemFullType]; end if nbOfUse < tonumber(value) then return false; end end end end if not self.noNeedHammer and not ISBuildMenu.cheat then local hammer = playerInv:getFirstTagEvalRecurse("Hammer", predicateNotBroken); if not hammer then return false; end end return true; end function ISBuildingObject:reinit() --~ ISBuildingObject.nSprite = 1; self.isLeftDown = false; self.clickedUI = false; self.canBeBuild = false; self.build = false; self.square = nil; --~ ISBuildingObject.north = false; end function ISBuildingObject:reset() -- getCell():setDrag(nil); self.northSprite = nil; self.sprite = nil; self.southSprite = nil; self.eastSprite = nil; self.nSprite = 1; self.isLeftDown = false; self.clickedUI = false; self.canBeBuild = false; self.build = false; self.square = nil; self.north = false; self.south = false; self.east = false; self.west = false; self.choosenSprite = nil; self.dragNilAfterPlace = false; self.xJoypad = -1; self.yJoypad = -1; self.zJoypad = -1; self.isWallLike = false; self.isCorner = false; end function ISBuildingObject:init() self:reset(); self.canBeAlwaysPlaced = false; self.isContainer = false; self.canPassThrough = false; self.canBarricade = false; self.thumpDmg = 8; self.isDoor = false; self.isDoorFrame = false; self.crossSpeed = 1.0; self.blockAllTheSquare = false; self.dismantable = false; self.canBePlastered = false; self.hoppable = false; self.isThumpable = true; self.modData = {}; end -- get the sprite depending on the position of the mouse and if the player press "r" or not function ISBuildingObject:getSprite() self.north = false; self.south = false; self.east = false; self.west = false; self.choosenSprite = self.sprite; if self.nSprite == 1 then self.west = true; self.choosenSprite = self.sprite; elseif self.nSprite == 2 then self.north = true; self.choosenSprite = self.northSprite; elseif self.nSprite == 3 then if self.eastSprite then self.choosenSprite = self.eastSprite; self.east = true; else self.west = true; self.choosenSprite = self.sprite; end elseif self.nSprite == 4 then if self.southSprite then self.south = true; self.choosenSprite = self.southSprite; else self.north = true; self.choosenSprite = self.northSprite; end end return self.choosenSprite; end function ISBuildingObject:isValid(square) if self.notExterior and not square:Is(IsoFlagType.exterior) then return false end if not self:haveMaterial(square) then return false end if square:isVehicleIntersecting() then return false end if self.canBeAlwaysPlaced then -- even if we can place this item everywhere, we can't place 2 same objects on the same tile for i=0,square:getObjects():size()-1 do local obj = square:getObjects():get(i); if self:getSprite() == obj:getTextureName() then return false end end return true end local blockedByCharacters = self.isWallLike ~= true return buildUtil.canBePlace(self, square) and square:isFreeOrMidair(blockedByCharacters) end function ISBuildingObject:render(x, y, z, square) -- ghost sprite is a blueprint of what we're currently building if self.ghostSprite then self.ghostSprite:RenderGhostTile(self.ghostSpriteX, self.ghostSpriteY, self.ghostSpriteZ); return; end -- optionally draw a floor tile to aid placement (stacked wooden crates for example) if self.renderFloorHelper then if not self.RENDER_SPRITE_FLOOR then self.RENDER_SPRITE_FLOOR = IsoSprite.new() self.RENDER_SPRITE_FLOOR:LoadFramesNoDirPageSimple('carpentry_02_56') end self.RENDER_SPRITE_FLOOR:RenderGhostTile(x, y, z) end local spriteName = self:getSprite() if not self.RENDER_SPRITE then self.RENDER_SPRITE = IsoSprite.new() end if self.RENDER_SPRITE_NAME ~= spriteName then self.RENDER_SPRITE:LoadFramesNoDirPageSimple(spriteName) self.RENDER_SPRITE_NAME = spriteName end local sharedSprite = getSprite(self.RENDER_SPRITE_NAME) if square and sharedSprite and sharedSprite:getProperties():Is("IsStackable") then local props = ISMoveableSpriteProps.new(self.RENDER_SPRITE) local offsetY = props:getTotalTableHeight(square) local r,g,b,a = 1,1,1,0.6 if not self:isValid(square) then r,g,b,a = 0.65,0.2,0.2,0.6 end self.RENDER_SPRITE:RenderGhostTileColor(x, y, z, 0, offsetY * Core.getTileScale(), r, g, b, a) return end -- if the square is free and our item can be build if self:isValid(square) then self.RENDER_SPRITE:RenderGhostTile(x, y, z); else self.RENDER_SPRITE:RenderGhostTileRed(x, y, z); end end function ISBuildingObject:rotateKey(key) if key == getCore():getKey("Rotate building") then self.nSprite = self.nSprite + 1; if self.nSprite > 4 then self.nSprite = 1; end end end local function rotateKey(key) if getCell() and getCell():getDrag(0) then getCell():getDrag(0):rotateKey(key) end end -- we gonna rotate our building depending on the position of the mouse function ISBuildingObject:rotateMouse(x, y) if self.square then -- we start to get the direction the mouse is compared to the selected square for the item local difx = x - self.square:getX(); local dify = y - self.square:getY(); -- west if difx < 0 and math.abs(difx) > math.abs(dify) then self.nSprite = 1; end -- east if difx > 0 and math.abs(difx) > math.abs(dify) then self.nSprite = 3; end -- north if dify < 0 and math.abs(difx) < math.abs(dify) then self.nSprite = 2; end -- south if dify > 0 and math.abs(difx) < math.abs(dify) then self.nSprite = 4; end end end -- Called by Java in IsoCell.setDrag(). Can be overridden to do stuff. function ISBuildingObject:deactivate() end function ISBuildingObject:onJoypadPressButton(joypadIndex, joypadData, button) local playerObj = getSpecificPlayer(joypadData.player) if button == Joypad.AButton then if self.canBeBuild then self:tryBuild(self.xJoypad, self.yJoypad, self.zJoypad) end end if button == Joypad.BButton then getCell():setDrag(nil, joypadData.player); end if button == Joypad.YButton then if self.isYButtonResetCursor then self.xJoypad = self.character:getCurrentSquare():getX() self.yJoypad = self.character:getCurrentSquare():getY() end end if button == Joypad.RBumper then self.nSprite = self.nSprite + 1; if self.nSprite > 4 then self.nSprite = 1; end end if button == Joypad.LBumper then self.nSprite = self.nSprite - 1; if self.nSprite < 1 then self.nSprite = 4; end end end function ISBuildingObject:onJoypadDirDown(joypadData) self.yJoypad = self.yJoypad + 1; end function ISBuildingObject:onJoypadDirUp(joypadData) self.yJoypad = self.yJoypad - 1; end function ISBuildingObject:onJoypadDirRight(joypadData) self.xJoypad = self.xJoypad + 1; end function ISBuildingObject:onJoypadDirLeft(joypadData) self.xJoypad = self.xJoypad - 1; end function ISBuildingObject:getAPrompt() if self.canBeBuild then return getText("ContextMenu_Build") end return nil end function ISBuildingObject:getYPrompt() if self.isYButtonResetCursor then return getText("IGUI_SetCursorToPlayerLocation") end return nil end function ISBuildingObject:getLBPrompt() return getText("IGUI_Controller_RotateLeft") end function ISBuildingObject:getRBPrompt() return getText("IGUI_Controller_RotateRight") end function DoTileBuildingJoyPad(draggingItem, isRender, x, y, z) if draggingItem.xJoypad == -1 then draggingItem.xJoypad = x; draggingItem.yJoypad = y; -- local buts = getButtonPrompts(playerIndex); -- if buts ~= nil then -- buts:getBestLBButtonAction(nil); -- buts:getBestRBButtonAction(nil); -- end end draggingItem.zJoypad = z; local square = getCell():getGridSquare(draggingItem.xJoypad, draggingItem.yJoypad, draggingItem.zJoypad); DoTileBuilding(draggingItem, isRender, draggingItem.xJoypad, draggingItem.yJoypad, draggingItem.zJoypad, square); end Events.OnDoTileBuilding2.Add(DoTileBuilding); Events.OnDoTileBuilding3.Add(DoTileBuildingJoyPad); Events.OnKeyPressed.Add(rotateKey); Events.OnDestroyIsoThumpable.Add(ISBuildingObject.onDestroy);
-- Author: Hua Liang[Stupid ET] <et@everet.org> local TileMap2Scene = class("TileMap2Scene", function() local scene = cc.TestMapScene:create() return scene end) return TileMap2Scene
local protocol = require "miio.protocol" local util = require "util" local xpcall = xpcall local traceback = debug.traceback local assert = assert local type = type local tunpack = table.unpack local tinsert = table.insert local M = {} ---@class MiotIID: table MIOT instance ID. --- ---@field siid integer Service instance ID. ---@field piid integer Property instance ID. ---@class MiioDeviceNetIf:table Device network interface. --- ---@field gw string gateway IP. ---@field localIp string local IP. ---@field mask string mask of the network. ---@class MiioDeviceInfo:table Device information. --- ---@field model string Model, format: "{mfg}.{product}.{submodel}". ---@field mac string MAC address. ---@field fw_ver string Firmware version. ---@field hw_ver string Hardware version. ---@field netif MiioDeviceNetIf Network interface. ---@class MiioDevice:MiioDevicePriv Device object. local device = setmetatable({}, { __index = function (_, k) return function (self, ...) return self.pcb:request(self.timeout, k, ...) end end }) ---Get properties. ---@param obj MiioDevice local function getProps(obj) local names = obj.names obj.names = {} local success, result = xpcall(obj.get_prop, traceback, obj, tunpack(names)) if success == false then obj.mq:send(success, result) return end local props = {} for i, value in ipairs(result) do props[names[i]] = value end obj.mq:send(success, props) end ---Get properties(MIOT). ---@param obj MiioDevice local function getPropsMiot(obj) local mapping = obj.mapping local params = {} for _, name in ipairs(obj.names) do tinsert(params, { did = name, siid = mapping[name].siid, piid = mapping[name].piid, }) end obj.names = {} local success, result = xpcall(obj.get_properties, traceback, obj, tunpack(params)) if success == false then obj.mq:send(success, result) return end local props = {} for _, prop in ipairs(result) do props[prop.did] = prop.value end obj.mq:send(success, props) end ---Set MIOT property mapping. ---@param mapping table<string, MiotIID> Property name -> MIOT instance ID mapping. function device:setMapping(mapping) self.mapping = mapping self.timer = core.createTimer(getPropsMiot, self) end ---Get property. ---@param name string Property name. ---@return string|number|boolean value Property value. ---@nodiscard function device:getProp(name) assert(type(name) == "string") local names = self.names if #names == 0 then self.timer:start(0) else for _, _name in ipairs(names) do if name == _name then goto recv end end end tinsert(names, name) ::recv:: local success, result = self.mq:recv() if success == false then self.logger:error(result) error("failed to get property") end if result[name] == nil then goto recv end return result[name] end ---Set property. ---@param name string Property name. ---@param value string|number|boolean Property value. function device:setProp(name, value) assert(type(name) == "string") if self.mapping then assert(self:set_properties({ did = name, siid = self.mapping[name].siid, piid = self.mapping[name].piid, value = value })[1].code == 0) else assert(self["set_" .. name](self, value)[1] == "ok") end end ---Get device information. ---@return MiioDeviceInfo info ---@nodiscard function device:getInfo() return self["miIO.info"](self) end ---Create a device object. ---@param addr string Device address. ---@param token string Device token. ---@return MiioDevice obj Device object. ---@nodiscard function M.create(addr, token) assert(type(addr) == "string") assert(type(token) == "string") assert(#token == 32) ---@class MiioDevicePriv local o = { logger = log.getLogger("miio.device:" .. addr), pcb = protocol.create(addr, util.hex2bin(token)), mapping = false, addr = addr, timeout = 5000, mq = core.createMQ(1), names = {}, ---@type string[] } o.timer = core.createTimer(getProps, o) setmetatable(o, { __index = device }) return o end return M
local util = require("scripts.util") return function(recipe_book, dictionaries) for name, prototype in pairs(global.prototypes.recipe_category) do recipe_book.recipe_category[name] = { class = "recipe_category", enabled_at_start = true, fluids = util.unique_obj_array{}, items = util.unique_obj_array{}, prototype_name = name, recipes = util.unique_obj_array{}, } dictionaries.recipe_category:add(name, prototype.localised_name) dictionaries.recipe_category_description:add(name, prototype.localised_description) end end
--[[ Name: "sh_auto.lua". Product: "titan". --]] titan = { nextCheckCreated = 0, onCreatedQueue = {}, ignoredKeys = {}, quickTimers = {}, entityMeta = FindMetaTable("Entity"), varClasses = {}, longTimers = {}, slowTimers = {}, netVars = {} }; if (SERVER) then include("sv_enums.lua"); include("sv_auto.lua"); else include("cl_auto.lua"); end; g_Player = player; g_Timer = timer; g_Hook = hook; g_Team = team; g_File = file; if (!titan.originalSetGlobalVar) then titan.originalSetGlobalVar = _G["SetGlobalVar"]; end; if (!titan.originalSetNWVar) then titan.originalSetNWVar = titan.entityMeta["SetNetworkedVar"]; end; titan.entityMeta["SetNetworkedVarProxy"] = function(entity, key, callback) if (!entity.fn_Proxies) then entity.fn_Proxies = {}; end; entity.fn_Proxies[key] = callback; end; titan.entityMeta["SetNetworkedVar"] = function(entity, key, value) if ( titan:IsKeyIgnored(key) ) then return titan.originalSetNWVar(entity, key, value); else local class = titan:GetVarClass( type(value) ); if (class) then entity["SetNetworked"..class.varType](entity, key, value); end; end; end; titan.entityMeta["GetNetworkedVar"] = function(entity, key) local entIndex = entity:EntIndex(); if ( titan.netVars[entIndex] ) then return titan.netVars[entIndex][key]; end; end; _G["SetGlobalVar"] = function(key, value) if ( titan:IsKeyIgnored(key) ) then return titan.originalSetGlobalVar(key, value); else local class = titan:GetVarClass( type(value) ); if (class) then entity["SetGlobal"..class.varType](key, value); end; end; end; _G["GetGlobalVar"] = function(key) local entIndex = GetWorldEntity():EntIndex(); if ( titan.netVars[entIndex] ) then return titan.netVars[entIndex][key]; end; end; -- A function to get a variable class table. function titan:GetVarClass(value, forceType) local realType = forceType or type(value); if ( realType == "number" and string.find(tostring(value), "%.") ) then return self:GetVarClass(value, "float"); else local varClasses = self:GetVarClasses(); if ( varClasses[realType] ) then return varClasses[realType]; end; end; end; -- A function to get the variable classes. function titan:GetVarClasses() return self.varClasses; end; -- A function to add an ignored key. function titan:AddIgnoredKey(key) self.ignoredKeys[key] = true; end; titan:AddIgnoredKey("SprintSpeed"); titan:AddIgnoredKey("ServerName"); titan:AddIgnoredKey("WalkSpeed"); titan:AddIgnoredKey("JumpPower"); -- A function to get whether an entity is valid. function titan:IsValidEntity(entity) return IsValid(entity) or entity == GetWorldEntity(); end; -- A function to get whether a key is ignored. function titan:IsKeyIgnored(key) return self.ignoredKeys[key]; end; -- A function to register a class. function titan:RegisterClass(varType, realType, masterDefault) local originalSet = self.entityMeta["SetNW"..varType]; local originalGet = self.entityMeta["GetNW"..varType]; local entIndex; if (type(realType) != "table") then realType = {realType}; end; for k, v in ipairs(realType) do self.varClasses[v] = { default = masterDefault, varType = varType }; end; self.entityMeta["SetNW"..varType] = function(entity, key, value) local entIndex = entity:EntIndex(); if ( self:IsKeyIgnored(key) ) then return originalSet(entity, key, value); end; if ( !entity.fn_IsReady or !self.netVars[entIndex] ) then self.netVars[entIndex] = {}; entity.fn_IsReady = true; end; if (value == nil) then value = masterDefault; end; if (self.netVars[entIndex][key] != value) then self.netVars[entIndex][key] = value; if (SERVER) then self:UpdateVar(entity, key, value); end; end; end; self.entityMeta["GetNW"..varType] = function(entity, key, default) local entIndex = entity:EntIndex(); if ( self:IsKeyIgnored(key) ) then return originalGet(entity, key, default); end if (self.netVars[entIndex] and self.netVars[entIndex][key] != nil) then return self.netVars[entIndex][key]; else return masterDefault; end; end; self.entityMeta["SetNetworked"..varType] = self.entityMeta["SetNW"..varType]; self.entityMeta["GetNetworked"..varType] = self.entityMeta["GetNW"..varType]; _G["SetGlobal"..varType] = function(key, value) local worldEntity = GetWorldEntity(); if (worldEntity) then worldEntity["SetNetworked"..varType](worldEntity, key, value); end; end _G["GetGlobal"..varType] = function(key, default) local worldEntity = GetWorldEntity(); if (worldEntity) then return worldEntity["GetNetworked"..varType](worldEntity, key, default); end; end; end; hook.Add("EntityRemoved", "titan.EntityRemoved", function(entity) local entIndex = entity:EntIndex(); if (CLIENT) then if (entity == g_LocalPlayer) then titan.nextFullUpdate = nil; titan.timedOut = true; end; else for k, v in ipairs( g_Player.GetAll() ) do if (v.fn_Initialized) then v.fn_Vars[entIndex] = nil; end; end; titan.netVars[entIndex] = nil; end; end); titan:RegisterClass("Entity", {"NPC", "Entity", "Player", "Vehicle", "Weapon"}, NULL); titan:RegisterClass( "Vector", "Vector", Vector(0, 0, 0) ); titan:RegisterClass("Number", "number", 0); titan:RegisterClass("String", "string", "") titan:RegisterClass( "Angle", "Angle", Angle(0, 0, 0) ); titan:RegisterClass("Float", "float", 0.0); titan:RegisterClass("Bool", "boolean", false); titan:RegisterClass("Int", "number", 0);
return { summary = 'Set the components of the quaternion.', description = [[ Sets the components of the quaternion. There are lots of different ways to specify the new components, the summary is: - Four numbers can be used to specify an angle/axis rotation, similar to other LÖVR functions. - Four numbers plus the fifth `raw` flag can be used to set the raw values of the quaternion. - An existing quaternion can be passed in to copy its values. - A single direction vector can be specified to turn its direction (relative to the default forward direction of "negative z") into a rotation. - Two direction vectors can be specified to set the quaternion equal to the rotation between the two vectors. - A matrix can be passed in to extract the rotation of the matrix into a quaternion. ]], arguments = { angle = { default = '0', description = 'The angle to use for the rotation, in radians.' }, ax = { type = 'number', default = '0', description = 'The x component of the axis of rotation.' }, ay = { type = 'number', default = '0', description = 'The y component of the axis of rotation.' }, az = { type = 'number', default = '0', description = 'The z component of the axis of rotation.' }, raw = { type = 'boolean', default = 'false', description = 'Whether the components should be interpreted as raw `(x, y, z, w)` components.' }, v = { type = 'vec3', description = 'A normalized direction vector.' }, u = { type = 'vec3', description = 'Another normalized direction vector.' }, r = { type = 'quat', description = 'An existing quaternion to copy the values from.' }, m = { type = 'mat4', description = 'A matrix to use the rotation from.' } }, returns = { q = { type = 'quat', description = 'The original quaternion.' } }, variants = { { arguments = { 'angle', 'ax', 'ay', 'az', 'raw' }, returns = { 'q' } }, { arguments = { 'r' }, returns = { 'q' } }, { description = 'Sets the values from a direction vector.', arguments = { 'v' }, returns = { 'q' } }, { description = 'Sets the values to represent the rotation between two vectors.', arguments = { 'v', 'u' }, returns = { 'q' } }, { arguments = { 'm' }, returns = { 'q' } }, { description = 'Reset the quaternion to the identity (0, 0, 0, 1).', arguments = {}, returns = { 'q' } } }, related = { 'Quat:unpack' } }
love.filesystem.setRequirePath("?.lua;lua_modules/share/lua/5.3/?.lua;lua_modules/share/lua/5.3/?/?.lua;?/init.lua") State = require "hump.gamestate" GAMESTATE = nil local virus = {} local mainMenu = require "menu" local optionsMenu = require "menu" function love.load() State.registerEvents() State.switch(mainMenu) end function StartGame() print("Starting game...") State.switch(virus) end function virus:enter() GAMESTATE = "virus" end function virus:update(dt) print("update" .. dt) end function virus:draw() end
cc = cc or {} ---EaseQuadraticActionOut object ---@class EaseQuadraticActionOut : ActionEase local EaseQuadraticActionOut = {} cc.EaseQuadraticActionOut = EaseQuadraticActionOut -------------------------------- -- ---@param action ActionInterval ---@return EaseQuadraticActionOut function EaseQuadraticActionOut:create(action) end -------------------------------- -- ---@return EaseQuadraticActionOut function EaseQuadraticActionOut:clone() end -------------------------------- -- ---@param time float ---@return EaseQuadraticActionOut function EaseQuadraticActionOut:update(time) end -------------------------------- -- ---@return ActionEase function EaseQuadraticActionOut:reverse() end -------------------------------- -- ---@return EaseQuadraticActionOut function EaseQuadraticActionOut:EaseQuadraticActionOut() end return EaseQuadraticActionOut
local hp = { max_width = 50, } function hp:init (actor, max_hp, props) self.actor = actor self.value = max_hp self.max = max_hp props = props or {} if props.ui then local element = {} element.column = self.actor.side element.align = 1 element.size = point(self.max_width + 5, 20) function element.draw (_, pos) love.graphics.setColor(0,0,0) love.graphics.rectangle('fill', pos.x, pos.y, element.size:unpack()) love.graphics.setColor(1,1,1) local hpstr = tostring(math.floor(self.value)) love.graphics.printf(hpstr, pos.x, pos.y, self.max_width, 'center') end self.actor:add_ui_element(element) end if not props.hidden then self.draw = function () local pos = self.actor:screen_pos() local panel_height = self.actor.battle.panel_size.y pos = pos - point(self.max_width/2, panel_height/2) local hpstr = tostring(math.floor(self.value)) love.graphics.printf(hpstr, pos.x, pos.y, self.max_width, 'center') end end end function hp:set (value) self.value = math.max(math.min(value, self.max), 0) end function hp:adjust (value) self:set(self.value + value) end function hp:get () return self.value end function hp:is_zero () return self.value == 0 end return hp
--------------------------------------------------------------------------------------------------- -- Proposal: https://github.com/smartdevicelink/sdl_evolution/blob/master/proposals/0188-get-interior-data-resumption.md -- -- Description: SDL does not send OnHashChange notification to mobile app in case HMI responds with successful response -- but without isSubscribed parameter -- -- Precondition: -- 1. HMI and SDL are started -- 2. Mobile app with REMOTE_CONTROL hmi type is registered and activated -- 3. App is not subscribed to module_1 -- -- Sequence: -- 1. GetInteriorVehicleData(module_1, subscribe = true) is requested -- SDL does: -- - a. send RC.GetInteriorVehicleData(module_1, subscribe = true) request to HMI -- 2. HMI sends RC.GetInteriorVehicleData(SUCCESS, without isSubscribed) -- SDL does: -- - a. process successful responses from HMI -- - b. not send OnHashChange notification to mobile app --------------------------------------------------------------------------------------------------- --[[ Required Shared libraries ]] local common = require('test_scripts/Resumption/InteriorVehicleData/commonResumptionsInteriorVD') --[[ Local Variables ]] local isSubscribedReq = true local isSubscribedRes = nil --[[ Scenario ]] common.Title("Preconditions") common.Step("Clean environment", common.preconditions) common.Step("Start SDL, HMI, connect Mobile, start Session", common.start) common.Step("App registration", common.registerAppWOPTU) common.Step("App activation", common.activateApp) common.Title("Test") for _, moduleName in pairs(common.modules)do common.Step("Absence OnHashChange after GetInteriorVD without subscribe to " .. moduleName, common.getIVDCustomSubscribe, { moduleName, isSubscribedReq, isSubscribedRes }) end common.Title("Postconditions") common.Step("Stop SDL", common.postconditions)
----------------------------------------- -- ID: 4937 -- Scroll of Doton: Ichi -- Teaches the ninjutsu Doton: Ichi ----------------------------------------- function onItemCheck(target) return target:canLearnSpell(329) end function onItemUse(target) target:addSpell(329) end
--[[UDF which performs arithmetic operation on bin containing integer value. --]] function bin_udf_operation_integer(record, bin_name, x, y) record[bin_name] = (record[bin_name] + x) + y if aerospike:exists(record) then aerospike:update(record) else aerospike:create(record) end return record[bin_name] end --[[UDF which performs concatenation operation on bin containing string. --]] function bin_udf_operation_string(record, bin_name, str) if (type(record[bin_name]) == "string" or type(record[bin_name]) == "number") and (type(str) == "string" or type(str) == "number") then record[bin_name] = record[bin_name] .. str end if aerospike:exists(record) then aerospike:update(record) else aerospike:create(record) end return record[bin_name] end function bin_udf_operation_bool(record , bin_name) return record[bin_name] end --[[UDF which modifies element of list.--]] function list_iterate(record, bin, index_of_ele) local get_list = record[bin] list.append(get_list, 58) get_list[index_of_ele] = 222; record[bin] = get_list; if aerospike:exists(record) then aerospike:update(record) else aerospike:create(record) end end --[[UDF which modifies list and returns a list.--]] function list_iterate_returns_list(record, bin, index_of_ele) local get_list = record[bin] list.append(get_list, 58) get_list[index_of_ele] = 222; record[bin] = get_list; if aerospike:exists(record) then aerospike:update(record) else aerospike:create(record) end return record[bin] end --[[UDF which sets value of each key in the map by set_value which is given by user.--]] function map_iterate(record, bin, set_value) local put_map = record[bin] for key,value in map.pairs(put_map) do put_map[key] = set_value; end record[bin] = put_map; if aerospike:exists(record) then aerospike:update(record) else aerospike:create(record) end end --[[UDF which sets value of each key in the map by set_value which is given by user, And returns map--]] function map_iterate_returns_map(record, bin, set_value) local put_map = record[bin] for key,value in map.pairs(put_map) do put_map[key] = set_value; end record[bin] = put_map; if aerospike:exists(record) then aerospike:update(record) else aerospike:create(record) end return record[bin] end --[[UDF which returns a whole record--]] function udf_returns_record(rec) local mapped = map() for i, bin_name in ipairs(record.bin_names(rec)) do mapped[bin_name] = rec[bin_name]; end return mapped end --[[UDF which accepts nothing and returns nothing--]] function udf_without_arg_and_return(record) end --[[UDF which will put bytes array in DB.--]] function udf_put_bytes(record, bin) local put_bytes = bytes(18) put_bytes[1] = 10 put_bytes[2] = 85 record[bin] = put_bytes if aerospike:exists(record) then aerospike:update(record) else aerospike:create(record) end end
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local DT = E:GetModule('DataTexts') --[[This file is a blank datatext example template, this file will not be loaded.]] local function Update(self, t) end local function OnEvent(self, event, ...) end local function Click() end local function OnEnter(self) DT:SetupTooltip(self) DT.tooltip:Show() end --[[ DT:RegisterDatatext(name, events, eventFunc, updateFunc, clickFunc, onEnterFunc, onLeaveFunc, localizedName) name - name of the datatext (required) events - must be a table with string values of event names to register eventFunc - function that gets fired when an event gets triggered updateFunc - onUpdate script target function click - function to fire when clicking the datatext onEnterFunc - function to fire OnEnter onLeaveFunc - function to fire OnLeave, if not provided one will be set for you that hides the tooltip. localizedName - localized name of the datetext ]] DT:RegisterDatatext('DTName', {'PLAYER_ENTERING_WORLD'}, OnEvent, Update, Click, OnEnter)
dofile("GameUtil.lua"); dofile("GameWorld.lua"); GameAgentFactory=dofile("GameAgent.lua"); --train to obtain Saved.lua file; local dummy=GameAgentFactory.create("dummy agent"); initializeAgent(dummy); trainAgent(dummy); --test accuracy of the training local records=dofile("data.lua"); for recordIndex = 1, (# records) do local agent=GameAgentFactory.create(records[recordIndex]:getAgentId() .. "X"); initializeAgent(agent); processAgent(agent); print("recorded: " .. records[recordIndex]:getCurrentAction()); print("predict: " .. agent:getCurrentAction()); end
-- prevent luarocks-installed fennel from overriding package.loaded.fennel = dofile("fennel.lua") table.insert(package.loaders or package.searchers, package.loaded.fennel.searcher) package.loaded.fennelview = package.loaded.fennel.dofile("fennelview.fnl") local lu, outputType = require('luaunit'), os.getenv('FNL_TEST_OUTPUT') or 'tap' local runner = lu.LuaUnit:new() runner:setOutputType(outputType) -- attach test modules (which export k/v tables of test fns) as alists local function addModule(instances, moduleName) for k, v in pairs(require(moduleName)) do instances[#instances + 1] = {k, v} end end local function testAll(testModules) local instances = {} for _, module in ipairs(testModules) do addModule(instances, module) end return runner:runSuiteByInstances(instances) end testAll({ -- these tests need to be in Lua; if anything here breaks -- we can't even load our tests that are written in Fennel. 'test.core', 'test.mangling', 'test.quoting', 'test.misc', -- these can be in fennel 'test.docstring', 'test.fennelview', 'test.failures', 'test.repl', 'test.cli', }) os.exit(runner.result.notSuccessCount == 0 and 0 or 1)
{$lua} -- Prevent execution of Lua in aasm scripts during syntax check if syntaxcheck then return end local asm = require "modules/asm" local SCRIPTNAME = "freeze_position" local FILE = "asm/position/freeze_position.asm" setGlobalDelayBetweenHotkeyActivation(500) -- 500 ms [ENABLE] local enableInfo = { scriptName = SCRIPTNAME, asmPath = FILE, enable = true, } asm.execute(enableInfo) [DISABLE] local disableInfo = { scriptName = SCRIPTNAME, asmPath = FILE, enable = false, } asm.execute(disableInfo)
return { tag = 'graphicsState', summary = 'Get whether alpha sampling is enabled.', description = [[ Returns whether or not alpha sampling is enabled. Alpha sampling is also known as alpha-to-coverage. When it is enabled, the alpha channel of a pixel is factored into how antialiasing is computed, so the edges of a transparent texture will be correctly antialiased. ]], arguments = {}, returns = { { name = 'enabled', type = 'boolean', description = 'Whether or not alpha sampling is enabled.' } }, notes = [[ - Alpha sampling is disabled by default. - This feature can be used for a simple transparency effect, pixels with an alpha of zero will have their depth value discarded, allowing things behind them to show through (normally you have to sort objects or write a shader for this). ]] }
local node = require('lib4/node') local node2d = require('lib4/node/node2d') local phys2d = require('lib4/node/phys2d') local rect = require('lib4/node/node2d/rect') local cpml = require('cpml') local player = {} function player:_load() self.speed = 220 self.shooting = 0 end local bullet = function(pos, vx, vy) local r if vx ~= 0 then r = rect.new({0, 0, 12, 4}, {127, 0, 255}) else r = rect.new({0, 0, 4, 12}, {127, 0, 255}) end local b = phys2d.new(r) b.position.x = pos.x b.position.y = pos.y b.velocity.x = vx b.velocity.y = vy return b end function player:_phys_update(dt) if self.shooting > 0 then self.shooting = self.shooting - dt end local vx, vy = 0, 0 local sx, sy = 0, 0 if love.keyboard.isScancodeDown('h') then vx = vx - self.speed end if love.keyboard.isScancodeDown('l') then vx = vx + self.speed end if love.keyboard.isScancodeDown('k') then vy = vy - self.speed end if love.keyboard.isScancodeDown('j') then vy = vy + self.speed end if love.keyboard.isScancodeDown('a') then sx = -self.speed*10 elseif love.keyboard.isScancodeDown('f') then sx = self.speed*10 elseif love.keyboard.isScancodeDown('d') then sy = -self.speed*10 elseif love.keyboard.isScancodeDown('s') then sy = self.speed*10 end if (sx ~= 0 or sy ~= 0) and self.shooting <= 0 then lib4.root.children.camera:add(bullet(self.position, sx, sy)) self.shooting = 1 end if vx == 0 and vy == 0 then self.deceleration = self.velocity:normalize() * self.speed end self.acceleration = cpml.vec2(vx, vy) self.velocity.x = util.clamp(self.velocity.x, -self.speed, self.speed) self.velocity.y = util.clamp(self.velocity.y, -self.speed, self.speed) end return player
function o(self) print("o", #self) end function x() print("x") return {z=o} end x():z(x)
local PANEL = {}; local wantedX, wantedY = 5, 5 function PANEL:Init ( ) self.ourItemSlots = {}; for x = 1, wantedX do self.ourItemSlots[x] = {}; for y = 1, wantedY do self.ourItemSlots[x][y] = vgui.Create("perp2_shop_store_block", self); end end self.Description = true; self:SetSkin("ugperp") end function PANEL:PerformLayout ( ) local buffer = 5; local xPer = (self:GetWide() - (buffer * (wantedX + 1))) / wantedX local yPer = (self:GetTall() - (buffer * (wantedY + 1))) / wantedY for x = 1, wantedX do for y = 1, wantedY do self.ourItemSlots[x][y]:SetSize(xPer, yPer); self.ourItemSlots[x][y]:SetPos(buffer * x + xPer * (x - 1), buffer * y + yPer * (y - 1)); end end end function PANEL:Paint ( ) SKIN:PaintFrame(self, true); end function PANEL:PushItem ( itemTable ) for y = 1, wantedY do for x = 1, wantedX do if (!self.ourItemSlots[x][y].itemTable) then self.ourItemSlots[x][y]:GrabItem(itemTable); return; end end end end function PANEL:SetDescription ( itemTable ) self:GetParent():SetDescription(itemTable); end vgui.Register("perp2_shop_store", PANEL);
local SpatialAveragePooling, parent = torch.class('nn.SpatialAveragePooling', 'nn.Module') function SpatialAveragePooling:__init(kW, kH, dW, dH, padW, padH) parent.__init(self) self.kW = kW self.kH = kH self.dW = dW or 1 self.dH = dH or 1 self.padW = padW or 0 self.padH = padH or 0 self.ceil_mode = false self.count_include_pad = true self.divide = true end function SpatialAveragePooling:ceil() self.ceil_mode = true return self end function SpatialAveragePooling:floor() self.ceil_mode = false return self end function SpatialAveragePooling:setCountIncludePad() self.count_include_pad = true return self end function SpatialAveragePooling:setCountExcludePad() self.count_include_pad = false return self end local function backwardCompatible(self) if self.ceil_mode == nil then self.ceil_mode = false self.count_include_pad = true self.padH = 0 self.padW = 0 end end function SpatialAveragePooling:updateOutput(input) input.nn.SpatialAveragePooling_updateOutput(self, input) return self.output end function SpatialAveragePooling:__tostring__() local s = string.format('%s(%dx%d, %d,%d', torch.type(self), self.kW, self.kH, self.dW, self.dH) if (self.padW or self.padH) and (self.padW ~= 0 or self.padH ~= 0) then s = s .. ', ' .. self.padW .. ','.. self.padH end s = s .. ')' return s end
do local google_config = load_from_file('data/google.lua') local function httpsRequest(url) print(url) local res,code = https.request(url) if code ~= 200 then return nil end return json:decode(res) end local function searchYoutubeVideos(text) local url = 'https://www.googleapis.com/youtube/v3/search?' url = url..'part=snippet'..'&maxResults=4'..'&type=video' url = url..'&q='..URL.escape(text) if google_config.api_keys then local i = math.random(#google_config.api_keys) local api_key = google_config.api_keys[i] if api_key then url = url.."&key="..api_key end end local data = httpsRequest(url) if not data then print("HTTP Error") return nil elseif not data.items then return nil end return data.items end local function run(msg, matches) local text = '' local items = searchYoutubeVideos(matches[1]) if not items then return "Error!" end for k,item in pairs(items) do text = text..'http://youtu.be/'..item.id.videoId..' '.. item.snippet.title..'\n\n' end return text end return { description = "Search video on youtube and send it.", usage = "!youtube [term]: Search for a youtube video and send it.", patterns = { "^!youtube (.*)" }, run = run } end
return { postgres = { up = [[ CREATE TABLE IF NOT EXISTS "unique_foreigns" ( "id" UUID PRIMARY KEY, "name" TEXT ); CREATE TABLE IF NOT EXISTS "unique_references" ( "id" UUID PRIMARY KEY, "note" TEXT, "unique_foreign_id" UUID UNIQUE REFERENCES "unique_foreigns" ("id") ON DELETE CASCADE ); ]], }, cassandra = { up = [[ CREATE TABLE IF NOT EXISTS unique_foreigns ( id uuid PRIMARY KEY, name text ); CREATE TABLE IF NOT EXISTS unique_references ( id uuid PRIMARY KEY, note text, unique_foreign_id uuid ); CREATE INDEX IF NOT EXISTS ON unique_references(unique_foreign_id); ]], }, }
local awful = require('awful') local wibox = require('wibox') local gears = require('gears') local beautiful = require('beautiful') local dpi = beautiful.xresources.apply_dpi local button_container = require('ui.widgets.button') local notifbox_core = require('ui.notifs.notif-center.build-notifbox') local reset_notifbox_layout = notifbox_core.reset_notifbox_layout local clear_all_icon = wibox.widget { { markup = "", font = beautiful.icon_font_name .. "Round 16", align = "center", valign = "center", widget = wibox.widget.textbox }, layout = wibox.layout.fixed.horizontal } local clear_all_button = wibox.widget { { clear_all_icon, margins = dpi(7), widget = wibox.container.margin }, widget = button_container } clear_all_button:buttons( gears.table.join( awful.button( {}, 1, nil, function() reset_notifbox_layout() end ) ) ) local clear_all_button_wrapped = wibox.widget { nil, { clear_all_button, bg = beautiful.xcolor0, shape = gears.shape.circle, widget = wibox.container.background }, nil, expand = 'none', layout = wibox.layout.align.vertical } return clear_all_button_wrapped
----------------------------------- -- Area: Northern San d'Oria -- NPC: Attarena -- Only sells when San d'Oria controlls Li'Telor Region ----------------------------------- local ID = require("scripts/zones/Northern_San_dOria/IDs") require("scripts/globals/events/harvest_festivals") require("scripts/globals/shop") ----------------------------------- function onTrade(player, npc, trade) onHalloweenTrade(player, trade, npc) end function onTrigger(player, npc) if GetRegionOwner(tpz.region.LITELOR) ~= tpz.nation.SANDORIA then player:showText(npc, ID.text.ATTARENA_CLOSED_DIALOG) else local stock = { 623, 119, -- Bay Leaves 4154, 6440, -- Holy Water } player:showText(npc, ID.text.ATTARENA_OPEN_DIALOG) tpz.shop.general(player, stock, SANDORIA) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) end
-- 定义为全局模块,整个lua程序的入口类 GameMain = {}; --设置游戏帧率 CS.UnityEngine.Application.targetFrameRate = 60 local function OnApplicationQuit() -- 模块注销 if LogicUpdateManagerInst then LogicUpdateManagerInst:Dispose() end if UpdateManagerInst then UpdateManagerInst:Dispose() end if TimerManagerInst then TimerManagerInst:Dispose() end if GAME_EVENT_CENTER_DISPOSE then GAME_EVENT_CENTER_DISPOSE() end print("Game OnApplicationQuit ...lua") end local function StartGame() require("Updater.UpdateMain") end -- GameMain公共接口,其它的一律为私有接口,只能在本模块访问 GameMain.OnApplicationQuit = OnApplicationQuit local gamePlatform = CS.UnityEngine.Application.platform local RuntimePlatform = CS.UnityEngine.RuntimePlatform --错误回调 function __G__TRACKBACK__(errorMessage) printInfo("----------------------------------------") printInfo("[LUA ERROR]: " .. tostring(errorMessage) .. "\n") printInfo(debug.traceback("", 2)) printInfo("----------------------------------------") if not gamePlatform or gamePlatform == RuntimePlatform.OSXEditor or gamePlatform == RuntimePlatform.OSXPlayer or gamePlatform == RuntimePlatform.WindowsPlayer or gamePlatform == RuntimePlatform.WindowsEditor then -- Windows/Mac平台下直接暂停,以查看出错堆栈 -- os.execute 'pause' end return errorMessage end xpcall(function() StartGame() end, __G__TRACKBACK__)
local M = {} local memory = _G.memory local luap = require 'luap' local config = require 'config' local draw = require 'draw' local smw = require 'game.smw' local u8 = memory.readbyte local s8 = memory.readsbyte local s16 = memory.readsword local OPTIONS = config.OPTIONS local screen_coordinates = smw.screen_coordinates local WRAM = smw.WRAM local SMW = smw.constant -- sprite_table environment do local xText, yText, height, xCam, yCam, xPos, yPos, number local color = 0xff4410 local function draw_near_sprite(slot) local x, y = screen_coordinates(xPos, yPos, xCam, yCam) draw.Font = 'Uzebox6x8' draw.text(draw.AR_x * x, draw.AR_y * y, '#' .. slot, color, 0x000060) end local function sprite_info(slot) local xLow = u8('WRAM', WRAM.coinspr_x_low + slot) local xHigh = u8('WRAM', WRAM.coinspr_x_high + slot) local yLow = u8('WRAM', WRAM.coinspr_y_low + slot) local yHigh = u8('WRAM', WRAM.coinspr_y_high + slot) local ySub = u8('WRAM', WRAM.coinspr_y_sub + slot) local ySpeed = s8('WRAM', WRAM.coinspr_y_speed + slot) xPos = luap.signed16(0x100 * xHigh + xLow) yPos = luap.signed16(0x100 * yHigh + yLow) local text = string.format('#%x: %.2x (%x, %x.%.2x %+d)', slot, number, xPos, yPos, ySub, ySpeed) draw.Font = 'Uzebox8x12' draw.text(xText, yText, text, color, 0x000030) draw_near_sprite(slot) end function M.sprite_table() if not OPTIONS.display_coin_sprite_info then return end draw.Font = 'Uzebox8x12' height = draw.font_height() xText = draw.AR_x * (-100) yText = draw.AR_y * 248 xCam = s16('WRAM', WRAM.camera_x) yCam = s16('WRAM', WRAM.camera_y) draw.text(xText, yText, 'Coin sprites:', color, 0x000030) yText = yText + height for slot = 0, SMW.coin_sprite_max - 1 do number = u8('WRAM', WRAM.coinspr_number + slot) if number ~= 0 then sprite_info(slot) yText = yText + height end end end end return M
local tbl = { two = 2, one = 1, "alpha", "bravo", [3] = "charlie", [5] = "echo", [6] = "foxtrot" } print( "pairs:" ) for k, v in pairs( tbl ) do print( k, v ) end print( "\nipairs:" ) for k, v in ipairs( tbl ) do print( k, v ) end /* pairs: 1 alpha 2 bravo 3 charlie 5 echo 6 foxtrot one 1 two 2 ipairs: 1 alpha 2 bravo 3 charlie */
-- 获取方法签名特征 local methodKey = KEYS[1] redis.log(redis.LOG_DEBUG,'key is',methodKey) -- 调用脚本传入的限流大小 local limit = tonumber(ARGV[1]) -- 获取当前流量大小 local count = tonumber(redis.call('get',methodKey) or "0") --是否超出限流值 if count + 1 >limit then -- 拒绝访问 return false else -- 没有超过阈值 -- 设置当前访问数量+1 redis.call('INCRBY',methodKey,1) -- 设置过期时间 redis.call('EXPIRE',methodKey,1) -- 放行 return true end
local t = Def.ActorFrame{}; if not GAMESTATE:IsCourseMode() then return t; end; t[#t+1] = Def.Sprite { InitCommand=function(self) self:xy(SCREEN_CENTER_X,SCREEN_CENTER_Y) end, BeforeLoadingNextCourseSongMessageCommand=function(self) self:LoadFromSongBackground( SCREENMAN:GetTopScreen():GetNextCourseSong() ) end, ChangeCourseSongInMessageCommand=function(self) self:scale_or_crop_background() end, StartCommand=function(self) self:diffusealpha(0):decelerate(0.6):diffusealpha(1) end, FinishCommand=function(self) self:linear(0.3):diffusealpha(0) end } return t;
local game = require 'game' local Timer = require 'vendor/timer' return{ name = 'lightning', type = 'projectile', friction = 1, width = 100, height = 30, frameWidth = 100, frameHeight = 30, solid = true, lift = game.gravity, playerCanPickUp = false, enemyCanPickUp = false, canPlayerStore = false, velocity = { x = 0, y = 0 }, --initial velocity throwVelocityX = 600, throwVelocityY = 0, offset = { x = 15, y = -15}, thrown = false, damage = 4, special_damage = {lightning = 4}, max_damage = 20, horizontalLimit = 600, animations = { default = {'loop', {'1-3,1'}, 0.1}, thrown = {'loop', {'1-3,1'}, 0.1}, finish = {'once', {'1,1'}, 1}, }, collide = function(node, dt, mtv_x, mtv_y,projectile) if node.isPlayer or node.isInteractive then return end if node.hurt then -- If the projectile node doesn't have the max_damage attribute yet, set the default -- Don't change the projectile.props, since that will change the node for the rest of the lightning nodes. if not projectile.max_damage then projectile.max_damage = projectile.props.max_damage end if projectile.max_damage > 0 then node:hurt(projectile.damage, projectile.special_damage, 0) projectile.max_damage = projectile.max_damage - projectile.props.damage else projectile:die() end end end, }
test_run = require('test_run').new() engine = test_run:get_cfg('engine') test_run:cmd("push filter 'Failed to allocate [0-9]+' to 'Failed to allocate <NUM>'") test_run:cmd("push filter '"..engine.."_max_tuple_size' to '<ENGINE>_max_tuple_size'") -- https://github.com/tarantool/tarantool/issues/2667 -- Allow to insert tuples bigger than `max_tuple_size' s = box.schema.space.create('test', { engine = engine }) _ = s:create_index('primary') engine_max_tuple_size = engine ..'_max_tuple_size' engine_tuple_size = engine == 'memtx' and 16 or 32 box.cfg{[engine_max_tuple_size] = 1024 * 1024} -- check max_tuple_size limit max_tuple_size = box.cfg[engine_max_tuple_size] _ = s:replace({1, string.rep('x', max_tuple_size)}) -- check max_tuple_size dynamic configuration box.cfg { [engine_max_tuple_size] = 2 * max_tuple_size } _ = s:replace({1, string.rep('x', max_tuple_size)}) -- check tuple sie box.cfg { [engine_max_tuple_size] = engine_tuple_size + 2 } _ = s:replace({1}) -- check large tuples allocated on malloc box.cfg { [engine_max_tuple_size] = 32 * 1024 * 1024 } _ = s:replace({1, string.rep('x', 32 * 1024 * 1024 - engine_tuple_size - 8)}) -- decrease max_tuple_size limit box.cfg { [engine_max_tuple_size] = 1 * 1024 * 1024 } _ = s:replace({1, string.rep('x', 2 * 1024 * 1024 )}) _ = s:replace({1, string.rep('x', 1 * 1024 * 1024 - engine_tuple_size - 8)}) -- gh-2698 Tarantool crashed on 4M tuple max_item_size = 0 test_run:cmd("setopt delimiter ';'") for _, v in pairs(box.slab.stats()) do max_item_size = math.max(max_item_size, v.item_size) end; test_run:cmd("setopt delimiter ''"); box.cfg { [engine_max_tuple_size] = max_item_size + engine_tuple_size + 8 } _ = box.space.test:replace{1, 1, string.rep('a', max_item_size)} -- reset to original value box.cfg { [engine_max_tuple_size] = max_tuple_size } s:drop(); collectgarbage('collect') -- collect all large tuples box.snapshot() -- discard xlogs with large tuples test_run:cmd("clear filter") -- -- gh-1014: tuple field names. -- format = {} format[1] = {name = 'field1', type = 'unsigned'} format[2] = {name = 'field2', type = 'string'} format[3] = {name = 'field3', type = 'array'} format[4] = {name = 'field4', type = 'number'} format[5] = {name = 'field5', type = 'integer'} format[6] = {name = 'field6', type = 'scalar'} format[7] = {name = 'field7', type = 'map'} format[8] = {name = 'field8', type = 'any'} format[9] = {name = 'field9'} format[10] = {name = 'bsize'} format[11] = {name = 'totable'} format[12] = {name = 'longlonglonglonglonglongname'} s = box.schema.space.create('test', {engine = engine, format = format}) pk = s:create_index('pk') t = {1, '2', {3, 3}, 4.4, -5, true, {key = 7}, 8, 9, 10, 11, 12} t = s:replace(t) t t.field1, t.field2, t.field3, t.field4, t.field5, t.field6, t.field7, t.field8, t.field9, t.bsize, t.totable t.longlonglonglonglonglongname box.tuple.bsize(t) box.tuple.totable(t) s:drop() -- -- Increase collisions number and make juajit use second hash -- function. -- format = {} for i = 1, 100 do format[i] = {name = "skwjhfjwhfwfhwkhfwkjh"..i.."avjnbknwkvbwekjf"} end s = box.schema.space.create('test', { engine = engine, format = format }) p = s:create_index('pk') to_insert = {} for i = 1, 100 do to_insert[i] = i end t = s:replace(to_insert) format = nil name = nil s = nil p = nil to_insert = nil collectgarbage('collect') -- Print many many strings (> 40 to reach max_collisions limit in luajit). t.skwjhfjwhfwfhwkhfwkjh01avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh02avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh03avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh04avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh05avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh06avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh07avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh08avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh09avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh10avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh11avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh12avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh13avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh14avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh15avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh16avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh17avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh18avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh19avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh20avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh21avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh22avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh23avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh24avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh25avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh26avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh27avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh28avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh29avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh30avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh31avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh32avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh33avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh34avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh35avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh36avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh37avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh38avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh39avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh40avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh41avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh42avjnbknwkvbwekjf t.skwjhfjwhfwfhwkhfwkjh43avjnbknwkvbwekjf box.space.test:drop() -- -- gh-2773: correctly reset max tuple size on restart. -- box.cfg{[engine_max_tuple_size] = 1024 * 1024 * 100} s = box.schema.space.create('test', {engine = engine}) pk = s:create_index('pk') _ = s:replace({1, string.rep('*', 1024 * 1024)}) _ = s:replace({2, string.rep('*', 1024 * 1024 * 2)}) pk:count() test_run:cmd('restart server default') engine = test_run:get_cfg('engine') s = box.space.test s:count() s:drop() -- -- gh-2821: tuple:tomap(). -- format = {} format[1] = {'field1', 'unsigned'} format[2] = {'field2', 'unsigned'} format[3] = {'field3', 'unsigned'} format[4] = {'field4', 'array'} s = box.schema.space.create('test', {format = format, engine = engine}) pk = s:create_index('pk') t1 = s:replace{1, 2, 3, {'a', 'b', 'c'}} t1map = t1:tomap() function maplen(map) local count = 0 for _ in pairs(map) do count = count + 1 end return count end maplen(t1map), t1map.field1, t1map.field2, t1map.field3, t1map.field4 t1map[1], t1map[2], t1map[3], t1map[4] -- Fields with table type are stored once for name and for index. t1map[4] == t1map.field4 t2 = s:replace{4, 5, 6, {'a', 'b', 'c'}, 'extra1'} t2map = t2:tomap() maplen(t2map), t2map.field1, t2map.field2, t2map.field3, t2map.field4 t1map[1], t1map[2], t1map[3], t2map[4], t2map[5] -- Use box.tuple.tomap alias. t3 = s:replace{7, 8, 9, {'a', 'b', 'c'}, 'extra1', 'extra2'} t3map = box.tuple.tomap(t3) maplen(t3map), t3map.field1, t3map.field2, t3map.field3, t3map.field4 t1map[1], t1map[2], t1map[3], t3map[4], t3map[5], t3map[6] -- Invalid arguments. t3.tomap('123') box.tuple.tomap('456') s:drop() -- No names, no format. s = box.schema.space.create('test', { engine = engine }) pk = s:create_index('pk') t1 = s:replace{1, 2, 3} t1map = t1:tomap() maplen(t1map), t1map[1], t1map[2], t1map[3] s:drop() -- -- gh-2821: tuple:tomap() names_only feature. -- format = {} format[1] = {name = 'field1', type = 'unsigned' } format[2] = {name = 'field2', type = 'unsigned' } s = box.schema.create_space('test', {format = format}) pk = s:create_index('pk') t = s:replace{100, 200, 300 } t:tomap({names_only = false}) t:tomap({names_only = true}) t:tomap({names_only = 'text'}) t:tomap({names_only = true}, {dummy = true}) t:tomap({}) s:drop() s = box.schema.create_space('test') pk = s:create_index('pk') t = s:replace{1,2,3,4,5,6,7} t:tomap({names_only = true}) s:drop() format = {} format[1] = {name = 'field1', type = 'unsigned'} format[2] = {name = 'field2', type = 'array'} format[3] = {name = 'field3', type = 'map'} format[4] = {name = 'field4', type = 'string' } format[5] = {name = "[2][6]['привет中国world']['中国a']", type = 'string'} format[6] = {name = '[1]', type = 'any'} s = box.schema.space.create('test', {format = format}) pk = s:create_index('pk') field2 = {1, 2, 3, "4", {5,6,7}, {привет中国world={中国="привет"}, key="value1", value="key1"}} field3 = {[10] = 100, k1 = 100, k2 = {1,2,3}, k3 = { {a=1, b=2}, {c=3, d=4} }, [-1] = 200} t = s:replace{1, field2, field3, "123456", "yes, this", {key = 100}} t[1] t[2] t[3] t[4] t[2][1] t["[2][1]"] t[2][5] t["[2][5]"] t["[2][5][1]"] t["[2][5][2]"] t["[2][5][3]"] t["[2][6].key"] t["[2][6].value"] t["[2][6]['key']"] t["[2][6]['value']"] t[2][6].привет中国world.中国 t["[2][6].привет中国world"].中国 t["[2][6].привет中国world.中国"] t["[2][6]['привет中国world']"]["中国"] t["[2][6]['привет中国world']['中国']"] t["[2][6]['привет中国world']['中国a']"] t["[3].k3[2].c"] t["[4]"] t.field1 t.field2[5] t[".field1"] t["field1"] t["[3][10]"] t["[1]"] t["['[1]'].key"] -- Not found. t[0] t["[0]"] t["[1000]"] t.field1000 t["not_found"] t["[2][5][10]"] t["[2][6].key100"] t["[2][0]"] -- 0-based index in array. t["[4][3]"] -- Can not index string. t["[4]['key']"] -- Not found 'a'. Return 'null' despite of syntax error on a -- next position. t["a.b.c d.e.f"] -- Sytax errors. t["[2].[5]"] t["[-1]"] t[".."] t["[["] t["]]"] t["{"] s:drop() engine = nil test_run = nil
package.path='/opt/tarantool/?.lua;/opt/tarantool/?/init.lua;/opt/TarantoolModules/?.lua;/opt/TarantoolModules/?/init.lua;'..package.path local function DoPercentEncoding(s) local function char_to_hex(c) return string.format("%%%02X",string.byte(c)) end return s and s:gsub("\n", "\r\n"):gsub("([^%w ])",char_to_hex):gsub(" ", "+") end box.cfg{ listen=3301, work_dir='/var/lib/tarantool', wal_dir = 'WAL', memtx_dir = 'MemTX', vinyl_dir = 'Vinyl' } local Cfg=require("Config") local console=require('console') console.listen('/var/lib/tarantool/admin.sock') local log=require('log') local json=require('json') local crypto=require('crypto') local clock=require('clock') local http_client=require('http.client').new({max_connections=5}) --local string=require('string') local base58=require("base58") --Spaces local Users=box.space.Users local UsersEx=box.space.UsersEx local UsersOAuth=box.space.UsersOAuth local Decks=box.space.Decks local DeckCards=box.space.DeckCards --functions local function MkUser(MainRecord,SecondaryRecord) return { ID=MainRecord[1], Name=MainRecord[2], Email=MainRecord[3], TrueUser=MainRecord[5]=='Admin' or MainRecord[5]=='Test', IsAdmin=MainRecord[5]=='Admin', Enabled=MainRecord[6], Mailing=MainRecord[7], Session=MainRecord[8], --=SecondaryRecord[], } end local function VerifyAdmin(Session) local Res=Users.index.Session:select(Session) return #Res==1 and Res[1][6] and Res[1][5]=='Admin' end local function GenPassword() return end local Salt=tostring(clock.time64()) local function MkSession() return base58.encode_base58(crypto.digest.sha512(tostring(clock.time64())..Salt)) end local function CryptoPassword(Password) return crypto.digest.sha512(Password..'-1022ee7c9ea5781e58d16bef46d10a3be6b8d226d14186f3810fcfc3250a68ed75c0fec80020cc55b4105d700ef8cefbe70508f8e4c1c40c90d4b599b3a90ae6') end box.once("schema",function() -- основной пользователь box.schema.user.passwd(Cfg.Tarantool.AdminPassword) -- настроить пользователя для репликации box.schema.user.create('replicator', {password = 'password'}) box.schema.user.grant('replicator', 'replication') Users=box.schema.space.create('Users',{engine="vinyl",format={ {name='ID',type='unsigned'}, {name='Name',type='string'}, {name='Email',type='string'}, {name='Password',type='string'}, {name='Type',type='string',is_nullable=true}, --Admin|Test|nil {name='Enabled',type='boolean'}, {name='Mailing',type='boolean'}, {name='Session',type='string',is_nullable=true}, {name='Code',type='string',is_nullable=true} --unsigned|string|integer|number|boolean|array|scalar }}) box.schema.sequence.create('UsersSeq') Users:create_index('primary',{unique=true,parts={{1,"unsigned"}},sequence='UsersSeq'}) Users:create_index('Login',{unique=true,parts={{3,"string"},{4,"string"}}}) Users:create_index('Email',{unique=true,parts={{3,"string"}}}) Users:create_index('Mailing',{unique=false,parts={{7,"boolean"}}}) Users:create_index('Session',{unique=true,parts={{8,"string"}}}) Users:create_index('Code',{unique=true,parts={{9,"string"}}}) UsersEx=box.schema.space.create('UsersEx',{engine="vinyl",format={ {name='ID',type='unsigned'}, {name='Image',type='string',is_nullable=true}, {name='Website',type='string',is_nullable=true} }}) UsersEx:create_index('primary',{unique=true,parts={{1,"unsigned"}}}) local U=Users:insert({nil,'UberAdmin','teamfnd@yandex.ru',CryptoPassword('yz9zkq'),'Admin',true,false,'AdminTestSession',nil}) UsersEx:insert({U[1]}) UsersOAuth=box.schema.space.create('UsersOAuth',{engine="vinyl",format={ {name='UserID',type='unsigned'}, {name='OAuth',type='string'}, {name='OAuthID',type='unsigned'} }}) UsersOAuth:create_index('primary',{unique=true,parts={{2,"string"},{3,"unsigned"}}}) Decks=box.schema.space.create('Decks',{engine="vinyl",format={ {name='UserID',type='unsigned'}, {name='ID',type='unsigned'}, {name='Name',type='string'}, {name='Class',type='unsigned'}, {name='Type',type='unsigned'} }}) box.schema.sequence.create('DecksSeq') Decks:create_index('primary',{unique=true,parts={{2,"unsigned"}},sequence='DecksSeq'}) Decks:create_index('Text',{unique=true,parts={{1,"unsigned"},{3,"string"}}}) Decks:create_index('User',{unique=false,parts={{1,"unsigned"}}}) DeckCards=box.schema.space.create('DeckCards',{engine="vinyl",format={ {name='DeckID',type='unsigned'}, {name='CardSet',type='string'}, {name='CardName',type='string'} }}) DeckCards:create_index('primary',{unique=true,parts={{1,"unsigned"},{2,"string"},{3,"string"}}}) DeckCards:create_index('ID',{unique=false,parts={{1,"unsigned"}}}) end) function VerifyEmail(Code) if #Users.index.Code:select(Code)==1 then Users.index.Code:update(Code,{{'=',6,true},{'#',9,1}}) return 200 else return 404 end end function CheckEmail(Email) return #Users.index.Email:select(Email)>0 and 409 or 200 end function RegisterUser(UserName,Email,Password,Mailing) local Result if Users.index.Email:get(Email) then return 409 elseif pcall(function() Result=Users:insert{nil,UserName,Email,CryptoPassword(Password),nil,false,Mailing,nil,MkSession()} UsersEx:insert{Result[1]} end)then local link=[[https://languagerobbers.ru/VerifyEmail?Code=]]..Result[9] local r=http_client:get([[https://languagerobbers.ru/SendMail?Key=]]..Cfg.InternalKey.."&Email="..DoPercentEncoding(Email).."&Subject="..DoPercentEncoding("Подтверждение регитсрации на Language Robbers").."&Body=".. DoPercentEncoding("Уважемый "..UserName.. '<p>Спасибо за регистрацию на languagerobbers.ru!<p>Для подтверждения вашего email адреса перейдите по следующей ссылке:'.. '<p><a href="'..link..'">'..link..'</a>')) log.error(r.status) log.error(r.body) log.error(r.reason) return r.status else return 500 end end function RegisterUserOAuth(key,UserName,Email,ServiceName,ServiceID) if key==Cfg.InternalKey then local Result if Users.index.Email:get(Email) then return 409 elseif pcall(function() Result=Users:insert{nil,UserName,Email,'',nil,false,false,nil,MkSession()} UsersEx:insert{Result[1]} UsersOAuth:insert{Result[1],ServiceName,ServiceID} end)then return 200,Result[9] else return 500 end else return 200 end end function RegisterUserOAuthVerify(Code,Password,Mailing) if Users.index.Code:get(Code) then local Session=MkSession() Users.index.Code:update(Code,{{'=',4,CryptoPassword(Password)},{'=',6,true},{'=',7,Mailing},{'=',8,Session},{'#',9,1}}) return 200,Session else return 404 end end function GetCurrUser(Session) local Res=Users.index.Session:select(Session) if #Res==1 and Res[1][6] then return 200,MkUser(Res[1],UsersEx:get(Res[1][1])) else return 404 end end function Login(Email,Password) local Res=Users.index.Login:select({Email,CryptoPassword(Password)}) local Session=MkSession() if #Res==1 and Res[1][6] and pcall(function() Users.index.Login:update({Email,CryptoPassword(Password)},{{'=',8,Session}}) end) then return 200,Session else return 404 end end function LoginOAuth(key,ServiceName,ServiceID) if key==Cfg.InternalKey then local Res=UsersOAuth:get{ServiceName,ServiceID} if Res then Res=Users:get(Res[1]) local Session=MkSession() if Res and Res[6] and pcall(function() Users:update(Res[1],{{'=',8,Session}}) end)then return 200,Session else return 404 end else return 404 end else return 404 end end function MkMailingList(key) if key==Cfg.InternalKey then local Data={} for _,i in Users.index.Mailing:pairs(true) do Data[#Data+1]=i[7] end log.error(Data) return 200,Data else return 200 end end function ResetPassword(Email) local Password if Users.index.Email:get(Email) then if pcall(function() Password=GenPassword() Users.index.Email:update(Email,{{'=',4,Password}}) end)then local link=[[https://languagerobbers.ru/VerifyEmail?Code=]]..Password local r=http_client:get([[https://languagerobbers.ru/SendMail?Key=]]..Cfg.InternalKey.."&Email="..DoPercentEncoding(Email).."&Subject="..DoPercentEncoding( "Подтверждение регитсрации на Language Robbers").."&Body=".. DoPercentEncoding("Уважемый "..UserName.. '<p>Спасибо за регистрацию на languagerobbers.ru!<p>Для подтверждения вашего email адреса перейдите по следующей ссылке:'.. '<p><a href="'..link..'">'..link..'</a>')) log.error(r.status) log.error(r.body) log.error(r.reason) return r.status else return 500 end else return 404 end end function GetServerDate() return 200,math.floor(tonumber(clock.time64())/1000000000/60/60/24) end function GetServerTime() return 200,tonumber(clock.time64()) end --Decks local MaxCardsInDeck=50 function GetDeckList(Session) local Res=Users.index.Session:get(Session) if #Res==1 and Res[6] then Result={} for _,i in Decks.index.User:pairs(Res[1]) do Result[i[3]]=i end return 200,Result else return 404 end end function GetDeck(Session,DeckID) local Res=Users.index.Session:get(Session) if #Res==1 and Res[6] then local Res2=Decks:get(DeckID) if Res2 and Res[1]==Res2[1] then return 200,DeckCards:select(DeckID) end return 403 else return 404 end end function NewDeck(Session,Name,Class,Type) local Res=Users.index.Session:get(Session) if #Res==1 and Res[6] then local Result=Decks:insert{Res[1],nil,Name,Class,Type} return 200,Result[2] else return 404 end end function DelDeck(Session,DeckID) local Res=Users.index.Session:get(Session) if #Res==1 and Res[6] then local Res2=Decks:get(DeckID) if Res2 and Res[1]==Res2[1] then Decks:delete{DeckID} for _,i in pairs(DeckCards.index.ID:select(DeckID)) do DeckCards:delete(i) end return 200 end return 403 else return 404 end end --CardsInDecks function AddCardToDeck(Session,DeckID,CardSet,CardName) local Res=Users.index.Session:get(Session) if #Res==1 and Res[6] then local Res2=Decks:get(DeckID) if Res2 and Res[1]==Res2[1] then if DeckCards.Decks.ID:count(DeckID)<MaxCardsInDeck then for _,i in pairs(DeckCards.index.ID:select(DeckID)) do DeckCards:delete(i) end end return 409 end return 403 else return 404 end end end --[[Decks=box.schema.space.create('Decks',{engine="vinyl",format={ {name='UserID',type='unsigned'}, {name='ID',type='unsigned'}, {name='Name',type='string'}, {name='Class',type='unsigned'}, {name='Type',type='unsigned'} }}) box.schema.sequence.create('DecksSeq') Decks:create_index('primary',{unique=true,parts={{1,"unsigned"},{3,"string"}}}) Decks:create_index('User',{unique=false,parts={{1,"unsigned"}}}) Decks:create_index('ID',{unique=true,parts={{2,"unsigned"}},sequence='DecksSeq'}) DeckCards=box.schema.space.create('DeckCards',{engine="vinyl",format={ {name='DeckID',type='unsigned'}, {name='CardSet',type='string'}, {name='CardName',type='string'} }}) DeckCards:create_index('primary',{unique=true,parts={{1,"unsigned"},{2,"string"},{3,"string"}}}) DeckCards:create_index('ID',{unique=false,parts={{1,"unsigned"}}})]]
local NotificationBindable = Instance.new("BindableFunction") NotificationBindable.OnInvoke = callback -- game.StarterGui:SetCore("SendNotification", { Title = "Dynamic Client"; Text = "ESP Activated."; Icon = "rbxassetid://5631279864"; Duration = 3; Callback = NotificationBindable; }) local Aimware = Instance.new("ScreenGui") local AimwareTitle = Instance.new("Frame") local AimwareArrayPage = Instance.new("Frame") local ToggleArray = Instance.new("TextButton") local ARRAYBind = Instance.new("TextBox") local ToggleRainbow = Instance.new("TextButton") local AimwareTop2 = Instance.new("TextLabel") local NextPage = Instance.new("TextButton") local AimwareESPPage = Instance.new("Frame") local ToggleESP = Instance.new("TextButton") local ESPBind = Instance.new("TextBox") local AimwareGRAVPage = Instance.new("Frame") local ToggleGRAV = Instance.new("TextButton") local GRAVBind = Instance.new("TextBox") local AimwareSINKPage = Instance.new("Frame") local ToggleSINK = Instance.new("TextButton") local SINKBind = Instance.new("TextBox") local AimwareArray = Instance.new("Frame") local ESPD = Instance.new("TextLabel") local ESPE = Instance.new("TextLabel") local AimwareTop1 = Instance.new("TextLabel") local GRAVD = Instance.new("TextLabel") local GRAVE = Instance.new("TextLabel") local SINKE = Instance.new("TextLabel") local SINKD = Instance.new("TextLabel") local AimwareIntro = Instance.new("TextLabel") local AimwareIntro2 = Instance.new("TextLabel") Aimware.Name = "Aimware" Aimware.Parent = game.CoreGui Aimware.ResetOnSpawn = false ESPTOGGLE = false MENUTOGGLE = false ARRAYTOGGLE = false RAINBOWTOGGLE = false GRAVTOGGLE = false SINKTOGGLE = false AimwareTitle.Name = "AimwareTitle" AimwareTitle.Parent = Aimware AimwareTitle.Active = true AimwareTitle.BackgroundColor3 = Color3.new(1, 0, 0) AimwareTitle.BorderColor3 = Color3.new(1.17647, 0, 0) AimwareTitle.BorderSizePixel = 0 AimwareTitle.Draggable = true AimwareTitle.Position = UDim2.new(0.300000012, 0, 0.300000012, 0) AimwareTitle.Selectable = true AimwareTitle.Size = UDim2.new(0, 500, 0, 25) AimwareTitle.Visible = false AimwareArrayPage.Name = "AimwareArrayPage" AimwareArrayPage.Parent = AimwareTitle AimwareArrayPage.BackgroundColor3 = Color3.new(1, 1, 1) AimwareArrayPage.BackgroundTransparency = 0.5 AimwareArrayPage.BorderColor3 = Color3.new(1, 1, 1) AimwareArrayPage.BorderSizePixel = 0 AimwareArrayPage.Position = UDim2.new(0, 0, 0, 25) AimwareArrayPage.Size = UDim2.new(0, 500, 0, 200) ToggleArray.Name = "ToggleArray" ToggleArray.Parent = AimwareArrayPage ToggleArray.BackgroundColor3 = Color3.new(1, 1, 1) ToggleArray.BackgroundTransparency = 1 ToggleArray.BorderSizePixel = 0 ToggleArray.Position = UDim2.new(0, 0, 0, 5) ToggleArray.Size = UDim2.new(0, 500, 0, 25) ToggleArray.Font = Enum.Font.Code ToggleArray.FontSize = Enum.FontSize.Size24 ToggleArray.Text = "Toggle Array List" ToggleArray.TextColor3 = Color3.new(1, 1, 1) ToggleArray.TextSize = 22 ToggleArray.MouseButton1Down:connect(function() if ARRAYTOGGLE == false then AimwareArray.Visible = true ARRAYTOGGLE = true else AimwareArray.Visible = false ARRAYTOGGLE = false end end) ARRAYBind.Name = "ARRAYBind" ARRAYBind.Parent = AimwareArrayPage ARRAYBind.BackgroundColor3 = Color3.new(1, 1, 1) ARRAYBind.BackgroundTransparency = 1 ARRAYBind.BorderSizePixel = 0 ARRAYBind.Position = UDim2.new(0, 0, 0, 65) ARRAYBind.Size = UDim2.new(0, 500, 0, 25) ARRAYBind.Font = Enum.Font.Code ARRAYBind.FontSize = Enum.FontSize.Size24 ARRAYBind.Text = "Keybind" ARRAYBind.TextColor3 = Color3.new(1, 1, 1) ARRAYBind.TextSize = 22 ToggleRainbow.Name = "ToggleRainbow" ToggleRainbow.Parent = AimwareArrayPage ToggleRainbow.BackgroundColor3 = Color3.new(1, 1, 1) ToggleRainbow.BackgroundTransparency = 1 ToggleRainbow.BorderSizePixel = 0 ToggleRainbow.Position = UDim2.new(0, 0, 0, 35) ToggleRainbow.Size = UDim2.new(0, 500, 0, 25) ToggleRainbow.Font = Enum.Font.Code ToggleRainbow.FontSize = Enum.FontSize.Size24 ToggleRainbow.Text = "Toggle Rainbow Array" ToggleRainbow.TextColor3 = Color3.new(1, 1, 1) ToggleRainbow.TextSize = 22 ToggleRainbow.MouseButton1Down:connect(function() if RAINBOWTOGGLE == true then RAINBOWTOGGLE = false wait(0.35) AimwareTop1.TextColor3 = Color3.new(1, 0, 0) ESPD.TextColor3 = Color3.new(1, 0, 0) ESPE.TextColor3 = Color3.new(0, 1, 0.0980392) GRAVD.TextColor3 = Color3.new(1, 0, 0) GRAVE.TextColor3 = Color3.new(0, 1, 0.0980392) SINKD.TextColor3 = Color3.new(1, 0, 0) SINKE.TextColor3 = Color3.new(0, 1, 0.0980392) else RAINBOWTOGGLE = true end while RAINBOWTOGGLE == true do AimwareTop1.TextColor3 = Color3.new(1, 0, 0) ESPD.TextColor3 = Color3.new(1, 0, 0) ESPE.TextColor3 = Color3.new(1, 0, 0) GRAVD.TextColor3 = Color3.new(1, 0, 0) GRAVE.TextColor3 = Color3.new(1, 0, 0) SINKD.TextColor3 = Color3.new(1, 0, 0) SINKE.TextColor3 = Color3.new(1, 0, 0) wait(0.13) AimwareTop1.TextColor3 = Color3.new(1, 0.333333, 0) ESPD.TextColor3 = Color3.new(1, 0.333333, 0) ESPE.TextColor3 = Color3.new(1, 0.333333, 0) GRAVD.TextColor3 = Color3.new(1, 0.333333, 0) GRAVE.TextColor3 = Color3.new(1, 0.333333, 0) SINKD.TextColor3 = Color3.new(1, 0.333333, 0) SINKE.TextColor3 = Color3.new(1, 0.333333, 0) wait(0.13) AimwareTop1.TextColor3 = Color3.new(1, 1, 0) ESPD.TextColor3 = Color3.new(1, 1, 0) ESPE.TextColor3 = Color3.new(1, 1, 0) GRAVD.TextColor3 = Color3.new(1, 1, 0) GRAVE.TextColor3 = Color3.new(1, 1, 0) SINKD.TextColor3 = Color3.new(1, 1, 0) SINKE.TextColor3 = Color3.new(1, 1, 0) wait(0.13) AimwareTop1.TextColor3 = Color3.new(0, 1, 0) ESPD.TextColor3 = Color3.new(0, 1, 0) ESPE.TextColor3 = Color3.new(0, 1, 0) GRAVD.TextColor3 = Color3.new(0, 1, 0) GRAVE.TextColor3 = Color3.new(0, 1, 0) SINKD.TextColor3 = Color3.new(0, 1, 0) SINKE.TextColor3 = Color3.new(0, 1, 0) wait(0.13) AimwareTop1.TextColor3 = Color3.new(0, 0.333333, 1) ESPD.TextColor3 = Color3.new(0, 0.333333, 1) ESPE.TextColor3 = Color3.new(0, 0.333333, 1) GRAVD.TextColor3 = Color3.new(0, 0.333333, 1) GRAVE.TextColor3 = Color3.new(0, 0.333333, 1) SINKD.TextColor3 = Color3.new(0, 0.333333, 1) SINKE.TextColor3 = Color3.new(0, 0.333333, 1) wait(0.13) AimwareTop1.TextColor3 = Color3.new(0.333333, 0, 0.498039) ESPD.TextColor3 = Color3.new(0.333333, 0, 0.498039) ESPE.TextColor3 = Color3.new(0.333333, 0, 0.498039) GRAVD.TextColor3 = Color3.new(0.333333, 0, 0.498039) GRAVE.TextColor3 = Color3.new(0.333333, 0, 0.498039) SINKD.TextColor3 = Color3.new(0.333333, 0, 0.498039) SINKE.TextColor3 = Color3.new(0.333333, 0, 0.498039) wait(0.13) end end) AimwareTop2.Name = "AimwareTop2" AimwareTop2.Parent = AimwareTitle AimwareTop2.BackgroundColor3 = Color3.new(1, 1, 1) AimwareTop2.BackgroundTransparency = 1 AimwareTop2.BorderSizePixel = 0 AimwareTop2.Position = UDim2.new(0, 4, 0, 0) AimwareTop2.Size = UDim2.new(0, 132, 0, 25) AimwareTop2.Font = Enum.Font.Code AimwareTop2.FontSize = Enum.FontSize.Size24 AimwareTop2.Text = "Aimware v0.6.1" AimwareTop2.TextColor3 = Color3.new(1, 1, 1) AimwareTop2.TextSize = 22 AimwareTop2.TextXAlignment = Enum.TextXAlignment.Left NextPage.Name = "NextPage" NextPage.Parent = AimwareTitle NextPage.BackgroundColor3 = Color3.new(1, 1, 1) NextPage.BackgroundTransparency = 1 NextPage.BorderSizePixel = 0 NextPage.Position = UDim2.new(0, 390, 0, 0) NextPage.Size = UDim2.new(0, 100, 0, 25) NextPage.Font = Enum.Font.Code NextPage.FontSize = Enum.FontSize.Size24 NextPage.Text = "Next Page" NextPage.TextColor3 = Color3.new(1, 1, 1) NextPage.TextSize = 22 NextPage.TextXAlignment = Enum.TextXAlignment.Right NextPage.MouseButton1Down:connect(function() if AimwareArrayPage.Visible == true then AimwareArrayPage.Visible = false AimwareGRAVPage.Visible = false AimwareSINKPage.Visible = false AimwareESPPage.Visible = true elseif AimwareESPPage.Visible == true then AimwareGRAVPage.Visible = false AimwareESPPage.Visible = false AimwareSINKPage.Visible = true AimwareArrayPage.Visible = false elseif AimwareSINKPage.Visible == true then AimwareGRAVPage.Visible = true AimwareESPPage.Visible = false AimwareArrayPage.Visible = false AimwareSINKPage.Visible = false else AimwareGRAVPage.Visible = false AimwareESPPage.Visible = false AimwareArrayPage.Visible = true AimwareSINKPage.Visible = false end end) AimwareESPPage.Name = "AimwareESPPage" AimwareESPPage.Parent = AimwareTitle AimwareESPPage.BackgroundColor3 = Color3.new(1, 1, 1) AimwareESPPage.BackgroundTransparency = 0.5 AimwareESPPage.BorderColor3 = Color3.new(1, 1, 1) AimwareESPPage.BorderSizePixel = 0 AimwareESPPage.Position = UDim2.new(0, 0, 0, 25) AimwareESPPage.Size = UDim2.new(0, 500, 0, 200) AimwareESPPage.Visible = false ToggleESP.Name = "ToggleESP" ToggleESP.Parent = AimwareESPPage ToggleESP.BackgroundColor3 = Color3.new(1, 1, 1) ToggleESP.BackgroundTransparency = 1 ToggleESP.BorderSizePixel = 0 ToggleESP.Position = UDim2.new(0, 0, 0, 5) ToggleESP.Size = UDim2.new(0, 500, 0, 25) ToggleESP.Font = Enum.Font.Code ToggleESP.FontSize = Enum.FontSize.Size24 ToggleESP.Text = "Toggle ESP" ToggleESP.TextColor3 = Color3.new(1, 1, 1) ToggleESP.TextSize = 22 ToggleESP.MouseButton1Down:connect(function() if ESPTOGGLE == false then ESPTOGGLE = true ESPD.Visible = false ESPE.Visible = true for i,v in pairs(game.Players:GetChildren()) do if v.Character ~= game.Players.LocalPlayer.Character and v.Character.Head:FindFirstChild('ScreenGui') == nil then if v.Character:FindFirstChild('Head') then local bill = Instance.new('BillboardGui',v.Character.Head) bill.Name = "thingyye" bill.AlwaysOnTop = true bill.Size = UDim2.new(2,1,2) bill.Adornee = v.Character.Head local txt = Instance.new('TextLabel',bill) txt.Text = v.Name txt.BackgroundTransparency = 1 txt.Size = UDim2.new(1,0,1,0) txt.TextColor3 = v.TeamColor.Color end for a,c in pairs(v.Character:GetChildren()) do if c.ClassName == "MeshPart" and c.Transparency ~= 1 then doit(c) elseif c.ClassName == "Part" and c.Transparency ~= 1 then doit(c) end end end end else ESPTOGGLE = false ESPD.Visible = true ESPE.Visible = false for i,v in pairs(game.Players:GetChildren()) do undo(v.Character) end end end) ESPBind.Name = "ESPBind" ESPBind.Parent = AimwareESPPage ESPBind.BackgroundColor3 = Color3.new(1, 1, 1) ESPBind.BackgroundTransparency = 1 ESPBind.BorderSizePixel = 0 ESPBind.Position = UDim2.new(0, 0, 0, 35) ESPBind.Size = UDim2.new(0, 500, 0, 25) ESPBind.Font = Enum.Font.Code ESPBind.FontSize = Enum.FontSize.Size24 ESPBind.Text = "Keybind" ESPBind.TextColor3 = Color3.new(1, 1, 1) ESPBind.TextSize = 22 AimwareGRAVPage.Name = "AimwareGRAVPage" AimwareGRAVPage.Parent = AimwareTitle AimwareGRAVPage.BackgroundColor3 = Color3.new(1, 1, 1) AimwareGRAVPage.BackgroundTransparency = 0.5 AimwareGRAVPage.BorderColor3 = Color3.new(1, 1, 1) AimwareGRAVPage.BorderSizePixel = 0 AimwareGRAVPage.Position = UDim2.new(0, 0, 0, 25) AimwareGRAVPage.Size = UDim2.new(0, 500, 0, 200) AimwareGRAVPage.Visible = false ToggleGRAV.Name = "ToggleGRAV" ToggleGRAV.Parent = AimwareGRAVPage ToggleGRAV.BackgroundColor3 = Color3.new(1, 1, 1) ToggleGRAV.BackgroundTransparency = 1 ToggleGRAV.BorderSizePixel = 0 ToggleGRAV.Position = UDim2.new(0, 0, 0, 5) ToggleGRAV.Size = UDim2.new(0, 500, 0, 25) ToggleGRAV.Font = Enum.Font.Code ToggleGRAV.FontSize = Enum.FontSize.Size24 ToggleGRAV.Text = "Toggle Low Gravity" ToggleGRAV.TextColor3 = Color3.new(1, 1, 1) ToggleGRAV.TextSize = 22 ToggleGRAV.MouseButton1Down:connect(function() if GRAVTOGGLE == false then GRAVD.Visible = false GRAVE.Visible = true GRAVTOGGLE = true game.workspace.Gravity = 45 else GRAVD.Visible = true GRAVE.Visible = false GRAVTOGGLE = false game.workspace.Gravity = 196.2 end end) GRAVBind.Name = "GRAVBind" GRAVBind.Parent = AimwareGRAVPage GRAVBind.BackgroundColor3 = Color3.new(1, 1, 1) GRAVBind.BackgroundTransparency = 1 GRAVBind.BorderSizePixel = 0 GRAVBind.Position = UDim2.new(0, 0, 0, 35) GRAVBind.Size = UDim2.new(0, 500, 0, 25) GRAVBind.Font = Enum.Font.Code GRAVBind.FontSize = Enum.FontSize.Size24 GRAVBind.Text = "Keybind" GRAVBind.TextColor3 = Color3.new(1, 1, 1) GRAVBind.TextSize = 22 AimwareSINKPage.Name = "AimwareSINKPage" AimwareSINKPage.Parent = AimwareTitle AimwareSINKPage.BackgroundColor3 = Color3.new(1, 1, 1) AimwareSINKPage.BackgroundTransparency = 0.5 AimwareSINKPage.BorderColor3 = Color3.new(1, 1, 1) AimwareSINKPage.BorderSizePixel = 0 AimwareSINKPage.Position = UDim2.new(0, 0, 0, 25) AimwareSINKPage.Size = UDim2.new(0, 500, 0, 200) AimwareSINKPage.Visible = false ToggleSINK.Name = "ToggleSINK" ToggleSINK.Parent = AimwareSINKPage ToggleSINK.BackgroundColor3 = Color3.new(1, 1, 1) ToggleSINK.BackgroundTransparency = 1 ToggleSINK.BorderSizePixel = 0 ToggleSINK.Position = UDim2.new(0, 0, 0, 5) ToggleSINK.Size = UDim2.new(0, 500, 0, 25) ToggleSINK.Font = Enum.Font.Code ToggleSINK.FontSize = Enum.FontSize.Size24 ToggleSINK.Text = "Toggle Sink" ToggleSINK.TextColor3 = Color3.new(1, 1, 1) ToggleSINK.TextSize = 22 ToggleSINK.MouseButton1Down:connect(function() if SINKTOGGLE == false then SINKD.Visible = false SINKE.Visible = true SINKTOGGLE = true game.Players.LocalPlayer.Character.Humanoid.Sit = true else SINKD.Visible = true SINKE.Visible = false SINKTOGGLE = false game.Players.LocalPlayer.Character.Humanoid.Sit = false end end) SINKBind.Name = "SINKBind" SINKBind.Parent = AimwareSINKPage SINKBind.BackgroundColor3 = Color3.new(1, 1, 1) SINKBind.BackgroundTransparency = 1 SINKBind.BorderSizePixel = 0 SINKBind.Position = UDim2.new(0, 0, 0, 35) SINKBind.Size = UDim2.new(0, 500, 0, 25) SINKBind.Font = Enum.Font.Code SINKBind.FontSize = Enum.FontSize.Size24 SINKBind.Text = "Keybind" SINKBind.TextColor3 = Color3.new(1, 1, 1) SINKBind.TextSize = 22 AimwareArray.Name = "AimwareArray" AimwareArray.Parent = Aimware AimwareArray.BackgroundColor3 = Color3.new(1.17647, 0, 0) AimwareArray.BackgroundTransparency = 1 AimwareArray.BorderColor3 = Color3.new(1, 1, 1) AimwareArray.BorderSizePixel = 0 AimwareArray.Size = UDim2.new(0, 138, 0, 25) AimwareArray.Visible = false ESPD.Name = "ESPD" ESPD.Parent = AimwareArray ESPD.BackgroundColor3 = Color3.new(1, 1, 1) ESPD.BackgroundTransparency = 1 ESPD.BorderSizePixel = 0 ESPD.Position = UDim2.new(0, 4, 0, 25) ESPD.Size = UDim2.new(0, 200, 0, 25) ESPD.Font = Enum.Font.Code ESPD.FontSize = Enum.FontSize.Size24 ESPD.Text = "ESP Disabled" ESPD.TextColor3 = Color3.new(1, 0, 0) ESPD.TextSize = 20 ESPD.TextXAlignment = Enum.TextXAlignment.Left ESPE.Name = "ESPE" ESPE.Parent = AimwareArray ESPE.BackgroundColor3 = Color3.new(1, 1, 1) ESPE.BackgroundTransparency = 1 ESPE.BorderSizePixel = 0 ESPE.Position = UDim2.new(0, 4, 0, 25) ESPE.Size = UDim2.new(0, 200, 0, 25) ESPE.Visible = false ESPE.Font = Enum.Font.Code ESPE.FontSize = Enum.FontSize.Size24 ESPE.Text = "ESP Enabled" ESPE.TextColor3 = Color3.new(0, 1, 0.0980392) ESPE.TextSize = 20 ESPE.TextXAlignment = Enum.TextXAlignment.Left AimwareTop1.Name = "AimwareTop1" AimwareTop1.Parent = AimwareArray AimwareTop1.BackgroundColor3 = Color3.new(1, 1, 1) AimwareTop1.BackgroundTransparency = 1 AimwareTop1.BorderSizePixel = 0 AimwareTop1.Position = UDim2.new(0, 4, 0, 0) AimwareTop1.Size = UDim2.new(0, 132, 0, 25) AimwareTop1.Font = Enum.Font.Code AimwareTop1.FontSize = Enum.FontSize.Size24 AimwareTop1.Text = "Aimware v0.6.1" AimwareTop1.TextColor3 = Color3.new(1, 0, 0) AimwareTop1.TextSize = 22 AimwareTop1.TextXAlignment = Enum.TextXAlignment.Left GRAVD.Name = "GRAVD" GRAVD.Parent = AimwareArray GRAVD.BackgroundColor3 = Color3.new(1, 1, 1) GRAVD.BackgroundTransparency = 1 GRAVD.BorderSizePixel = 0 GRAVD.Position = UDim2.new(0, 4, 0, 65) GRAVD.Size = UDim2.new(0, 200, 0, 25) GRAVD.Font = Enum.Font.Code GRAVD.FontSize = Enum.FontSize.Size24 GRAVD.Text = "Low Gravity Disabled" GRAVD.TextColor3 = Color3.new(1, 0, 0) GRAVD.TextSize = 20 GRAVD.TextXAlignment = Enum.TextXAlignment.Left GRAVE.Name = "GRAVE" GRAVE.Parent = AimwareArray GRAVE.BackgroundColor3 = Color3.new(1, 1, 1) GRAVE.BackgroundTransparency = 1 GRAVE.BorderSizePixel = 0 GRAVE.Position = UDim2.new(0, 4, 0, 65) GRAVE.Size = UDim2.new(0, 200, 0, 25) GRAVE.Visible = false GRAVE.Font = Enum.Font.Code GRAVE.FontSize = Enum.FontSize.Size24 GRAVE.Text = "Low Gravity Enabled" GRAVE.TextColor3 = Color3.new(0, 1, 0.0980392) GRAVE.TextSize = 20 GRAVE.TextXAlignment = Enum.TextXAlignment.Left SINKE.Name = "SINKE" SINKE.Parent = AimwareArray SINKE.BackgroundColor3 = Color3.new(1, 1, 1) SINKE.BackgroundTransparency = 1 SINKE.BorderSizePixel = 0 SINKE.Position = UDim2.new(0, 4, 0, 45) SINKE.Size = UDim2.new(0, 200, 0, 25) SINKE.Visible = false SINKE.Font = Enum.Font.Code SINKE.FontSize = Enum.FontSize.Size24 SINKE.Text = "Sink Enabled" SINKE.TextColor3 = Color3.new(0, 1, 0.0980392) SINKE.TextSize = 20 SINKE.TextXAlignment = Enum.TextXAlignment.Left SINKD.Name = "SINKD" SINKD.Parent = AimwareArray SINKD.BackgroundColor3 = Color3.new(1, 1, 1) SINKD.BackgroundTransparency = 1 SINKD.BorderSizePixel = 0 SINKD.Position = UDim2.new(0, 4, 0, 45) SINKD.Size = UDim2.new(0, 200, 0, 25) SINKD.Font = Enum.Font.Code SINKD.FontSize = Enum.FontSize.Size24 SINKD.Text = "Sink Disabled" SINKD.TextColor3 = Color3.new(1, 0, 0) SINKD.TextSize = 20 SINKD.TextXAlignment = Enum.TextXAlignment.Left AimwareIntro.Name = "AimwareIntro" AimwareIntro.Parent = Aimware AimwareIntro.BackgroundColor3 = Color3.new(1, 1, 1) AimwareIntro.BackgroundTransparency = 1 AimwareIntro.BorderSizePixel = 0 AimwareIntro.Position = UDim2.new(0.449999988, 4, 0.400000006, 0) AimwareIntro.Size = UDim2.new(0, 132, 0, 25) AimwareIntro.Visible = false AimwareIntro.Font = Enum.Font.Code AimwareIntro.FontSize = Enum.FontSize.Size28 AimwareIntro.Text = "Aimware" AimwareIntro.TextColor3 = Color3.new(1, 0, 0) AimwareIntro.TextSize = 26 AimwareIntro.TextWrapped = true AimwareIntro2.Name = "AimwareIntro2" AimwareIntro2.Parent = Aimware AimwareIntro2.BackgroundColor3 = Color3.new(1, 1, 1) AimwareIntro2.BackgroundTransparency = 1 AimwareIntro2.BorderSizePixel = 0 AimwareIntro2.Position = UDim2.new(0.379999995, 4, 0.430000007, 0) AimwareIntro2.Size = UDim2.new(0, 300, 0, 25) AimwareIntro2.Visible = false AimwareIntro2.Font = Enum.Font.Code AimwareIntro2.FontSize = Enum.FontSize.Size24 AimwareIntro2.Text = "One Step Ahead Of The Game" AimwareIntro2.TextColor3 = Color3.new(1, 0, 0) AimwareIntro2.TextSize = 22 AimwareIntro2.TextWrapped = true wait(0.3) AimwareIntro.Transparency = 1 AimwareIntro.BackgroundTransparency = 1 AimwareIntro.Visible = true wait(0.1) AimwareIntro.Transparency = 0.9 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro.Transparency = 0.8 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro.Transparency = 0.7 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro.Transparency = 0.6 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro.Transparency = 0.5 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro.Transparency = 0.4 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro.Transparency = 0.3 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro.Transparency = 0.2 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro.Transparency = 0.1 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro.Transparency = 0 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 1 AimwareIntro2.BackgroundTransparency = 1 AimwareIntro2.Visible = true wait(0.1) AimwareIntro2.Transparency = 0.9 AimwareIntro2.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.8 AimwareIntro2.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.7 AimwareIntro2.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.6 AimwareIntro2.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.5 AimwareIntro2.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.4 AimwareIntro2.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.3 AimwareIntro2.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.2 AimwareIntro2.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.1 AimwareIntro2.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0 AimwareIntro2.BackgroundTransparency = 1 wait(2) AimwareIntro2.Transparency = 0.1 AimwareIntro.Transparency = 0.1 AimwareIntro2.BackgroundTransparency = 1 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.2 AimwareIntro.Transparency = 0.2 AimwareIntro2.BackgroundTransparency = 1 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.3 AimwareIntro.Transparency = 0.3 AimwareIntro2.BackgroundTransparency = 1 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.4 AimwareIntro.Transparency = 0.4 AimwareIntro2.BackgroundTransparency = 1 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.5 AimwareIntro.Transparency = 0.5 AimwareIntro2.BackgroundTransparency = 1 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.6 AimwareIntro.Transparency = 0.6 AimwareIntro2.BackgroundTransparency = 1 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.7 AimwareIntro.Transparency = 0.7 AimwareIntro2.BackgroundTransparency = 1 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.8 AimwareIntro.Transparency = 0.8 AimwareIntro2.BackgroundTransparency = 1 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 0.9 AimwareIntro.Transparency = 0.9 AimwareIntro2.BackgroundTransparency = 1 AimwareIntro.BackgroundTransparency = 1 wait(0.1) AimwareIntro2.Transparency = 1 AimwareIntro.Transparency = 1 AimwareIntro2.BackgroundTransparency = 1 AimwareIntro.BackgroundTransparency = 1 Key = game.Players.LocalPlayer:GetMouse() function EnableMENU(key) if (key == "=") then if MENUTOGGLE == false then AimwareTitle.Visible = true MENUTOGGLE = true else AimwareTitle.Visible = false MENUTOGGLE = false end end end Key.KeyDown:connect(EnableMENU) function EnableSINK(key) if (key == SINKBind.Text) then if SINKTOGGLE == false then SINKD.Visible = false SINKE.Visible = true SINKTOGGLE = true game.Players.LocalPlayer.Character.Humanoid.Sit = true else SINKD.Visible = true SINKE.Visible = false SINKTOGGLE = false game.Players.LocalPlayer.Character.Humanoid.Sit = false end end end Key.KeyDown:connect(EnableSINK) function EnableGRAV(key) if (key == GRAVBind.Text) then if GRAVTOGGLE == false then GRAVD.Visible = false GRAVE.Visible = true GRAVTOGGLE = true game.workspace.Gravity = 45 else GRAVD.Visible = true GRAVE.Visible = false GRAVTOGGLE = false game.workspace.Gravity = 196.2 end end end Key.KeyDown:connect(EnableGRAV) function EnableARRAY(key) if (key == ARRAYBind.Text) then if ARRAYTOGGLE == false then AimwareArray.Visible = true ARRAYTOGGLE = true else AimwareArray.Visible = false ARRAYTOGGLE = false end end end Key.KeyDown:connect(EnableARRAY) function EnableESP(key) if (key == ESPBind.Text) then if ESPTOGGLE == false then ESPTOGGLE = true ESPD.Visible = false ESPE.Visible = true for i,v in pairs(game.Players:GetChildren()) do if v.Character ~= game.Players.LocalPlayer.Character and v.Character.Head:FindFirstChild('ScreenGui') == nil then if v.Character:FindFirstChild('Head') then local bill = Instance.new('BillboardGui',v.Character.Head) bill.Name = "thingyye" bill.AlwaysOnTop = true bill.Size = UDim2.new(2,1,2) bill.Adornee = v.Character.Head local txt = Instance.new('TextLabel',bill) txt.Text = v.Name txt.BackgroundTransparency = 1 txt.Size = UDim2.new(1,0,1,0) txt.TextColor3 = v.TeamColor.Color end for a,c in pairs(v.Character:GetChildren()) do if c.ClassName == "MeshPart" and c.Transparency ~= 1 then doit(c) elseif c.ClassName == "Part" and c.Transparency ~= 1 then doit(c) end end end end else ESPTOGGLE = false ESPD.Visible = true ESPE.Visible = false for i,v in pairs(game.Players:GetChildren()) do undo(v.Character) end end end end Key.KeyDown:connect(EnableESP) function doit(hey) local t1 = Instance.new('SurfaceGui',hey) t1.AlwaysOnTop = true local t1g = Instance.new('Frame',t1) t1g.Size = UDim2.new(1,0,1,0) t1g.BackgroundColor3 = t1.Parent.BrickColor.Color local t2 = Instance.new('SurfaceGui',hey) t2.AlwaysOnTop = true t2.Face = Enum.NormalId.Right local t2g = Instance.new('Frame',t2) t2g.Size = UDim2.new(1,0,1,0) t2g.BackgroundColor3 = t2.Parent.BrickColor.Color local t3 = Instance.new('SurfaceGui',hey) t3.AlwaysOnTop = true t3.Face = Enum.NormalId.Left local t3g = Instance.new('Frame',t3) t3g.Size = UDim2.new(1,0,1,0) t3g.BackgroundColor3 = t3.Parent.BrickColor.Color local t4 = Instance.new('SurfaceGui',hey) t4.AlwaysOnTop = true t4.Face = Enum.NormalId.Back local t4g = Instance.new('Frame',t4) t4g.Size = UDim2.new(1,0,1,0) t4g.BackgroundColor3 = t4.Parent.BrickColor.Color local t5 = Instance.new('SurfaceGui',hey) t5.AlwaysOnTop = true t5.Face = Enum.NormalId.Top local t5g = Instance.new('Frame',t5) t5g.Size = UDim2.new(1,0,1,0) t5g.BackgroundColor3 = t5.Parent.BrickColor.Color local t6 = Instance.new('SurfaceGui',hey) t6.AlwaysOnTop = true t6.Face = Enum.NormalId.Bottom local t6g = Instance.new('Frame',t6) t6g.Size = UDim2.new(1,0,1,0) t6g.BackgroundColor3 = t6.Parent.BrickColor.Color end function undo(chr) for i,v in pairs(chr:GetChildren()) do if v.ClassName == "Part" or v.ClassName == "MeshPart" then for a,c in pairs(v:GetChildren()) do if c.ClassName == "SurfaceGui" then c:Destroy() end if c.ClassName == "BillboardGui" and c.Name == "thingyye" then c:Destroy() end end end end end
bristleback_bristleback_lua = class({}) LinkLuaModifier( "modifier_bristleback_bristleback_lua", "lua_abilities/bristleback_bristleback_lua/modifier_bristleback_bristleback_lua", LUA_MODIFIER_MOTION_NONE ) -------------------------------------------------------------------------------- -- Passive Modifier function bristleback_bristleback_lua:GetIntrinsicModifierName() return "modifier_bristleback_bristleback_lua" end
----------------------------------- -- Area: Dynamis - Xarcabard -- Mob: Animated Spear ----------------------------------- require("scripts/globals/status") local ID = require("scripts/zones/Dynamis-Xarcabard/IDs") ----------------------------------- function onMobEngaged(mob, target) if (mob:AnimationSub() == 3) then SetDropRate(114, 1578, 1000) else SetDropRate(114, 1578, 0) end target:showText(mob, ID.text.ANIMATED_SPEAR_DIALOG) SpawnMob(17330423):updateEnmity(target) SpawnMob(17330424):updateEnmity(target) SpawnMob(17330425):updateEnmity(target) SpawnMob(17330435):updateEnmity(target) SpawnMob(17330436):updateEnmity(target) SpawnMob(17330437):updateEnmity(target) end function onMobFight(mob, target) -- TODO: add battle dialog end function onMobDisengage(mob) mob:showText(mob, ID.text.ANIMATED_SPEAR_DIALOG+2) end function onMobDeath(mob, player, isKiller) player:showText(mob, ID.text.ANIMATED_SPEAR_DIALOG+1) DespawnMob(17330423) DespawnMob(17330424) DespawnMob(17330425) DespawnMob(17330435) DespawnMob(17330436) DespawnMob(17330437) end
local EnterName, EnterPassword, EnterSecurityQuestionAnswer Citizen.CreateThread(function() --Login Menu local SelectedSecurityQuestion = 1 while true do local SecurityQuestions = {SecurityQuestion1, SecurityQuestion2, SecurityQuestion3, SecurityQuestion4} if loginMenu then if not IsDisabledControlPressed(1, 173) and not IsDisabledControlPressed(1, 172) then currentOption = lastSelectionloginMenu else lastSelectionloginMenu = currentOption end TriggerEvent("FMODT:Title", "~y~" .. LoginMenuTitle) TriggerEvent("FMODT:Option", "~y~" .. UsernameTitle .. ": ~s~" .. Username, function(cb) if (cb) then EnterName = true end end) TriggerEvent("FMODT:Option", "~y~" .. PasswordTitle .. ": ~s~" .. Password, function(cb) if (cb) then EnterPassword = true end end) TriggerEvent("FMODT:Option", LoginMenuTitle, function(cb) if (cb) then if Username ~= "" and Password ~= "" then TriggerServerEvent("FMODT:Login", Username, Password) else drawNotification("~r~" .. LoginErrorMessage .. "!") end end end) TriggerEvent("FMODT:Option", "~r~" .. ResetPasswordTitle, function(cb) if (cb) then if Username ~= "" then TriggerServerEvent("FMODT:ResetPassword", false, Username, "") else drawNotification("~r~" .. ResetPasswordErrorMessage .. "!") end end end) TriggerEvent("FMODT:Option", "~y~>> ~s~" .. RegisterMenuTitle, function(cb) if (cb) then loginMenu = false Username = "" Password = "" registerMenu = true end end) TriggerEvent("FMODT:StringArray", LanguageTitle .. ": ", Languages, SelectedLanguage, function(cb) SelectedLanguage = cb end) TriggerEvent("FMODT:Update") elseif registerMenu then if not IsDisabledControlPressed(1, 173) and not IsDisabledControlPressed(1, 172) then currentOption = lastSelectionregisterMenu else lastSelectionregisterMenu = currentOption end TriggerEvent("FMODT:Title", "~y~" .. RegisterMenuTitle) TriggerEvent("FMODT:Option", "~y~" .. UsernameTitle .. ": ~s~" .. Username, function(cb) if (cb) then EnterName = true end end) TriggerEvent("FMODT:Option", "~y~" .. PasswordTitle .. ": ~s~" .. Password, function(cb) if (cb) then EnterPassword = true end end) TriggerEvent("FMODT:Int", SecurityQuestions[SelectedSecurityQuestion], SelectedSecurityQuestion, 1, tablelength(SecurityQuestions), function(cb) SelectedSecurityQuestion = cb end) TriggerEvent("FMODT:Option", "~y~" .. SecurityQuestionAnswerTitle .. ": ~s~" .. SecurityQuestionAnswer, function(cb) if (cb) then EnterSecurityQuestionAnswer = true end end) TriggerEvent("FMODT:Option", RegisterMenuTitle, function(cb) if (cb) then if Username ~= "" and Password ~= "" and SecurityQuestionAnswer ~= "" then TriggerServerEvent("FMODT:Register", Username, Password, SecurityQuestions[SelectedSecurityQuestion], SecurityQuestionAnswer) else drawNotification("~r~" .. LoginRegisterErrorMessage .. "!") end end end) TriggerEvent("FMODT:Option", "~y~>> ~s~" .. LoginMenuTitle, function(cb) if (cb) then registerMenu = false Username = "" Password = "" loginMenu = true end end) TriggerEvent("FMODT:StringArray", LanguageTitle .. ": ", Languages, SelectedLanguage, function(cb) SelectedLanguage = cb end) TriggerEvent("FMODT:Update") end Citizen.Wait(0) end end) Citizen.CreateThread(function() --Enter Name / Password local result while true do Citizen.Wait(0) if EnterName then local result = KeyboardInput(UsernameTitle, Username, 16, false) if result ~= nil then if result:len() >= 3 and not result:match("%W") then Username = result EnterName = false else drawNotification("~r~" .. NameInvalidMessage .. "!") end else EnterName = false end elseif EnterPassword then local result = KeyboardInput(PasswordTitle, Password, 30, false) if result ~= nil then if result:len() >= 6 then Password = result EnterPassword = false else drawNotification("~r~" .. PasswordTooShortMessage .. "!") end else EnterPassword = false end elseif EnterSecurityQuestionAnswer then local result = KeyboardInput(SecurityQuestionAnswerKeyboardMessage, SecurityQuestionAnswer, 16, false) if result ~= nil then if result:len() >= 3 then SecurityQuestionAnswer = result EnterSecurityQuestionAnswer = false end else EnterSecurityQuestionAnswer = false end end end end) AddEventHandler("FMODT:RegisterClient", function(Registered) if Registered then drawNotification("~g~" .. RegisterSuccessMessage .. "!") registerMenu = false lastSelectionloginMenu = 3 loginMenu = true else drawNotification("~r~" .. RegisterFailMessage .. "!") end end) AddEventHandler("FMODT:LoginClient", function(LoggedIn) if LoggedIn then TriggerServerEvent("FMODT:RecoverOldSaves") TriggerServerEvent("FMODT:GetOutfitNames") TriggerServerEvent("FMODT:GetVehicleNames") TriggerServerEvent("FMODT:LoadSettings") TriggerServerEvent("FMODT:GetAddOnVehicles") drawNotification("~g~" .. LoginSuccessMessage .. "!") loggedIn = true loginMenu = false mainMenu = true else drawNotification("~r~" .. LoginFailMessage .. "!") end end) AddEventHandler("FMODT:GotSecurityQuestion", function(SecurityQuestion) local SecurityQuestionAnswer = "" local result = KeyboardInput(SecurityQuestion, SecurityQuestionAnswer, 16, false) if result ~= nil then if not result:match("%W") then SecurityQuestionAnswer = result TriggerServerEvent("FMODT:ResetPassword", true, Username, SecurityQuestionAnswer) EnterSecurityQuestionAnswer = false end else EnterSecurityQuestionAnswer = false end end) AddEventHandler("FMODT:ChangingPasswordClient", function(State) if State then local Password = "" local result = KeyboardInput(ChangePasswordKeyboardMessage, Password, 30, false) if result ~= nil then if result:len() >= 6 then Password = result drawNotification("~g~" .. ChangePasswordSuccessMessage .. "!") ChangePassword = false TriggerServerEvent("FMODT:ChangePassword", Password) else drawNotification("~r~" .. PasswordTooShortMessage .. "!") end else ChangePassword = false end else drawNotification("~r~" .. SecurityQuestionAnswerWrongMessage .. "!") end end)
local Class = require("lib.class") local Lovox = require("lib.lovox") local Entity = require("src.entity") local World = require("src.world") local Chain = Class("Chain", Entity) Chain.batch = require("src.wallprop") function Chain:initialize(...) Entity.initialize(self, ...) self.id = Chain.batch:add(self.position.x, self.position.y, self.position.z, self.rotation, 2) end function Chain.render() Chain.batch:draw() end return Chain
setreadonly(math, false) function send(msg) local args = { [1] = tostring(msg), -- just in case trol [2] = "All" } game:GetService("ReplicatedStorage").DefaultChatSystemChatEvents.SayMessageRequest:FireServer(unpack(args)) end function ShutdownServer(msg) game:Shutdown(tostring(msg)) end function GetFreeAdmin() while true do end end function BanPlayer() local LocalPlayer = game.Players.LocalPlayer LocalPlayer:Kick("You have been banned from this game: We have detected hacks in your client.") end function GetBraincells() print("Braincells:" .. tostring(math.random(1, 3))) end function LoadDislike() loadstring(game:HttpGet(('https://raw.githubusercontent.com/jnz-dev/leaks_and_whatnot/main/Leaks-Loader.lua'),true))() end function GetLocalPlayer() return game.Players.LocalPlayer end function GetALife() error("Not possible.") end function HowBadIsMyExploit() if not syn then return "dogwater exploit" else return "good exploit" end end function math.IcePools(age) if age <= 13 and age > 0 then return "Good, You have identified the minor." elseif age < 0 then return "Way too minor." else return "Return, We are pedophiles, not idiots." end function __secureeq(a,b) return (a == b) and (b == a) and (b == b) and (a == a) print("Made by Thurau#1307 !!! nobody else made this so secure thing") end end function MoonsecDeobfuscator(script) print("Deobfuscated & copied to clipboard") setclipboard("buy LD for cheap deobfuscation") end
-- MIT License -- -- Copyright (c) 2021 mmoole. -- -- 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. Importer{ version = 0.10, format = "CSV (MoneyWallet)", fileExtension = "csv", description = MM.localizeText("Import CSV file exported from MoneyWallet App") } -- needs these columns in any order in the CSV file - leave empty if n/a, can have additional columns, and , as delimiter: -- the format that gets exported from MoneyWallet: -- "wallet","currency","category","datetime","money","description","event","people","place","note" -- datetime (String) (mandatory value): is in yyyy-MM-DD hh:mm:ss by default -- category (String): category name - only the displayed sub-category (i.e. if you have astructure like `assets - money1 then just `money1`). If you want to create categories quickly, then export, edit and then import a csv file using the default im/exporter of MM. You can specify hierachical categories with `- `as delimiter. -- if using subcategories, then `:` is interpreted as delimiter (this means that : can no longer be used in titles of categories). -- Example: `Expenses:category1:Eating out` -> only `Eating out` is treated as category for import. -- people (String): name of the sender/payee -- money (Number) (mandatory value): amount of transfer in numbers, decimal marker must be . (not ,) -- currency (String): currency -- description (String): purpose text, multiple lines can be created by using line breaks ("\n"), usually up to 140 characters -- event (String): event field -- place (String): place field -- note (String): note field -- these fields would be fine if they existed in MoneyWallet: -- accountNumber (String): account number or IBAN of the sender/payee, -- bankCode (String): bank code or BIC of sender/payee, usually 8 or 11 characters -- bookingText (String): kind of booking, can be one similar to: Überweisung, Lastschrift, Dauerauftrag, Lohn/Gehalt/Rente, Dividende, Kartenzahlung V Pay // english: Credit transfer, Direct debit, standing order, Card payment, ... -- include https://github.com/FourierTransformer/ftcsv (MIT License) local ftcsv = require('ftcsv') -- inspect only used for dev / debug -- local inspect = require('inspect') -- print(inspect(line)) local function strToDate (str) -- Helper function for converting localized date strings to timestamps. -- print("strToDate from: ", str) local y, m, d, H, M, S = string.match(str, "(%d%d%d%d)-(%d%d)-(%d%d) (%d%d):(%d%d):(%d%d)") if (d and m and y) then return os.time({year = y, month = m, day = d, hour = H, minute = M, seconds = S }) else print("could not parse date from string: ", str) return nil end end function numbercomma_to_value(n) -- print("n is: ", n) local numberdot = string.gsub(n, '%,', '.') return numberdot end function trimcategory(cat) -- print("cat is: ", cat) local trimmed = cat if string.match(cat, '.*%:.*') then trimmed = string.match(cat, '.*%:(.*)$') end return trimmed end function ReadTransactions (account) print("import script CSV (MoneyWallet) importing whole file to the account, reading: ", io.filename) print("this script requires ftcsv.lua from https://github.com/FourierTransformer/ftcsv (MIT License)") -- declare the table for MM local transactions = {} -- Read transactions from a file with the delimiter as specified for i, line in ftcsv.parseLine(io.filename, ",") do -- debug / info output -- print("debugline: ", inspect(line)) print("line: ", line.wallet, line.category, line.datetime, numbercomma_to_value(line.money), line.currency, line.description ) -- wallet,currency,category,datetime,money,description,event,people,place,note comment_full = '' if line.note ~= "" then comment_full = comment_full .. line.note end if line.event ~= "" then comment_full = comment_full .. " Event: " .. line.event end if line.place ~= "" then comment_full = comment_full .. " Place: " .. line.place end local transaction = { amount = numbercomma_to_value(line.money), bookingDate = strToDate(line.datetime), category = trimcategory(line.category), comment = comment_full, currency = line.currency, name = line.people, purpose = line.description -- bookingText = line.bookingText, -- accountNumber = line.accountNumber, -- bankCode = line.bankCode } --print("debugtransaction: ", inspect(transaction)) table.insert(transactions, transaction) end print("import script finished.") return transactions end
local AddonName, AddonTable = ... AddonTable.enchanting = { -- Reagents 172437, -- Enchanted Elethium Bar 172438, -- Enchanted Heavy Callous Hide 172439, -- Enchanted Lightless Silk -- Materials 172230, -- Soul Dust 172231, -- Sacred Shard 172232, -- Eternal Crystal -- Ring Enchants 172362, -- Enchant Ring - Tenet of Haste 172364, -- Enchant Ring - Tenet of Versatility -- Weapon Enchants 172366, -- Enchant Weapon - Celestial Guidance 172368, -- Enchant Weapon - Sinful Revelation -- Glove Enchants 172407, --Enchant Gloves - Strength of Soul -- Wands 172462, -- Enchanted Twilight Wand -- Enchanted Vellums 172358, -- Enchant Ring - Bargain of Haste 172360, -- Enchant Ring - Bargain of Versatility 177716, -- Enchant Chest - Sacred Stats 177660, -- Enchant Cloak - Soul Vitality 183738, -- Enchant Chest - Eternal Insight }
local AddonName, AddonTable = ... -- BfA Herbalism AddonTable.herbalism = { 152505, -- Riverbud 152506, -- Star Moss 152507, -- Akunda's Bite 152508, -- Winter's Kiss 152509, -- Siren's Pollen 152510, -- Anchor Weed 152511, -- Sea Stalk -- 8.3 168487, -- Zin'anthid }
local uri = {} local urifuncs = {} local urimt = {} local php local util = require 'libraryUtil' local checkType = util.checkType local checkTypeForIndex = util.checkTypeForIndex function uri.setupInterface( options ) -- Boilerplate uri.setupInterface = nil php = mw_interface mw_interface = nil -- Store options php.options = options -- Register this library in the "mw" global mw = mw or {} mw.uri = uri package.loaded['mw.uri'] = uri end local function rawencode( s, space ) space = space or '%20' local ret = string.gsub( s, '([^a-zA-Z0-9_.~-])', function ( c ) if c == ' ' then return space else return string.format( '%%%02X', string.byte( c, 1, 1 ) ) end end ); return ret end local function wikiencode( s ) local ret = string.gsub( s, '([^a-zA-Z0-9!$()*,./:;@~_-])', function ( c ) if c == ' ' then return '_' else return string.format( '%%%02X', string.byte( c, 1, 1 ) ) end end ); return ret end local function rawdecode( s ) local ret = string.gsub( s, '%%(%x%x)', function ( hex ) return string.char( tonumber( hex, 16 ) ) end ); return ret end function uri.encode( s, enctype ) checkType( 'encode', 1, s, 'string' ) enctype = string.upper( enctype or 'QUERY' ) if enctype == 'QUERY' then return rawencode( s, '+' ) elseif enctype == 'PATH' then return rawencode( s, '%20' ) elseif enctype == 'WIKI' then return wikiencode( s ) else error( "bad argument #2 to 'encode' (expected QUERY, PATH, or WIKI)", 2 ) end end function uri.decode( s, enctype ) checkType( 'decode', 1, s, 'string' ) enctype = string.upper( enctype or 'QUERY' ) if enctype == 'QUERY' then return rawdecode( string.gsub( s, '%+', ' ' ) ) elseif enctype == 'PATH' then return rawdecode( s ) elseif enctype == 'WIKI' then return rawdecode( string.gsub( s, '_', ' ' ) ) else error( "bad argument #2 to 'decode' (expected QUERY, PATH, or WIKI)", 2 ) end end function uri.anchorEncode( s ) checkType( 'anchorEncode', 1, s, 'string' ) return php.anchorEncode( s ) end function uri.localUrl( page, query ) checkType( 'localurl', 1, page, 'string' ) if query ~= nil and type( query ) ~= 'string' and type( query ) ~= 'table' then checkType( 'localurl', 2, query, 'string or table' ) end local url = php.localUrl( page, query ) if not url then return nil end return uri.new( url ) end function uri.fullUrl( page, query ) checkType( 'fullurl', 1, page, 'string' ) if query ~= nil and type( query ) ~= 'string' and type( query ) ~= 'table' then checkType( 'fullurl', 2, query, 'string or table' ) end local url = php.fullUrl( page, query ) if not url then return nil end return uri.new( url ) end function uri.canonicalUrl( page, query ) checkType( 'canonicalurl', 1, page, 'string' ) if query ~= nil and type( query ) ~= 'string' and type( query ) ~= 'table' then checkType( 'canonicalurl', 2, query, 'string or table' ) end local url = php.canonicalUrl( page, query ) if not url then return nil end return uri.new( url ) end function uri.new( s ) if s == nil or type( s ) == 'string' then local obj = { -- Yes, technically all this does nothing. protocol = nil, user = nil, password = nil, host = nil, port = nil, path = nil, query = nil, fragment = nil, } setmetatable( obj, urimt ) obj:parse( s or php.options.defaultUrl ) return obj elseif type( s ) == 'table' then local obj = { protocol = s.protocol, user = s.user, password = s.password, host = s.host, port = s.port, path = s.path, query = mw.clone( s.query ), fragment = s.fragment, } setmetatable( obj, urimt ) return obj else checkType( 'new', 1, s, 'string or table or nil' ) end end function uri.validate( obj ) checkType( 'validate', 1, obj, 'table' ) local err = {} if obj.protocol then if type( obj.protocol ) ~= 'string' then err[#err+1] = '.protocol must be a string, not ' .. type( obj.protocol ) elseif not string.match( obj.protocol, '^[^:/?#]+$' ) then err[#err+1] = 'invalid .protocol' end end if obj.user then if type( obj.user ) ~= 'string' then err[#err+1] = '.user must be a string, not ' .. type( obj.user ) elseif not string.match( obj.user, '^[^:@/?#]*$' ) then err[#err+1] = 'invalid .user' end end if obj.password then if type( obj.password ) ~= 'string' then err[#err+1] = '.password must be a string, not ' .. type( obj.password ) elseif not string.match( obj.password, '^[^:@/?#]*$' ) then err[#err+1] = 'invalid .password' end end if obj.host then if type( obj.host ) ~= 'string' then err[#err+1] = '.host must be a string, not ' .. type( obj.host ) elseif not string.match( obj.host, '^[^:/?#]*$' ) then err[#err+1] = 'invalid .host' end end if obj.port then if type( obj.port ) ~= 'number' or math.floor( obj.port ) ~= obj.port then err[#err+1] = '.port must be an integer, not ' .. type( obj.port ) elseif obj.port < 1 or obj.port > 65535 then err[#err+1] = 'invalid .port' end end local authority = obj.user or obj.password or obj.host or obj.port if not obj.path then err[#err+1] = 'missing .path' elseif type( obj.path ) ~= 'string' then err[#err+1] = '.path must be a string, not ' .. type( obj.path ) elseif authority and not ( obj.path == '' or string.match( obj.path, '^/[^?#]*$' ) ) then err[#err+1] = 'invalid .path' elseif not authority and not ( obj.path == '' or obj.path == '/' or string.match( obj.path, '^/[^?#/][^?#]*$' ) or obj.protocol and string.match( obj.path, '^[^?#/][^?#]*$' ) or not obj.protocol and string.match( obj.path, '^[^?#/:]+$' ) or not obj.protocol and string.match( obj.path, '^[^?#/:]+/[^?#]*$' ) ) then err[#err+1] = 'invalid .path' end if obj.query and type( obj.query ) ~= 'table' then err[#err+1] = '.query must be a table, not ' .. type( obj.query ) end if obj.fragment and type( obj.fragment ) ~= 'string' then err[#err+1] = '.fragment must be a string, not ' .. type( obj.fragment ) end return #err == 0, table.concat( err, '; ' ) end -- Lua tables are unsorted, but we want to preserve the insertion order. -- So, track the insertion order explicitly. local function makeQueryTable() local ret = {} local keys = {} local seenkeys = {} setmetatable( ret, { __newindex = function ( t, k, v ) if seenkeys[k] and not t[k] then for i = 1, #keys do if keys[i] == k then table.remove( keys, i ) break end end end seenkeys[k] = 1 keys[#keys+1] = k rawset( t, k, v ) end, __pairs = function ( t ) local i, l = 0, #keys return function () while i < l do i = i + 1 local k = keys[i] if t[k] ~= nil then return k, t[k] end end return nil end end } ) return ret end function uri.parseQueryString( s, i, j ) checkType( 'parseQueryString', 1, s, 'string' ) checkType( 'parseQueryString', 2, i, 'number', true ) checkType( 'parseQueryString', 3, j, 'number', true ) s = string.gsub( string.sub( s, i or 1, j or -1 ), '%+', ' ' ) i = 1 j = string.len( s ) local qs = makeQueryTable() if string.sub( s, i, 1 ) == '?' then i = i + 1 end while i <= j do local amp = string.find( s, '&', i, true ) if not amp or amp > j then amp = j + 1 end local eq = string.find( s, '=', i, true ) local k, v if not eq or eq > amp then k = rawdecode( string.sub( s, i, amp - 1 ) ) v = false else k = rawdecode( string.sub( s, i, eq - 1 ) ) v = rawdecode( string.sub( s, eq + 1, amp - 1 ) ) end if qs[k] then if type( qs[k] ) ~= 'table' then qs[k] = { qs[k], v } else table.insert( qs[k], v ) end else qs[k] = v end i = amp + 1 end return qs end function uri.buildQueryString( qs ) checkType( 'buildQueryString', 1, qs, 'table' ) local t = {} for k, v in pairs( qs ) do if type( v ) ~= 'table' then v = { v } end for i = 1, #v do t[#t+1] = '&' t[#t+1] = rawencode( k, '+' ) if v[i] then t[#t+1] = '=' t[#t+1] = rawencode( v[i], '+' ) end end end return table.concat( t, '', 2 ) end -- Fields mapped to whether they're handled by __index local knownFields = { protocol = false, user = false, password = false, host = false, port = false, path = false, query = false, fragment = false, userInfo = true, hostPort = true, authority = true, queryString = true, relativePath = true, } local function pairsfunc( t, k ) local v, f repeat k, f = next( knownFields, k ) if k == nil then return nil end if f then v = t[k] else v = rawget( t, k ) end until v ~= nil return k, v end function urimt:__pairs() return pairsfunc, self, nil end function urimt:__index( key ) if urifuncs[key] then return urifuncs[key] end if key == 'userInfo' then local user = rawget( self, 'user' ) local password = rawget( self, 'password' ) if user and password then return user .. ':' .. password else return user end end if key == 'hostPort' then local host = rawget( self, 'host' ) local port = rawget( self, 'port' ) if port then return ( host or '' ) .. ':' .. port else return host end end if key == 'authority' then local info = self.userInfo local hostPort = self.hostPort if info then return info .. '@' .. ( hostPort or '' ) else return hostPort end end if key == 'queryString' then local query = rawget( self, 'query' ) if not query then return nil end return uri.buildQueryString( query ) end if key == 'relativePath' then local ret = rawget( self, 'path' ) or '' local qs = self.queryString if qs then ret = ret .. '?' .. qs end local fragment = rawget( self, 'fragment' ) if fragment then ret = ret .. '#' .. fragment end return ret end return nil end function urimt:__newindex( key, value ) if key == 'userInfo' then local user, password = nil, nil if value then checkTypeForIndex( key, value, 'string' ) local i = string.find( value, ':', 1, true ) if i then user = string.sub( value, 1, i - 1 ) password = string.sub( value, i + 1 ) else user = value end end rawset( self, 'user', user ) rawset( self, 'password', password ) return end if key == 'hostPort' then local host, port = nil, nil if value then checkTypeForIndex( key, value, 'string' ) local i = string.find( value, ':', 1, true ) if i then host = string.sub( value, 1, i - 1 ) port = tonumber( string.sub( value, i + 1 ) ) if not port then error( string.format( "Invalid port in '%s'", value ), 2 ) end else host = value end end rawset( self, 'host', host ) rawset( self, 'port', port ) return end if key == 'authority' then if value then checkTypeForIndex( key, value, 'string' ) local i = string.find( value, '@', 1, true ) if i then self.userInfo = string.sub( value, 1, i - 1 ) self.hostPort = string.sub( value, i + 1 ) else self.userInfo = nil self.hostPort = value end else self.userInfo = nil self.hostPort = nil end return end if key == 'queryString' then if value then checkTypeForIndex( key, value, 'string' ) rawset( self, 'query', uri.parseQueryString( value ) ) else rawset( self, 'query', nil ) end return end if key == 'relativePath' then local path, query, fragment = nil, nil, nil if value then checkTypeForIndex( key, value, 'string' ) local i, j = nil, string.len( value ) i = string.find( value, '#', 1, true ) if i and i <= j then fragment = string.sub( value, i + 1, j ) j = i - 1 end i = string.find( value, '?', 1, true ) if i and i <= j then query = uri.parseQueryString( string.sub( value, i + 1, j ) ) j = i - 1 end path = string.sub( value, 1, j ) end rawset( self, 'path', path ) rawset( self, 'query', query ) rawset( self, 'fragment', fragment ) return end if knownFields[key] then error( "index '" .. key .. "' is read only", 2 ) end -- Default behavior knownFields[key] = false rawset( self, key, value ) end function urimt:__tostring() local ret = '' local protocol = self.protocol local authority = self.authority if protocol then ret = protocol .. ':' end if authority then ret = ret .. '//' .. authority end return ret .. self.relativePath end urifuncs.validate = uri.validate function urifuncs:parse( s ) checkType( 'uri:parse', 1, s, 'string' ) -- Since Lua's patterns can't do (...)?, we have to try with and without each part. local protocol, authority, relativePath = string.match( s, '^([^:/?#]+)://([^/?#]*)(.*)$' ) if not ( protocol or authority or relativePath ) then authority, relativePath = string.match( s, '^//([^/?#]*)(.*)$' ) end if not ( protocol or authority or relativePath ) then protocol, relativePath = string.match( s, '^([^:/?#]+):(.*)$' ) end if not ( protocol or authority or relativePath ) then relativePath = s end -- Parse it into a temporary object, so if there's an error we didn't break the real one local tmp = { protocol = protocol } setmetatable( tmp, urimt ) if not pcall( urimt.__newindex, tmp, 'authority', authority ) then error( 'Invalid port number in string', 2 ) end tmp.relativePath = relativePath -- Check for validity local ok, err = uri.validate( tmp ) if not ok then error( err, 2 ) end -- Merge in fields if tmp.protocol then self.protocol = tmp.protocol end if tmp.user or tmp.password then self.user, self.password = tmp.user, tmp.password end if tmp.host then self.host = tmp.host end if tmp.port then self.port = tmp.port end if tmp.path then self.path = tmp.path end if tmp.query then self.query = tmp.query end if tmp.fragment then self.fragment = tmp.fragment end return self end function urifuncs:clone() return uri.new( self ) end function urifuncs:extend( parameters ) checkType( 'uri:extend', 1, parameters, 'table' ) local query = self.query if not query then query = makeQueryTable() self.query = query end for k, v in pairs( parameters ) do query[k] = v end return self end -- Add all urifuncs as known fields for k in pairs( urifuncs ) do knownFields[k] = true end return uri
class("ExerciseCountRecoverUpCommand", pm.SimpleCommand).execute = function (slot0, slot1) slot3 = getProxy(MilitaryExerciseProxy) slot4 = slot3.getSeasonInfo(slot3) slot4:updateResetTime(slot2() + pg.TimeMgr.GetInstance():GetServerTime()) slot4:updateExerciseCount(SeasonInfo.RECOVER_UP_COUNT) slot3:updateSeasonInfo(slot4) slot3:addRefreshCountTimer() end return class("ExerciseCountRecoverUpCommand", pm.SimpleCommand)
local Browser = { Name = "Browser", Type = "System", Namespace = "C_Browser", Functions = { }, Events = { { Name = "SimpleBrowserWebError", Type = "Event", LiteralName = "SIMPLE_BROWSER_WEB_ERROR", Payload = { { Name = "errorCode", Type = "number", Nilable = false }, }, }, { Name = "SimpleBrowserWebProxyFailed", Type = "Event", LiteralName = "SIMPLE_BROWSER_WEB_PROXY_FAILED", }, { Name = "SimpleCheckoutClosed", Type = "Event", LiteralName = "SIMPLE_CHECKOUT_CLOSED", }, }, Tables = { }, }; APIDocumentation:AddDocumentationTable(Browser);
--甲板守卫者 local m=14010084 local cm=_G["c"..m] function cm.initial_effect(c) --link summon c:EnableReviveLimit() aux.AddLinkProcedure(c,cm.matfilter,1,1) --cannot attack local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(EFFECT_CANNOT_ATTACK_ANNOUNCE) e1:SetRange(LOCATION_MZONE) e1:SetTargetRange(LOCATION_MZONE,LOCATION_MZONE) e1:SetTarget(cm.catg) e1:SetValue(1) c:RegisterEffect(e1) --Shuffle your Deck local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(m,0)) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F) e2:SetCode(EVENT_SPSUMMON_SUCCESS) e2:SetCondition(cm.shcon) e2:SetOperation(cm.shop) c:RegisterEffect(e2) end function cm.matfilter(c) return c:IsDefensePos() and c:IsFaceup() end function cm.catg(e,c) return e:GetHandler()==c or e:GetHandler():GetLinkedGroup():IsContains(c) end function cm.shcon(e,tp,eg,ep,ev,re,r,rp) return e:GetHandler():IsSummonType(SUMMON_TYPE_LINK) end function cm.shop(e,tp,eg,ep,ev,re,r,rp) Duel.ShuffleDeck(tp) end
laser = class:new() function laser:init(x, y, dir) self.x = x-1/8 self.y = y-1/8 self.dir = dir self.active = true self.static = false self.gravity = 0 self.speedy = 0 self.speedx = 0 self.width = 1/4 self.height = 1/4 if self.dir == "right" then self.speedx = laserspeed self.width = 1 self.x = self.x - 3/8 elseif self.dir == "left" then self.speedx = -laserspeed self.width = 1 self.x = self.x - 3/8 elseif self.dir == "down" then self.speedy = laserspeed self.height = 1 self.y = self.y - 3/8 elseif self.dir == "up" then self.speedy = -laserspeed self.height = 1 self.y = self.y - 3/8 end self.mask = {true, false, true, true} self.colortimer = 0 self.colortable = {{1, 0, 0}, {1, 1, 1}, {1, 1, 0}} self.lasercolor = 1 playsound(lasersound) end function laser:update(dt) if self.x > xscroll+width*2 or self.x < xscroll-width then self.kill = true end if self.y > yscroll+height*2 or self.y < yscroll-height then self.kill = true end self.colortimer = self.colortimer + dt while self.colortimer > lasercolordelay do self.colortimer = self.colortimer - lasercolordelay self.lasercolor = self.lasercolor + 1 if self.lasercolor > #self.colortable then self.lasercolor = 1 end end return self.kill end function laser:draw() love.graphics.setColor(self.colortable[self.lasercolor]) love.graphics.rectangle("fill", math.floor(((self.x-xscroll)*tilewidth)*scale), math.floor(((self.y-yscroll)*tilewidth)*scale), self.width*tilewidth*scale, self.height*tilewidth*scale) love.graphics.setColor(1, 1, 1) end function laser:globalcollide(a, b, c, d, dir) if b.hurt then b:hurt(10) damageinworld(b.x+b.width/2, b.y, 10) end self.kill = true end function laser:leftcollide(a, b) self:globalcollide(a, b, c, d, "left") return false end function laser:rightcollide(a, b) self:globalcollide(a, b, c, d, "right") return false end function laser:ceilcollide(a, b) self:globalcollide(a, b, c, d, "ceil") return false end function laser:floorcollide(a, b) self:globalcollide(a, b, c, d, "floor") return false end
local fs = require 'luarocks.fs' local modules = {} function modules.build(parser) parser:description( "Enumerates lua modules available in a project. " .. "In the case of no options, all modules are enumerated.\n" .. "NOTE: No guarantees are made about order, and duplicates may occur.") parser:flag "-r" "--rocks" :description "Enumerate modules installed using LOVErocks." parser:flag "-s" "--system" :description "Enumerate modules shipped with Lua/LOVE." parser:flag "-l" "--local" :description "Enumerate project-local modules." end function modules.file_to_module(path) local sep = "/" local no_ext = path :gsub(".init%.lua$",""):gsub("%.lua$","") :gsub("%.dll$", ""):gsub("%.so$","") if no_ext:match("%.") then return nil, "path has invalid character" end return (no_ext:gsub(sep, ".")) end local function p(...) local t = {} for i=1, select('#', ...) do local v = select(i, ...) if v then table.insert(t, v) end end return table.concat(t, "/") end function modules.list_modules(fn, prefix, inner) local dir = p(prefix, inner) for f in fs.dir(dir) do local path = p(prefix, inner, f) if fs.is_dir(path) then modules.list_modules(fn, prefix, p(inner, f)) else if f:match("%.lua$") or f:match("%.dll$") or f:match("%.so$") then local mod = modules.file_to_module(p(inner, f)) if mod then fn(mod) end end end end end function modules.run(conf, args) local provided = require 'loverocks.module_data' if not args.love and not args['local'] and not args.rocks then args.love = true args['local'] = true args.rocks = true end if args.love then for _, v in ipairs(provided.lua["5.1"]) do print(v) end for _, v in ipairs(provided.luajit["2.1"]) do print(v) end for _, v in ipairs(provided.love["0.9.2"]) do print(v) end end if args['local'] then modules.list_modules(print, ".") end if args.rocks then local rocks_tree = "rocks" if conf and conf.rocks_tree then rocks_tree = conf.rocks_tree end if fs.exists(rocks_tree .. "/share/lua/5.1") then modules.list_modules(print, rocks_tree .. "/share/lua/5.1") end if fs.exists(rocks_tree .. "/lib/lua/5.1") then modules.list_modules(print, rocks_tree .. "/lib/lua/5.1") end end end return modules
--[=[------------------------------------------------------------------------------------------- ║ Trouble in Terrorist Town Commands ║ ║ By: Skillz and Bender180 ║ ║ ╔═════════╗╔═════════╗╔═════════╗ ║ ║ ║ ╔═╗ ╔═╗ ║║ ╔═╗ ╔═╗ ║║ ╔═╗ ╔═╗ ║ ║ ║ ╚═╝ ║ ║ ╚═╝╚═╝ ║ ║ ╚═╝╚═╝ ║ ║ ╚═╝ ║ ║──────────────────────────────────║ ║────────║ ║────────║ ║───────────────────────────────────║ ║──────────────────────────────────║ ║────────║ ║────────║ ║───────────────────────────────────║ ║──────────────────────────────────╚═╝────────╚═╝────────╚═╝───────────────────────────────────║ ║ All code included is completely original or extracted ║ ║ from the base ttt files that are provided with the ttt gamemode. ║ ║ ║ ---------------------------------------------------------------------------------------------]=] local CATEGORY_NAME = "TTT 管理员" local gamemode_error = "The current gamemode is not trouble in terrorist town!" --[Ulx Completes]------------------------------------------------------------------------------ ulx.target_role = {} function updateRoles() table.Empty( ulx.target_role ) table.insert(ulx.target_role,"traitor") table.insert(ulx.target_role,"detective") table.insert(ulx.target_role,"innocent") end hook.Add( ULib.HOOK_UCLCHANGED, "ULXRoleNamesUpdate", updateRoles ) updateRoles() --[End]---------------------------------------------------------------------------------------- --[Global Helper Functions][Used by more than one command.]------------------------------------ --[[send_messages][Sends messages to player(s)] @param {[PlayerObject]} v [The player(s) to send the message to.] @param {[String]} message [The message that will be sent.] --]] function send_messages(v, message) if type(v) == "Players" then v:ChatPrint(message) elseif type(v) == "table" then for i=1, #v do v[i]:ChatPrint(message) end end end --[[corpse_find][Finds the corpse of a given player.] @param {[PlayerObject]} v [The player that to find the corpse for.] --]] function corpse_find(v) for _, ent in pairs( ents.FindByClass( "prop_ragdoll" )) do if ent.uqid == v:UniqueID() and IsValid(ent) then return ent or false end end end --[[corpse_remove][removes the corpse given.] @param {[Ragdoll]} corpse [The corpse to be removed.] --]] function corpse_remove(corpse) CORPSE.SetFound(corpse, false) if string.find(corpse:GetModel(), "zm_", 6, true) then player.GetByUniqueID( corpse.uqid ):SetNWBool( "body_found", false ) corpse:Remove() SendFullStateUpdate() elseif corpse.player_ragdoll then player.GetByUniqueID( corpse.uqid ):SetNWBool( "body_found", false ) corpse:Remove() SendFullStateUpdate() end end --[[corpse_identify][identifies the given corpse.] @param {[Ragdoll]} corpse [The corpse to be identified.] --]] function corpse_identify(corpse) if corpse then local ply = player.GetByUniqueID(corpse.uqid) ply:SetNWBool("body_found", true) CORPSE.SetFound(corpse, true) end end --[End]---------------------------------------------------------------------------------------- --[Force role]--------------------------------------------------------------------------------- --[[ulx.force][Forces <target(s)> to become a specified role.] @param {[PlayerObject]} calling_ply [The player who used the command.] @param {[PlayerObject]} target_plys [The player(s) who will have the effects of the command applied to them.] @param {[Number]} target_role [The role that target player(s) will have there role set to.] @param {[Boolean]} should_silent [Hidden, determines weather the output will be silent or not.] --]] function ulx.slaynr( calling_ply, target_ply, num_slay, should_slaynr ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else local affected_plys = {} local slays_left = tonumber(target_ply:GetPData("slaynr_slays")) or 0 local current_slay local new_slay if ulx.getExclusive( target_ply, calling_ply ) then ULib.tsayError( calling_ply, ulx.getExclusive( target_ply, calling_ply ), true ) elseif num_slay < 0 then ULib.tsayError( calling_ply, "无效整数:\"" .. num_slay .. "\" specified.", true ) else current_slay = tonumber(target_ply:GetPData("slaynr_slays")) or 0 if not should_slaynr then new_slay = current_slay + num_slay else new_slay = current_slay - num_slay end --local slay_reason = reason --if slay_reason == "reason" then -- slay_reason = false --end if new_slay > 0 then target_ply:SetPData("slaynr_slays", new_slay) --target_ply:SetPData("slaynr_reason", slay_reason) else target_ply:RemovePData("slaynr_slays") --target_ply:RemovePData("slaynr_reason") end local slays_left = tonumber(target_ply:GetPData("slaynr_slays")) or 0 local slays_removed = ( current_slay - slays_left ) or 0 if slays_removed==0 then chat_message = ("#T 下一轮不会被杀死.") elseif slays_removed > 0 then chat_message = ("#A 移除 ".. slays_removed .." 一轮杀戮 #T.") elseif slays_left == 1 then chat_message = ("#A 将在下一轮杀死 #T.") elseif slays_left > 1 then chat_message = ("#A 将在下一个杀死 #T ".. tostring(slays_left) .." 回合.") end ulx.fancyLogAdmin( calling_ply, chat_message, target_ply, reason ) end end end local slaynr = ulx.command( CATEGORY_NAME, "ulx slaynr", ulx.slaynr, "!slaynr" ) slaynr:addParam{ type=ULib.cmds.PlayerArg } slaynr:addParam{ type=ULib.cmds.NumArg, max=100, default=1, hint="回合", ULib.cmds.optional, ULib.cmds.round } --slaynr:addParam{ type=ULib.cmds.StringArg, hint="reason", ULib.cmds.optional} slaynr:addParam{ type=ULib.cmds.BoolArg, invisible=true } slaynr:defaultAccess( ULib.ACCESS_ADMIN ) slaynr:help( "在数回合内杀死目标" ) slaynr:setOpposite( "ulx rslaynr", {_, _, _, true}, "!rslaynr" ) --[Helper Functions]--------------------------------------------------------------------------- hook.Add("TTTBeginRound", "SlayPlayersNextRound", function() local affected_plys = {} for _,v in pairs(player.GetAll()) do local slays_left = tonumber(v:GetPData("slaynr_slays")) or 0 if v:Alive() and slays_left > 0 then local slays_left=slays_left -1 if slays_left == 0 then v:RemovePData("slaynr_slays") v:RemovePData("slaynr_reason") else v:SetPData("slaynr_slays", slays_left) end v:StripWeapons() table.insert( affected_plys, v ) timer.Create("check" .. v:SteamID(), 0.1, 0, function() --workaround for issue with tommys damage log v:Kill() GAMEMODE:PlayerSilentDeath(v) local corpse = corpse_find(v) if corpse then v:SetNWBool("body_found", true) SendFullStateUpdate() if string.find(corpse:GetModel(), "zm_", 6, true) then corpse:Remove() elseif corpse.player_ragdoll then corpse:Remove() end end v:SetTeam(TEAM_SPEC) if v:IsSpec() then timer.Destroy("check" .. v:SteamID()) return end end) timer.Create("traitorcheck" .. v:SteamID(), 1, 0, function() --have to wait for gamemode before doing this if v:GetRole() == ROLE_TRAITOR then SendConfirmedTraitors( GetInnocentFilter( false ) ) -- Update innocent's list of traitors. SCORE:HandleBodyFound( v, v ) end end) end end local slay_message for i=1, #affected_plys do local v = affected_plys[ i ] local string_inbetween if i > 1 and #affected_plys == i then string_inbetween=" and " elseif i > 1 then string_inbetween=", " end string_inbetween = string_inbetween or "" slay_message = ( ( slay_message or "") .. string_inbetween ) slay_message = ( ( slay_message or "") .. v:Nick() ) end local slay_message_context if #affected_plys == 1 then slay_message_context ="was" else slay_message_context ="were" end if #affected_plys ~= 0 then ULib.tsay(_, slay_message .. " ".. slay_message_context .." slain.") end end) hook.Add("PlayerSpawn", "Inform" , function(ply) local slays_left = tonumber(ply:GetPData("slaynr_slays")) or 0 local slay_reason = false if ply:Alive() and slays_left > 0 then local chat_message = "" if slays_left > 0 then chat_message = (chat_message .. "你会在这一轮被杀") end if slays_left > 1 then chat_message = (chat_message .. " 和 ".. (slays_left - 1) .." 当前回合之后的回合") end if slay_reason then chat_message = (chat_message .. " 给予 \"".. slays_reason .."\".") else chat_message = (chat_message .. ".") end ply:ChatPrint(chat_message) end end) --[End]---------------------------------------------------------------------------------------- --[Force role]--------------------------------------------------------------------------------- --[[ulx.force][Forces <target(s)> to become a specified role.] @param {[PlayerObject]} calling_ply [The player who used the command.] @param {[PlayerObject]} target_plys [The player(s) who will have the effects of the command applied to them.] @param {[Number]} target_role [The role that target player(s) will have there role set to.] @param {[Boolean]} should_silent [Hidden, determines weather the output will be silent or not.] --]] function ulx.force( calling_ply, target_plys, target_role, should_silent ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else local affected_plys = {} local starting_credits=GetConVarNumber("ttt_credits_starting") local role local role_grammar local role_string local role_credits if target_role == "traitor" or target_role == "t" then role, role_grammar, role_string, role_credits = ROLE_TRAITOR, "a ", "traitor", starting_credits end if target_role == "detective" or target_role == "d" then role, role_grammar, role_string, role_credits = ROLE_DETECTIVE, "a ", "detective", starting_credits end if target_role == "innocent" or target_role == "i" then role, role_grammar, role_string, role_credits = ROLE_INNOCENT, "an ", "innocent", 0 end for i=1, #target_plys do local v = target_plys[ i ] local current_role = v:GetRole() if ulx.getExclusive( v, calling_ply ) then ULib.tsayError( calling_ply, ulx.getExclusive( v, calling_ply ), true ) elseif GetRoundState() == 1 or GetRoundState() == 2 then ULib.tsayError( calling_ply, "回合还未开始!", true ) elseif role == nil then ULib.tsayError( calling_ply, "无效角色 :\"" .. target_role .. "\" 指定的", true ) elseif not v:Alive() then ULib.tsayError( calling_ply, v:Nick() .. " 死了!", true ) elseif current_role == role then ULib.tsayError( calling_ply, v:Nick() .. " 已经 " .. role_string, true ) else v:ResetEquipment() RemoveLoadoutWeapons(v) RemoveBoughtWeapons(v) v:SetRole(role) v:SetCredits(role_credits) SendFullStateUpdate() GiveLoadoutItems(v) GiveLoadoutWeapons(v) table.insert( affected_plys, v ) end end ulx.fancyLogAdmin( calling_ply, should_silent, "#A 强迫 #T 成为角色 " .. role_grammar .."#s.", affected_plys, role_string ) send_messages(affected_plys, "您的角色已设置为 " .. role_string .. "." ) end end local force = ulx.command( CATEGORY_NAME, "ulx force", ulx.force, "!force" ) force:addParam{ type=ULib.cmds.PlayersArg } force:addParam{ type=ULib.cmds.StringArg, completes=ulx.target_role, hint="角色" } force:addParam{ type=ULib.cmds.BoolArg, invisible=true } force:defaultAccess( ULib.ACCESS_SUPERADMIN ) force:setOpposite( "ulx sforce", {_, _, _, true}, "!sforce", true ) force:help( "强制 <target(s)> 成为指定角色." ) --[Helper Functions]--------------------------------------------------------------------------- --[[GetLoadoutWeapons][Returns the loadout weapons ] @param {[Number]} r [The role of the loadout weapons to be returned] @return {[table]} [A table of loadout weapons for the given role.] --]] function GetLoadoutWeapons(r) local tbl = { [ROLE_INNOCENT] = {}, [ROLE_TRAITOR] = {}, [ROLE_DETECTIVE]= {} }; for k, w in pairs(weapons.GetList()) do if w and type(w.InLoadoutFor) == "table" then for _, wrole in pairs(w.InLoadoutFor) do table.insert(tbl[wrole], WEPS.GetClass(w)) end end end return tbl[r] end --[[RemoveBoughtWeapons][Removes previously bought weapons from the shop.] @param {[PlayerObject]} ply [The player who will have their bought weapons removed.] --]] function RemoveBoughtWeapons(ply) for _, wep in pairs(weapons.GetList()) do local wep_class = WEPS.GetClass(wep) if wep and type(wep.CanBuy) == "table" then for _, weprole in pairs(wep.CanBuy) do if weprole == ply:GetRole() and ply:HasWeapon(wep_class) then ply:StripWeapon(wep_class) end end end end end --[[RemoveLoadoutWeapons][Removes all loadout weapons for the given player.] @param {[PlayerObject]} ply [The player who will have their loadout weapons removed.] --]] function RemoveLoadoutWeapons(ply) local weps = GetLoadoutWeapons( GetRoundState() == ROUND_PREP and ROLE_INNOCENT or ply:GetRole() ) for _, cls in pairs(weps) do if ply:HasWeapon(cls) then ply:StripWeapon(cls) end end end --[[GiveLoadoutWeapons][Gives the loadout weapons for that player.] @param {[PlayerObject]} ply [The player who will have their loadout weapons given.] --]] function GiveLoadoutWeapons(ply) local r = GetRoundState() == ROUND_PREP and ROLE_INNOCENT or ply:GetRole() local weps = GetLoadoutWeapons(r) if not weps then return end for _, cls in pairs(weps) do if not ply:HasWeapon(cls) then ply:Give(cls) end end end --[[GiveLoadoutItems][Gives the default loadout items for that role.] @param {[PlayerObject]} ply [The player who the equipment will be given to.] --]] function GiveLoadoutItems(ply) local items = EquipmentItems[ply:GetRole()] if items then for _, item in pairs(items) do if item.loadout and item.id then ply:GiveEquipmentItem(item.id) end end end end --[End]---------------------------------------------------------------------------------------- --[Respawn]------------------------------------------------------------------------------------ --[[ulx.respawn][Respawns <target(s)>] @param {[PlayerObject]} calling_ply [The player who used the command.] @param {[PlayerObject]} target_plys [The player(s) who will have the effects of the command applied to them.] @param {[Boolean]} should_silent [Hidden, determines weather the output will be silent or not.] --]] function ulx.respawn( calling_ply, target_plys, should_silent ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else local affected_plys = {} for i=1, #target_plys do local v = target_plys[ i ] if ulx.getExclusive( v, calling_ply ) then ULib.tsayError( calling_ply, ulx.getExclusive( v, calling_ply ), true ) elseif GetRoundState() == 1 then ULib.tsayError( calling_ply, "等待玩家!", true ) elseif v:Alive() and v:IsSpec() then -- players arent really dead when they are spectating, we need to handle that correctly timer.Destroy("traitorcheck" .. v:SteamID()) v:ConCommand("ttt_spectator_mode 0") -- just incase they are in spectator mode take them out of it timer.Create("respawndelay", 0.1, 0, function() --seems to be a slight delay from when you leave spec and when you can spawn this should get us around that local corpse = corpse_find(v) -- run the normal respawn code now if corpse then corpse_remove(corpse) end v:SpawnForRound( true ) v:SetCredits( ( (v:GetRole() == ROLE_INNOCENT) and 0 ) or GetConVarNumber("ttt_credits_starting") ) table.insert( affected_plys, v ) ulx.fancyLogAdmin( calling_ply, should_silent ,"#A 重生 #T!", affected_plys ) send_messages(affected_plys, "你重生了.") if v:Alive() then timer.Destroy("respawndelay") return end end) elseif v:Alive() then ULib.tsayError( calling_ply, v:Nick() .. " 已经活着!", true ) else timer.Destroy("traitorcheck" .. v:SteamID()) local corpse = corpse_find(v) if corpse then corpse_remove(corpse) end v:SpawnForRound( true ) v:SetCredits( ( (v:GetRole() == ROLE_INNOCENT) and 0 ) or GetConVarNumber("ttt_credits_starting") ) table.insert( affected_plys, v ) end end ulx.fancyLogAdmin( calling_ply, should_silent ,"#A 重生 #T!", affected_plys ) send_messages(affected_plys, "你重生了.") end end local respawn = ulx.command( CATEGORY_NAME, "ulx respawn", ulx.respawn, "!respawn") respawn:addParam{ type=ULib.cmds.PlayersArg } respawn:addParam{ type=ULib.cmds.BoolArg, invisible=true } respawn:defaultAccess( ULib.ACCESS_SUPERADMIN ) respawn:setOpposite( "ulx srespawn", {_, _, true}, "!srespawn", true ) respawn:help( "重生 <target(s)>." ) --[End]---------------------------------------------------------------------------------------- --[Respawn teleport]--------------------------------------------------------------------------- --[[ulx.respawntp][Respawns <target(s)>] @param {[PlayerObject]} calling_ply [The player who used the command.] @param {[PlayerObject]} target_ply [The player who will have the effects of the command applied to them.] @param {[Boolean]} should_silent [Hidden, determines weather the output will be silent or not.] --]] function ulx.respawntp( calling_ply, target_ply, should_silent ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else local affected_ply = {} if not calling_ply:IsValid() then Msg( "你是控制台,你不能传送或传送别人,因为你看不到世界!\n" ) return elseif ulx.getExclusive( target_ply, calling_ply ) then ULib.tsayError( calling_ply, ulx.getExclusive( target_ply, calling_ply ), true ) elseif GetRoundState() == 1 then ULib.tsayError( calling_ply, "等待玩家!", true ) elseif target_ply:Alive() and target_ply:IsSpec() then timer.Destroy("traitorcheck" .. target_ply:SteamID()) target_ply:ConCommand("ttt_spectator_mode 0") timer.Create("respawntpdelay", 0.1, 0, function() --have to wait for gamemode before doing this local t = {} t.start = calling_ply:GetPos() + Vector( 0, 0, 32 ) -- Move them up a bit so they can travel across the ground t.endpos = calling_ply:GetPos() + calling_ply:EyeAngles():Forward() * 16384 t.filter = target_ply if target_ply ~= calling_ply then t.filter = { target_ply, calling_ply } end local tr = util.TraceEntity( t, target_ply ) local pos = tr.HitPos local corpse = corpse_find(target_ply) if corpse then corpse_remove(corpse) end target_ply:SpawnForRound( true ) target_ply:SetCredits( ((target_ply:GetRole() == ROLE_INNOCENT) and 0) or GetConVarNumber("ttt_credits_starting") ) target_ply:SetPos( pos ) table.insert( affected_ply, target_ply ) ulx.fancyLogAdmin( calling_ply, should_silent ,"#A 重生和传送 #T!", affected_ply ) send_messages(target_ply, "你被重生和传送.") if target_ply:Alive() then timer.Destroy("respawntpdelay") return end end) elseif target_ply:Alive() then ULib.tsayError( calling_ply, target_ply:Nick() .. " 已经活着!", true ) else timer.Destroy("traitorcheck" .. target_ply:SteamID()) local t = {} t.start = calling_ply:GetPos() + Vector( 0, 0, 32 ) -- Move them up a bit so they can travel across the ground t.endpos = calling_ply:GetPos() + calling_ply:EyeAngles():Forward() * 16384 t.filter = target_ply if target_ply ~= calling_ply then t.filter = { target_ply, calling_ply } end local tr = util.TraceEntity( t, target_ply ) local pos = tr.HitPos local corpse = corpse_find(target_ply) if corpse then corpse_remove(corpse) end target_ply:SpawnForRound( true ) target_ply:SetCredits( ((target_ply:GetRole() == ROLE_INNOCENT) and 0) or GetConVarNumber("ttt_credits_starting") ) target_ply:SetPos( pos ) table.insert( affected_ply, target_ply ) end ulx.fancyLogAdmin( calling_ply, should_silent ,"#A 重生和传送 #T!", affected_ply ) send_messages(affected_plys, "你被重生和传送.") end end local respawntp = ulx.command( CATEGORY_NAME, "ulx respawntp", ulx.respawntp, "!respawntp") respawntp:addParam{ type=ULib.cmds.PlayerArg } respawntp:addParam{ type=ULib.cmds.BoolArg, invisible=true } respawntp:defaultAccess( ULib.ACCESS_SUPERADMIN ) respawntp:setOpposite( "ulx srespawntp", {_, _, true}, "!srespawntp", true ) respawntp:help( "将 <target> 重生到特定位置." ) --[End]---------------------------------------------------------------------------------------- --[Karma]-------------------------------------------------------------------------------------- --[[ulx.karma][Sets the <target(s)> karma to a given amount.] @param {[PlayerObject]} calling_ply [The player who used the command.] @param {[PlayerObject]} target_plys [The player(s) who will have the effects of the command applied to them.] @param {[Number]} amount [The number the target's karma will be set to.] --]] function ulx.karma( calling_ply, target_plys, amount ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else for i=1, #target_plys do target_plys[ i ]:SetBaseKarma( amount ) target_plys[ i ]:SetLiveKarma( amount ) end end ulx.fancyLogAdmin( calling_ply, "#A 设置业力值 #T 为 #i", target_plys, amount ) end local karma = ulx.command( CATEGORY_NAME, "ulx karma", ulx.karma, "!karma" ) karma:addParam{ type=ULib.cmds.PlayersArg } karma:addParam{ type=ULib.cmds.NumArg, min=0, max=10000, default=1000, hint="业力值", ULib.cmds.optional, ULib.cmds.round } karma:defaultAccess( ULib.ACCESS_ADMIN ) karma:help( "改变 <target(s)> 业力值." ) --[End]---------------------------------------------------------------------------------------- --[Toggle spectator]--------------------------------------------------------------------------- --[[ulx.spec][Forces <target(s)> to and from spectator.] @param {[PlayerObject]} calling_ply [The player who used the command.] @param {[PlayerObject]} target_plys [The player(s) who will have the effects of the command applied to them.] --]] function ulx.tttspec( calling_ply, target_plys, should_unspec ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else for i=1, #target_plys do local v = target_plys[ i ] if should_unspec then v:ConCommand("ttt_spectator_mode 0") else v:Kill() v:SetForceSpec(true) v:SetTeam(TEAM_SPEC) v:ConCommand("ttt_spectator_mode 1") v:ConCommand("ttt_cl_idlepopup") end end if should_unspec then ulx.fancyLogAdmin( calling_ply, "#A 已经迫使 #T 加入下一轮的活人世界.", target_plys ) else ulx.fancyLogAdmin( calling_ply, "#A 迫使 #T 旁观.", target_plys ) end end end local tttspec = ulx.command( CATEGORY_NAME, "ulx fspec", ulx.tttspec, "!fspec" ) tttspec:addParam{ type=ULib.cmds.PlayersArg } tttspec:addParam{ type=ULib.cmds.BoolArg, invisible=true } tttspec:defaultAccess( ULib.ACCESS_ADMIN ) tttspec:setOpposite( "ulx unspec", {_, _, true}, "!unspec" ) tttspec:help( "强制 <target(s)> 进入/离开旁观者." ) --[End]---------------------------------------------------------------------------------------- ------------------------------ Next Round ------------------------------ ulx.next_round = {} local function updateNextround() table.Empty( ulx.next_round ) -- Don't reassign so we don't lose our refs table.insert(ulx.next_round,"traitor") -- Add "traitor" to the table. table.insert(ulx.next_round,"detective") -- Add "detective" to the table. table.insert(ulx.next_round,"unmark") -- Add "unmark" to the table. end hook.Add( ULib.HOOK_UCLCHANGED, "ULXNextRoundUpdate", updateNextround ) updateNextround() -- Init local PlysMarkedForTraitor = {} local PlysMarkedForDetective = {} function ulx.nextround( calling_ply, target_plys, next_round ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else local affected_plys = {} local unaffected_plys = {} for i=1, #target_plys do local v = target_plys[ i ] local ID = v:UniqueID() if next_round == "traitor" then if PlysMarkedForTraitor[ID] == true or PlysMarkedForDetective[ID] == true then ULib.tsayError( calling_ply, "该玩家已经被标记为下一轮", true ) else PlysMarkedForTraitor[ID] = true table.insert( affected_plys, v ) end end if next_round == "detective" then if PlysMarkedForTraitor[ID] == true or PlysMarkedForDetective[ID] == true then ULib.tsayError( calling_ply, "该玩家已经被标记为下一轮!", true ) else PlysMarkedForDetective[ID] = true table.insert( affected_plys, v ) end end if next_round == "unmark" then if PlysMarkedForTraitor[ID] == true then PlysMarkedForTraitor[ID] = false table.insert( affected_plys, v ) end if PlysMarkedForDetective[ID] == true then PlysMarkedForDetective[ID] = false table.insert( affected_plys, v ) end end end if next_round == "unmark" then ulx.fancyLogAdmin( calling_ply, true, "#A 没有标记 #T ", affected_plys ) else ulx.fancyLogAdmin( calling_ply, true, "#A 标记为 #T 将成为下一轮 #s.", affected_plys, next_round ) end end end local nxtr= ulx.command( CATEGORY_NAME, "ulx forcenr", ulx.nextround, "!nr" ) nxtr:addParam{ type=ULib.cmds.PlayersArg } nxtr:addParam{ type=ULib.cmds.StringArg, completes=ulx.next_round, hint="下一轮", error="指定的角色 \"%s\" 无效", ULib.cmds.restrictToCompletes } nxtr:defaultAccess( ULib.ACCESS_SUPERADMIN ) nxtr:help( "强制目标在下一轮成为侦探/叛徒." ) local function TraitorMarkedPlayers() for k, v in pairs(PlysMarkedForTraitor) do if v then ply = player.GetByUniqueID(k) ply:SetRole(ROLE_TRAITOR) ply:AddCredits(GetConVarNumber("ttt_credits_starting")) ply:ChatPrint("你在这一轮被管理员当成了叛徒.") PlysMarkedForTraitor[k] = false end end end hook.Add("TTTBeginRound", "Admin_Round_Traitor", TraitorMarkedPlayers) local function DetectiveMarkedPlayers() for k, v in pairs(PlysMarkedForDetective) do if v then ply = player.GetByUniqueID(k) ply:SetRole(ROLE_DETECTIVE) ply:AddCredits(GetConVarNumber("ttt_credits_starting")) ply:Give("weapon_ttt_wtester") ply:ChatPrint("你在这一轮被管理员任命为侦探.") PlysMarkedForDetective[k] = false end end end hook.Add("TTTBeginRound", "Admin_Round_Detective", DetectiveMarkedPlayers) ---[Identify Corpse Thanks Neku]---------------------------------------------------------------------------- function ulx.identify( calling_ply, target_ply, unidentify ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else body = corpse_find( target_ply ) if not body then ULib.tsayError( calling_ply, "该玩家的尸体不存在!", true ) return end if not unidentify then ulx.fancyLogAdmin( calling_ply, "#A 识别出 #T 的身体!", target_ply ) CORPSE.SetFound( body, true ) target_ply:SetNWBool("body_found", true) if target_ply:GetRole() == ROLE_TRAITOR then -- update innocent's list of traitors SendConfirmedTraitors(GetInnocentFilter(false)) SCORE:HandleBodyFound( calling_ply, target_ply ) end else ulx.fancyLogAdmin( calling_ply, "#A 取消识别出 #T 的身体!", target_ply ) CORPSE.SetFound( body, false ) target_ply:SetNWBool("body_found", false) SendFullStateUpdate() end end end local identify = ulx.command( CATEGORY_NAME, "ulx identify", ulx.identify, "!identify") identify:addParam{ type=ULib.cmds.PlayerArg } identify:addParam{ type=ULib.cmds.BoolArg, invisible=true } identify:defaultAccess( ULib.ACCESS_SUPERADMIN ) identify:setOpposite( "ulx unidentify", {_, _, true}, "!unidentify", true ) identify:help( "识别目标的身体." ) ---[Remove Corpse Thanks Neku]---------------------------------------------------------------------------- function ulx.removebody( calling_ply, target_ply ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else body = corpse_find( target_ply ) if not body then ULib.tsayError( calling_ply, "该玩家的尸体不存在!", true ) return end ulx.fancyLogAdmin( calling_ply, "#A 移除 #T 的身体!", target_ply ) if string.find( body:GetModel(), "zm_", 6, true ) then body:Remove() elseif body.player_ragdoll then body:Remove() end end end local removebody = ulx.command( CATEGORY_NAME, "ulx removebody", ulx.removebody, "!removebody") removebody:addParam{ type=ULib.cmds.PlayerArg } removebody:defaultAccess( ULib.ACCESS_SUPERADMIN ) removebody:help( "移除目标的身体." ) ---[Impair Next Round - Concpet and some code from Decicus next round slap]---------------------------------------------------------------------------- function ulx.inr( calling_ply, target_ply, amount ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else local ImpairBy = target_ply:GetPData("ImpairNR", 0 ) if amount == 0 then target_ply:RemovePData("ImpairNR") chat_message = "#A 不会损害 #T 下一轮的生命值." else if amount == ImpairBy then ULib.tsayError( calling_ply, calling_ply:Nick() .. " 将已经因该数量的生命值而受损." ) else target_ply:SetPData( "ImpairNR", amount ) chat_message = "#A 将使 #T 受到以下因素的影响 " .. amount .. " 健康下一轮." end end end ulx.fancyLogAdmin( calling_ply, chat_message, target_ply ) end local impair = ulx.command( CATEGORY_NAME, "ulx impairnr", ulx.inr, "!impairnr" ) impair:addParam{ type=ULib.cmds.PlayerArg } impair:addParam{ type=ULib.cmds.NumArg, min=0, max=99, default=5, hint="要移除的生命值.", ULib.cmds.optional, ULib.cmds.round } impair:defaultAccess( ULib.ACCESS_ADMIN ) impair:help( "在下一轮削弱目标的生命值.设置为 0 以消除损伤" ) ---[impair Next Round Helper Functions ]---------------------------------------------------------------------------- hook.Add("PlayerSpawn", "InformImpair" , function(ply) local ImpairDamage = tonumber(ply:GetPData("ImpairNR")) or 0 if ply:Alive() and ImpairDamage > 0 then local chat_message = "" if ImpairDamage > 0 then chat_message = (chat_message .. "你会受到损害 " ..ImpairDamage.. "本轮生命值") end ply:ChatPrint(chat_message) end end) function ImpairPlayers() for _, ply in ipairs( player.GetAll() ) do local impairDamage = tonumber( ply:GetPData( "ImpairNR" ) ) or 0 if ply:Alive() and impairDamage > 0 then local name = ply:Nick() ply:TakeDamage(impairDamage) ply:EmitSound("player/pl_pain5.wav") ply:ChatPrint("你受到了损害 " ..impairDamage.. " 本轮生命值") ply:RemovePData( "ImpairNR" ) ULib.tsay(nil, name .. " 受到损害 ".. impairDamage .." 本轮生命值.", false) end end end hook.Add( "TTTBeginRound", "ImpairPlayers", ImpairPlayers ) ---[Round Restart]------------------------------------------------------------------------- function ulx.roundrestart( calling_ply ) if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else ULib.consoleCommand( "ttt_roundrestart" .. "\n" ) ulx.fancyLogAdmin( calling_ply, "#A 已重新开始回合." ) end end local restartround = ulx.command( CATEGORY_NAME, "ulx roundrestart", ulx.roundrestart ) restartround:defaultAccess( ULib.ACCESS_SUPERADMIN ) restartround:help( "重新开始回合." ) ---[End]----------------------------------------------------------------------------------------
object_mobile_azure_cabal_nikto_fanatic = object_mobile_shared_azure_cabal_nikto_fanatic:new { } ObjectTemplates:addTemplate(object_mobile_azure_cabal_nikto_fanatic, "object/mobile/azure_cabal_nikto_fanatic.iff")
EditUnitEditableGui = EditUnitEditableGui or class(EditUnit) function EditUnitEditableGui:editable(unit) return self.super.editable(self, unit) and unit:editable_gui() ~= nil end function EditUnitEditableGui:build_menu(units) local gui_options = self:Group("EditableGui") self._element_guis = {} self._fonts = { "core/fonts/diesel", tweak_data.menu.pd2_small_font, tweak_data.menu.pd2_medium_font, tweak_data.menu.pd2_large_font, tweak_data.menu.pd2_massive_font, } self._aligns = { horizontal = { "left", "center", "right", "justified" }, vertical = { "top", "center", "bottom" } } self._blend_modes = { "normal", "add", "mul", "mulx2", "sub", "darken", "lighten" } self._render_templates = { "diffuse_vc_decal", "Text", "OverlayVertexColorTextured", "TextDistanceField", "diffuse_vc_decal_distance_field" } local font_options = clone(self._fonts) local default_font = units[1]:editable_gui():default_font() if not table.contains(self._fonts, default_font) then BeardLibEditor:log("Detected new font in editable gui! font name = %s", default_font) table.insert(self._fonts, default_font) end self._colour_btn = self:Button("ChooseColor", callback(self, self, "show_color_dialog"), {group = light_options}) self._text = self:TextBox("Text", callback(self._parent, self._parent, "set_unit_data"), units[1]:editable_gui():text()) self._font = self:ComboBox("Font", callback(self._parent, self._parent, "set_unit_data"), self._fonts, table.get_key(self._fonts, units[1]:editable_gui():font()), {help = "Select a font from the combobox"}) self._font_size = self:Slider("FontSize", callback(self._parent, self._parent, "set_unit_data"), units[1]:editable_gui():font_size(), {floats = 2, min = 0.1, max = 10, help = "Set the font size using the slider"}) self._horizontal_align = self:ComboBox("HorizontalAlign", callback(self._parent, self._parent, "set_unit_data"), self._aligns.horizontal, table.get_key(self._aligns.horizontal, units[1]:editable_gui():align()), {help = "Select an align from the combobox"}) self._vertical_align = self:ComboBox("VerticalAlign", callback(self._parent, self._parent, "set_unit_data"), self._aligns.vertical, table.get_key(self._aligns.vertical, units[1]:editable_gui():vertical()), {help = "Select an align from the combobox"}) self._wrapping = self:Toggle("TextWrapping", callback(self._parent, self._parent, "set_unit_data"), units[1]:editable_gui():wrap()) self._word_wrapping = self:Toggle("TextWordWrapping", callback(self._parent, self._parent, "set_unit_data"), units[1]:editable_gui():word_wrap(), {enabled = units[1]:editable_gui():wrap()}) -- self._debug = self:Toggle("Debug", callback(self._parent, self._parent, "set_unit_data")) self._render_template = self:ComboBox("RenderTemplate", callback(self._parent, self._parent, "set_unit_data"), self._render_templates, table.get_key(self._render_templates, units[1]:editable_gui():render_template()), {help = "Select a Render Template from the combobox"}) self._blend_mode = self:ComboBox("BlendMode", callback(self._parent, self._parent, "set_unit_data"), self._blend_modes, table.get_key(self._blend_modes, units[1]:editable_gui():blend_mode()), { help = "Select a Blend Mode from the combobox", enabled = units[1]:editable_gui():render_template() == "Text", }) self._alpha = self:Slider("Alpha", callback(self._parent, self._parent, "set_unit_data"), units[1]:editable_gui():alpha(), {floats = 2, min = 0, max = 1, help = "Set the alpha using the slider"}) self._shapes = {} for i, s in ipairs({"x", "y", "w", "h"}) do local shape = units[1]:editable_gui():shape() self._shapes[i] = self:Slider(s:upper(), callback(self._parent, self._parent, "set_unit_data"), shape[i], {floats = 2, min = 0, max = 1, help = "Set shape using the slider"}) end end function EditUnitEditableGui:set_unit_data() local unit = self:selected_unit() unit:editable_gui():set_debug(self._debug:Value()) unit:editable_gui():set_shape({self._shapes[1]:Value(), self._shapes[2]:Value(), self._shapes[3]:Value(), self._shapes[4]:Value()}) unit:editable_gui():set_alpha(self._alpha:Value()) local render_template = self._render_template:SelectedItem() self._blend_mode:SetEnabled(render_template == "Text") unit:editable_gui():set_render_template(render_template) unit:editable_gui():set_blend_mode(self._blend_mode:SelectedItem()) local wrap = self._wrapping:Value() self._word_wrapping:SetEnabled(wrap) unit:editable_gui():set_wrap(wrap) unit:editable_gui():set_word_wrap(self._word_wrapping:Value()) unit:editable_gui():set_align(self._horizontal_align:SelectedItem()) unit:editable_gui():set_vertical(self._vertical_align:SelectedItem()) unit:editable_gui():set_font(self._font:SelectedItem()) unit:editable_gui():set_text(utf8.from_latin1(self._text:Value())) unit:editable_gui():set_font_size(self._font_size:Value()) end function EditUnitEditableGui:update_positions() self:set_unit_data() end function EditUnitEditableGui:show_color_dialog() local unit = self:selected_unit() local vc = unit:editable_gui():font_color() BeardLibEditor.managers.ColorDialog:Show({color = Color(vc.x, vc.y, vc.z), callback = function(color) unit:editable_gui():set_font_color(Vector3(color.red, color.green, color.blue)) end}) end
local vim = vim local api = vim.api local u = require 'vimwiki_server/lib/utils' local M = {} -- Builds a new GraphQL query function M.query(s, vars) local query = u.interpolate_vars(u.compress(s), vars or {}) -- If not prefixed with query keyword, we make one if query and string.sub(query, 1, 1) == '{' then query = 'query VimQuery'..query end return query end -- Builds a new GraphQL mutation function M.mutation(s, vars) local mutation = u.interpolate_vars(u.compress(s), vars or {}) -- If not prefixed with mutation keyword, we make one if mutation and string.sub(mutation, 1, 1) == '{' then mutation = 'mutation VimMutation'..mutation end return mutation end -- Builds a new GraphQL subscription function M.subscription(s, vars) local subscription = u.interpolate_vars(u.compress(s), vars or {}) -- If not prefixed with subscription keyword, we make one if subscription and string.sub(subscription, 1, 1) == '{' then subscription = 'subscription VimSubscription'..subscription end return subscription end return M
local shortport = require "shortport" local http = require "http" local stdnse = require "stdnse" local string = require "string" local vulns = require "vulns" local rand = require "rand" description = [[ Checks for a remote code execution vulnerability (MS15-034) in Microsoft Windows systems (CVE2015-2015-1635). The script sends a specially crafted HTTP request with no impact on the system to detect this vulnerability. The affected versions are Windows 7, Windows Server 2008 R2, Windows 8, Windows Server 2012, Windows 8.1, and Windows Server 2012 R2. References: * https://technet.microsoft.com/library/security/MS15-034 ]] --- -- @usage nmap -sV --script vuln <target> -- @usage nmap -p80 --script http-vuln-cve2015-1635.nse <target> -- @usage nmap -sV --script http-vuln-cve2015-1635 --script-args uri='/anotheruri/' <target> -- @output -- PORT STATE SERVICE REASON -- 80/tcp open http syn-ack -- | http-vuln-cve2015-1635: -- | VULNERABLE: -- | Remote Code Execution in HTTP.sys (MS15-034) -- | State: VULNERABLE (Exploitable) -- | IDs: CVE:CVE-2015-1635 -- | A remote code execution vulnerability exists in the HTTP protocol stack (HTTP.sys) that is -- | caused when HTTP.sys improperly parses specially crafted HTTP requests. An attacker who -- | successfully exploited this vulnerability could execute arbitrary code in the context of the System account. -- | -- | Disclosure date: 2015-04-14 -- | References: -- | https://technet.microsoft.com/en-us/library/security/ms15-034.aspx -- |_ http://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2015-1635 -- @args http-vuln-cve2015-1635.uri URI to use in request. Default: / --- author = {"Kl0nEz", "Paulino <calderon()websec.mx>"} license = "Same as Nmap--See https://nmap.org/book/man-legal.html" categories = {"vuln", "safe"} portrule = shortport.http local VULNERABLE = "Requested Range Not Satisfiable" local PATCHED = "The request has an invalid header name" action = function(host, port) local uri = stdnse.get_script_args(SCRIPT_NAME..".uri") or "/" local vuln_report = vulns.Report:new(SCRIPT_NAME, host, port) local vuln = { title = 'Remote Code Execution in HTTP.sys (MS15-034)', state = vulns.STATE.NOT_VULN, description = [[ A remote code execution vulnerability exists in the HTTP protocol stack (HTTP.sys) that is caused when HTTP.sys improperly parses specially crafted HTTP requests. An attacker who successfully exploited this vulnerability could execute arbitrary code in the context of the System account. ]], IDS = {CVE = 'CVE-2015-1635'}, references = { 'https://technet.microsoft.com/en-us/library/security/ms15-034.aspx' }, dates = { disclosure = {year = '2015', month = '04', day = '14'}, } } local options = {header={}} options['header']['Host'] = rand.random_alpha(8) options['header']['Range'] = "bytes=0-18446744073709551615" local response = http.get(host, port, uri, options) if response.status and response.body then if response.status == 416 and string.find(response.body, VULNERABLE) ~= nil and string.find(response.header["server"], "Microsoft") ~= nil then vuln.state = vulns.STATE.VULN end if response.body and string.find(response.body, PATCHED) ~= nil then stdnse.debug2("System is patched!") vuln.state = vulns.STATE.NOT_VULN end end return vuln_report:make_output(vuln) end
--item.lua local cobbleWall = table.deepcopy(data.raw["wall"]["stone-wall"]) cobbleWall.name = "cobblestone-wall" cobbleWall.max_health = 20 cobbleWall.minable.result = "cobblestone-wall" local recipe = table.deepcopy(data.raw.recipe["stone-wall"]) recipe.enabled = false recipe.name = "cobblestone-wall" recipe.ingredients = {{"stone",10},} recipe.result = "cobblestone-wall" data:extend{cobbleWall,recipe} local cobbleWall = util.table.deepcopy(data.raw["item"]["stone-wall"]) cobbleWall.name = "cobblestone-wall" cobbleWall.place_result = "cobblestone-wall" data:extend({cobbleWall}) table.insert(data.raw["technology"]["basic-mining"].effects, {type="unlock-recipe", recipe="cobblestone-wall"}) data.raw["technology"]["basic-mining"].hidden=true
MaskModule = MaskModule or class(ItemModuleBase) MaskModule.type_name = "Mask" function MaskModule:init(...) self.clean_table = table.add(clone(self.clean_table), { {param = "pcs", action = "no_number_indexes"}, {param = "offsets", action = function(tbl) for _, v in pairs(tbl) do v[2] = BeardLib.Utils:normalize_string_value(v[2]) end end} }) return MaskModule.super.init(self, ...) end function MaskModule:RegisterHook() self._config.default_amount = self._config.default_amount and tonumber(self._config.default_amount) or 1 Hooks:PostHook(BlackMarketTweakData, "_init_masks", self._config.id .. "AddMaskData", function(bm_self) if bm_self.masks[self._config.id] then self:Err("Mask with id '%s' already exists!", self._config.id) return end local data = table.merge({ name_id = "bm_msk_" .. self._config.id, desc_id = "bm_msk_" .. self._config.id .. "_desc", dlc = self.defaults.dlc, pcs = {}, value = 0, texture_bundle_folder = "mods", global_value = self.defaults.global_value, mod_path = self._mod.ModPath, custom = true }, self._config.item or self._config) if self._config.guess_unit ~= false then data.unit = data.unit or "units/mods/masks/msk_"..self._config.id.."/msk_"..self._config.id end bm_self.masks[self._config.id] = data if data.drop ~= false and data.dlc then TweakDataHelper:ModifyTweak({{ type_items = "masks", item_entry = self._config.id, amount = self._config.default_amount, global_value = data.global_value }}, "dlc", data.dlc, "content", "loot_drops") end end) end BeardLib:RegisterModule(MaskModule.type_name, MaskModule)
--- Example for common use -- @module main include("lib2.lua"); --include("classes/node.class.lua") function macro.init() -- Now those object are there by default make things easier --tasktimer = CTaskTimer.new(); --taskstack = CTaskStack.new(); tasktimer:registerTask("test1",secondsToTimer(1),function() print("Hello") return STATE_SUCCESS end ); tasktimer:registerTask("test2",secondsToTimer(2.5),function() print("How") return STATE_SUCCESS end ); tasktimer:registerTask("test3",secondsToTimer(4.5),function() print("Are") return STATE_SUCCESS end ); tasktimer:registerTask("test4",secondsToTimer(4.5),function() print("You") return STATE_SUCCESS end); tasktimer:registerTask("test1",secondsToTimer(5),function() print("Spam") return STATE_SUCCESS end); -- The little simpler alternative is : -- timerFactory("test1",secondsToTimer(5),function() print("Spam") return STATE_SUCCESS end) taskstack:push_state("testx",function() print("Hello") return STATE_SUCCESS end); --The more simpler alternative is : -- taskFactory("STRING_PRINT",function(string) print(string) return STATE_SUCCESS end, string); -- It easier because you need in the simple case no second call to push the args -- and you can return direktly out of the function/task by: return taskFactory(..) because -- it return STATE_PENNDING, -- load XML data from file "test.xml" into local table xfile -- if(filesystem.fileExists("p1.xml")) then -- print("yo"); -- current_dir = filesystem.getCWD(); -- local num = string.find(current_dir,"scripts",1,true) or string.find(current_dir,"lib",1,true) -- local sestring = string.sub(current_dir,1,num-2); -- print(current_dir); -- print(sestring.." w "..num); -- end --validXML("p1.xml"); --local node = xml.load("ks-last-ks.xml"); --__WPL = CWaypointList(); --__WPL:load("ks-last-ks.xml"); --table.show(xfile); print_r(xfile); --table.save(xfile,"new.lua"); --database.skills[name] end function macro.main() taskstack:run(); tasktimer:timed_run(); --[[ I also implemented yrestTask(msec) and restTaks(msec) if you need to wait for something they behave like the taskFactory or timerFactory means you can jump out directly of the function/task by return yrestTask(..). If everything break yrest and rest also avaible but the use isn't recommended. ]]-- --[[ The (new) format for task functions is: function mytask(task, arg1, arg2,..argN) How can I save vars to the task longer than the run?!: task:setVar("myvar",var); You get them back this way: local myvar = task:getVar("mayVar"); Depending what you want you need return one of those 3: local SomeoneOfThese = STATE_PENNDING STATE_FAILED STATE_SUCCESS return SomeoneOfThese, arg1 , arg2 ,...argN; end --]] return true; end function macro.event() end
-- Converted API if not wmbapi then -- Use wmbapi variable to detect whether MiniBot's API is fully loaded return end __LB__ = wmbapi lb = wmbapi CancelPendingSpells = CancelPendingSpell ClickPosition = ClickPosition CreateDirectory = CreateDirectory DirectoryExists = DirectoryExists FileExists = FileExists GetBaseDirectory = GetAppDirectory GetCameraPosition = GetCameraPosition GetDirectories = GetDirectoryFolders GetFiles = GetDirectoryFiles GetGameDirectory = GetWoWDirectory GetKeyState = GetKeyState GetMapId = GetCurrentMapInfo GetObjects = function() local objects = {} for i=1,wmbapi.GetObjectCount() do tinsert(objects,wmbapi.GetObjectWithIndex(i)) end return objects end GetPlayerCorpsePosition = GetCorpsePosition GetWindowSize = function() return GetScreenWidth(), GetScreenHeight() end NavMgr_GetPath = FindPath IsAoEPending = IsAoEPending MoveTo = MoveTo ObjectCreator = UnitCreator ObjectDynamicFlags = ObjectDynamicFlags ObjectExists = ObjectExists ObjectFacing = ObjectFacing ObjectId = function(...) return ... and tonumber(string.match(UnitGUID(...), "-(%d+)-%x+$"), 10) end ObjectInteract = InteractUnit ObjectPitch = UnitPitch ObjectPointer = function(...) if not UnitIsVisible(...) then return end local pointer = nil for i=1,wmbapi.GetObjectCount() do pointer = wmbapi.GetObjectWithIndex(i) if UnitIsVisible(pointer) and UnitIsUnit(pointer,...) then return pointer end end end ObjectPosition = ObjectPosition Raycast = TraceLine ReadFile = ReadFile SetPlayerAngles = FaceDirection UnitBoundingRadius = UnitBoundingRadius UnitCastingInfo = function(...) return select(7,GetSpellInfo(UnitCastingInfo(...))), wmbapi.UnitCastingTarget end UnitChannelInfo = function(...) return select(7,GetSpellInfo(UnitChannelInfo(...))), wmbapi.UnitCastingTarget end UnitCombatReach = UnitCombatReach UnitFlags = UnitFlags UnitIsLootable = UnitIsLootable UnitMovementFlags = GetUnitMovementFlagsTable UnitTarget = UnitTarget UpdateAFK = ResetAfk WriteFile = WriteFile -- Missing API UpdatePlayerMovement = nil Unlock = nil UnitTagHandler = nil UnitNpcFlags = nil UnitHasMovementFlag = nil UnitHasNpcFlag = nil UnitHasFlag = nil UnitHasFlag2 = nil UnitFlags2 = nil UnitAuras = nil SetDevMode = nil SetCameraAngles = nil RunString = nil PlayerSpecializationId = nil ObjectRawFacing = nil ObjectLocked = nil ObjectHasDynamicFlag = nil GameObjectHasLockType = nil GameObjectLockTypes = nil GameObjectType = nil GetCameraAngles = nil GetClientType = nil GetClockTime = nil GetDevMode = nil GetGameAccountName = nil GetDistance3D = nil GetLastWorldClickPosition = nil Navigator.GetDestination = nil Navigator.MoveTo = nil Navigator.Stop = nil NavMgr_GetClosestPointOnMesh = nil NavMgr_GetClosestPointInCubes = nil NavMgr_GetMeshState = nil NavMgr_GetNavConnection = nil NavMgr_GetPathIndex = nil NavMgr_GetRandomPoint = nil NavMgr_GetRandomPointInCircle = nil NavMgr_GetThresholds = nil NavMgr_IsPositionOnMesh = nil NavMgr_IsReachable = nil NavMgr_IsUIVisible = nil NavMgr_MoveTo = nil NavMgr_SetPathIndex = nil NavMgr_Stop = nil NavMgr_ToggleUI = nil --Modified API request = SendHttpRequest(info) -- The request info. info = { -- string: The request URL. Url = "https://www.microsoft.com/", -- string: The request method, can be "GET", "POST", "PUT" or "DELETE". Method = "POST", -- string: The additional request headers. Headers = "Content-Type: application/json\r\nX-Custom: test", -- string: The request body, only used Method is "POST" or "PUT". Body = "{\"test\": 123}", -- string: The pinned HTTPs server certificate as a protection for packet sniffing. If provided, the server certificate must match it or the HTTP request would fail with status "INVALID_CERTIFICATE". Certificate = "PINNED CERTIFICATE" } -- Returns the HTTP request ID if sent successfully, for querying HTTP response later. request = "abc123" --New API status[, response] = ReceiveHttpResponse(request) -- The HTTP request ID previously sent. request = "abc123" -- The current status of the HTTP request, can be: -- "REQUESTING": The request is still on the way. -- "REQUEST_FAILED": The request is terminated due to failures. -- "INVALID_CERTIFICATE": The request is terminated due to invalid HTTPs certificate. -- "RESPONDING": Downloading response after the request is sent. -- "RESPONSE_HEADERS_FAILED": The response download is terminated while fetching response headers. -- "RESPONSE_BODY_FAILED": The response download is terminated while fetching response body. -- "SUCCESS": The response is received and everything about the HTTP request is done. status = "CONNECTING" -- The response data, available if status is "SUCCESS" response = { -- number: The HTTP response status code. Code = 200, -- string: The HTTP response headers. Headers = "HTTP/1.1 200 OK...", -- string: The HTTP response body. Body = "...", -- string: The actual server certificate if the request is HTTPs, which can be used for pinning. Certificate = "SERVER CERTIFICATE", } object = GetObjectWithGUID(guid) --Gets the object by its GUID. distance = GetDistanceBetweenObjects(object1, object2) --Gets the distance between two objects in 3D. facing, pitch = GetAnglesBetweenObjects(object1, object2) --Gets the angles (facing & pitch) between two objects. isOrNot = ObjectIsFacing(object1, object2[, tolerance = PI/2]) --Checks if an object is facing another object. isOrNot = ObjectIsBehind(object1, object2) --Checks if an object is behind another object. transport = UnitTransport(unit) --Gets the transport object of a unit. path = GetAppStorageDirectory() --Gets the base directory path of app storage. value = SetSystemVar(name, value) --Sets a system variable. --The standard Lua environment gets reset after screen switch including /reload. All Lua variables get lost because of this. --In this way, we provide "System Variables" that allow you to persist information across different screens in the current game session. This is similar as the game "Console Variable", consisting of a name-value pair. value = GetSystemVar(name) --Gets the value of the system variable previously set by SetSystemVar. nil if it does not exist. centers = GetAllSpanningCircles(radius, minWeight, points) --Gets all spanning circles of a specific radius over certain weighted points. success = PlaySoundFile(path) --Plays a specific sound WAV/MP3 file once. SetCustomScript(name, script) --Add a custom script (indexed by name) that gets loaded side by side with the engine modules (Primary and Secondary). Notice that such script also gets loaded in GLUE screen. count = GetMissileCount() --Gets the count of the flying missiles. spellId, spellVisualId, x, y, z, sourceObject, sourceX, sourceY, sourceZ, targetObject, targetX, targetY, targetZ = GetMissileWithIndex(index) --Gets the info of a specific missile. success = LoadMap(mapId) --Loads a navigation map. success = UnloadMap(mapId) --Unloads a navigation map. isOrNot = IsMapLoaded(mapId) --Checks if a navigation map is loaded. scale = ObjectScale(object) --Gets the scale of an object. fields = GetObjectFieldsTable() --Gets the table that contains all object field offsets. value = ObjectField(object, offset, type) --Gets a field value of an object. descriptors = GetObjectDescriptorsTable() --Gets the table that contains all object descriptor offsets. value = ObjectDescriptor(object, offset, type) --Gets a descriptor value of an object. flags = ObjectTypeFlags(object) --Gets the type flags of an object. isOrNot = ObjectIsType(object, type) --Checks if an object is of specific type. value = UnitMovementField(unit, offset, type) --Gets the field value of a unit's movement struct. isOrNot = UnitIsMounted(unit) --Gets whether a unit is mounted. isOrNot = UnitIsSkinnable(unit) --Gets whether a unit is skinnable. count = GetNpcCount([center | x, y, z][, range][, option]) --Gets the count of specific NPCs. npc = GetNpcWithIndex(index) --Gets a specific NPC by its index. count = GetPlayerCount([center | x, y, z][, range][, option]) --Gets the count of specific players. player = GetPlayerWithIndex(index) --Gets a specific player by its index. count = GetGameObjectCount([center | x, y, z][, range][, option]) --Gets the count of specific game objects. gameObject = GetGameObjectWithIndex(index) --Gets a specific game object by its index. count = GetDynamicObjectCount([center | x, y, z][, range][, option]) --Gets the count of specific dynamic objects. dynamicObject = GetDynamicObjectWithIndex(index) --Gets a specific dynamic object by its index. count = GetAreaTriggerCount([center | x, y, z][, range][, option]) --Gets the count of specific area triggers. areaTrigger = GetAreaTriggerWithIndex(index) --Gets a specific area trigger by its index. SetCameraDistanceMax([distance]) --Sets the current camera distance maximum. If nil, restore original setting. SetClimbAngle([angle]) --Sets the engine allowed climb angle, in radian. If nil, restore original setting. isOnScreen, x, y = WorldToScreen(object | x, y, z) --Projects a world position to the screen NDC position. x, y, z[, object] = ScreenToWorld(x, y) --Projects a screen NDC position to a world object or a terrain position. success = SetCVarEx(name, value) --Sets a CVar without system limitation. StopFalling() --Stops the current falling of the character right now. SetNameplateDistanceMax([distance]) --Sets the current nameplate visible distance maximum. If nil, restore original setting. EnableFlyingMode(enabled) --Enable/Disable flying mode (slow mode falls) of the character. (DO NOT enable flying while falling or you would get disconnected) isFlying = IsFlyingModeEnabled() --Gets whether flying mode is enabled for the character. SetNoClipModes(modes) --Sets the current no-clip mode flags: 0: none 1: building 2: static object 4: dynamic object modes = GetNoClipModes() --Gets the current no-clip mode flags --ObjectTypes wmbapi.GetObjectTypeFlagsTable().Object wmbapi.GetObjectTypeFlagsTable().Item wmbapi.GetObjectTypeFlagsTable().Container wmbapi.GetObjectTypeFlagsTable().AzeriteEmpoweredItem wmbapi.GetObjectTypeFlagsTable().AzeriteItem wmbapi.GetObjectTypeFlagsTable().Unit wmbapi.GetObjectTypeFlagsTable().Player wmbapi.GetObjectTypeFlagsTable().ActivePlayer wmbapi.GetObjectTypeFlagsTable().GameObject wmbapi.GetObjectTypeFlagsTable().DynamicObject wmbapi.GetObjectTypeFlagsTable().Corpse wmbapi.GetObjectTypeFlagsTable().AreaTrigger wmbapi.GetObjectTypeFlagsTable().SceneObject wmbapi.GetObjectTypeFlagsTable().Conversation --MovementFlags wmbapi.GetUnitMovementFlagsTable().Forward wmbapi.GetUnitMovementFlagsTable().Backward wmbapi.GetUnitMovementFlagsTable().StrafeLeft wmbapi.GetUnitMovementFlagsTable().StrafeRight wmbapi.GetUnitMovementFlagsTable().TurnLeft wmbapi.GetUnitMovementFlagsTable().TurnRight wmbapi.GetUnitMovementFlagsTable().PitchUp wmbapi.GetUnitMovementFlagsTable().PitchDown wmbapi.GetUnitMovementFlagsTable().Walking wmbapi.GetUnitMovementFlagsTable().Immobilized wmbapi.GetUnitMovementFlagsTable().Falling wmbapi.GetUnitMovementFlagsTable().FallingFar wmbapi.GetUnitMovementFlagsTable().Swimming wmbapi.GetUnitMovementFlagsTable().Ascending wmbapi.GetUnitMovementFlagsTable().Descending wmbapi.GetUnitMovementFlagsTable().CanFly wmbapi.GetUnitMovementFlagsTable().Flying --Types wmbapi.GetValueTypesTable().Bool wmbapi.GetValueTypesTable().Char wmbapi.GetValueTypesTable().Byte wmbapi.GetValueTypesTable().Short wmbapi.GetValueTypesTable().UShort wmbapi.GetValueTypesTable().Int wmbapi.GetValueTypesTable().UInt wmbapi.GetValueTypesTable().Long wmbapi.GetValueTypesTable().ULong wmbapi.GetValueTypesTable().Float wmbapi.GetValueTypesTable().Double wmbapi.GetValueTypesTable().String wmbapi.GetValueTypesTable().GUID --HitFlags M2Collision = 0x1 M2Render = 0x2 WMOCollision = 0x10 WMORender = 0x20 Terrain = 0x100 WaterWalkableLiquid = 0x10000 Liquid = 0x20000 EntityCollision = 0x100000
--- Wrapper over [Spot](https://github.com/r-lyeh/spot)'s image class. -- -- Spot images implement the [ByteReader protocol](https://ggcrunchy.github.io/corona-plugin-docs/DOCS/ByteReader/policy.html). By -- default they send RGBA image data, but the raw floating-point data may be used instead, cf. @{SpotImage:set_reader_mode}. -- -- The **Bytes** type&mdash;specified below&mdash;may be any object that implements said protocol, including strings. -- -- **NOTE** Spot image support is still experimental. -- -- ============================================== -- -- **(The comments that follow were adapted from Spot's README.)** -- -- - Spot is a compact and embeddable pixel / image library. -- - Spot supports both RGBA / HSLA pixel types. -- - Spot provides both pixel and image algebra for pixel / image manipulation. -- - Spot loads WEBP, JPG, progressive JPG, PNG, TGA, DDS DXT1/2/3/4/5, BMP, PSD, GIF, PVR2/3 (ETC1/PVRTC), KTX (ETC1/PVRTC), PKM (ETC1), HDR, PIC, PNM (PPM/PGM), CRN, PUG, FLIF, CCZ, EXR and vectorial SVG files. -- - Spot saves WEBP, JPG, PNG, TGA, BMP, DDS, PVR3 (PVRTC), KTX (ETC1), PKM (ETC1), CCZ and PUG files. -- -- (**N.B.** ETC and FLIF are disabled on iOS until some issues are resolved.) -- -- **Licenses** -- -- - [spot](https://github.com/r-lyeh/spot) (ZLIB license). -- - [crn2dds](redist/deps/crn2dds) by r-lyeh, SpartanJ and Evan Parker (Public Domain). -- - [crnlib](https://code.google.com/p/crunch/), by Rich Geldreich (ZLIB license). -- - [DDS writer](http://www.lonesock.net/soil.html) by Jonathan Dummer (Public Domain). -- - [etc1utils](redist/deps/soil2/etc1_utils.h) by Google Inc (Apache 2.0 license). -- - [etcpak](https://bitbucket.org/wolfpld/etcpak/wiki/Home) by Bartosz Taudul (BSD-3 license). -- - [flif](https://github.com/flif-hub/flif) by Jon Sneyers and Pieter Wuille (Apache 2.0 license). -- - [jpge](https://code.google.com/p/jpeg-compressor/) by Rich Geldreich (Public Domain). -- - [libwebp](https://code.google.com/p/webp/) by Google Inc (BSD license). -- - [lodepng](http://lodev.org/lodepng/) by Lode Vandevenne (ZLIB license). -- - [nanosvg](https://github.com/memononen/nanosvg/) by Mikko Mononen (ZLIB license). -- - [pngrim](https://github.com/fgenesis/pngrim) alpha bleeding algorithm by F-Genesis (Public Domain). -- - [pug](https://github.com/r-lyeh/pug) (Public Domain). -- - [pvrtccompressor](https://bitbucket.org/jthlim/pvrtccompressor/) by Jeffrey Lim (BSD-3 license). -- - [rg_etc1](https://code.google.com/p/rg-etc1/) by Rich Geldreich (ZLIB license). -- - [soil2](https://bitbucket.org/SpartanJ/soil2/) by Martin Lucas Golini and Jonathan Dummer (Public Domain). -- - [stb_image](http://github.com/nothings/stb) by Sean Barrett (Public Domain). -- - [tinyexr](https://github.com/syoyo/tinyexr) by Syoyo Fujita (BSD3 license). -- - [unifont](https://github.com/r-lyeh/unifont) (ZLIB license). -- -- =============================================== -- @classmod SpotImage -- -- 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. -- -- [ MIT license: http://www.opensource.org/licenses/mit-license.php ] -- --- Metamethod. -- -- The right-hand argument must be a **SpotColor**, and is added to each pixel. -- -- Any errors are propagated. -- @function SpotImage:__add -- @treturn SpotImage The post-addition image. --- Modify this image by adding a color to each pixel. -- @function SpotImage:add_mutate -- @tparam SpotColor color Color to add. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- Create a new image with this image's pixels run through a blank filter. -- @function SpotImage:blank -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Create a new image with this image's pixels run through a bleed filter. -- @function SpotImage:bleed -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Create a new image with this image's pixels run through a checker filter. -- @function SpotImage:checkered -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Create a new image with all pixels' color components clamped to [0, 1]. -- @function SpotImage:clamp -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Copy a region of this image, given an offset and optional size. -- @function SpotImage:copy -- @uint x Horizontal offset of region, &ge; 1... -- @uint y ...and vertical offset, &ge; 1. -- @tparam ?uint w Width of new image... (If absent, the rest of the width, given _x_.) -- @tparam ?uint h ...and height. (If absent, the rest of the height, given _y_.) -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Copy a region of this image, given the edge offsets. -- @function SpotImage:crop -- @uint l Left-hand edge, &ge; 1... -- @uint r ...and right-hand edge, between _l_ and the width, inclusive. -- @uint t Top edge, &ge; 1... -- @uint b ...and bottom edge, between _t_ and the height, inclusive. -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Metamethod. -- -- The right-hand argument must be a **SpotColor**, and each pixel is divided by it. -- -- Any errors are propagated. -- @function SpotImage:__div -- @treturn SpotImage The post-division image. --- Modify this image by dividing each pixel by a color. -- @function SpotImage:div_mutate -- @tparam SpotImage color Color to divide by. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error mesage. --- Save this image out to memory, in the requested format. -- @function SpotImage:encode -- @string format One of **"PNG"**, **"JPG"**, **"PUG"**, **"WEBP"**, **"KTX"**, **"PVR"**, **"CCZ"**, or **"PKM"**, -- corresponding to the encoding format. -- @tparam ?table opts Encoding options, which include: -- -- * **channels**: Number of channels in the output, an integer from 1 to 4 (by default, 4). At the moment, this only -- applies to the PNG format. -- * **quality**: A value between 1 and 100 (by default, 90) that describes the requested encoding quality. This is -- available to all formats except PNG. -- @treturn[1] string On success, the encoded image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Create a new image with all this image's pixels' rows flipped. -- @function SpotImage:flip_h -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Create a new image with all this image's pixels' columns flipped. -- @function SpotImage:flip_w -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Get a color from the first row of this image. -- @function SpotImage:get -- @uint x Horizontal offset, from 1 to the width. -- @treturn[1] SpotColor On success, a copy of the color. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Get a color from this image. -- @function SpotImage:get -- @uint x Horizontal offset, from 1 to the width... -- @uint y ...and vertical offset, from 1 to the height. -- @treturn[1] SpotColor On success, a copy of the color. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Get a color from this image, allowing for depth. -- @function SpotImage:get -- @uint x Horizontal offset, from 1 to the width... -- @uint y ...vertical offset, from 1 to the height... -- @uint z ...and depth-wise offset, from 1 to the depth. -- @treturn[1] SpotColor On success, a copy of the color. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Get a color from the first row of this image, using normalized coordinates. -- @function SpotImage:getf -- @number x Horizontal offset, in [0, 1]. -- @treturn[1] SpotColor On success, a copy of the color. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Get a color from this image, using normalized coordinates. -- @function SpotImage:getf -- @uint x Horizontal offset, in [0, 1]... -- @uint y ...and vertical offset, ditto. -- @treturn[1] SpotColor On success, a copy of the color. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Get a color from this image, using normalized coordinates and allowing for depth. -- @function SpotImage:getf -- @uint x Horizontal offset, in [0, 1]... -- @uint y ...and vertical offset, ditto... -- @number z ...and depth-wise offset, ditto. -- @treturn[1] SpotColor On success, a copy of the color. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Create a new image with this image's pixels run through a glow filter. -- @function SpotImage:glow -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Populate this image from an image file. -- @function SpotImage:load -- @param[opt=system.ResourceDirectory] baseDir (**WIP**) Directory to search, as per -- [system.pathForFile](https://docs.coronalabs.com/api/library/system/pathForFile.html). -- @string filename Name of file. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- (**WIP**) Alternate method overload. -- @function SpotImage:load -- @ptable params Info parameters. This must include **filename** and may have a **baseDir** field, with meanings as in -- the other overload. -- -- If an **is\_absolute** is present and true, _filename_ is interpreted as an absolute path (any _baseDir_ is ignored). On -- non-desktop platforms, this raises an error. -- @return As per the other overload. --- Populate this image from an in-memory image. -- @function SpotImage:load_from_memory -- @tparam Bytes bytes Undecoded image contents. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- Populate this image from an HDR image file. -- @function SpotImage:load_hdr -- @string filename Name of file. -- @param[opt=system.ResourceDirectory] baseDir (**WIP**) Directory to search, as per -- [system.pathForFile](https://docs.coronalabs.com/api/library/system/pathForFile.html). -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- (**WIP**) Alternate method overload. -- @function SpotImage:load_hdr -- @ptable params Load parameters. See the table overload of @{SpotImage:load} for details. -- @return As per the other overload. --- Populate this image from an in-memory HDR image. -- @function SpotImage:load_hdr_from_memory -- @tparam Bytes bytes Undecoded image contents. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- Did the most recent load operation succeed? -- @function SpotImage:loaded -- @treturn boolean Load was successful? --- Metamethod. -- -- The right-hand argument must be a **SpotColor**, and each pixel is multiplied by it. -- -- Any errors are propagated. -- @function SpotImage:__mul -- @treturn SpotImage The post-multiplication image. --- Modify this image by multiplying each pixel by a color. -- @function SpotImage:mul_mutate -- @tparam SpotColor color Color to multiply by. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error mesage. --- Paste an image (or part of one, if too large) into this image at an offset. -- @function SpotImage:paste -- @uint x Horizontal offset , &ge; 1... -- @uint y ...and vertical offset, &ge; 1. -- @tparam SpotImage image Image to add. -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- (**WIP**) Create a new image with alpha premultiplied into all this image's pixel colors. -- @function SpotImage:premultiply -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. -- @see SpotColor:premultiply --- (**WIP**) Modify this image by premultiplying alpha into all pixels. -- @function SpotImage:premultiply_mutate -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error mesage. -- @see SpotColor:premultiply --- Get the image contents in RGBA byte form. -- @function SpotImage:rgba -- @treturn[1] string The image as bytes. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Create a new image with this image's contents rotated left 90&deg;. -- @function SpotImage:rotate_left -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Create a new image with this image's contents rotated right 90&deg;. -- @function SpotImage:rotate_right -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Save this image to a file. -- @function SpotImage:save -- @string filename Name of file. -- @param[opt=system.DocumentsDirectory] baseDir (**WIP**) Directory in which to save, as per -- [system.pathForFile](https://docs.coronalabs.com/api/library/system/pathForFile.html). -- @tparam ?table opts Save options. -- -- In addition to the choices available in @{SpotImage:encode}, a **format** may be provided with any of -- **"BMP"**, **"DDS"**, **"TGA"**, **"PNG"**, **"JPG"**, **"PUG"**, **"WEBP"**, **"KTX"**, **"PVR"**, -- **"CCZ"**, or **"PKM"**, to explicitly save in the given format (by default, the method expects one of -- these as _filename_'s extension). -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- Set a color in the first row of this image. -- @function SpotImage:set -- @uint x Horizontal offset, from 1 to the width. -- @tparam SpotColor color Color to assign. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- Set a color in this image. -- @function SpotImage:set -- @uint x Horizontal offset, from 1 to the width... -- @uint y ...and vertical offset, from 1 to the height. -- @tparam SpotColor color Color to assign. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- Set a color in this image, allowing for depth. -- @function SpotImage:set -- @uint x Horizontal offset, from 1 to the width... -- @uint y ...vertical offset, from 1 to the height. -- @uint z ...and depth-wise offset, from 1 to the depth. -- @tparam SpotColor color Color to assign. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- Set a color in the first row of this image, using normalized coordinates. -- @function SpotImage:setf -- @number x Horizontal offset, in [0, 1]. -- @tparam SpotColor color Color to assign. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- Set a color in this image, using normalized coordinates. -- @function SpotImage:setf -- @number x Horizontal offset, in [0, 1]... -- @number y ...and vertical offset, ditto. -- @tparam SpotColor color Color to assign. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- Set a color in this image, using normalized coordinates and allowing for depth. -- @function SpotImage:setf -- @number x Horizontal offset, in [0, 1]... -- @number y ...and vertical offset, ditto. -- @number z ...and depth-wise offset, ditto. -- @tparam SpotColor color Color to assign. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error message. --- Set the mode used when bytes are read from the image, cf. the summary above. -- @function SpotImage:set_reader_mode -- @param mode If this is **"raw"**, the image will expose its bytes directly, in floating-point form. -- -- Otherwise, something like `result = image:rgba()` is performed, with _result_ used instead. This is -- the default behavior. -- @see SpotImage:rgba --- Metamethod. -- -- The right-hand argument must be a **SpotColor**, and is subtracted from each pixel. -- -- Any errors are propagated. -- @function SpotImage:__sub -- @treturn SpotImage The post-subtraction image. --- Modify this image by subtracting a color from each pixel. -- @function SpotImage:sub_mutate -- @tparam SpotColor color Color to subtract. -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error mesage. --- Create a clone of this image with components in HSLA form. -- @function SpotImage:to_hsla -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- Create a clone of this image with components in RGBA form. -- @function SpotImage:to_rbga -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. --- (**WIP**) Create a new image with alpha un-premultiplied from all this image's pixel colors. -- @function SpotImage:unpremultiply -- @treturn[1] SpotImage New image. -- @return[2] **nil**, meaning failure. -- @treturn[2] string Error message. -- @see SpotColor:unpremultiply --- (**WIP**) Modify this image by un-premultiplying alpha from all pixels. -- @function SpotImage:unpremultiply_mutate -- @return[1] **true**, indicating success. -- @return[2] **false**, meaning failure. -- @treturn[2] string Error mesage. -- @see SpotColor:unpremultiply
local _M = require 'resty.http_ng.backend.cache' local fake_backend = require 'fake_backend_helper' local spy = require 'luassert.spy' local cache_store = require 'resty.http_ng.cache_store' local http_response = require 'resty.http_ng.response' local http_request = require 'resty.http_ng.request' local test_backend_client = require 'resty.http_ng.backend.test' describe('cache backend', function() local test_backend before_each(function() test_backend = test_backend_client.new() end) after_each(function() test_backend.verify_no_outstanding_expectations() end) describe('GET method', function() local function cache(res, options) local fake = fake_backend.new(res) return _M.new(fake, options or { cache_store = cache_store.new() }) end it('accesses the url', function() local res = spy.new(function(req) return http_response.new(req, 200, { }, 'ok') end) local request = http_request.new{method = 'GET', url = 'http://example.com/' } local response, err = cache(res):send(request) assert.falsy(err) assert.truthy(response) assert.spy(res).was.called(1) assert.equal('ok', response.body) assert.equal('MISS', response.headers.x_cache_status) end) it('works with etag and must-revalidate', function() local request = http_request.new{method = 'GET', url = 'http://example.com/test' } local backend = _M.new(test_backend, { cache_store = cache_store.new() }) local headers = { ETag = 'etag-value', ['Cache-Control'] = 'max-age=0, private, must-revalidate', Vary = 'Accept-Encoding' } test_backend.expect{ url = 'http://example.com/test', headers = { via = '1.1 APIcast'} }.respond_with{ status = 200, body = 'ok', headers = headers } test_backend.expect{ url = 'http://example.com/test', headers = { if_none_match = 'etag-value', via = '1.1 APIcast' } } .respond_with{ status = 304, headers = headers } local miss_response = assert(backend:send(request)) local hit_response = assert(backend:send(request)) assert.equal('MISS', miss_response.headers.x_cache_status) assert.equal('REVALIDATED', hit_response.headers.x_cache_status) assert.equal('ok', miss_response.body) assert.equal('ok', hit_response.body) end) it('works with etag and must-revalidate and backend responds something else', function() local request = http_request.new{method = 'GET', url = 'http://example.com/test' } local backend = _M.new(test_backend, { cache_store = cache_store.new() }) local headers = { ETag = 'etag-value', ['Cache-Control'] = 'max-age=0, private, must-revalidate', Vary = 'Accept-Encoding' } test_backend.expect{ url = 'http://example.com/test', headers = { via = '1.1 APIcast'} }.respond_with{ status = 200, body = 'ok', headers = headers } test_backend.expect{ url = 'http://example.com/test', headers = { if_none_match = 'etag-value', via = '1.1 APIcast' } } .respond_with{ status = 200, body = 'foo' } local miss_response = assert(backend:send(request)) local hit_response = assert(backend:send(request)) assert.equal('MISS', miss_response.headers.x_cache_status) assert.equal('MISS', hit_response.headers.x_cache_status) assert.equal('ok', miss_response.body) assert.equal('foo', hit_response.body) end) it('works with max-age', function() local request = http_request.new{method = 'GET', url = 'http://example.com/test' } local backend = _M.new(test_backend, { cache_store = cache_store.new() }) local headers = { ['Cache-Control'] = 'max-age=0, private' } test_backend.expect{ url = 'http://example.com/test', headers = { via = '1.1 APIcast'} }.respond_with{ status = 200, body = 'ok', headers = headers } test_backend.expect{ url = 'http://example.com/test', headers = { via = '1.1 APIcast' } }.respond_with{ status = 200, body = 'foo' } local miss_response = assert(backend:send(request)) local hit_response = assert(backend:send(request)) assert.equal('MISS', miss_response.headers.x_cache_status) assert.equal('MISS', hit_response.headers.x_cache_status) assert.equal('ok', miss_response.body) assert.equal('foo', hit_response.body) end) it('accesses caches the call', function() local server = spy.new(function(req) assert.match('1.1 APIcast', req.headers.via) return http_response.new(req, 200, { cache_control = 'private, max-age=10' }, 'ok') end) local backend = cache(server) local request = http_request.new{method = 'GET', url = 'http://example.com/' } local function response(req) local res, err = backend:send(req) assert.spy(server).was.called(1) assert.truthy(res) assert.falsy(err) assert.equal('ok', res.body) return res end local miss = response(request) local hit = response(request) assert.equal('MISS', miss.headers.x_cache_status) assert.equal('HIT', hit.headers.x_cache_status) assert.equal(0, hit.headers.age) end) end) end)
--[[ Meta Portal Minimap - README v0.1.0 - 2021/5/27 Contributors: ============= Morticai (META) (https://www.coregames.com/user/d1073dbcc404405cbef8ce728e53d380) Ooccoo (META) (https://www.coregames.com/user/a136c0d1d9454d539c9932354198fc29) Divided (META) (https://www.coregames.com/user/eaba4947069846dbb72fc5efb0f04f47) blaking707 (META) (https://www.coregames.com/user/0ea6612ceab7456a8a3a963a94808295) Chris (Manticore) (https://www.coregames.com/user/d97586e1f850481da13ee26d5cbddc02) Waffle (Manticore) (https://www.coregames.com/user/581ff579fd864966aec56450754db1fb) Description: ============ Meta Portal Minimap is a component that allows creators to place high-quailty screenshots as a minimap backdrop, through the use of portals. Getting an Image ================ 1. Navigate to the "3D" group in the hierarchy under "Minimap Image". Within this group you will find a single Plane object and some World Text objects. NOTE: The world text objects can be deleted if you don't want to have any labels on your minimap. 2. Select the Plane. Set it's position and scale so that it covers the entire area of what your minimap image will be. 3. Find the "MinimapSetup" group. Make sure that the "IsDevMode" property is checked. 4. Click the "Play" button and hit the zero key to go into capture mode. Also, make sure to hit F11 to go into fullscreen. 5. Using the 7 key (zoom in) and 8 key (zoom out), adjust the camera zoom until the panel is fills the screen as much as possible. NOTE: It's okay if there is empty space on the top/bottom or left/right of the panel. 6. Hit the 5 key to hide the panel. Take a screen shot by hitting ALT + Print Screen. 7. Open MS Paint and paste your screen shot image. Save the image. Publish the Image ================= 1. Save your current project and return to the Create tab in Core. 2. Create a blank project. 3. Once the editor opens for the new project, click on File->Publish Game. 4. Fill out the required information. Under "Screenshots" add your saved minimap image. 5. Publish the project as "Unlisted". 6. Once the "Success" window appears, click on the "Copy Link" button. Paste this game link somewhere so you don't lose it! 7. You should have a link such as: https://www.coregames.com/games/1b3aa6/meta-portal-image-examples 8. You will only need the Game ID portion which is: 1b3aa6/meta-portal-image-examples Setup the Game Portal ===================== 1. Return to your original project. 2. Locate the "Game Portal" which is a child of "MapImageObjectGroup". 3. With the game portal selected, scroll down to the "Game ID" property and paste your game ID. 4. Just below that property you will see "Screenshot Index". Make sure this is set to 1. 5. Click the play button. You should see your minimap image overlayed by a UI rectangle. 6. If the portal image is not scaled correctly, then adjust the "ScaleMultiplier" property on "MinimapSetup". 7. If the portal image position is not alligned with the UI rectangle then adjust the position of the "Game Portal". NOTE: Both of these adjustments can be made at run time when in Local Player Preview. However, any changes made at run time are not saved so you need to either copy/paste or take note of the changes you make so you can do them again when not in play mode. Final Adjustments ================= 1. You can now uncheck "IsDevMode" on the "MinimapSetup" group. 2. Navigate to the "Minimap" script and uncheck the "EnableShapes" property. You can also disable "EnableLabels" if you are not using labels for your minimap. 3. If you want to have the minimap in a different corner of the screen you can change the Dock property of the Minimap Panel and then change it's position accordingly. ]]
-- =========================================================================== -- Base File -- =========================================================================== include("TopPanel_Expansion1.lua"); include("toppanel_CQUI.lua");
data:extend{ { type = "shortcut", name = "moc-toggle", icon = { filename = "__MouseOverConstruction__/graphics/shortcut-x32.png", y = 0, size = 32, mipmap_count = 2, flags = {"icon"} }, disabled_icon = { filename = "__MouseOverConstruction__/graphics/shortcut-x32.png", y = 32, size = 32, mipmap_count = 2, flags = {"icon"} }, small_icon = { filename = "__MouseOverConstruction__/graphics/shortcut-x24.png", y = 0, size = 24, mipmap_count = 2, flags = {"icon"} }, disabled_small_icon = { filename = "__MouseOverConstruction__/graphics/shortcut-x24.png", y = 24, size = 24, mipmap_count = 2, flags = {"icon"} }, action = "lua", toggleable = true, associated_control_input = "moc-toggle" } }
-- -- exit.lua -- exit screen component -- local awful = require("awful") local gears = require("gears") local wibox = require("wibox") local beautiful = require("beautiful") local helpers = require("helpers") local keys = require("keys") -- ======================================== -- Config -- ======================================== -- icons path local icons_path = beautiful.icons_path .. "exit_screen/" -- buttons list local buttons = { { name = "poweroff", caption = "Poweroff", icon = "exit_screen_poweroff" }, { name = "reboot" , caption = "Reboot" , icon = "exit_screen_reboot" }, { name = "suspend" , caption = "Suspend" , icon = "exit_screen_suspend" }, { name = "logout" , caption = "Logout" , icon = "exit_screen_logout" }, { name = "lock" , caption = "Lock" , icon = "exit_screen_lock" }, { name = "cancel" , caption = "Cancel" , icon = "exit_screen_cancel" }, } -- callback function for each button local commands = { poweroff = function () awful.spawn.with_shell("poweroff") end, reboot = function () awful.spawn.with_shell("reboot") end, suspend = function () awesome.emit_signal("exit_screen::hide") awful.spawn.with_shell("systemctl suspend") end, logout = function () awesome.quit() end, lock = function () awesome.emit_signal("exit_screen::hide") awesome.emit_signal("lock_screen::show") end, cancel = function () awesome.emit_signal("exit_screen::hide") end, } -- map keybinds to functions local keybindings = { p = commands.poweroff, r = commands.reboot, s = commands.suspend, e = commands.logout, l = commands.lock, q = commands.cancel, x = commands.cancel, Escape = commands.cancel, } -- ======================================== -- Logic -- ======================================== -- Define a new class local ExitScreen = {} ExitScreen.__index = ExitScreen -- Class constructor function ExitScreen:new (screen) -- create new class instance local exit_screen = {} setmetatable(exit_screen, ExitScreen) -- screen instance exit_screen.screen = screen -- screen grabber instance exit_screen.screen_grabber = nil -- create widget components exit_screen.widget = exit_screen:create_widget() exit_screen:init_signals() return exit_screen end -- create the widget function ExitScreen:create_widget () -- Build buttons local button_widgets = {} for i, button in ipairs(buttons) do button_widgets[i] = self:create_button( button.caption, button.icon, commands[button.name] ) end local widget = wibox { screen = self.screen, x = self.screen.geometry.x, y = self.screen.geometry.y, height = self.screen.geometry.height, width = self.screen.geometry.width, visible = false, ontop = true, type = "splash", bg = beautiful.exit_screen_bg, } widget:setup { layout = wibox.layout.align.vertical, expand = "none", nil, { layout = wibox.layout.align.horizontal, expand = "none", nil, { layout = wibox.layout.fixed.horizontal, spacing = beautiful.exit_screen_button_spacing, table.unpack(button_widgets), }, }, } -- Define mouse bindings widget:buttons(self.get_mousebindings()) return widget end -- build button widget function ExitScreen:create_button (name, icon, cmd) local button = wibox.widget { layout = wibox.layout.fixed.vertical, spacing = beautiful.exit_screen_caption_spacing, { id = "icon_wrapper", layout = wibox.layout.align.horizontal, expand = "none", nil, require("widgets.clickable_container")({ widget = wibox.widget.imagebox, resize = true, image = icons_path .. icon .. ".svg", forced_height = beautiful.exit_screen_icon_size, }), }, { widget = wibox.widget.textbox, text = name, align = "center", valign = "center", }, } button.icon_wrapper.second:connect_signal("button::release", cmd) button.icon_wrapper.second:set_shape(helpers.rrect) return button end -- Init signals function ExitScreen:init_signals () -- show the exit screen when signal is broadcasted awesome.connect_signal("exit_screen::show", function() if (awful.screen.focused() ~= self.screen) then return end self:show() self:activate_keybindings() end) -- hide the exit screen when signal is broadcasted awesome.connect_signal("exit_screen::hide", function() self:hide() self:deactivate_keybindings() end) end -- Get mousebindings function ExitScreen:get_mousebindings () return gears.table.join( -- Middle click - Hide exit_screen awful.button({}, keys.midclick, commands.cancel), -- Right click - Hide exit_screen awful.button({}, keys.rightclick, commands.cancel) ) end -- Activate keybindings function ExitScreen:activate_keybindings () self.screen_grabber = awful.keygrabber.run(function(_, key, event) if event == "release" then return end local cmd = keybindings[key] if cmd ~= nil then cmd() end end) end -- Deactivate keybindings function ExitScreen:deactivate_keybindings () awful.keygrabber.stop(self.screen_grabber) end -- Show exit screen function ExitScreen:show () self.widget.visible = true end -- Hide exit screen function ExitScreen:hide () self.widget.visible = false end -- ======================================== -- Initialization -- ======================================== awful.screen.connect_for_each_screen(function (s) s.exit_screen = ExitScreen:new(s) end)
return { tag = 'mathOther', summary = 'Create a new Curve.', description = 'Creates a new `Curve` from a list of control points.', arguments = { n = { type = 'number', description = 'The number of points to reserve for the Curve.' }, x = { type = 'number', description = 'The x coordinate of the first control point.' }, y = { type = 'number', description = 'The y coordinate of the first control point.' }, z = { type = 'number', description = 'The z coordinate of the first control point.' }, ['...'] = { type = '*', description = 'Additional control points.' }, points = { type = 'table', description = 'A table of points, as above.' } }, returns = { curve = { type = 'Curve', description = 'The new Curve.' } }, variants = { { description = 'Create a Curve from a set of initial control points.', arguments = { 'x', 'y', 'z', '...' }, returns = { 'curve' } }, { description = 'Create a Curve from a (flat) table of points.', arguments = { 'points' }, returns = { 'curve' } }, { description = [[ Create an empty Curve, reserving space ahead of time for a certain number of control points. ]], arguments = { 'n' }, returns = { 'curve' } } } }
-- -- Copyright 2017 Alibaba Group -- License: MIT -- Website: https://alibaba.github.io/LuaViewSDK -- User: tuoli -- Date: 17/3/30 -- Navigation:title("Playground") local meta = object:new() function meta:onCreate(args) self.views = pica:getInstance():render("app.xml") self.widgetList = self.views["widgetTableView"] self.sampleList = self.views["sampleTableView"] self.aboutView = self.views["aboutView"] self.widgetTab = self.views["widgetTab"] self.sampleTab = self.views["sampleTab"] self.aboutTab = self.views["aboutTab"] self.aboutInfo = self.views["info"] if (sys.android) then self.aboutInfo:nativeView():setLineSpacing(10*sys.scale,1) end self.widgetData = Json:toTable(' ["Label", "Button", "Image", "TextField", "Loading", "List", "PagerView", "HScrollView", "WebView", "Animation"] ') self.sampleData = Json:toTable(' ["Douban", "GitHub"] ') self.sampleSpec = Json:toTable(' ["Get movie information from Douban.", "Search repositories from GitHub."] ') self:handle() end function meta:handle() self.widgetList:initParams({ Section = { SectionCount = function() return 1 end, RowCount = function(section) return table.getn(self.widgetData) end }, Cell = { Id = function(section, row) return "SampleCell" end, SampleCell = { Size = function(section, row) return sys.contW, sys.contH/8 end, Init = function(cell, section, row) cell.window:backgroundColor(0xffffff) cell.label = Label() cell.label:frame(15*sys.scale, 15*sys.scale, sys.contW-15*2*sys.scale, (sys.contH/8-15*2*sys.scale)) end, Layout = function(cell, section, row) local style = StyledString(self.widgetData[row], { fontSize = 25*sys.scale, fontColor = 0x000000}) cell.label:text(style) end, Callback = function(cell, section, row) Bridge:require({page="widget/" .. self.widgetData[row]}) end } } }) self.widgetList:reload() self.sampleList:initParams({ Section = { SectionCount = function() return 1 end, RowCount = function(section) return table.getn(self.sampleData) end }, Cell = { Id = function(section, row) return "SampleCell" end, SampleCell = { Size = function(section, row) return sys.contW, sys.contH/5 end, Init = function(cell, section, row) cell.objs = pica:getInstance():render("demo.xml") end, Layout = function(cell, section, row) cell.objs["item"]:text(self.sampleData[row]) cell.objs["subitem"]:text(self.sampleSpec[row]) end, Callback = function(cell, section, row) Bridge:require({page="sample/" .. self.sampleData[row]}) end } } }) self.sampleList:reload() self.widgetTab:callback(function() self.widgetTab:textColor(0xEB3131) self.sampleTab:textColor(0x000000) self.aboutTab:textColor(0x000000) self.widgetList:show() self.sampleList:hide() self.aboutView:hide() end) self.sampleTab:callback(function() self.widgetTab:textColor(0x000000) self.sampleTab:textColor(0xEB3131) self.aboutTab:textColor(0x000000) self.sampleList:show() self.widgetList:hide() self.aboutView:hide() end) self.aboutTab:callback(function() self.widgetTab:textColor(0x000000) self.sampleTab:textColor(0x000000) self.aboutTab:textColor(0xEB3131) self.aboutView:show() self.widgetList:hide() self.sampleList:hide() end) end return meta
data.raw["gui-style"].default["blueprint_button_style"] = { type = "button_style", parent = "button_style", top_padding = 1, right_padding = 5, bottom_padding = 1, left_padding = 5, left_click_sound = { { filename = "__core__/sound/gui-click.ogg", volume = 1 } } } data.raw["gui-style"].default["blueprint_sprite_button"] = { type = "button_style", parent = "blueprint_button_style", width = 32, height = 32, top_padding = 0, right_padding = 0, bottom_padding = 0, left_padding = 0, left_click_sound = { { filename = "__core__/sound/gui-click.ogg", volume = 1 } } } data:extend({ { type="sprite", name="settings_sprite", filename = "__core__/graphics/favourite-grey.png", priority = "extra-high-no-scale", width = 128, height = 128, }, { type="sprite", name="load_sprite", filename = "__Foreman__/graphics/load_icon.png", priority = "extra-high-no-scale", width = 32, height = 32, }, { type="sprite", name="add_book_sprite", filename = "__Foreman__/graphics/add_book.png", priority = "extra-high-no-scale", width = 32, height = 32, }, { type="sprite", name="load_book_sprite", filename = "__Foreman__/graphics/load_book.png", priority = "extra-high-no-scale", width = 32, height = 32, }, { type="sprite", name="main_button_sprite", filename = "__Foreman__/graphics/mainbutton.png", priority = "extra-high-no-scale", width = 128, height = 128, }, { type="sprite", name="mirror_sprite", filename = "__Foreman__/graphics/mirror_icon.png", priority = "extra-high-no-scale", width = 64, height = 64, }, }) data.raw["gui-style"].default["blueprint_main_button"] = { type = "button_style", parent = "blueprint_sprite_button", width = 33, height = 33, } data.raw["gui-style"].default["blueprint_thin_flow"] = { type = "flow_style", horizontal_spacing = 0, vertical_spacing = 0, max_on_row = 0, resize_row_to_width = true, } data.raw["gui-style"].default["blueprint_scroll_style"] = { type = "scroll_pane_style", vertical_scroll_bar_spacing = 5, horizontal_scroll_bar_spacing = 5, } data.raw["gui-style"].default["blueprint_thin_frame"] = { type = "frame_style", parent="frame_style", top_padding = 2, bottom_padding = 2, } data.raw["gui-style"].default["blueprint_button_flow"] = { type = "flow_style", parent="flow_style", horizontal_spacing=1, } data.raw["gui-style"].default["blueprint_info_button_flow"] = { type = "flow_style", parent="blueprint_button_flow", top_padding = 4, } data.raw["gui-style"].default["blueprint_label_style"] = { type = "label_style", font = "default", font_color = {r=1, g=1, b=1}, top_padding = 7, bottom_padding = 0, }
DEFINE_BASECLASS( "player_element" ) local player = {} player.WalkSpeed = 200 player.Icon = Material("element/classes/earth.png", "unlitgeneric") player.Color = _COLOR.BROWN player.Sound = "taikos0" player.Track = "heavy" player.Health = 250 player.skills = {} player.skills[KEY_Q] = "earth_bust" player.skills[KEY_E] = "earth_wall" player.skills[KEY_LSHIFT] = "earth_boost" player.skills[MOUSE_LEFT] = "earth_blast" player.skills[MOUSE_RIGHT] = "earth_push" if SERVER then resource.AddWorkshop( 176540879 ) --guards resource.AddWorkshop( 1359912576 ) --jedi end player.models = {} table.insert(player.models, {model = "models/player/guard_whiterun.mdl"}) table.insert(player.models, {model = "models/gonzo/femalejedi/padawan/padawan.mdl", details = {body = { id = 1, value = 1 }}}) player_manager.RegisterClass("player_earth", player, "player_element")
return { -- Description can be found in Shared > Weapon CritChance = 25; CritBonus = 100; BaseDamage = 15; }