content
stringlengths 5
1.05M
|
---|
log = {}
local c27 = string.char(27)
local reset = c27 .. '[' .. tostring(0) .. 'm'
local red = c27 .. '[' .. tostring(31) .. 'm'
local green = c27 .. '[' .. tostring(32) .. 'm'
local yellow = c27 .. '[' .. tostring(33) .. 'm'
function log.info(msg)
print(green .. "[info ] " .. msg .. reset)
end
function log.error(msg)
print(red .. "[error] " .. msg .. reset)
end
function log.debug(msg)
print(yellow .. "[debug] " .. msg .. reset)
end |
local signs = { Error = " ", Warn = " ", Hint = " ", Information = " " }
for type, icon in pairs(signs) do
local hl = "LspDiagnosticsSign" .. type
vim.fn.sign_define(hl, { text = icon, texthl = hl, numhl = "" })
end
vim.lsp.handlers["textDocument/publishDiagnostics"] = vim.lsp.with(
vim.lsp.diagnostic.on_publish_diagnostics, {
virtual_text = {
prefix = "",
spacing = 0,
},
signs = true,
underline = true,
}
)
-- uncomment below to enable nerd-font based icons for diagnostics in the
-- gutter, see:
-- https://github.com/neovim/nvim-lspconfig/wiki/UI-customization#change-diagnostic-symbols-in-the-sign-column-gutter
-- local signs = { Error = " ", Warning = " ", Hint = " ", Information = " " }
-- for type, icon in pairs(signs) do
-- local hl = "LspDiagnosticsSign" .. type
-- vim.fn.sign_define(hl, { text = icon, texthl = hl, numhl = "" })
-- end
-- symbols for autocomplete
vim.lsp.protocol.CompletionItemKind = {
" (Text) ",
" (Method)",
" (Function)",
" (Constructor)",
" ﴲ (Field)",
"[] (Variable)",
" (Class)",
" ﰮ (Interface)",
" (Module)",
" 襁 (Property)",
" (Unit)",
" (Value)",
" 練 (Enum)",
" (Keyword)",
" (Snippet)",
" (Color)",
" (File)",
" (Reference)",
" (Folder)",
" (EnumMember)",
" ﲀ (Constant)",
" ﳤ (Struct)",
" (Event)",
" (Operator)",
" (TypeParameter)"
}
local function documentHighlight(client, bufnr)
-- Set autocommands conditional on server_capabilities
if client.resolved_capabilities.document_highlight then
vim.api.nvim_exec(
[[
hi LspReferenceRead cterm=bold ctermbg=red guibg=#464646
hi LspReferenceText cterm=bold ctermbg=red guibg=#464646
hi LspReferenceWrite cterm=bold ctermbg=red guibg=#464646
augroup lsp_document_highlight
autocmd! * <buffer>
autocmd CursorHold <buffer> lua vim.lsp.buf.document_highlight()
autocmd CursorMoved <buffer> lua vim.lsp.buf.clear_references()
augroup END
]],
false
)
end
end
local lsp_config = {}
function lsp_config.common_on_attach(client, bufnr)
documentHighlight(client, bufnr)
end
function lsp_config.tsserver_on_attach(client, bufnr)
lsp_config.common_on_attach(client, bufnr)
client.resolved_capabilities.document_formatting = false
end
local function setup_servers()
require'lspinstall'.setup()
local servers = require'lspinstall'.installed_servers()
for _, server in pairs(servers) do
require'lspconfig'[server].setup{}
end
end
setup_servers()
-- Automatically reload after `:LspInstall <server>` so we don't have to restart neovim
require'lspinstall'.post_install_hook = function ()
setup_servers() -- reload installed servers
vim.cmd("bufdo e") -- this triggers the FileType autocmd that starts the server
end
|
local Import = require"Toolbox.Import"
local Tools = require"Toolbox.Tools"
local rawtype = type
local type = Tools.Type.GetType
local Object = Import.Module.Relative"Object"
local Namer = Import.Module.Relative"Objects.Namer"
local Merger = Import.Module.Relative"Objects.Merger"
local Flat = Import.Module.Relative"Objects.Flat"
local Nested = {
Rule = Import.Module.Sister"Rule";
}
local Class
Class = Object(
"Nested.Grammar", {
Construct = function(self, Rules, Base)
self.Rules = Namer({"Nested.Grammar", "Nested.Rule"}, Rules or {})
self.Base = Base or Flat.Grammar()
assert(self.Base%"Flat.Grammar")
for k,v in pairs(Rules or {}) do
assert(type(v) ~= "table")
end
end;
Decompose = function(self, Canonical)
local ConvertedRules = Namer({"Nested.Grammar", "Nested.Rule"}, {})
for Name, Rule in pairs(self.Rules.Entries) do
if Rule%"Nested.PEG" then
ConvertedRules.Entries[Name] = Nested.Rule(Rule)
elseif Rule%"Nested.Grammar" or Rule%"Nested.Rule" then
ConvertedRules.Entries[Name] = Rule
end
end
local Flattened = Merger("Flat.Grammar", ConvertedRules(Canonical))()
return
Flattened
and self.Base + Flattened
or self.Base
end;
Copy = function(self)
return (-self.Rules).Entries, -self.Base
end;
Merge = function(Into, From)
if From.Base then
if Into.Base then
Into.Base = Into.Base + From.Base
else
Into.Base = From.Base
end
end
Into.Rules = Namer({"Nested.Grammar", "Nested.Rule"},{}) + {Into.Rules, From.Rules}
end;
}
);
return Class
|
--[[
-- author: xjdrew
-- date: 2014-08-08
--]]
local class = require "levent.class"
local hub = require "levent.hub"
local timeout = require "levent.timeout"
local lock = require "levent.lock"
local Queue = class("Queue")
-- if maxsize is nil or less than 0, the queue size is infinite
function Queue:_init(maxsize)
if not maxsize or maxsize <= 0 then
self.maxsize = nil
else
self.maxsize = maxsize
end
self.items = {}
self.length = 0
self.getters = {}
self.putters = {}
self.cond = lock.event()
self.cond:set()
self.is_in_put_unlock = false
self.is_in_get_unlock = false
end
function Queue:_put_unlock()
while true do
if self:is_full() then
break
end
local waiter = next(self.putters)
if not waiter then
break
end
waiter:switch(true)
end
self.is_in_put_unlock = false
end
function Queue:_get_unlock()
while true do
if self.length == 0 then
self.cond:set()
break
end
local waiter = next(self.getters)
if not waiter then
break
end
waiter:switch(true)
end
self.is_in_get_unlock = false
end
function Queue:is_full()
if self.maxsize and self.maxsize == #self.items then
return true
end
return false
end
function Queue:__len()
return self.length
end
function Queue:_get()
assert(self.length > 0)
local item = table.remove(self.items, 1)
self.length = self.length - 1
if not self.is_in_put_unlock and next(self.putters) then
self.is_in_put_unlock = true
hub.loop:run_callback(self._put_unlock, self)
end
return item
end
function Queue:_put(item)
self.length = self.length + 1
self.items[self.length] = item
self.cond:clear()
if not self.is_in_get_unlock and next(self.getters) then
self.is_in_get_unlock = true
hub.loop:run_callback(self._get_unlock, self)
end
end
function Queue:put(item, sec)
if not self.maxsize or self.length < self.maxsize then
self:_put(item)
return
end
local waiter = hub:waiter()
self.putters[waiter] = true
local t = timeout.start_new(sec)
local ok, val = xpcall(waiter.get, debug.traceback, waiter)
self.putters[waiter] = nil
t:cancel()
if not ok then
error(val)
end
self:_put(item)
end
function Queue:get(sec)
if self.length > 0 then
return self:_get()
end
local waiter = hub:waiter()
self.getters[waiter] = true
local t = timeout.start_new(sec)
local ok, val = xpcall(waiter.get, debug.traceback, waiter)
self.getters[waiter] = nil
t:cancel()
if not ok then
error(val)
end
return self:_get()
end
function Queue:join(sec)
self.cond:wait(sec)
end
function Queue:empty()
return #self.items == 0
end
local M = {}
M.queue = Queue.new
return M
|
require("lockbox").insecure();
local Bit = require("lockbox.util.bit");
local AND = Bit.band;
local OR = Bit.bor;
local XOR = Bit.bxor;
local LSHIFT = Bit.lshift;
local RSHIFT = Bit.rshift;
--NOTE: TEA is endian-dependent!
--The spec does not seem to specify which to use.
--It looks like most implementations use big-endian
local bytes2word = function(b0, b1, b2, b3)
local i = b0; i = LSHIFT(i, 8);
i = OR(i, b1); i = LSHIFT(i, 8);
i = OR(i, b2); i = LSHIFT(i, 8);
i = OR(i, b3);
return i;
end
local word2bytes = function(word)
local b0, b1, b2, b3;
b3 = AND(word, 0xFF); word = RSHIFT(word, 8);
b2 = AND(word, 0xFF); word = RSHIFT(word, 8);
b1 = AND(word, 0xFF); word = RSHIFT(word, 8);
b0 = AND(word, 0xFF);
return b0, b1, b2, b3;
end
local TEA = {};
TEA.blockSize = 8;
TEA.encrypt = function(key, data)
local y = bytes2word(data[1], data[2], data[3], data[4]);
local z = bytes2word(data[5], data[6], data[7], data[8]);
local delta = 0x9e3779b9;
local sum = 0;
local k0 = bytes2word(key[ 1], key[ 2], key[ 3], key[ 4]);
local k1 = bytes2word(key[ 5], key[ 6], key[ 7], key[ 8]);
local k2 = bytes2word(key[ 9], key[10], key[11], key[12]);
local k3 = bytes2word(key[13], key[14], key[15], key[16]);
for _ = 1, 32 do
local temp;
sum = AND(sum + delta, 0xFFFFFFFF);
temp = z + sum;
temp = XOR(temp, LSHIFT(z, 4) + k0);
temp = XOR(temp, RSHIFT(z, 5) + k1);
y = AND(y + temp, 0xFFFFFFFF);
temp = y + sum;
temp = XOR(temp, LSHIFT(y, 4) + k2);
temp = XOR(temp, RSHIFT(y, 5) + k3);
z = AND( z + temp, 0xFFFFFFFF);
end
local out = {};
out[1], out[2], out[3], out[4] = word2bytes(y);
out[5], out[6], out[7], out[8] = word2bytes(z);
return out;
end
TEA.decrypt = function(key, data)
local y = bytes2word(data[1], data[2], data[3], data[4]);
local z = bytes2word(data[5], data[6], data[7], data[8]);
local delta = 0x9e3779b9;
local sum = 0xc6ef3720; --AND(delta*32,0xFFFFFFFF);
local k0 = bytes2word(key[ 1], key[ 2], key[ 3], key[ 4]);
local k1 = bytes2word(key[ 5], key[ 6], key[ 7], key[ 8]);
local k2 = bytes2word(key[ 9], key[10], key[11], key[12]);
local k3 = bytes2word(key[13], key[14], key[15], key[16]);
for _ = 1, 32 do
local temp;
temp = y + sum;
temp = XOR(temp, LSHIFT(y, 4) + k2);
temp = XOR(temp, RSHIFT(y, 5) + k3);
z = AND(z + 0x100000000 - temp, 0xFFFFFFFF);
temp = z + sum;
temp = XOR(temp, LSHIFT(z, 4) + k0);
temp = XOR(temp, RSHIFT(z, 5) + k1);
y = AND(y + 0x100000000 - temp, 0xFFFFFFFF);
sum = AND(sum + 0x100000000 - delta, 0xFFFFFFFF);
end
local out = {};
out[1], out[2], out[3], out[4] = word2bytes(y);
out[5], out[6], out[7], out[8] = word2bytes(z);
return out;
end
return TEA;
|
local Addon = select(2, ...)
local Slider = Addon:CreateClass('Slider')
do
local nextName = Addon:CreateNameGenerator('Slider')
local getOrCall = function(self, v, ...)
if type(v) == 'function' then
return v(self, ...)
end
return v
end
local function editBox_OnEditFocusGained(self)
self:HighlightText(0, #self:GetText())
end
local function editBox_OnEditFocusLost(self)
self:GetParent():UpdateText()
end
local function editBox_OnTextChanged(self)
local value = tonumber(self:GetText())
local current = self:GetParent():GetValue()
if value and value ~= current then
self:GetParent():TrySetValue(value, self:GetParent().softLimits)
end
end
local function editBox_OnEscapePressed(self)
self:ClearFocus()
end
-- a hacky way to go to the next edit box
-- with the assumption we only care about edit boxes that are
-- valText properties of other elements
local function editBox_FocusNext(self, ...)
local editBoxes = {}
local index = nil
for i = 1, select('#', ...) do
local vt = select(i, ...).valText
if vt and vt:GetObjectType() == 'EditBox' then
table.insert(editBoxes, vt)
if vt == self then
index = i
end
end
end
editBoxes[index % #editBoxes + 1]:SetFocus()
end
local function editBox_OnTabPressed(self)
editBox_FocusNext(self, self:GetParent():GetParent():GetChildren())
local value = self:GetNumber()
local current = self:GetParent():GetValue()
if value and value ~= current then
self:GetParent():TrySetValue(value, self:GetParent().softLimits)
end
end
function Slider:New(options)
local f = self:Bind(CreateFrame('Slider', nextName(), options.parent, 'HorizontalSliderTemplate'))
f.min = options.min or 0
f.max = options.max or 100
f.step = options.step or 1
f.softLimits = options.softLimits
f.GetSavedValue = options.get
f.SetSavedValue = options.set
f.format = options.format
f.text = f:CreateFontString(nil, 'ARTWORK', 'GameFontNormalLeft')
f.text:SetPoint('BOTTOMLEFT', f, 'TOPLEFT')
f.text:SetText(options.name or '')
f:SetSize(268, 18)
f:EnableMouseWheel(true)
f:SetValueStep(f.step)
f:SetObeyStepOnDrag(true)
local editBox = CreateFrame('EditBox', nil, f)
editBox:SetPoint('BOTTOMRIGHT', f, 'TOPRIGHT')
editBox:SetNumeric(false)
editBox:SetAutoFocus(false)
editBox:SetFontObject('GameFontHighlightRight')
editBox:SetHeight(f.text:GetHeight() * 1.25)
editBox:SetWidth(f.text:GetHeight() * 3)
editBox:HighlightText(0, 0)
editBox:SetScript('OnTextChanged', editBox_OnTextChanged)
editBox:SetScript('OnEditFocusGained', editBox_OnEditFocusGained)
editBox:SetScript('OnEditFocusLost', editBox_OnEditFocusLost)
editBox:SetScript('OnEscapePressed', editBox_OnEscapePressed)
-- clear focus whenenter is pressed (minor quality of life preference)
editBox:SetScript('OnEnterPressed', editBox_OnEscapePressed)
editBox:SetScript('OnTabPressed', editBox_OnTabPressed)
local bg = editBox:CreateTexture(nil, 'BACKGROUND')
bg:SetAllPoints(bg:GetParent())
bg:SetColorTexture(0.2, 0.2, 0.2, 0.5)
editBox.bg = bg
f.valText = editBox
-- register Events
f:SetScript('OnShow', f.OnShow)
f:SetScript('OnValueChanged', f.OnValueChanged)
f:SetScript('OnMouseWheel', f.OnMouseWheel)
return f
end
--[[ Frame Events ]]--
function Slider:TrySetValue(value, breakLimits)
local min, max = self:GetMinMaxValues()
if breakLimits then
local changed = false
if value < min then
min = value
changed = true
elseif value > max then
max = value
changed = true
end
if changed then
self:SetMinMaxValues(min, max)
end
else
value = Clamp(value, min, max)
end
if value ~= self:GetValue() then
self:SetValue(value)
end
end
function Slider:OnShow()
Addon:Render(self)
end
function Slider:OnRender()
self:UpdateRange()
self:UpdateValue()
end
function Slider:OnValueChanged(value)
self:SetSavedValue(value)
self:UpdateText(value)
end
function Slider:OnMouseWheel(direction)
local value = self:GetValue()
local step = self:GetValueStep() * direction
self:TrySetValue(value + step, self.softLimits and IsModifierKeyDown())
end
--[[ Update Methods ]]--
function Slider:GetEffectiveSize()
local width, height = self:GetSize()
height = height + self.text:GetHeight()
return width, height
end
function Slider:SetSavedValue(value)
assert(false, 'Hey, you forgot to set SetSavedValue for ' .. self:GetName())
end
function Slider:GetSavedValue()
assert(false, 'Hey, you forgot to set GetSavedValue for ' .. self:GetName())
end
function Slider:UpdateRange()
local min = getOrCall(self, self.min)
local max = getOrCall(self, self.max)
local value = self:GetSavedValue()
if self.softLimits then
min = math.min(value, min)
max = math.max(value, max)
end
local oldMin, oldMax = self:GetMinMaxValues()
if oldMin ~= min or oldMax ~= max then
self:SetEnabled(max > min)
self:SetMinMaxValues(min, max)
end
local step = getOrCall(self, self.step)
if step ~= self:GetValueStep() then
self:SetValueStep(step)
end
end
function Slider:UpdateValue()
local min, max = self:GetMinMaxValues()
local value = self:GetSavedValue()
self:SetValue(Clamp(value, min, max))
self:SetEnabled(max > min)
end
function Slider:UpdateText(value)
self.valText:SetText(self.format and format(self.format, value or self:GetSavedValue()) or
(value or self:GetSavedValue()))
end
function Slider:SetEnabled(enable)
if enable then
self.text:SetVertexColor(NORMAL_FONT_COLOR.r , NORMAL_FONT_COLOR.g , NORMAL_FONT_COLOR.b)
self:Enable()
else
self.text:SetVertexColor(GRAY_FONT_COLOR.r, GRAY_FONT_COLOR.g, GRAY_FONT_COLOR.b)
self:Disable()
end
end
end
Addon.Slider = Slider
|
---@class BedSubType @enum
BedSubType = {}
---
--- 0
BedSubType.BED_ISAAC = 0
---
--- 1
BedSubType.BED_MOM = 1
return BedSubType
|
test.open('words.txt')
local lineno = test.lineno
local colno = test.colno
local assertEq = test.assertEq
local log = test.log
assertEq(lineno(), 0) assertEq(colno(), 0)
test.key('~')
assertEq(colno(), 1)
assertEq(buffer:get_line(0), 'One two three four five\n')
test.key('$', '~')
assertEq(colno(), 22)
assertEq(buffer:get_line(0), 'One two three four fivE\n')
test.key('$', '~')
assertEq(colno(), 22)
assertEq(buffer:get_line(0), 'One two three four five\n')
-- Test repeating it
test.key('^', '2', '~')
assertEq(colno(), 2)
assertEq(buffer:get_line(0), 'oNe two three four five\n')
test.key('.')
assertEq(colno(), 4)
assertEq(buffer:get_line(0), 'oNE two three four five\n')
test.key('3', '.')
assertEq(colno(), 7)
assertEq(buffer:get_line(0), 'oNE TWO three four five\n')
test.key('l', '~')
assertEq(colno(), 9)
assertEq(buffer:get_line(0), 'oNE TWO Three four five\n')
test.key('.')
assertEq(colno(), 10)
assertEq(buffer:get_line(0), 'oNE TWO THree four five\n')
test.key('G', '2', '~')
assertEq(lineno(), 2) assertEq(colno(), 2)
assertEq(buffer:get_line(2), 'SOme miscellaneous text')
test.key('w', 'w', '1', '0', '~')
assertEq(lineno(), 2) assertEq(colno(), 22)
assertEq(buffer:get_line(2), 'SOme miscellaneous TEXT')
|
--[[
Copyright (c) 2019 igor725, scaledteam
released under The MIT license http://opensource.org/licenses/MIT
]]
local wt = {}
WT_SUNNY = 0
WT_RAIN = 1
WT_SNOW = 2
WT = {[0]='sunny', 'rain', 'snow'}
WTN = {}
for i = 0, #WT do
WTN[WT[i]] = i
end
local function weatherFor(player, w)
if player:isSupported('EnvWeatherType')then
player:sendPacket(false, 0x1F, w)
end
end
function wt:load()
registerSvPacket(0x1F, 'bb')
getWorldMT().setWeather = function(world, w)
world = getWorld(world)
if not world then return false end
w = WTN[w]or w
w = math.max(math.min(w,2),0)
playersForEach(function(player)
if player:isInWorld(world)then
weatherFor(player, w)
end
end)
world:setData('weather', w)
return true
end
getWorldMT().getWeather = function(world)
return world:getData('weather')or 0
end
end
function wt:prePlayerSpawn(player)
weatherFor(player, getWorld(player):getData('weather') or WT_SUNNY)
end
return wt
|
local util = include( "modules/util" )
local commondefs = include( "sim/unitdefs/commondefs" )
local simdefs = include( "sim/simdefs" )
local NEVER_SOLD = 10000
local function onHolocircuitTooltip( tooltip, unit, userUnit )
local cdefs = include( "client_defs" )
local simquery = include( "sim/simquery" )
commondefs.item_template.onTooltip( tooltip, unit, userUnit )
if unit:getTraits().installed and userUnit and unit:getSim() then
local x0, y0 = userUnit:getLocation()
tooltip:addRange( simdefs.HOLOCIRCUIT_RANGE, x0, y0, cdefs.HILITE_TARGET_COLOR )
local hiliteUnits = {}
local cells = simquery.fillCircle( unit:getSim(), x0, y0, simdefs.HOLOCIRCUIT_RANGE, 0)
for i, cell in ipairs(cells) do
for i, cellUnit in ipairs( cell.units ) do
if simquery.isEnemyAgent( userUnit:getPlayerOwner(), cellUnit) and not cellUnit:isKO() then
table.insert( hiliteUnits, cellUnit:getID() )
end
end
end
tooltip:addUnitHilites( hiliteUnits )
end
end
local tool_templates = {}
local default_tool_templates =
{
-----------------------------------------------------
-- Augment item templates
augment_skeletal_suspension = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.SKELETAL_SUSPENSION,
desc = STRINGS.ITEMS.AUGMENTS.SKELETAL_SUSPENSION_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.SKELETAL_SUSPENSION_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
modTrait = {{"dragCostMod", 0.5}},
grafterWeight = 10,
},
value = 300,
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_arm_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_arm.png",
},
augment_sadochistic_pumps = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.SADOCHISTIC_PUMPS,
desc = STRINGS.ITEMS.AUGMENTS.SADOCHISTIC_PUMPS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.SADOCHISTIC_PUMPS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
grafterWeight = 10,
},
value = 300,
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_leg_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_leg.png",
},
augment_net_downlink = util.extend( commondefs.augment_template )
{
name =STRINGS.ITEMS.AUGMENTS.NET_DOWNLINK,
desc = STRINGS.ITEMS.AUGMENTS.NET_DOWNLINK_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.NET_DOWNLINK_FLAVOR,
keyword = "NETWORK",
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
grafterWeight = 10,
},
value = 650,
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_head_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_head.png",
},
augment_anatomy_analysis = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.ANATOMY_ANALYSIS,
desc = STRINGS.ITEMS.AUGMENTS.ANATOMY_ANALYSIS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.ANATOMY_ANALYSIS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
grafterWeight = 10,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_torso_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_torso.png",
},
augment_distributed_processing = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.DISTRIBUTED_PROCESSING,
desc = STRINGS.ITEMS.AUGMENTS.DISTRIBUTED_PROCESSING_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.DISTRIBUTED_PROCESSING_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
stackable = true,
grafterWeight = 10,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_head_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_head.png",
},
augment_torque_injectors = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.TORQUE_INJECTORS,
desc = STRINGS.ITEMS.AUGMENTS.TORQUE_INJECTORS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.TORQUE_INJECTORS_FLAVOR,
keyword = "ITEM",
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
grafterWeight = 10,
},
value = 300,
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_torso_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_torso.png",
},
augment_titanium_rods = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.TITANIUM_RODS,
desc = STRINGS.ITEMS.AUGMENTS.TITANIUM_RODS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.TITANIUM_RODS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
modTrait = {{"meleeDamage",1}},
stackable = true,
grafterWeight = 10,
},
value = 400,
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_arm_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_arm.png",
},
augment_subdermal_cloak = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.SUBDERMAL_CLOAK,
desc = STRINGS.ITEMS.AUGMENTS.SUBDERMAL_CLOAK_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.SUBDERMAL_CLOAK_FLAVOR,
keyword = "STIM",
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
pwrCost = 5,
grafterWeight = 5,
},
value = 400,
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_torso_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_torso.png",
},
augment_holocircuit_overloaders = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.HOLOCIRCUIT,
desc = STRINGS.ITEMS.AUGMENTS.HOLOCIRCUIT_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.HOLOCIRCUIT_FLAVOR,
onTooltip = onHolocircuitTooltip,
keyword = "CLOAK",
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
grafterWeight = 10,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_torso_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_torso.png",
},
augment_predictive_brawling = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.PREDICTIVE_BRAWLING,
desc = STRINGS.ITEMS.AUGMENTS.PREDICTIVE_BRAWLING_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.PREDICTIVE_BRAWLING_FLAVOR,
keyword = "MELEE",
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
grafterWeight = 10,
},
value = 300,
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_leg_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_leg.png",
},
augment_chameleon_movement = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.CHAMELEON_MOVEMENT,
desc = STRINGS.ITEMS.AUGMENTS.CHAMELEON_MOVEMENT_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.CHAMELEON_MOVEMENT_FLAVOR,
keyword = "CLOAK",
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
grafterWeight = 10,
},
value = 300,
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_leg_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_leg.png",
},
augment_piercing_scanner = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.PIERCING_SCANNER,
desc = STRINGS.ITEMS.AUGMENTS.PIERCING_SCANNER_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.PIERCING_SCANNER_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
addArmorPiercingRanged = 1,
stackable = true,
grafterWeight = 10,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_head_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_head.png",
},
augment_penetration_scanner = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.PENETRATION_SCANNER,
desc = STRINGS.ITEMS.AUGMENTS.PENETRATION_SCANNER_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.PENETRATION_SCANNER_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
addArmorPiercingMelee = 1,
stackable = true,
grafterWeight = 10,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_arm_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_arm.png",
},
augment_microslam_apparatus = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.MICROSLAM_APPARATUS,
desc = STRINGS.ITEMS.AUGMENTS.MICROSLAM_APPARATUS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.MICROSLAM_APPARATUS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
grafterWeight = 4,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_head_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_head.png",
},
augment_carbon_myomer = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.CARBON_MYOMER,
desc = STRINGS.ITEMS.AUGMENTS.CARBON_MYOMER_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.CARBON_MYOMER_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
addInventory = 1,
grafterWeight = 10,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_torso_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_torso.png",
value = 200,
},
-- agent unique augments
augment_central = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.CENTRALS,
desc = STRINGS.ITEMS.AUGMENTS.CENTRALS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.CENTRALS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
addAbilities = "centralaugment",
installed = true,
finalStartItem = true,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_head_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_head.png",
},
augment_monst3r = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.MONSTERS,
desc = STRINGS.ITEMS.AUGMENTS.MONSTERS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.MONSTERS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
installed = true,
shopDiscount = 0.15,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_head_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_head.png",
},
augment_deckard = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.DECKARDS,
desc = STRINGS.ITEMS.AUGMENTS.DECKARDS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.DECKARDS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
addAbilities = "scandevice",
installed = true,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_head_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_head.png",
},
augment_decker_2 = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.DECKER_2,
desc = STRINGS.ITEMS.AUGMENTS.DECKER_2_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.DECKER_2_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
addAbilities = "decker_2_augment",
installed = true,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_head_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_head.png",
},
augment_international_v1 = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.INTERNATIONALS,
desc = STRINGS.ITEMS.AUGMENTS.INTERNATIONALS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.INTERNATIONALS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
addTrait = {{"wireless_range",6}},
installed = true,
wireless_range = 6,
},
abilities = util.tconcat( commondefs.augment_template.abilities, { "wireless_scan" }),
profile_icon = "gui/icons/skills_icons/skills_icon_small/icon-item_augment_internationale_small.png",
profile_icon_100 = "gui/icons/skills_icons/icon-item_augment_internationale.png",
},
augment_international_2 = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.INTERNATIONALS_2,
desc = STRINGS.ITEMS.AUGMENTS.INTERNATIONALS_2_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.INTERNATIONALS_2_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
cpus = 1,
maxcpus = 1,
cpuTurn = 1,
cpuTurnMax = 2,
installed = true,
addAbilities = "alarmCPU",
},
profile_icon = "gui/icons/skills_icons/skills_icon_small/icon-item_augment_internationale_small_alt.png",
profile_icon_100 = "gui/icons/skills_icons/icon-item_augment_internationale_alt.png",
},
augment_shalem = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.SHALEMS,
desc = STRINGS.ITEMS.AUGMENTS.SHALEMS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.SHALEMS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
addArmorPiercingRanged = 1,
installed = true,
},
profile_icon = "gui/icons/skills_icons/skills_icon_small/icon-item_augment_shalem_small.png",
profile_icon_100 = "gui/icons/skills_icons/icon-item_augment_shalem.png",
},
augment_banks = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.BANKS,
desc = STRINGS.ITEMS.AUGMENTS.BANKS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.BANKS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
addTrait = {{"passiveKey",simdefs.DOOR_KEYS.SECURITY}},
installed = true,
},
profile_icon = "gui/icons/skills_icons/skills_icon_small/icon-item_augment_banks_small.png",
profile_icon_100 = "gui/icons/skills_icons/icon-item_augment_banks.png",
},
augment_tony = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.TONYS,
desc = STRINGS.ITEMS.AUGMENTS.TONYS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.TONYS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
addAbilities = "manualHack",
modTrait = {{"mpMax",-1}},
installed = true,
},
profile_icon = "gui/icons/skills_icons/skills_icon_small/icon-item_augment_tony_small.png",
profile_icon_100 = "gui/icons/skills_icons/icon-item_augment_tony.png",
},
augment_nika = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.NIKAS,
desc = STRINGS.ITEMS.AUGMENTS.NIKAS_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.NIKAS_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
extraAP = 1,
extraAPMax = 1,
installed = true,
addTrait = {{"actionAP",true}},
},
profile_icon = "gui/icons/skills_icons/skills_icon_small/icon-item_augment_nika_small.png",
profile_icon_100 = "gui/icons/skills_icons/icon-item_augment_nika.png",
},
augment_nika_2 = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.NIKAS_2,
desc = STRINGS.ITEMS.AUGMENTS.NIKAS_2_TIP,
flavor = STRINGS.ITEMS.AUGMENTS.NIKAS_2_FLAVOR,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
installed = true,
},
profile_icon = "gui/icons/skills_icons/skills_icon_small/icon-item_augment_nika_small.png",
profile_icon_100 = "gui/icons/skills_icons/icon-item_augment_nika.png",
},
augment_tony_2 = util.extend( commondefs.augment_template )
{
name = STRINGS.ITEMS.AUGMENTS.TONYS_2,
desc = STRINGS.ITEMS.AUGMENTS.TONYS_TIP_2,
flavor = STRINGS.ITEMS.AUGMENTS.TONYS_FLAVOR_2,
traits = util.extend( commondefs.DEFAULT_AUGMENT_TRAITS ){
installed = true,
},
profile_icon = "gui/icons/skills_icons/skills_icon_small/icon-item_augment_banks_small.png",
profile_icon_100 = "gui/icons/skills_icons/icon-item_augment_banks.png",
},
augment_prism_2 = util.extend(commondefs.augment_template)
{
name = STRINGS.ITEMS.AUGMENTS.PRISM_2,
desc = STRINGS.ITEMS.AUGMENTS.PRISM_2_TOOLTIP,
flavor = STRINGS.ITEMS.AUGMENTS.PRISM_2_FLAVOR,
traits = {
installed = true,
},
keyword = "NETWORK",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_torso_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_torso.png",
},
augment_sharp_1 = util.extend(commondefs.augment_template)
{
name = STRINGS.ITEMS.AUGMENTS.SHARP_1,
desc = STRINGS.ITEMS.AUGMENTS.SHARP_1_TOOLTIP,
flavor = STRINGS.ITEMS.AUGMENTS.SHARP_1_FLAVOR,
traits = {
installed = true,
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_torso_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_torso.png",
},
augment_sharp_2 = util.extend(commondefs.augment_template)
{
name = STRINGS.ITEMS.AUGMENTS.SHARP_2,
desc = STRINGS.ITEMS.AUGMENTS.SHARP_2_TOOLTIP,
flavor = STRINGS.ITEMS.AUGMENTS.SHARP_2_FLAVOR,
traits = {
installed = true,
modTrait = {{"mpMax",-1}},
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_augment_sharp_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_augment_sharp.png",
},
augment_final_level = util.extend(commondefs.augment_template)
{
name = STRINGS.ITEMS.AUGMENTS.FINAL_LEVEL,
desc = STRINGS.ITEMS.AUGMENTS.FINAL_LEVEL_TOOLTIP,
flavor = STRINGS.ITEMS.AUGMENTS.FINAL_LEVEL_FLAVOR,
traits = {
installed = true,
finalAugmentKey = true,
keybits = simdefs.DOOR_KEYS.FINAL_LEVEL
},
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_generic_torso_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_generic_torso.png",
},
-----------------------------------------------------
-- Quest item templates
quest_material = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.QUEST_MATERIAL,
desc = STRINGS.ITEMS.QUEST_MATERIAL_TIP,
flavor = STRINGS.ITEMS.QUEST_MATERIAL_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/items/item_quest.png",
traits = { },
abilities = { "carryable" },
value = 400,
},
-----------------------------------------------------
-- Ammo templates
item_clip = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.CLIP,
desc = STRINGS.ITEMS.CLIP_TIP,
flavor = STRINGS.ITEMS.CLIP_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/item_ammo.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_magazine_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_magazine.png",
traits = { ammo_clip = 1, disposable = true },
abilities = { "carryable" },
value = 400,
},
-----------------------------------------------------
-- Weapon templates
-- accuracy is the amount of INaccuracy a weapon has.
-- aim is the amount that INaccuracy is reduced by
-- DART GUNS
item_dartgun = util.extend( commondefs.weapon_reloadable_template )
{
name = STRINGS.ITEMS.DART_GUN1_NAME,
desc = STRINGS.ITEMS.DART_GUN1_TOOLTIP,
flavor = STRINGS.ITEMS.DART_GUN1_FLAVOR,
icon = "itemrigs/FloorProp_Precision_Pistol.png",
--profile_icon = "gui/items/icon-item_gun_pistol.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_dart_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_dart.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 2, canSleep = true, ammo = 2, maxAmmo = 2, },
sounds = {shoot="SpySociety/Weapons/Precise/shoot_dart", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_dartgun_wood"},
weapon_anim = "kanim_precise_revolver",
agent_anim = "anims_1h",
value = 450,
},
item_dartgun_dam = util.extend( commondefs.weapon_reloadable_template )
{
name = STRINGS.ITEMS.DART_GUN_DAM,
desc = STRINGS.ITEMS.DART_GUN_DAM_TOOLTIP,
flavor = STRINGS.ITEMS.DART_GUN_DAM_FLAVOR,
icon = "itemrigs/FloorProp_Precision_Rifle.png",
--profile_icon = "gui/items/icon-item_gun_pistol.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_rifle_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_rifle.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 3, canSleep = true, ammo = 2, maxAmmo = 2, armorPiercing = 1, },
sounds = {shoot="SpySociety/Weapons/Precise/shoot_dart", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_dartgun_wood"},
weapon_anim = "kanim_precise_rifle",
agent_anim = "anims_2h",
value = 950,
},
item_dartgun_ammo = util.extend( commondefs.weapon_reloadable_template )
{
name = STRINGS.ITEMS.DART_GUN_AMMO,
desc = STRINGS.ITEMS.DART_GUN_AMMO_TOOLTIP,
flavor = STRINGS.ITEMS.DART_GUN_AMMO_FLAVOR,
icon = "itemrigs/FloorProp_Precision_Pistol.png",
--profile_icon = "gui/items/icon-item_gun_pistol.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_dart_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_dart.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 2, canSleep = true, ammo = 3, maxAmmo = 3, },
sounds = {shoot="SpySociety/Weapons/Precise/shoot_dart", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_dartgun_wood"},
weapon_anim = "kanim_precise_revolver",
agent_anim = "anims_1h",
value = 900,
},
-- PISTOLS
item_light_pistol = util.extend( commondefs.weapon_reloadable_template )
{
name = STRINGS.ITEMS.PISTOL,
desc = STRINGS.ITEMS.PISTOL_TOOLTIP,
flavor = STRINGS.ITEMS.PISTOL_FLAVOR,
icon = "itemrigs/FloorProp_Pistol.png",
--profile_icon = "gui/items/item_pistol_56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_pistol_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_pistol.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 1, ammo = 1, maxAmmo = 1,},
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_handgun_silenced", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_handgun_wood"},
weapon_anim = "kanim_light_revolver",
agent_anim = "anims_1h",
value = 300,
},
item_light_pistol_dam = util.extend( commondefs.weapon_reloadable_template )
{
name = STRINGS.ITEMS.PISTOL_DAM,
desc = STRINGS.ITEMS.PISTOL_DAM_TOOLTIP,
flavor = STRINGS.ITEMS.PISTOL_DAM_FLAVOR,
icon = "itemrigs/FloorProp_Rifle.png",
--profile_icon = "gui/items/item_pistol_56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_rifle_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_rifle.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 1, ammo = 1, maxAmmo = 1, armorPiercing = 1, },
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_handgun_silenced", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_handgun_wood"},
weapon_anim = "kanim_light_rifle",
agent_anim = "anims_2h",
value = 700,
},
item_revolver_deckard = util.extend( commondefs.weapon_reloadable_template )
{
name = STRINGS.ITEMS.REVOLVER_DECKARD,
desc = STRINGS.ITEMS.REVOLVER_DECKARD_TOOLTIP,
flavor = STRINGS.ITEMS.REVOLVER_DECKARD_FLAVOR,
icon = "itemrigs/FloorProp_Pistol.png",
--profile_icon = "gui/items/item_pistol_56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_revolver_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_revolver.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 1, ammo = 6, maxAmmo = 6, noReload = true },
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_handgun_silenced", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup"},
weapon_anim = "kanim_light_revolver",
agent_anim = "anims_1h",
value = 0,
},
item_light_pistol_ammo = util.extend( commondefs.weapon_reloadable_template )
{
name = STRINGS.ITEMS.PISTOL_AMMO,
desc = STRINGS.ITEMS.PISTOL_AMMO_TOOLTIP,
flavor = STRINGS.ITEMS.PISTOL_AMMO_FLAVOR,
icon = "itemrigs/FloorProp_Pistol.png",
--profile_icon = "gui/items/item_pistol_56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_pistol_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_pistol.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 1, ammo = 3, maxAmmo = 3 },
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_handgun_silenced", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_handgun_wood"},
weapon_anim = "kanim_light_revolver",
agent_anim = "anims_1h",
value = 900,
},
item_light_pistol_KO = util.extend( commondefs.weapon_reloadable_template )
{
name = STRINGS.ITEMS.PISTOL_KO,
desc = STRINGS.ITEMS.PISTOL_KO_TOOLTIP,
flavor = STRINGS.ITEMS.PISTOL_KO_FLAVOR,
icon = "itemrigs/FloorProp_Pistol.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_pistol_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_pistol.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 1, ammo = 2, maxAmmo = 2 },
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_handgun_silenced", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_handgun_wood"},
weapon_anim = "kanim_light_revolver",
agent_anim = "anims_1h",
value = 600,
},
--RIFLES
item_light_rifle_shalem = util.extend( commondefs.weapon_reloadable_template )
{
name = STRINGS.ITEMS.RIFLE_SHALEM,
desc = STRINGS.ITEMS.RIFLE_SHALEM_TOOLTIP,
flavor = STRINGS.ITEMS.RIFLE_SHALEM_FLAVOR,
icon = "itemrigs/FloorProp_Rifle.png",
--profile_icon = "gui/items/item_rifle_56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_rifle_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_rifle.png",
equipped_icon = "gui/items/equipped_rifle.png",
traits = { weaponType="rifle", baseDamage = 1, ammo = 2, maxAmmo = 2, armorPiercing = 1,},
sounds = {shoot="SpySociety/Weapons/Precise/shoot_rifle_silenced", reload="SpySociety/Weapons/Precise/reload_rifle", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_rifle_wood"},
weapon_anim = "kanim_light_rifle",
agent_anim = "anims_2h",
value =600,
soldAfter = NEVER_SOLD,
},
--Epic Weapons
item_xray_rifle = util.extend( commondefs.weapon_reloadable_template )
{
name = STRINGS.ITEMS.RIFLE_XRAY,
desc = STRINGS.ITEMS.RIFLE_XRAY_TOOLTIP,
flavor = STRINGS.ITEMS.RIFLE_XRAY_FLAVOR,
icon = "itemrigs/FloorProp_Rifle.png",
--profile_icon = "gui/items/item_rifle_56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_rifle_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_rifle.png",
equipped_icon = "gui/items/equipped_rifle.png",
traits = { weaponType="rifle", baseDamage = 1, ammo = 2, maxAmmo = 2, armorPiercing = 1, xray = true },
sounds = {shoot="SpySociety/Weapons/Precise/shoot_rifle_silenced", reload="SpySociety/Weapons/Precise/reload_rifle", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_rifle_wood"},
weapon_anim = "kanim_light_rifle",
agent_anim = "anims_2h",
value = 1800,
soldAfter = 24,
},
item_bio_dartgun = util.extend( commondefs.weapon_template )
{
name = STRINGS.ITEMS.DART_GUN_BIO,
desc = STRINGS.ITEMS.DART_GUN_BIO_TOOLTIP,
flavor = STRINGS.ITEMS.DART_GUN_BIO_FLAVOR,
icon = "itemrigs/FloorProp_Precision_Pistol.png",
--profile_icon = "gui/items/icon-item_gun_pistol.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_dart_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_dart.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 2, armorPiercing = 2, cooldown = 0, cooldownMax = 7, canSleep = true },
abilities = util.tmerge( { "recharge" }, commondefs.weapon_template.abilities ),
sounds = {shoot="SpySociety/Weapons/Precise/shoot_dart", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup"},
weapon_anim = "kanim_precise_revolver",
agent_anim = "anims_1h",
value = 1200,
soldAfter = 24,
floorWeight = 3,
},
item_energy_pistol = util.extend( commondefs.weapon_template )
{
name = STRINGS.ITEMS.PISTOL_ENERGY,
desc = STRINGS.ITEMS.PISTOL_ENERGY_TOOLTIP,
flavor = STRINGS.ITEMS.PISTOL_ENERGY_FLAVOR,
icon = "itemrigs/FloorProp_Precision_SMG.png",
--profile_icon = "gui/items/item_pistol_56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_SMG_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_smg.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 1, pwrCost = 4, energyWeapon = "idle", armorPiercing = 2, shots=3, nopwr_guards = {}},
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_handgun_silenced", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup"},
weapon_anim = "kanim_precise_smg",
agent_anim = "anims_2h",
value = 1250,
soldAfter = 24,
floorWeight = 3,
},
item_npc_smg = util.extend( commondefs.npc_weapon_template )
{
name = STRINGS.ITEMS.SMG,
desc = STRINGS.ITEMS.SMG_TOOLTIP,
flavor = STRINGS.ITEMS.SMG_FLAVOR,
icon = "itemrigs/FloorProp_SMG.png",
--profile_icon = "gui/items/item_smg-56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_SMG_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_SMG.png",
equipped_icon = "gui/items/equipped_smg.png",
traits = { weaponType="smg", baseDamage = 4, shots = 7, armorPiercing = 1 },
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_smg", reload="SpySociety/Weapons/LowBore/reload_smg", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_SMG_wood"},
weapon_anim = "kanim_light_smg",
agent_anim = "anims_2h",
},
item_npc_smg_hvy = util.extend( commondefs.npc_weapon_template )
{
name = STRINGS.ITEMS.SMG,
desc = STRINGS.ITEMS.SMG_TOOLTIP,
flavor = STRINGS.ITEMS.SMG_FLAVOR,
icon = "itemrigs/FloorProp_SMG.png",
--profile_icon = "gui/items/item_smg-56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_SMG_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_SMG.png",
equipped_icon = "gui/items/equipped_smg.png",
traits = { weaponType="smg", baseDamage = 4, shots = 7, armorPiercing = 2},
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_smg", reload="SpySociety/Weapons/LowBore/reload_smg", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_SMG_wood"},
weapon_anim = "kanim_light_smg",
agent_anim = "anims_2h",
},
item_npc_smg_omni = util.extend( commondefs.npc_weapon_template )
{
name = STRINGS.ITEMS.SMG,
desc = STRINGS.ITEMS.SMG_TOOLTIP,
flavor = STRINGS.ITEMS.SMG_FLAVOR,
icon = "itemrigs/FloorProp_SMG.png",
--profile_icon = "gui/items/item_smg-56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_SMG_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_SMG.png",
equipped_icon = "gui/items/equipped_smg.png",
traits = { weaponType="smg", baseDamage = 4, shots = 7, armorPiercing = 2},
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_smg", reload="SpySociety/Weapons/LowBore/reload_smg", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_SMG_wood"},
weapon_anim = "kanim_precise_smg",
agent_anim = "anims_2h",
},
item_npc_smg_drone= util.extend( commondefs.npc_weapon_template )
{
name = STRINGS.ITEMS.SMG,
desc = STRINGS.ITEMS.SMG_TOOLTIP,
flavor = STRINGS.ITEMS.SMG_FLAVOR,
icon = "itemrigs/FloorProp_SMG.png",
--profile_icon = "gui/items/item_smg-56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_SMG_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_SMG.png",
equipped_icon = "gui/items/equipped_smg.png",
traits = { weaponType="smg", baseDamage = 4, armorPiercing = 2},
sounds = { reload="SpySociety/Weapons/LowBore/reload_smg", use="SpySociety/Actions/item_pickup"},
weapon_anim = "kanim_light_smg",
agent_anim = "anims_2h",
},
item_npc_pistol = util.extend( commondefs.npc_weapon_template )
{
name = STRINGS.ITEMS.PISTOL,
desc = STRINGS.ITEMS.PISTOL_TOOLTIP,
flavor = STRINGS.ITEMS.PISTOL_FLAVOR,
icon = "itemrigs/FloorProp_Pistol.png",
--profile_icon = "gui/items/item_pistol_56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_pistol_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_pistol.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 1 },
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_handgun", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_handgun_wood"},
weapon_anim = "kanim_light_revolver",
agent_anim = "anims_1h",
},
item_drone_turret = util.extend( commondefs.npc_weapon_template )
{
name = STRINGS.ITEMS.DRONE_TURRET,
desc = STRINGS.ITEMS.DRONE_TURRET_TOOLTIP,
flavor = STRINGS.ITEMS.DRONE_TURRET_FLAVOR,
icon = "itemrigs/FloorProp_Pistol.png",
--profile_icon = "gui/items/item_pistol_56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_pistol_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_pistol.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 1, ammo = 2, maxAmmo = 2 },
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_handgun", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup"},
weapon_anim = "kanim_light_revolver",
agent_anim = "anims_1h",
},
item_npc_pistol2 = util.extend( commondefs.npc_weapon_template )
{
name = STRINGS.ITEMS.PISTOL,
desc = STRINGS.ITEMS.PISTOL_TOOLTIP,
flavor = STRINGS.ITEMS.PISTOL_FLAVOR,
icon = "itemrigs/FloorProp_Pistol.png",
--profile_icon = "gui/items/item_pistol_56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_pistol_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_pistol.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 2 },
sounds = {shoot="SpySociety/Weapons/LowBore/shoot_handgun", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_handgun_wood"},
weapon_anim = "kanim_light_revolver",
agent_anim = "anims_1h",
},
item_npc_rifle = util.extend( commondefs.npc_weapon_template )
{
name = STRINGS.ITEMS.RIFLE_SNIPER,
desc = STRINGS.ITEMS.RIFLE_SNIPER_TOOLTIP,
flavor = STRINGS.ITEMS.RIFLE_SNIPER_FLAVOR,
icon = "itemrigs/FloorProp_Rifle.png",
--profile_icon = "gui/items/item_rifle_56.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_rifle_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_rifle.png",
equipped_icon = "gui/items/equipped_rifle.png",
traits = { weaponType="rifle", baseDamage = 1 },
sounds = {shoot="SpySociety/Weapons/Precise/shoot_rifle", reload="SpySociety/Weapons/Precise/reload_rifle", use="SpySociety/Actions/item_pickup",shell="SpySociety/Weapons/Shells/shell_rifle_wood"},
weapon_anim = "kanim_precise_rifle",
agent_anim = "anims_2h",
value =1000,
},
item_turretgun = util.extend( commondefs.npc_weapon_template )
{
type = "simunit",
name = STRINGS.ITEMS.TURRET,
desc = STRINGS.ITEMS.TURRET_TOOLTIP,
flavor = STRINGS.ITEMS.TURRET_FLAVOR,
icon = "itemrigs/revolver.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="smg", baseDamage = 2, ammo = 2, maxAmmo = 2, shots=3 , cantdrop = true, armorPiercing = 2},
abilities = {},
sounds = {shoot="SpySociety/Weapons/Precise/shoot_turret", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup"},
weapon_anim = "kanim_revolver",
agent_anim = "anims_1h",
},
item_tag_pistol = util.extend( commondefs.weapon_template )
{
name = STRINGS.ITEMS.TAGGER_GUN,
desc = STRINGS.ITEMS.TAGGER_GUN_TIP,
flavor = STRINGS.ITEMS.TAGGER_GUN_FLAVOR,
icon = "itemrigs/FloorProp_Pistol.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_microchip_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_microchip.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { weaponType="pistol", baseDamage = 0, pwrCost= 1, canTag= true, noTargetAlert=true, ignoreArmor=true, nopwr_guards = {}, doNotInterruptMove = true},
sounds = {shoot="SpySociety/Weapons/Precise/shoot_dart", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup"},
weapon_anim = "kanim_precise_revolver",
agent_anim = "anims_1h",
value = 300,
},
-----------------------------------------------------
-- Grenade templates
item_flashgrenade = util.extend( commondefs.grenade_template)
{
type = "stun_grenade",
name = STRINGS.ITEMS.GRENADE_FLASH,
desc = STRINGS.ITEMS.GRENADE_FLASH_TOOLTIP,
flavor = STRINGS.ITEMS.GRENADE_FLASH_FLAVOR,
--icon = "itemrigs/FloorProp_Bandages.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_flash_grenade_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_flash_grenade.png",
kanim = "kanim_flashgrenade",
sounds = {explode="SpySociety/Grenades/flashbang_explo", bounce="SpySociety/Grenades/bounce"},
traits = { baseDamage = 2, canSleep = true, range=3, explodes = 0 },
value = 600,
floorWeight = 2,
locator=true,
},
item_stickycam = util.extend( commondefs.grenade_template )
{
name = STRINGS.ITEMS.GRENADE_CAMERA,
desc = STRINGS.ITEMS.GRENADE_CAMERA_TOOLTIP,
flavor = STRINGS.ITEMS.GRENADE_CAMERA_FLAVOR,
--icon = "itemrigs/FloorProp_Bandages.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_Sticky_Cam_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_Sticky_Cam.png",
kanim = "kanim_stickycam",
sounds = {activate="SpySociety/Grenades/stickycam_deploy", bounce="SpySociety/Grenades/bounce"},
traits = { cooldown = 0, cooldownMax = 1, camera=true, LOSarc = math.pi * 2, disposable= false, agent_filter=true},
value = 300,
floorWeight = 2,
locator=true,
},
item_hologrenade = util.extend( commondefs.grenade_template )
{
name = STRINGS.ITEMS.GRENADE_HOLO,
desc = STRINGS.ITEMS.GRENADE_HOLO_TOOLTIP,
flavor = STRINGS.ITEMS.GRENADE_HOLO_FLAVOR,
--icon = "itemrigs/FloorProp_Bandages.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_holo_grenade_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_holo_grenade.png",
kanim = "kanim_hologrenade",
sounds = {activate="SpySociety/Actions/holocover_activate", deactivate="SpySociety/Actions/holocover_deactivate", activeSpot="SpySociety/Actions/holocover_run_LP", bounce="SpySociety/Grenades/bounce"},
traits = { cooldown = 0, cooldownMax = 1, cover=true, holoProjector=true, disposable = false, agent_filter=true},
abilities = { "recharge","carryable", "throw" },
value = 600,
floorWeight = 2,
locator=true,
upgradeOverride = {"0.17.9","item_hologrenade_17_9"}
},
item_hologrenade_17_9 = util.extend( commondefs.grenade_template )
{
name = STRINGS.ITEMS.GRENADE_HOLO,
desc = STRINGS.ITEMS.GRENADE_HOLO_TOOLTIP,
flavor = STRINGS.ITEMS.GRENADE_HOLO_FLAVOR,
--icon = "itemrigs/FloorProp_Bandages.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_holo_grenade_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_holo_grenade.png",
kanim = "kanim_hologrenade",
sounds = {activate="SpySociety/Actions/holocover_activate", deactivate="SpySociety/Actions/holocover_deactivate", activeSpot="SpySociety/Actions/holocover_run_LP", bounce="SpySociety/Grenades/bounce"},
traits = { cooldown = 0, cooldownMax = 1, cover=false, holoProjector=true, disposable = false, agent_filter=true, deploy_cover=true},
abilities = { "recharge","carryable", "throw" },
value = 600,
floorWeight = 2,
locator=true,
},
item_smokegrenade = util.extend( commondefs.grenade_template )
{
type = "smoke_grenade",
name = STRINGS.ITEMS.GRENADE_SMOKE,
desc = STRINGS.ITEMS.GRENADE_SMOKE_TOOLTIP,
flavor = STRINGS.ITEMS.GRENADE_SMOKE_FLAVOR,
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_smoke_grenade_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_smoke_grenade.png",
kanim = "kanim_stickycam",
sounds = {explode="SpySociety/Grenades/smokegrenade_explo", bounce="SpySociety/Grenades/bounce_smokegrenade"},
traits = { on_spawn = "smoke_cloud" , range=3, noghost = true, explodes = 0 },
value = 300,
floorWeight = 2,
locator=true,
},
item_npc_flashgrenade = util.extend( commondefs.npc_grenade_template )
{
type = "stun_grenade",
name = STRINGS.ITEMS.GRENADE_FLASH,
desc = STRINGS.ITEMS.GRENADE_FLASH_TOOLTIP,
--icon = "itemrigs/FloorProp_Bandages.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_flash_grenade_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_flash_grenade.png",
kanim = "kanim_flashgrenade",
sounds = {explode="SpySociety/Grenades/flashbang_explo", bounce="SpySociety/Grenades/bounce"},
traits = { baseDamage = 2, canSleep = true, explodes = 1, range=3, throwUnit="item_npc_flashgrenade", keepPathing=false },
value = 600,
floorWeight = 2,
},
item_npc_scangrenade = util.extend( commondefs.npc_grenade_template )
{
type = "scan_grenade",
name = STRINGS.ITEMS.GRENADE_SCAN,
desc = STRINGS.ITEMS.GRENADE_SCAN_TOOLTIP,
--icon = "itemrigs/FloorProp_Bandages.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_scanner_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_scanner.png",
kanim = "kanim_scangrenade",
sounds = {activate = "SpySociety/Grenades/stickycam_deploy", explode="SpySociety/Actions/Engineer/wireless_emitter", bounce="SpySociety/Grenades/bounce" },
traits = { range=5, aimRange = 3, scan=true, explodes = 0, throwUnit="item_npc_scangrenade", keepPathing=false },
value = 600,
floorWeight = 2,
},
-----------------------------------------------------
-- Equipment templates
--- INJECTIONS
item_adrenaline = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.MED_GEL,
desc = STRINGS.ITEMS.MED_GEL_TOOLTIP,
flavor = STRINGS.ITEMS.MED_GEL_FLAVOR,
icon = "itemrigs/FloorProp_Bandages.png",
--profile_icon = "gui/items/icon-adrenalin.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_medigel_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_med_gel.png",
traits = { disposable = true },
abilities = { "carryable","use_medgel" },
value = 275,
},
item_stim = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.STIM_1,
desc = STRINGS.ITEMS.STIM_1_TOOLTIP,
flavor = STRINGS.ITEMS.STIM_1_FLAVOR,
icon = "itemrigs/FloorProp_Bandages.png",
--profile_icon = "gui/items/icon-stims.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_stim_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_stim.png",
traits = { cooldown = 0, cooldownMax = 9, mpRestored = 4, },
requirements = { stealth = 2 },
abilities = { "carryable","recharge","use_stim" },
value = 400,
floorWeight = 1,
},
item_stim_2 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.STIM_2,
desc = STRINGS.ITEMS.STIM_2_TOOLTIP,
flavor = STRINGS.ITEMS.STIM_2_FLAVOR,
icon = "itemrigs/FloorProp_Bandages.png",
--profile_icon = "gui/items/icon-stims.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_stim_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_stim.png",
traits = { cooldown = 0, cooldownMax = 7, mpRestored = 6, },
requirements = { stealth = 3 },
abilities = { "carryable","recharge","use_stim" },
value = 800,
floorWeight = 2,
},
item_stim_3 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.STIM_3,
desc = STRINGS.ITEMS.STIM_3_TOOLTIP,
flavor = STRINGS.ITEMS.STIM_3_FLAVOR,
icon = "itemrigs/FloorProp_Bandages.png",
--profile_icon = "gui/items/icon-stims.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_stim_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_stim.png",
traits = { cooldown = 0, cooldownMax = 4, mpRestored = 8, combatRestored = true, },
requirements = { stealth = 4 },
abilities = { "carryable","recharge","use_stim" },
value = 1000,
floorWeight = 3,
},
item_paralyzer_banks = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.PARALYZER_BANKS,
desc = STRINGS.ITEMS.PARALYZER_BANKS_TOOLTIP,
flavor = STRINGS.ITEMS.PARALYZER_BANKS_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-paralyzer.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_paralyzerdose_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_paralyzer_dose.png",
abilities = { "carryable","recharge","paralyze" },
requirements = { anarchy = 2 },
traits = { cooldown = 0, cooldownMax = 6, koTime = 3 },
value = 400,
floorWeight = 1,
notSoldAfter = NEVER_SOLD,
},
item_paralyzer = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.PARALYZER_1,
desc = STRINGS.ITEMS.PARALYZER_1_TOOLTIP,
flavor = STRINGS.ITEMS.PARALYZER_1_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-paralyzer.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_paralyzerdose_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_paralyzer_dose.png",
abilities = { "carryable","recharge","paralyze" },
requirements = { anarchy = 2 },
traits = { cooldown = 0, cooldownMax = 6, koTime = 2 },
value = 300,
floorWeight = 1,
},
item_paralyzer_2 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.PARALYZER_2,
desc = STRINGS.ITEMS.PARALYZER_2_TOOLTIP,
flavor = STRINGS.ITEMS.PARALYZER_2_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-paralyzer.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_paralyzerdose_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_paralyzer_dose.png",
abilities = { "carryable","recharge","paralyze" },
requirements = { anarchy = 3 },
traits = { cooldown = 0, cooldownMax = 6, koTime = 3 },
value = 500,
floorWeight = 2,
},
item_paralyzer_3 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.PARALYZER_3,
desc = STRINGS.ITEMS.PARALYZER_3_TOOLTIP,
flavor = STRINGS.ITEMS.PARALYZER_3_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-paralyzer.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_paralyzerdose_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_paralyzer_dose.png",
abilities = { "carryable","recharge","paralyze" },
requirements = { anarchy = 4 },
traits = { cooldown = 0, cooldownMax = 6, koTime = 4 },
value = 700,
floorWeight = 3,
},
------ CHARGED ITEMS
item_laptop = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.PORTABLE_SERVER_1,
desc = STRINGS.ITEMS.PORTABLE_SERVER_1_TOOLTIP,
flavor = STRINGS.ITEMS.PORTABLE_SERVER_1_FLAVOR,
icon = "console.png",
--profile_icon = "gui/items/icon-laptop.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_laptop_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_laptop.png",
kanim = "kanim_laptop",
traits = { laptop=true, mainframe_icon_on_deploy=true, mainframe_status = "active", sightable = true, cpus = 1, maxcpus = 1, cpuTurn = 1, cpuTurnMax = 2, hidesInCover = true, cooldown = 0, cooldownMax = 2 },
requirements = { hacking = 2 },
abilities = {"deployable", "generateCPU", "carryable"},
sounds = {spot="SpySociety/Objects/computer_types", deploy="SpySociety/Objects/SuitcaseComputer_open",pickUp="SpySociety/Objects/SuitcaseComputer_close"},
rig = "consolerig",
value = 500,
floorWeight = 1,
notSoldAfter = 48,
locator = true,
},
item_laptop_internationale = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.LAPTOP_INTERNATIONALE,
desc = STRINGS.ITEMS.LAPTOP_INTERNATIONALE_TOOLTIP,
flavor = STRINGS.ITEMS.LAPTOP_INTERNATIONALE_FLAVOR,
icon = "console.png",
--profile_icon = "gui/items/icon-laptop.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_laptop1_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_laptop1.png",
kanim = "kanim_laptop",
traits = { laptop=true, mainframe_icon_on_deploy=true, mainframe_status = "active", sightable = true, cpus = 1, maxcpus = 1, cpuTurn = 1, cpuTurnMax = 2, hidesInCover = true, cooldown = 0, cooldownMax = 2 },
requirements = { hacking = 2 },
abilities = {"deployable", "alarmCPU", "carryable"},
sounds = {spot="SpySociety/Objects/computer_types", deploy="SpySociety/Objects/SuitcaseComputer_open",pickUp="SpySociety/Objects/SuitcaseComputer_close"},
rig = "consolerig",
value = 500,
floorWeight = 1,
notSoldAfter = 48,
locator = true,
},
item_laptop_2 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.PORTABLE_SERVER_2,
desc = STRINGS.ITEMS.PORTABLE_SERVER_2_TOOLTIP,
flavor = STRINGS.ITEMS.PORTABLE_SERVER_2_FLAVOR,
icon = "console.png",
--profile_icon = "gui/items/icon-laptop.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_laptop_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_laptop.png",
kanim = "kanim_laptop",
traits = { laptop=true, mainframe_icon_on_deploy=true, mainframe_status = "active", sightable = true, cpus = 1, maxcpus = 1, cpuTurn = 1, cpuTurnMax = 1, hidesInCover = true, cooldown = 0, cooldownMax = 2 },
requirements = { hacking = 3 },
abilities = {"deployable", "generateCPU", "carryable"},
sounds = {spot="SpySociety/Objects/computer_types", deploy="SpySociety/Objects/SuitcaseComputer_open",pickUp="SpySociety/Objects/SuitcaseComputer_close"},
rig = "consolerig",
value = 1000,
floorWeight = 2,
locator = true,
},
item_laptop_3 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.PORTABLE_SERVER_3,
desc = STRINGS.ITEMS.PORTABLE_SERVER_3_TOOLTIP,
flavor = STRINGS.ITEMS.PORTABLE_SERVER_3_FLAVOR,
icon = "console.png",
--profile_icon = "gui/items/icon-laptop.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_laptop_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_laptop.png",
kanim = "kanim_laptop",
traits = { laptop=true, mainframe_icon_on_deploy=true, mainframe_status = "active", sightable = true, cpus = 2, maxcpus = 2, cpuTurn = 1, cpuTurnMax = 1, hidesInCover = true, cooldown = 0, cooldownMax = 2 },
requirements = { hacking = 4 },
abilities = {"deployable", "generateCPU", "carryable"},
sounds = {spot="SpySociety/Objects/computer_types", deploy="SpySociety/Objects/SuitcaseComputer_open",pickUp="SpySociety/Objects/SuitcaseComputer_close"},
rig = "consolerig",
value = 1500,
floorWeight = 3,
locator = true,
},
item_cloakingrig_deckard = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.CLOAK_DECKARD,
desc = STRINGS.ITEMS.CLOAK_DECKARD_TOOLTIP,
flavor = STRINGS.ITEMS.CLOAK_DECKARD_FLAVOR,
icon = "itemrigs/FloorProp_InvisiCloakTimed.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_invisicloak_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_invisi_cloak.png",
traits = { disposable = false, duration = 1,cooldown = 0, cooldownMax = 8, cloakInVision = true },
requirements = { stealth = 2 },
abilities = { "carryable","recharge","useInvisiCloak" },
value = 400,
floorWeight = 1,
notSoldAfter = NEVER_SOLD,
},
item_cloakingrig_1 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.CLOAK_1,
desc = STRINGS.ITEMS.CLOAK_1_TOOLTIP,
flavor = STRINGS.ITEMS.CLOAK_1_FLAVOR,
icon = "itemrigs/FloorProp_InvisiCloakTimed.png",
--profile_icon = "gui/items/icon-cloak.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_invisicloak_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_invisi_cloak.png",
traits = { disposable = false, duration = 1,cooldown = 0, cooldownMax = 10, cloakDistanceMax=5, cloakInVision = true },
requirements = { stealth = 2 },
abilities = { "carryable","recharge","useInvisiCloak" },
value = 400,
floorWeight = 1,
notSoldAfter = 48,
},
item_cloakingrig_2 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.CLOAK_2,
desc = STRINGS.ITEMS.CLOAK_2_TOOLTIP,
flavor = STRINGS.ITEMS.CLOAK_2_FLAVOR,
icon = "itemrigs/FloorProp_InvisiCloakTimed.png",
--profile_icon = "gui/items/icon-cloak.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_invisicloak_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_invisi_cloak.png",
traits = { disposable = false, duration = 1,cooldown = 0, cooldownMax = 8, cloakInVision = true },
requirements = { stealth = 3 },
abilities = { "carryable","recharge","useInvisiCloak" },
value = 700,
floorWeight = 2,
},
item_cloakingrig_3 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.CLOAK_3,
desc = STRINGS.ITEMS.CLOAK_3_TOOLTIP,
flavor = STRINGS.ITEMS.CLOAK_3_FLAVOR,
icon = "itemrigs/FloorProp_InvisiCloakTimed.png",
--profile_icon = "gui/items/icon-cloak.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_invisicloak_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_invisi_cloak.png",
traits = { disposable = false, duration = 1,cooldown = 0, cooldownMax = 8, cloakInVision = true, range = 4 },
traits_17_5 = { disposable = false, duration = 2, cooldown = 0, cooldownMax = 8, cloakInVision = true },
requirements = { stealth = 4 },
abilities = { "carryable","recharge","useInvisiCloak" },
value = 850,
floorWeight = 3,
upgradeOverride = {"0.17.5","item_cloakingrig_3_17_5"}
},
item_cloakingrig_3_17_5 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.CLOAK_3_17_5,
desc = STRINGS.ITEMS.CLOAK_3_17_5_TOOLTIP,
flavor = STRINGS.ITEMS.CLOAK_3_17_5_FLAVOR,
icon = "itemrigs/FloorProp_InvisiCloakTimed.png",
--profile_icon = "gui/items/icon-cloak.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_invisicloak_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_invisi_cloak.png",
traits = { disposable = false, duration = 2, cooldown = 0, cooldownMax = 8, cloakInVision = true },
requirements = { stealth = 4 },
abilities = { "carryable","recharge","useInvisiCloak" },
value = 850,
floorWeight = 3,
},
item_icebreaker= util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.BUSTER_1,
desc = STRINGS.ITEMS.BUSTER_1_TOOLTIP,
flavor = STRINGS.ITEMS.BUSTER_1_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-action_crack-safe.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_chip_hyper_buster_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_chip_ice_breaker.png",
traits = { icebreak = 2,cooldown = 0, cooldownMax = 5, },
requirements = { anarchy = 2, },
abilities = { "icebreak","recharge","carryable" },
value = 250,
floorWeight = 1,
notSoldAfter = 48,
},
item_icebreaker_2 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.BUSTER_2,
desc = STRINGS.ITEMS.BUSTER_2_TOOLTIP,
flavor = STRINGS.ITEMS.BUSTER_2_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-action_crack-safe.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_chip_hyper_buster_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_chip_ice_breaker.png",
traits = { icebreak = 3,cooldown = 0, cooldownMax = 4, },
requirements = { anarchy = 3, },
abilities = { "icebreak","recharge","carryable" },
value = 400,
floorWeight = 2,
},
item_icebreaker_3 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.BUSTER_3,
desc = STRINGS.ITEMS.BUSTER_3_TOOLTIP,
flavor = STRINGS.ITEMS.BUSTER_3_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-action_crack-safe.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_chip_hyper_buster_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_chip_ice_breaker.png",
traits = { icebreak = 4,cooldown = 0, cooldownMax = 3, },
requirements = { anarchy = 4, },
abilities = { "icebreak","recharge","carryable" },
value = 600,
floorWeight = 3,
},
item_prototype_drive = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.PROTOCHIP,
desc = STRINGS.ITEMS.PROTOCHIP_TOOLTIP,
flavor = STRINGS.ITEMS.PROTOCHIP_FLAVOR,
onTooltip = function( tooltip, unit, userUnit )
commondefs.onItemTooltip( tooltip, unit, userUnit )
tooltip:addAbility( STRINGS.ITEMS.PROTOCHIP_HEADER,
string.format( STRINGS.ITEMS.PROTOCHIP_FORMAT, unit:getTraits().icebreak, unit:getTraits().maxIcebreak ), "gui/items/icon-action_hack-console.png" )
end,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_proto_chip_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_proto_chip.png",
traits = { icebreak = 0, maxIcebreak = 10 },
abilities = { "carryable","recharge","jackin_charge", "icebreak" },
value = 700,
createUpgradeParams = function( self, unit )
return { traits = { icebreak = unit:getTraits().icebreak } }
end,
floorWeight = 3,
},
item_portabledrive = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.ACCELERATOR_1,
desc = STRINGS.ITEMS.ACCELERATOR_1_TOOLTIP,
flavor = STRINGS.ITEMS.ACCELERATOR_1_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-action_crack-safe.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_chip_accellerator_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_chip_accellerator.png",
traits = { hacking_bonus = 1, cooldown = 0, cooldownMax = 2, },
requirements = { anarchy = 2, },
abilities = { "carryable","recharge","jackin" },
value = 300,
floorWeight = 1,
notSoldAfter = 48,
},
item_portabledrive_2 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.ACCELERATOR_2,
desc = STRINGS.ITEMS.ACCELERATOR_2_TOOLTIP,
flavor = STRINGS.ITEMS.ACCELERATOR_2_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-action_crack-safe.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_chip_accellerator_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_chip_accellerator.png",
traits = { hacking_bonus = 2, cooldown = 0, cooldownMax = 2, },
requirements = { anarchy = 3, },
abilities = { "carryable","recharge","jackin" },
value = 550,
floorWeight = 2,
},
item_portabledrive_3 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.ACCELERATOR_3,
desc = STRINGS.ITEMS.ACCELERATOR_3_TOOLTIP,
flavor = STRINGS.ITEMS.ACCELERATOR_3_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-action_crack-safe.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_chip_accellerator_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_chip_accellerator.png",
traits = { hacking_bonus = 4, cooldown = 0, cooldownMax = 2, },
requirements = { anarchy = 4, },
abilities = { "carryable","recharge","jackin" },
value = 800,
floorWeight = 3,
},
item_econchip = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.ECON_CHIP,
desc = STRINGS.ITEMS.ECON_CHIP_TOOLTIP,
flavor = STRINGS.ITEMS.ECON_CHIP_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-action_crack-safe.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_chip_econ_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_chip_econ.png",
traits = { cooldown = 0, cooldownMax = 5, PWR_conversion = 50 },
requirements = { stealth = 2, },
abilities = { "carryable","recharge","jackin" },
value = 800,
floorWeight = 1,
},
item_econchip_banks = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.ECON_CHIP_BANKS,
desc = STRINGS.ITEMS.ECON_CHIP_BANKS_TOOLTIP,
flavor = STRINGS.ITEMS.ECON_CHIP_BANKS_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-action_crack-safe.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_chip_econ_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_chip_econ.png",
traits = { cooldown = 0, cooldownMax = 4, PWR_conversion = 50 },
requirements = { },--stealth = 1,
abilities = { "carryable","recharge","jackin" },
value = 800,
floorWeight = 1,
},
item_scanchip = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.SCAN_CHIP,
desc = STRINGS.ITEMS.SCAN_CHIP_TOOLTIP,
flavor = STRINGS.ITEMS.SCAN_CHIP_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-action_crack-safe.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_chip_daemonscan_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_chip_daemonscan.png",
traits = { cooldown = 0, cooldownMax = 2, PWR_conversion = 50 },
requirements = { stealth = 2, },
abilities = { "carryable","recharge","scandevice" },
value = 100,
floorWeight = 1,
},
item_monst3r_gun = util.extend( commondefs.weapon_template )
{
name = STRINGS.ITEMS.DARTGUN_MONST3R,
desc = STRINGS.ITEMS.DARTGUN_MONST3R_TOOLTIP,
flavor = STRINGS.ITEMS.DARTGUN_MONST3R_FLAVOR,
icon = "itemrigs/FloorProp_Precision_Pistol.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_gun_dart_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_gun_dart.png",
equipped_icon = "gui/items/equipped_pistol.png",
traits = { finalStartItem = true, weaponType="pistol", baseDamage = 2, armorPiercing = 3, cooldown = 0, cooldownMax = 8, canSleep = true, spawnsDaemon = true },
abilities = util.tmerge( { "recharge" }, commondefs.weapon_template.abilities ),
sounds = {shoot="SpySociety/Weapons/Precise/shoot_dart", reload="SpySociety/Weapons/LowBore/reload_handgun", use="SpySociety/Actions/item_pickup"},
requirements = {},
weapon_anim = "kanim_precise_revolver",
agent_anim = "anims_1h",
value = 600,
floorWeight = 1,
},
item_tazer_shalem = util.extend(commondefs.melee_template)
{
name = STRINGS.ITEMS.TAZER_SHALEM,
desc = STRINGS.ITEMS.TAZER_SHALEM_TOOLTIP,
flavor = STRINGS.ITEMS.TAZER_SHALEM_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_tazer_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_tazer.png",
--profile_icon = "gui/items/icon-tazer-ftm.png",
requirements = { },
traits = { damage = 2, cooldown = 0, cooldownMax = 5, melee = true, level = 1 },
value = 300,
floorWeight = 1,
},
item_tazer = util.extend(commondefs.melee_template)
{
name = STRINGS.ITEMS.TAZER_1,
desc = STRINGS.ITEMS.TAZER_1_TOOLTIP,
flavor = STRINGS.ITEMS.TAZER_1_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_tazer_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_tazer.png",
--profile_icon = "gui/items/icon-tazer-ftm.png",
requirements = { },
traits = { damage = 2, cooldown = 0, cooldownMax = 3, melee = true, level = 1 },
value = 500,
floorWeight = 1,
},
item_tazer_2 = util.extend(commondefs.melee_template)
{
name = STRINGS.ITEMS.TAZER_2,
desc = STRINGS.ITEMS.TAZER_2_TOOLTIP,
flavor = STRINGS.ITEMS.TAZER_2_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_tazer_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_tazer.png",
--profile_icon = "gui/items/icon-tazer-ftm.png",
requirements = { },
traits = { damage = 2, cooldown = 0, armorPiercing = 1, cooldownMax = 3, melee = true, tazer = true, level = 2 },
value = 700,
floorWeight = 2,
},
item_tazer_3 = util.extend(commondefs.melee_template)
{
name = STRINGS.ITEMS.TAZER_3,
desc = STRINGS.ITEMS.TAZER_3_TOOLTIP,
flavor = STRINGS.ITEMS.TAZER_3_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_tazer_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_tazer.png",
--profile_icon = "gui/items/icon-tazer-ftm.png",
requirements = { },
traits = { damage = 3, cooldown = 0, cooldownMax = 4, armorPiercing = 2, melee = true, tazer = true, level = 3 },
value = 900,
floorWeight = 3,
soldAfter = 24,
},
item_power_tazer_nika = util.extend(commondefs.melee_template)
{
name = STRINGS.ITEMS.TAZER_PWR_NIKA,
desc = STRINGS.ITEMS.TAZER_PWR_NIKA_TOOLTIP,
flavor = STRINGS.ITEMS.TAZER_PWR_NIKA_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_tazer_pwr_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_tazer_pwr.png",
--profile_icon = "gui/items/icon-tazer-ftm.png",
abilities = { "carryable"},
requirements = { },
traits = { damage = 2, pwrCost = 2, melee = true, tazer = true, level = 1 },
value = 500,
floorWeight = 1,
},
item_power_tazer_1 = util.extend(commondefs.melee_template)
{
name = STRINGS.ITEMS.TAZER_PWR_1,
desc = STRINGS.ITEMS.TAZER_PWR_1_TOOLTIP,
flavor = STRINGS.ITEMS.TAZER_PWR_1_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_tazer_pwr_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_tazer_pwr.png",
--profile_icon = "gui/items/icon-tazer-ftm.png",
abilities = { "carryable"},
requirements = { },
traits = { damage = 2, pwrCost = 3, melee = true, tazer = true, level = 1 },
value = 500,
floorWeight = 1,
},
item_power_tazer_2 = util.extend(commondefs.melee_template)
{
name = STRINGS.ITEMS.TAZER_PWR_2,
desc = STRINGS.ITEMS.TAZER_PWR_2_TOOLTIP,
flavor = STRINGS.ITEMS.TAZER_PWR_2_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_tazer_pwr_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_tazer_pwr.png",
--profile_icon = "gui/items/icon-tazer-ftm.png",
abilities = { "carryable"},
requirements = { },
traits = { damage = 2, pwrCost = 4, armorPiercing = 1, melee = true, tazer = true, level = 2 },
value = 700,
floorWeight = 2,
},
item_power_tazer_3 = util.extend(commondefs.melee_template)
{
name = STRINGS.ITEMS.TAZER_PWR_3,
desc = STRINGS.ITEMS.TAZER_PWR_3_TOOLTIP,
flavor = STRINGS.ITEMS.TAZER_PWR_3_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_tazer_pwr_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_tazer_pwr.png",
--profile_icon = "gui/items/icon-tazer-ftm.png",
abilities = { "carryable" },
requirements = { },
traits = { damage = 3, pwrCost = 5, armorPiercing = 2, melee = true, tazer = true, level = 3 },
value = 900,
floorWeight = 3,
soldAfter = 24,
},
--------- ONE USE
item_lockdecoder = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.LOCK_DECODER_1,
desc = STRINGS.ITEMS.LOCK_DECODER_1_TOOLTIP,
flavor = STRINGS.ITEMS.LOCK_DECODER_1_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_lock_decoder_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_lock_decoder.png",
traits = { cooldown = 0, cooldownMax = 3, applyFn = "isSecurityExit", doorDevice = "lock_decoder", profile_icon="gui/icons/item_icons/items_icon_small/icon-item_lock_decoder_small.png" },
requirements = { },
abilities = { "doorMechanism", "carryable" },
value = 400,
floorWeight = 1,
},
item_shocktrap_tony = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.SHOCK_TRAP_TONY,
desc = STRINGS.ITEMS.SHOCK_TRAP_TONY_TOOLTIP,
flavor = STRINGS.ITEMS.SHOCK_TRAP_TONY_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-shocktrap-.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_shocktrap_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_shock trap.png",
traits = { cooldown = 0, cooldownMax = 7, damage = 3, stun = 3, applyFn = "isClosedDoor", doorDevice = "simtrap" },
abilities = { "doorMechanism","recharge", "carryable" },
value = 400,
floorWeight = 1,
},
item_shocktrap = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.SHOCK_TRAP_1,
desc = STRINGS.ITEMS.SHOCK_TRAP_1_TOOLTIP,
flavor = STRINGS.ITEMS.SHOCK_TRAP_1_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-shocktrap-.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_shocktrap_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_shock trap.png",
traits = { cooldown = 0, cooldownMax = 7, damage = 3, stun = 3, applyFn = "isClosedDoor", doorDevice = "simtrap" },
requirements = { anarchy = 2 },
abilities = { "doorMechanism","recharge", "carryable" },
value = 400,
floorWeight = 1,
notSoldAfter = 48,
},
item_shocktrap_2 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.SHOCK_TRAP_2,
desc = STRINGS.ITEMS.SHOCK_TRAP_2_TOOLTIP,
flavor = STRINGS.ITEMS.SHOCK_TRAP_2_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-shocktrap-.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_shocktrap_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_shock trap.png",
traits = { cooldown = 0, cooldownMax = 6, damage = 4, stun = 4, applyFn = "isClosedDoor", doorDevice = "simtrap" },
requirements = { anarchy = 3 },
abilities = { "doorMechanism","recharge","carryable" },
value = 700,
floorWeight = 2,
},
item_shocktrap_3 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.SHOCK_TRAP_3,
desc = STRINGS.ITEMS.SHOCK_TRAP_3_TOOLTIP,
flavor = STRINGS.ITEMS.SHOCK_TRAP_3_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-shocktrap-.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_shocktrap_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_shock trap.png",
traits = { cooldown = 0, cooldownMax = 5, damage = 5, stun = 5, range = 5, applyFn = "isClosedDoor", doorDevice = "simtrap" },
requirements = { anarchy = 4 },
abilities = { "doorMechanism","recharge","carryable" },
value = 1000,
floorWeight = 3,
upgradeOverride = {"0.17.9","item_shocktrap_3_17_9"}
},
item_shocktrap_3_17_9 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.SHOCK_TRAP_3,
desc = STRINGS.ITEMS.SHOCK_TRAP_3_TOOLTIP,
flavor = STRINGS.ITEMS.SHOCK_TRAP_3_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-shocktrap-.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_shocktrap_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_shock trap.png",
traits = { cooldown = 0, cooldownMax = 5, damage = 5, stun = 5, range = 5, applyFn = "isClosedDoor", doorDevice = "simtrap", pwrCost = 3 },
requirements = { anarchy = 4 },
abilities = { "doorMechanism","recharge","carryable" },
value = 1000,
floorWeight = 3,
},
item_shocktrap_mod = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.SHOCK_TRAP_MOD,
desc = STRINGS.ITEMS.SHOCK_TRAP_MOD_TOOLTIP,
flavor = STRINGS.ITEMS.SHOCK_TRAP_MOD_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
--profile_icon = "gui/items/icon-shocktrap-.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_shocktrap_mod_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_shock trap_mod.png",
traits = { disposable = true, damage = 3, stun = 3, applyFn = "isClosedDoor", doorDevice = "simtrap" },
requirements = { anarchy = 1 },
abilities = { "doorMechanism", "carryable" },
value = 200,
floorWeight = 1,
notSoldAfter = 48,
},
item_emp_pack_tony = util.extend(commondefs.item_template)
{
type = "simemppack",
name = STRINGS.ITEMS.EMP_TONY,
desc = STRINGS.ITEMS.EMP_TONY_TOOLTIP,
flavor = STRINGS.ITEMS.EMP_TONY_FLAVOR,
icon = "itemrigs/FloorProp_emp.png",
--profile_icon = "gui/items/icon-emp.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_emp_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_emp.png",
abilities = { "carryable","recharge","prime_emp", },
traits = { cooldown = 0, cooldownMax = 8, range = 3, emp_duration = 2 },
value = 600,
floorWeight = 1,
},
item_emp_pack = util.extend(commondefs.item_template)
{
type = "simemppack",
name = STRINGS.ITEMS.EMP_1,
desc = STRINGS.ITEMS.EMP_1_TOOLTIP,
flavor = STRINGS.ITEMS.EMP_1_FLAVOR,
icon = "itemrigs/FloorProp_emp.png",
--profile_icon = "gui/items/icon-emp.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_emp_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_emp.png",
abilities = { "carryable","recharge","prime_emp", },
requirements = { hacking = 2 },
traits = { cooldown = 0, cooldownMax = 8, range = 3, emp_duration = 2 },
value = 500,
floorWeight = 1,
notSoldAfter = 48,
},
item_emp_pack_2 = util.extend(commondefs.item_template)
{
type = "simemppack",
name = STRINGS.ITEMS.EMP_2,
desc = STRINGS.ITEMS.EMP_2_TOOLTIP,
flavor = STRINGS.ITEMS.EMP_2_FLAVOR,
icon = "itemrigs/FloorProp_emp.png",
--profile_icon = "gui/items/icon-emp.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_emp_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_emp.png",
abilities = { "carryable","recharge","prime_emp", },
requirements = { hacking = 3 },
traits = { cooldown = 0, cooldownMax = 8, range = 5, emp_duration = 2 },
value = 800,
floorWeight = 2,
},
item_emp_pack_3 = util.extend(commondefs.item_template)
{
type = "simemppack",
name = STRINGS.ITEMS.EMP_3,
desc = STRINGS.ITEMS.EMP_3_TOOLTIP,
flavor = STRINGS.ITEMS.EMP_3_FLAVOR,
icon = "itemrigs/FloorProp_emp.png",
--profile_icon = "gui/items/icon-emp.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_emp_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_emp.png",
abilities = { "carryable","recharge","prime_emp", },
requirements = { hacking = 4 },
traits = { cooldown = 0, cooldownMax = 8, range = 7, emp_duration = 2 },
value = 1200,
floorWeight = 3,
},
vault_passcard = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.VAULT_PASS,
desc = STRINGS.ITEMS.VAULT_PASS_TOOLTIP,
flavor = STRINGS.ITEMS.VAULT_PASS_FLAVOR,
icon = "itemrigs/FloorProp_KeyCard.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_vault_key_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_vault_key.png",
abilities = { "carryable" },
value = 500,
traits = { keybits = simdefs.DOOR_KEYS.VAULT },
},
special_exit_passcard = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.EXIT_PASS,
desc = STRINGS.ITEMS.EXIT_PASS_TOOLTIP,
flavor = STRINGS.ITEMS.EXIT_PASS_FLAVOR,
icon = "itemrigs/FloorProp_KeyCard.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_exit_key_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_exit_key.png",
abilities = { "carryable" },
value = 500,
traits = { keybits = simdefs.DOOR_KEYS.SPECIAL_EXIT },
},
item_daemon_blocker = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.DAEMON_BLOCKER,
desc = STRINGS.ITEMS.DAEMON_BLOCKER_TOOLTIP,
flavor = STRINGS.ITEMS.DAEMON_BLOCKER_FLAVOR,
icon = "itemrigs/FloorProp_KeyCard.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_vault_key_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_vault_key.png",
tooltip = "<ttbody><ttheader2>ARCHDAEMON INHIBITOR</> Use a charge to block an Archdaemon from activating.",
abilities = { "carryable" },
value = 0,
traits = { daemon_blocker = true, maxAmmo = 8, ammo = 0 },
createUpgradeParams = function( self, unit )
return { traits = { ammo = unit:getTraits().ammo } }
end,
},
item_wireless_scanner_1 = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.WIRELESS_SCANNER,
desc = STRINGS.ITEMS.WIRELESS_SCANNER_TOOLTIP,
flavor = STRINGS.ITEMS.WIRELESS_SCANNER_FLAVOR,
icon = "itemrigs/FloorProp_MotionDetector.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_scanner_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_scanner.png",
requirements = { hacking = 2 },
abilities = { "carryable", "wireless_scan" },
value = 600,
traits = { wireless_range = 4 },
floorWeight = 3,
},
item_wireless_scanner_custom = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.WIRELESS_SCANNER_CUSTOM,
desc = STRINGS.ITEMS.WIRELESS_SCANNER_TOOLTIP,
flavor = STRINGS.ITEMS.WIRELESS_SCANNER_FLAVOR,
icon = "itemrigs/FloorProp_MotionDetector.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_scanner_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_scanner.png",
requirements = { hacking = 2 },
abilities = { "carryable", "wireless_scan" },
value = 600,
traits = { range = 5 },
},
item_defiblance = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.DEFIBRILLATOR,
desc = STRINGS.ITEMS.DEFIBRILLATOR_TOOLTIP,
flavor = STRINGS.ITEMS.DEFIBRILLATOR_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_defibulator_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_defibulator.png",
traits = { cooldown = 0, cooldownMax = 6 },
abilities = { "carryable","use_aggression" },
value = 700,
floorWeight = 2,
},
item_baton = util.extend(commondefs.melee_template)
{
name = STRINGS.ITEMS.BATON,
desc = STRINGS.ITEMS.BATON_TOOLTIP,
flavor = STRINGS.ITEMS.BATON_FLAVOR,
icon = "itemrigs/FloorProp_AmmoClip.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_tazer_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_tazer.png",
--profile_icon = "gui/items/icon-tazer-ftm.png",
requirements = { },
traits = { damage = 1, melee = true, lethalMelee = true},
value = 500,
floorWeight = 1,
},
item_incognita = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.INCOGNITA_DRIVE,
desc = STRINGS.ITEMS.INCOGNITA_DRIVE_TOOLTIP,
flavor = STRINGS.ITEMS.INCOGNITA_DRIVE_FLAVOR,
icon = "itemrigs/disk.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_incognita_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_incognita.png",
abilities = { "carryable" },
traits = { cantdrop = true, pickupOnly="central"},
},
item_compiler_key = util.extend(commondefs.item_template)
{
name = STRINGS.ITEMS.COMPILER_KEY,
desc = STRINGS.ITEMS.COMPILER_KEY_TOOLTIP,
flavor = STRINGS.ITEMS.COMPILER_KEY_FLAVOR,
icon = "itemrigs/disk.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_compile_key_small.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_compile_key.png",
abilities = { "carryable","compile_software" },
traits = {disposable=true},
value = 300,
},
item_prism_1 = util.extend(commondefs.item_template)
{
type = "item_disguise",
name = STRINGS.ITEMS.HOLO_MESH,
desc = STRINGS.ITEMS.HOLO_MESH_TOOLTIP,
flavor = STRINGS.ITEMS.HOLO_MESH_FLAVOR,
icon = "itemrigs/disk.png",
profile_icon = "gui/icons/item_icons/items_icon_small/icon-item_holomesh_Prism.png",
profile_icon_100 = "gui/icons/item_icons/icon-item_holomesh_Prism.png",
abilities = { "carryable" , "disguise" },
value = 500,
traits = { scan_vulnerable=true, CPUperTurn=2, pwrCost=2, warning=STRINGS.ITEMS.HOLO_MESH_WARNING, restrictedUse={{agentID=8,name=STRINGS.AGENTS.PRISM.NAME}}, drop_dropdisguise=true },
},
}
-- Reassign key name to value table.
for id, template in pairs(default_tool_templates) do
template.id = id
end
function ResetItemDefs()
log:write("ResetItemDefs()")
util.tclear(tool_templates)
util.tmerge(tool_templates, default_tool_templates)
end
ResetItemDefs()
return tool_templates
|
local DEFS = {}
DEFS.WAGON_DIR = '.wagon'
DEFS.ROCKTREE_DIR = DEFS.WAGON_DIR .. '/rocktree'
DEFS.LUA_DIR = DEFS.ROCKTREE_DIR .. '/share/lua'
DEFS.LIB_DIR = DEFS.ROCKTREE_DIR .. '/lib/lua'
DEFS.BIN_DIR = DEFS.ROCKTREE_DIR .. '/bin'
DEFS.CONFIG_FILE = DEFS.WAGON_DIR .. '/config.lua'
DEFS.CONFIG = [[
rocks_trees = {
{ name = 'user', root = '%s' }
}
]]
function DEFS.luaVersion()
local major, minor = _VERSION:match("(%d+)%.(%d+)")
return { major = tonumber(major), minor = tonumber(minor) }
end
return DEFS
|
-- == Uptime ==
-- Copyright (c) 2018 by Rene K. Mueller <[email protected]>
-- License: MIT License (see LICENSE file)
-- Description: displays uptime in seconds
--
-- History:
-- 2018/02/04: 0.0.2: hours corrected
-- 2018/01/03: 0.0.1: first version
return function(...)
local t = tmr.time()
console.print(string.format("%dd %dh %dm %ds",int(t/24/3600),int(t/3600)%24,int(t/60)%60,t%60))
end
|
_G.technic = {}
_G.technic.S = string.format
_G.technic.getter = function(...) return "" end
_G.technic.get_or_load_node = minetest.get_node
_G.technic.digilines = {
rules = {
-- digilines.rules.default
{x= 1,y= 0,z= 0},{x=-1,y= 0,z= 0}, -- along x beside
{x= 0,y= 0,z= 1},{x= 0,y= 0,z=-1}, -- along z beside
{x= 1,y= 1,z= 0},{x=-1,y= 1,z= 0}, -- 1 node above along x diagonal
{x= 0,y= 1,z= 1},{x= 0,y= 1,z=-1}, -- 1 node above along z diagonal
{x= 1,y=-1,z= 0},{x=-1,y=-1,z= 0}, -- 1 node below along x diagonal
{x= 0,y=-1,z= 1},{x= 0,y=-1,z=-1}, -- 1 node below along z diagonal
-- added rules for digi cable
{x = 0, y = -1, z = 0}, -- along y below
}
}
sourcefile("config")
sourcefile("register")
technic.register_tier("LV", "Busted LV")
technic.register_tier("MV", "Busted MV")
technic.register_tier("HV", "Busted HV")
|
function SetRoot(image_path)
local programs={"hsetroot -cover", "feh --no-fehbg --bg-center --bg-fill", "display -window root", "gm display -window root", "xli -fullscreen -onroot -quiet", "qiv --root_s", "wmsetbg -s -S", "Esetroot -scale", "xv -max -smooth -root -quit", "setwallpaper", "setroot"}
if strutil.strlen(settings.setroot) > 0
then
cmd=settings.setroot .. " " .. image_path
else
for i,item in ipairs(programs)
do
toks=strutil.TOKENIZER(item, "\\S")
str=toks:next()
path=filesys.find(str, process.getenv("PATH"))
if strutil.strlen(path) > 0
then
cmd=path.." "..toks:remaining() .. " " .. image_path
break
end
end
--if the user has 'gesettings' installed, then assume they have a gnome desktop and set that too
path=filesys.find("gsettings", process.getenv("PATH"))
if strutil.strlen(path) > 0 then os.execute("gsettings set org.gnome.desktop.background picture-uri file://" .. image_path) end
end
if strutil.strlen(cmd) > 0
then
print(cmd)
os.execute(cmd)
else
print("ERROR: no 'setroot' program found")
end
end
|
-- module_void.lua
-- Written by KyrosKrane Sylvanblade ([email protected])
-- Copyright (c) 2015-2020 KyrosKrane Sylvanblade
-- Licensed under the MIT License, as per the included file.
-- Addon version: @project-version@
-- This file defines a module that APR can handle. Each module is one setting or popup.
-- This module removes the popup when depositing a gemmed or enchanted item into Void storage.
-- Grab the WoW-defined addon folder name and storage table for our addon
local _, APR = ...
-- Upvalues for readability
local DebugPrint = APR.Utilities.DebugPrint
local MakeString = APR.Utilities.MakeString
local L = APR.L
--#########################################
--# Module settings
--#########################################
-- Note the lowercase naming of modules. Makes it easier to pass status and settings around
local ThisModule = "void"
-- Set up the module
APR.Modules[ThisModule] = {}
-- the name of the variable in APR.DB and its default value
APR.Modules[ThisModule].DBName = "HideVoid"
APR.Modules[ThisModule].DBDefaultValue = APR.HIDE_DIALOG
-- This is the config setup for AceConfig
APR.Modules[ThisModule].config = {
name = L["Hide the confirmation pop-up when depositing modified items into void storage"],
type = "toggle",
set = function(info,val) APR:HandleAceSettingsChange(val, info) end,
get = function(info) return APR.DB.HideVoid end,
descStyle = "inline",
width = "full",
} -- config
-- Set the order based on the file inclusion order in the TOC
APR.Modules[ThisModule].config.order = APR.NextOrdering
APR.NextOrdering = APR.NextOrdering + 10
-- These are the status strings that are printed to indicate whether it's off or on
APR.Modules[ThisModule].hidden_msg = L[ThisModule .. "_hidden"]
APR.Modules[ThisModule].shown_msg = L[ThisModule .. "_shown"]
-- This Boolean tells us whether this module works in Classic.
APR.Modules[ThisModule].WorksInClassic = false
APR.Modules[ThisModule].ShowPopup = function(printconfirm)
DebugPrint("in APR.Modules['" .. ThisModule .. "'].ShowPopup, printconfirm is " .. MakeString(printconfirm))
if APR.IsClassic then
DebugPrint("in APR.Modules['" .. ThisModule .. "'].ShowPopup, Classic detected, aborting")
return
end
DebugPrint("in APR.Modules['" .. ThisModule .. "'].ShowPopup, before showing, HideVoid is " .. MakeString(APR.DB.HideVoid))
if APR.DB.HideVoid then
-- Re-enable the dialog for putting tradable or modified items into void storage.
StaticPopupDialogs["VOID_DEPOSIT_CONFIRM"] = APR.StoredDialogs["VOID_DEPOSIT_CONFIRM"]
APR.StoredDialogs["VOID_DEPOSIT_CONFIRM"] = nil
-- Mark that the dialog is shown.
APR.DB.HideVoid = APR.SHOW_DIALOG
-- else already shown, nothing to do.
end
DebugPrint("in APR.Modules['" .. ThisModule .. "'].ShowPopup, after showing, HideVoid is " .. MakeString(APR.DB.HideVoid))
if printconfirm then APR:PrintStatus(ThisModule) end
end -- ShowPopup()
APR.Modules[ThisModule].HidePopup = function(printconfirm, ForceHide)
DebugPrint("in APR.Modules['" .. ThisModule .. "'].HidePopup, printconfirm is " .. MakeString(printconfirm) .. ", ForceHide is " .. MakeString(ForceHide))
if APR.IsClassic then
DebugPrint("in APR.Modules['" .. ThisModule .. "'].HidePopup, Classic detected, aborting")
return
end
DebugPrint("in APR.Modules['" .. ThisModule .. "'].HidePopup, before hiding, HideVoid is " .. MakeString(APR.DB.HideVoid))
if not APR.DB.HideVoid or ForceHide then
-- Disable the dialog for putting tradable or modified items into void storage.
APR.StoredDialogs["VOID_DEPOSIT_CONFIRM"] = StaticPopupDialogs["VOID_DEPOSIT_CONFIRM"]
StaticPopupDialogs["VOID_DEPOSIT_CONFIRM"] = nil
-- Mark that the dialog is hidden.
APR.DB.HideVoid = APR.HIDE_DIALOG
-- else already hidden, nothing to do.
end
DebugPrint("in APR.Modules['" .. ThisModule .. "'].HidePopup, after hiding, HideVoid is " .. MakeString(APR.DB.HideVoid))
if printconfirm then APR:PrintStatus(ThisModule) end
end -- HidePopup()
-- This function executes before the addon has fully loaded. Use it to initialize any settings this module needs.
-- This function can be safely deleted if not used.
APR.Modules[ThisModule].PreloadFunc = function()
-- Force the default Void Storage frame to load so we can override it
local isloaded, reason = LoadAddOn("Blizzard_VoidStorageUI")
DebugPrint("Blizzard_VoidStorageUI isloaded is " .. MakeString(isloaded))
DebugPrint("Blizzard_VoidStorageUI reason is " .. MakeString(reason))
end
-- Now capture the events that this module has to handle
if not APR.IsClassic or APR.Modules[ThisModule].WorksInClassic then
-- Depositing an item that's modified (gemmed, enchanted, or transmogged) or a BOP item still tradable in group triggers this event.
function APR.Events:VOID_DEPOSIT_WARNING(...)
if APR.DebugMode then
DebugPrint("In APR.Events:VOID_DEPOSIT_WARNING")
APR.Utilities.PrintVarArgs(...)
end -- if APR.DebugMode
-- Document the incoming parameters.
-- local slot, itemLink = ...
-- We only care about the slot
local slot = ...
DebugPrint("slot is " .. slot)
-- If the user didn't ask us to hide this popup, just return.
if not APR.DB.HideVoid then
DebugPrint("HideVoid off, not auto confirming")
return
end
DebugPrint("HideVoid on, auto confirming")
-- prior to this event firing, the game triggers "VOID_STORAGE_DEPOSIT_UPDATE", which disables the transfer button and normally pops up the dialog.
-- So, we simulate clicking OK with the UpdateTransferButton, and pass "nil" to indicate the warning dialog isn't showing.
VoidStorage_UpdateTransferButton(nil)
end -- APR.Events:VOID_DEPOSIT_WARNING()
end -- WoW Classic check
|
local fio = require('fio')
local t = require('luatest')
local g = t.group()
local helpers = require('test.helper')
local cluster
g.before_all = function()
cluster = helpers.Cluster:new({
datadir = fio.tempdir(),
server_command = helpers.entrypoint('srv_multisharding'),
cookie = require('digest').urandom(6):hex(),
replicasets = {
{
alias = 'hot-master',
uuid = helpers.uuid('a'),
roles = {'vshard-storage', 'vshard-router'},
vshard_group = 'hot',
servers = {{
http_port = 8081,
advertise_port = 13301,
instance_uuid = helpers.uuid('a', 'a', 1)
}},
}
},
})
cluster:start()
end
g.after_all = function()
cluster:stop()
fio.rmtree(cluster.datadir)
cluster = nil
end
g.test_query = function()
local ret = cluster.main_server:graphql({
query = [[{
replicasets(uuid: "aaaaaaaa-0000-0000-0000-000000000000") {
uuid
vshard_group
}
}]]
})
t.assert_equals(ret['data']['replicasets'][1], {
uuid = helpers.uuid('a'),
vshard_group = 'hot',
})
end
g.test_mutations = function()
t.assert_error_msg_contains(
"replicasets[aaaaaaaa-0000-0000-0000-000000000000].vshard_group" ..
" can't be modified",
function()
return cluster.main_server:graphql({
query = [[mutation {
edit_replicaset(
uuid: "aaaaaaaa-0000-0000-0000-000000000000"
vshard_group: "cold"
)
}]]
})
end
)
-- Do nothing and check it doesn't raise an error
cluster.main_server:graphql({
query = [[mutation {
edit_replicaset(
uuid: "aaaaaaaa-0000-0000-0000-000000000000"
)
}]]
})
end
|
return function (_, players)
for _, player in pairs(players) do
player:Kick("Kicked by admin.")
end
return ("Kicked %d players."):format(#players)
end |
-- create node Arccosine
require "moon.sg"
local node = moon.sg.new_node("sg_arccosine")
if node then
node:set_pos(moon.mouse.get_position())
end |
--[[
LuiExtended
License: The MIT License (MIT)
--]]
-- Addon Settings Menu localization
-- Translation by: KiriX
local strings = {
-- Settings
SI_LUIE_LAM_COMPATIBILITY_WARNING = "Отключите эту настройку, если у вас наблюдаются проблемы совместимости с другими аддонами.",
SI_LUIE_LAM_FONT = "Шрифт",
SI_LUIE_LAM_FONT_SIZE = "Размер шрифта",
SI_LUIE_LAM_FONT_STYLE = "Стиль шрифта",
SI_LUIE_LAM_RELOADUI = "Перезагрузить UI",
SI_LUIE_LAM_RELOADUI_BUTTON = "Это перезагрузит интерфейс (UI).",
SI_LUIE_LAM_RELOADUI_WARNING = "Потребуется перезагрузка UI.",
SI_LUIE_LAM_RELOADUI_SLASH_WARNING = "При отключении команды чата вам нужно будет перезагрузить интерфейс.",
SI_LUIE_LAM_RESETPOSITION = "Сбросить положение",
--SI_LUIE_LAM_ALERT_TEXT_ALIGNMENT = "Alert Text Alignment",
--SI_LUIE_LAM_ALERT_TEXT_ALIGNMENT_TP = "Set the Alignment for Alert Text (normally displayed anchored to the right in the top right corner of the screen).",
SI_LUIE_LAM_ALERT_HIDE_ALL = "Hide Alerts",
SI_LUIE_LAM_ALERT_HIDE_ALL_TP = "Hide Alerts that normally appear in the top right corner of the screen.",
SI_LUIE_LAM_HIDE_EXPERIENCE_BAR = "Скрыть появление полоски Опыта/Навыков",
SI_LUIE_LAM_HIDE_EXPERIENCE_BAR_TP = "При получении опыта за выполнение заданий, открытие POI, убийство боссов или при прокачке линейки навыков, полоска заполнения больше не будет появляться. Полезно, если у вас в этом углу экрана (верхний левый) есть какие-то элементы аддонов и вы не хотите, чтобы они перекрывались этой полоской.",
SI_LUIE_LAM_CHANGELOG = "Показать изменения",
SI_LUIE_LAM_CHANGELOG_TP = "Показывает список изменений по сравнению с предыдущей версией LUIE.",
SI_LUIE_LAM_STARTUPMSG = "Отключить стартовое сообщение",
SI_LUIE_LAM_STARTUPMSG_TP = "Эта настройка отключает стартовое сообщение.",
SI_LUIE_LAM_SVPROFILE_HEADER = "Настройки профиля",
SI_LUIE_LAM_SVPROFILE_DESCRIPTION = "По умолчанию в LuiExtended используется настройка на весь аккаунт. Вы можете переключиться на индивидуальные настройки для каждого персонажа. Профили могут копироваться между персонажами, вы можете сбросить настройки текущего персонажа или перезаписать настройки аккаунта ниже. Помните, что будут использоваться настройки на аккаунт, если вы вновь переключитесь с индивидуальных настроек персонажа на общие.",
SI_LUIE_LAM_SVPROFILE_SETTINGSTOGGLE = "Индивидуальные настройки",
SI_LUIE_LAM_SVPROFILE_SETTINGSTOGGLE_TP = "Переключается между использованием общих настроек и индивидуальных настроек персонажа.",
SI_LUIE_LAM_SVPROFILE_PROFILECOPY = "Копировать профиль персонажа",
SI_LUIE_LAM_SVPROFILE_PROFILECOPY_TP = "Выберите другого персонажа или общие настройки для копирования с них.",
SI_LUIE_LAM_SVPROFILE_PROFILECOPYBUTTON = "Копировать профиль",
SI_LUIE_LAM_SVPROFILE_PROFILECOPYBUTTON_TP = "Копирует выбранный выше профиль вашему текущему персонажу или в качестве общих настроек.",
SI_LUIE_LAM_SVPROFILE_RESETCHAR = "Сбросить текущего персонажа",
SI_LUIE_LAM_SVPROFILE_RESETCHAR_TP = "Сбросить настройки профиля текущего персонажа.",
SI_LUIE_LAM_SVPROFILE_RESETACCOUNT = "Сбросить общие настройки",
SI_LUIE_LAM_SVPROFILE_RESETACCOUNT_TP = "Сбрасывает общие настройки аккаунта. Помните, что это никак не затронет индивидуальные настройки персонажа.",
SI_LUIE_LAM_UNLOCK_DEFAULT_UI = "Разблокировать стандартный UI",
SI_LUIE_LAM_UNLOCK_DEFAULT_UI_TP = "Позволяет разблокировать перемещение стандартных UI элементов таких как: Список заданий, история подбора, счет полей сражения и так далее.",
SI_LUIE_LAM_RESET_DEFAULT_UI_TP = "Сбросить положение стандартных UI элементов в исходное положение.",
-- Modules
SI_LUIE_LAM_UF = "Фреймы",
SI_LUIE_LAM_CA = "Оповещения в чат",
SI_LUIE_LAM_CI = "Инфо боя",
SI_LUIE_LAM_SLASHCMDS = "Команды чата",
SI_LUIE_LAM_CI_DESCRIPTION = "Позволяет показывать значение абсолютной способности на панели, отслеживать эффекты и перезарядку предметов в ячейках быстрого доступа и отображать ГКД для способностей на панели.",
SI_LUIE_LAM_BUFFS_DESCRIPTION = "Включает отображение баффов и дебаффов игрока и цели. Также имеет различные настройки.",
SI_LUIE_LAM_BUFFSDEBUFFS = "Баффы и Дебаффы",
SI_LUIE_LAM_MODULEHEADER = "Настройки модулей",
SI_LUIE_LAM_MISCHEADER = "Прочие настройки",
-- Module: Slash Commands
SI_LUIE_LAM_SLASHCMDS_ENABLE = "Команды чата",
SI_LUIE_LAM_SLASHCMDS_DESCRIPTION = "Добавляет собственные команды чата (/slash) для осуществления различных базовых функций, таких как исключение игрока из группы, приглашение игрока в гильдию или добавление в друзья.",
SI_LUIE_LAM_SLASHCMDSHEADER = "Команды чата",
SI_LUIE_LAM_SLASHCMDSHEADER_GENERAL = "Общие команды",
SI_LUIE_LAM_SLASHCMDS_TRADE = "( '/trade' ) Торговля",
SI_LUIE_LAM_SLASHCMDS_TRADE_TP = "'/trade' 'имя' Предлагает игроку обмен с вами.",
SI_LUIE_LAM_SLASHCMDS_HOME = "( '/home' ) Перемещение домой",
SI_LUIE_LAM_SLASHCMDS_HOME_TP = "'/home' Перемещает вас в ваш основной дом.",
SI_LUIE_LAM_SLASHCMDS_CAMPAIGN = "( '/campaign' ) Встать в кампанию",
SI_LUIE_LAM_SLASHCMDS_CAMPAIGN_TP = "'/campaign' 'name' Встать в очередь в кампанию с указанным названием, если это ваша Домашняя или гостевая кампания.",
SI_LUIE_LAM_SLASHCMDSHEADER_GROUP = "Команды группы",
SI_LUIE_LAM_SLASHCMDS_REGROUP = "( '/regroup' ) Перегруппировка",
SI_LUIE_LAM_SLASHCMDS_REGROUP_TP = "'/regroup' Сохраняет состав вашей текущей группы, распускает группу и приглашает всех заново через 5 секунд.",
SI_LUIE_LAM_SLASHCMDS_LEAVE = "( '/leave' ) Покинуть группу",
SI_LUIE_LAM_SLASHCMDS_LEAVE_TP = "'/leave' Покинуть текущую группу.\n\t\t\t\t\tАльтернативный вариант: '/leavegroup'",
SI_LUIE_LAM_SLASHCMDS_DISBAND = "( '/disband' ) Распустить группу",
SI_LUIE_LAM_SLASHCMDS_DISBAND_TP = "'/disband' Распускает текущую группу, если вы лидер группы.",
SI_LUIE_LAM_SLASHCMDS_KICK = "( '/kick' ) Исключить",
SI_LUIE_LAM_SLASHCMDS_KICK_TP = "'/kick' 'имя' Исключает игрока из вашей текущей группы, если вы лидер группы.\n\t\t\t\t\tПомните: Не заменяет эмоцию/kick .\n\t\t\t\t\tАльтернативные варианты: '/remove', '/groupkick', '/groupremove'",
SI_LUIE_LAM_SLASHCMDS_VOTEKICK = "( '/votekick') Проголосовать",
SI_LUIE_LAM_SLASHCMDS_VOTEKICK_TP = "'/votekick' 'имя' Запускает процедуру голосования за исключения игрока из LFG-группы.\n\t\t\t\t\tАльтернативный вариант: '/voteremove'",
SI_LUIE_LAM_SLASHCMDSHEADER_GUILD = "Команды гильдии",
SI_LUIE_LAM_SLASHCMDS_GUILDINVITE = "( '/guildinvite' ) Пригласить",
SI_LUIE_LAM_SLASHCMDS_GUILDINVITE_TP = "'/guildinvite' '#' 'имя' Приглашает игрока в одну из ваших гильдий на основе её порядкового номера в вашем меню гильдий.\n\t\t\t\t\tАльтернативный вариант: /'ginvite'",
SI_LUIE_LAM_SLASHCMDS_GUILDKICK = "( '/guildkick' ) Исключить",
SI_LUIE_LAM_SLASHCMDS_GUILDKICK_TP = "'/guildkick' '#' 'имя' Исключает игрока из одной из ваших гильдий, если у вас есть права на это.\n\t\t\t\t\tАльтернативный вариант: '/gkick'",
SI_LUIE_LAM_SLASHCMDS_GUILDQUIT = "( '/guildquit' ) Покинуть",
SI_LUIE_LAM_SLASHCMDS_GUILDQUIT_TP = "'/guildquit' '#' Выход из одной из ваших гильдий на основе её порядкового номера в вашем меню гильдий.\n\t\t\t\t\tАльтернативный вариант: '/gquit', '/guildleave', '/gleave'",
SI_LUIE_LAM_SLASHCMDSHEADER_SOCIAL = "Социальные команды",
SI_LUIE_LAM_SLASHCMDS_FRIEND = "( '/friend' ) Добавить друга",
SI_LUIE_LAM_SLASHCMDS_FRIEND_TP = "'/friend' 'имя' Приглашает игрока в друзья.\n\t\t\t\t\tАльтернативный вариант: '/addfriend'",
SI_LUIE_LAM_SLASHCMDS_IGNORE = "( '/ignore' ) Игнорировать",
SI_LUIE_LAM_SLASHCMDS_IGNORE_TP = "'/ignore' 'имя' Добавляет игрока в список игнорирования.\n\t\t\t\t\t\tАльтернативный вариант: '/addignore'",
SI_LUIE_LAM_SLASHCMDS_REMOVEFRIEND = "( '/removefriend' ) Убрать из друзей",
SI_LUIE_LAM_SLASHCMDS_REMOVEFRIEND_TP = "'/unfriend' 'имя' Убирает игрока из друзей.\n\t\t\t\t\tАльтернативный вариант: '/removefriend'",
SI_LUIE_LAM_SLASHCMDS_REMOVEIGNORE = "( /'removeignore' ) Не игнорировать",
SI_LUIE_LAM_SLASHCMDS_REMOVEIGNORE_TP = "'/unignore' 'имя' Убирает игрока из списка игнорирования.\n\t\t\t\t\tАльтернативный вариант: '/removeignore'",
SI_LUIE_LAM_SLASHCMDS_BANKER = "( '/banker' ) Банкир",
SI_LUIE_LAM_SLASHCMDS_BANKER_TP = "'/banker' Призывает <<1>> (Если разблокировано).\n\t\t\t\t\tАльтернативный вариант: '/bank'",
SI_LUIE_LAM_SLASHCMDS_MERCHANT = "( '/merchant' ) Торговец",
SI_LUIE_LAM_SLASHCMDS_MERCHANT_TP = "'/merchant' Призывает <<1>> (Если разблокировано).\n\t\t\t\t\tАльтернативный вариант: '/sell', '/vendor'",
SI_LUIE_LAM_SLASHCMDS_FENCE = "( '/fence' ) Воровка",
SI_LUIE_LAM_SLASHCMDS_FENCE_TP = "'/fence' Призывает <<1>> (Если разблокировано).\n\t\t\t\t\tАльтернативный вариант: '/smuggler'",
SI_LUIE_LAM_SLASHCMDS_PET = "( '/pet' ) Отозвать боевого питомца",
SI_LUIE_LAM_SLASHCMDS_PET_TP = "'/pet' Отзывает всех призванных боевых питомцев.\n\t\t\t\t\tАльтернативный вариант: '/pets', '/dismisspet', '/dismisspets'",
SI_LUIE_LAM_SLASHCMDS_PET_MESSAGE = "Отправлять в чат сообщение",
SI_LUIE_LAM_SLASHCMDS_PET_MESSAGE_TP = "Отправляет в чат сообщение если вы отозвали питомцев назначенной клавишей или командой чата.",
SI_LUIE_LAM_SLASHCMDS_READYCHECK = "( '/ready' ) Проверка готовности",
SI_LUIE_LAM_SLASHCMDS_READYCHECK_TP = "Отправляет запрос готовности каждому члену группы.",
SI_LUIE_LAM_SLASHCMDS_OUTFIT = "( '/outfit' ) Включить наряд",
SI_LUIE_LAM_SLASHCMDS_OUTFIT_TP = "'/outfit' '#' Экипирует наряд из ячейки под введённым номером.",
SI_LUIE_LAM_SLASHCMDSHEADER_HOLIDAY = "Команды праздничных событий",
SI_LUIE_LAM_SLASHCMDS_CAKE = "( '/cake' ) Поставить праздничный торт",
SI_LUIE_LAM_SLASHCMDS_CAKE_TP = "'/cake' Ставит перед вами праздничный торт использовав который во время события годовщины игры вы можете получить бафф опыта.\n\t\t\t\t\tАльтернативный вариант: '/anniversary'",
SI_LUIE_LAM_SLASHCMDS_PIE = "( '/pie' ) Использовать пирог беспорядка",
SI_LUIE_LAM_SLASHCMDS_PIE_TP = "'/pie' Вы съедаете пирог беспорядка. Во время события фестиваля шута вы получаете бафф к опыту.\n\t\t\t\t\tАльтернативный вариант: '/jester'",
SI_LUIE_LAM_SLASHCMDS_MEAD = "( '/mead' ) Выпить мёд Брэды",
SI_LUIE_LAM_SLASHCMDS_MEAD_TP = "'/mead' Вы выпиваете бездонную кружку с мёдом Брэды. Во время события фестиваля новой жизни вы получаете бафф к опыту.\n\t\t\t\t\tАльтернативный вариант: '/newlife'",
SI_LUIE_LAM_SLASHCMDS_WITCH = "( '/witch' ) Использовать свисток Ведьмы",
SI_LUIE_LAM_SLASHCMDS_WITCH_TP = "'/witch' Вы используете свисток Ведьмы-матери, чтобы призвать варево Ведьмы-матери. Использовав призванный котёл во время события фестиваля ведьм вы можете получить бафф опыта.\n\t\t\t\t\tАльтернативный вариант: '/witchfest'",
SI_LUIE_LAM_SLASHCMDS_REPORT = "( '/report' ) Пожаловаться на игрока",
SI_LUIE_LAM_SLASHCMDS_REPORT_TP = "'/report' 'имя' Открывает окно жалобы на игрока.",
-- Module: Buffs & Debuffs
SI_LUIE_LAM_BUFF_ENABLEEFFECTSTRACK = "Баффы и Дебаффы",
SI_LUIE_LAM_BUFF_HEADER_POSITION = "Настройки отображения",
SI_LUIE_LAM_BUFF_HARDLOCK = "Привязать положение к Фреймам",
SI_LUIE_LAM_BUFF_HARDLOCK_TP = "Привязывает положение окна баффов к полоске здоровья юнита (по умолчанию или настраиваемой). Это заблокирует независимое изменение положения этого окна.",
SI_LUIE_LAM_BUFF_HARDLOCK_WARNING = "Потребуется перезагрузка UI.\nКогда эта опция включена, вы не сможете перемещать панель баффов.",
SI_LUIE_LAM_BUFF_UNLOCKWINDOW = "Разблокировать окно баффов",
SI_LUIE_LAM_BUFF_UNLOCKWINDOW_TP = "Разблокируйте, чтобы перемещать окно со значками баффов. Работает только на те области, которые не затронуты настройками выше (если включено).",
SI_LUIE_LAM_BUFF_RESETPOSITION_TP = "Это сбросит положение всех трёх контейнеров значков баффов куда-то к центру экрана.",
SI_LUIE_LAM_BUFF_SHOWPLAYERBUFF = "Показать Баффы игрока",
SI_LUIE_LAM_BUFF_SHOWPLAYERBUFF_TP = "Отображение баффов на игроке.",
SI_LUIE_LAM_BUFF_SHOWPLAYERDEBUFF = "Показать Дебаффы игрока",
SI_LUIE_LAM_BUFF_SHOWPLAYERDEBUFF_TP = "Отображение дебаффов на игроке.",
SI_LUIE_LAM_BUFF_SHOWTARGETBUFF = "Показать Баффы цели",
SI_LUIE_LAM_BUFF_SHOWTARGETBUFF_TP = "Отображение баффов цели.",
SI_LUIE_LAM_BUFF_SHOWTARGETDEBUFF = "Показать Дебаффы игрока",
SI_LUIE_LAM_BUFF_SHOWTARGETDEBUFF_TP = "Отображение дебаффов на цели.",
SI_LUIE_LAM_BUFF_SHOWGROUNDBUFFDEBUFF = "Отображение таймера наземной способности",
SI_LUIE_LAM_BUFF_SHOWGROUNDBUFFDEBUFF_TP = "Отображение таймера баффа для наземного целевого урона и исцеляющих способностей, которые вы применяете (Arrow Barrage, Wall of Elements, Cleansing Ritual, etc).",
SI_LUIE_LAM_BUFF_SHOW_GROUND_DAMAGE = "Отображение бафф/дебафф наземной способности",
SI_LUIE_LAM_BUFF_SHOW_GROUND_DAMAGE_TP = "Отображение баффа/дебаффа, когда вы стоите во враждебном наземном эффекте, таком как Arrow Barrage или дружественный наземный эффект, такой как Cleansing Ritual.",
SI_LUIE_LAM_BUFF_ADD_EXTRA_BUFFS = "Показывать дополнительные баффы",
SI_LUIE_LAM_BUFF_ADD_EXTRA_BUFFS_TP = "Показывает дополнительные значки для некоторых баффов с мажорными/минорными аурами, которые обычно не отслеживаются. Этот функционал существует специально, чтобы добавить значок к таким способностям, как Green Dragon Blood, так они могут быть добавлены к особым аурам и могут отслеживаться.",
SI_LUIE_LAM_BUFF_CONSOLIDATE = "Объединять Мажорные/Минорные ауры",
SI_LUIE_LAM_BUFF_CONSOLIDATE_TP = "Объединяет мажорные/минорные ауры способностей с множественными эффектами в один значок: Dragon Blood, Hurricane, Combat Prayer, Restoring Focus, и т.д.... \nВнимание: Включение этой настройки покажет дополнительные значки для таких способностей, как Dragon Blood, чтобы их можно было отследить.",
SI_LUIE_LAM_BUFF_EXTEND_EXTRA = "Расширенные настройки для одиночных аур",
SI_LUIE_LAM_BUFF_EXTEND_EXTRA_TP = "Включение этой настройки задействует настройки для дополнительных или объединённых баффов для способностей только с одним Мажорным/Минорным эффектом, таких, как Blur, Shuffle, Molten Weapons.",
SI_LUIE_LAM_BUFF_REDUCE = "Скрыть дублирующиеся и парные ауры",
SI_LUIE_LAM_BUFF_REDUCE_TP = "Некоторые способности имеют несколько эффектов с одинаковой длительностью, например: Burning Talons накладывает DoT & замедляющий эффект на одинаковое время. Включение это функции скроет один из значков этой способности и подобных ей, сократив общее число баффов/дебаффов в контейнере.",
SI_LUIE_LAM_BUFF_ALWAYS_SHARED_EFFECTS = "Всегда Показывать Полезные Дебаффы Группы",
SI_LUIE_LAM_BUFF_ALWAYS_SHARED_EFFECTS_TP = "По умолчанию отображаются только дебаффы, примененные ВАМИ. При включении этой опции также будут показаны полезные дебаффы группы, такие как Stagger, Crushing, Alkosh, Tremorscale и т.д., даже если они не применяются вами.",
SI_LUIE_LAM_BUFF_ALWAYS_MAJOR_MINOR_EFFECTS = "Всегда показывать Major/Minor дебаффы.",
SI_LUIE_LAM_BUFF_ALWAYS_MAJOR_MINOR_EFFECTS_TP = "По умолчанию отображаются только дебаффы, примененные ВАМИ. Включение этой опции также покажет все Major/Minor дебаффы на цели, даже если они не наложены игроком.\n\nПримечание: Рекомендуется оставить этот параметр включенным! Если вы отключите этот параметр, а другой игрок переопределит один из ваших Major/Minor дебаффов, то он исчезнет.",
SI_LUIE_LAM_BUFF_ICON_HEADER = "Настройки значков",
SI_LUIE_LAM_BUFF_ICONSIZE = "Размер значка баффов",
SI_LUIE_LAM_BUFF_ICONSIZE_TP = "Выберите размер для значка баффов.",
SI_LUIE_LAM_BUFF_SHOWREMAINTIMELABEL = "Счётчик",
SI_LUIE_LAM_BUFF_SHOWREMAINTIMELABEL_TP = "Показывается текстовый счётчик в цифрах в секундах оставшегося времени действия баффа.",
SI_LUIE_LAM_BUFF_LABEL_POSITION_TP = "Задаёт вертикальное положение надписи отсчёта времени баффа.",
SI_LUIE_LAM_BUFF_FONT_TP = "Выберите шрифт для надписи отсчёта времени баффа.",
SI_LUIE_LAM_BUFF_FONTSIZE_TP = "Выберите размер шрифта для надписи отсчёта времени баффа.",
SI_LUIE_LAM_BUFF_FONTSTYLE_TP = "Выберите стиль шрифта для надписи отсчёта времени баффа.",
SI_LUIE_LAM_BUFF_LABELCOLOR_TP = "Задаёт цвет надписи отсчёта времени баффа таким же, как и края значка или оставляет его белым.",
SI_LUIE_LAM_BUFF_SHOWSECONDFRACTIONS = "Доли секунды",
SI_LUIE_LAM_BUFF_SHOWSECONDFRACTIONS_TP = "Формат текста оставшегося времени \"12.3\" или оставить просто в секундах \"12\".",
SI_LUIE_LAM_BUFF_SHOWFRACTIONSTHRESHOLDVALUE = "Порог продолжительности", -- Note: This option is actually used in CombatInfo for Bar Highlight
SI_LUIE_LAM_BUFF_SHOWFRACTIONSTHRESHOLDVALUE_TP = "Покажет таймер с доли секундами если оставшаяся длительность способности ниже этого значения.",
SI_LUIE_LAM_BUFF_SHOWFRACTIONSABOVETHRESHOLD = "Всегда показывать доли секунды", -- Note: This option is actually used in CombatInfo for Bar Highlight
SI_LUIE_LAM_BUFF_SHOWFRACTIONSABOVETHRESHOLD_TP = "Показывает доли секунды независимо от того, какова длительность способности (игнорирует порог, установленный выше).",
SI_LUIE_LAM_BUFF_GLOWICONBORDER = "Светящиеся края значка",
SI_LUIE_LAM_BUFF_GLOWICONBORDER_TP = "Используются цветные светящиеся края для значков баффов и дебаффов.",
SI_LUIE_LAM_BUFF_SHOWBORDERCOOLDOWN = "Убывающие края",
SI_LUIE_LAM_BUFF_SHOWBORDERCOOLDOWN_TP = "Отображает цветные убывающие края на значках, в зависимости от оставшегося времени действия баффа или дебаффа.",
SI_LUIE_LAM_BUFF_FADEEXPIREICON = "Затухание при истечении",
SI_LUIE_LAM_BUFF_FADEEXPIREICON_TP = "Когда время баффа почти истекло, значок становится прозрачным.",
SI_LUIE_LAM_BUFF_SORTING_HEADER = "Выравнивание и сортировка",
SI_LUIE_LAM_BUFF_SORTING_NORMAL_HEADER = "Баффы & Дебаффы игрока/цели",
SI_LUIE_LAM_BUFF_SORTING_GENERIC_ALIGN = "<<1>> Выравнивание",
SI_LUIE_LAM_BUFF_SORTING_GENERIC_ALIGN_TP = "Устанавливает выравнивание значков в контейнере <<1>>.",
SI_LUIE_LAM_BUFF_SORTING_HORIZONTAL_ALIGN = "<<1>> Горизонтальное выравнивание",
SI_LUIE_LAM_BUFF_SORTING_HORIZONTAL_ALIGN_TP = "Устанавливает горизонтальное выравнивание значков в контейнере <<1>>.",
SI_LUIE_LAM_BUFF_SORTING_VERTICAL_ALIGN = "<<1>> Вертикальное выравнивание",
SI_LUIE_LAM_BUFF_SORTING_VERTICAL_ALIGN_TP = "Устанавливает вертикальное выравнивание значков в контейнере <<1>>.",
SI_LUIE_LAM_BUFF_SORTING_SORT_GENERIC = "<<1>> Сортировка",
SI_LUIE_LAM_BUFF_SORTING_SORT_GENERIC_TP = "Выберите направление сортировки значков в контейнере <<1>>.",
SI_LUIE_LAM_BUFF_SORTING_SORT_HORIZONTAL = "<<1>> Горизонтальная сортировка",
SI_LUIE_LAM_BUFF_SORTING_SORT_HORIZONTAL_TP = "Выберите горизонтальное направление сортировки значков в контейнере <<1>>.",
SI_LUIE_LAM_BUFF_SORTING_SORT_VERTICAL = "<<1>> Вертикальная сортировка",
SI_LUIE_LAM_BUFF_SORTING_SORT_VERTICAL_TP = "Выберите вертикальное направление сортировки значков в контейнере <<1>>.",
SI_LUIE_LAM_BUFF_SORTING_LONGTERM_HEADER = "Долгосрочные баффы",
SI_LUIE_LAM_BUFF_SORTING_PROMINET_HEADER = "Особые Баффы & Дебаффы",
SI_LUIE_LAM_BUFF_TOOLTIP_HEADER = "Подсказки",
SI_LUIE_LAM_BUFF_TOOLTIP_ENABLE = "Отображение Всплывающей Подсказки",
SI_LUIE_LAM_BUFF_TOOLTIP_ENABLE_TP = "Отображать подробные всплывающие подсказки при наведении курсора на значок баффа или дебаффа.",
SI_LUIE_LAM_BUFF_TOOLTIP_STICKY = "Продолжительность подсказки",
SI_LUIE_LAM_BUFF_TOOLTIP_STICKY_TP = "Установите значение выше 0, чтобы задержать затухание всплывающих подсказок на\"x\" миллисекунд.",
SI_LUIE_LAM_BUFF_TOOLTIP_ABILITY_ID = "Отобразить AbilityId в подсказке",
SI_LUIE_LAM_BUFF_TOOLTIP_ABILITY_ID_TP = "Отображает AbilityId в нижней части всплывающей подсказки.\nПримечание. Этот параметр также применим к окну «Активные эффекты».",
SI_LUIE_LAM_BUFF_TOOLTIP_BUFF_TYPE = "Отображение типа баффа в подсказке",
SI_LUIE_LAM_BUFF_TOOLTIP_BUFF_TYPE_TP = "Отобразите тип баффа нижней части всплывающей подсказки.\nПримечание. Этот параметр также применим к окну «Активные эффекты».",
SI_LUIE_LAM_BUFF_LONGTERM_HEADER = "Длительные эффекты",
SI_LUIE_LAM_BUFF_LONGTERM_SELF = "Длительные эффекты Игрока",
SI_LUIE_LAM_BUFF_LONGTERM_SELF_TP = "Показывает значки эффектов игрока, длительностью более 2 минут.",
SI_LUIE_LAM_BUFF_LONGTERM_TARGET = "Длительные эффекты Цели",
SI_LUIE_LAM_BUFF_LONGTERM_TARGET_TP = "Отображает длительные эффекты цели",
SI_LUIE_LAM_BUFF_LONGTERM_SEPCTRL = "Раздельное управление эффектами Игрока",
SI_LUIE_LAM_BUFF_LONGTERM_SEPCTRL_TP = "Перемещает значки длительных эффектов игрока на отдельную независимую панель.",
SI_LUIE_LAM_BUFF_LONGTERM_CONTAINER = "Ориентация контейнера",
SI_LUIE_LAM_BUFF_LONGTERM_CONTAINER_TP = "Изменяет ориентацию контейнера длительных эффектов на Горизонтальную или Вертикальную.",
SI_LUIE_LAM_BUFF_FILTER_LONG_HEADER = "Фильтр длительных эффектов",
SI_LUIE_LAM_BUFF_LONGTERM_ASSISTANT = "Активный Помощник (Только для игрока)",
SI_LUIE_LAM_BUFF_LONGTERM_ASSISTANT_TP = "Определяет, показывать ли значок активного Помощника игрока.",
SI_LUIE_LAM_BUFF_LONGTERM_DISGUISE = "Значок маскировки (Только для игрока)",
SI_LUIE_LAM_BUFF_LONGTERM_DISGUISE_TP = "Определяет, показывать ли значок активной маскировки на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_MOUNT_PLAYER = "Значок ездового животного на игроке",
SI_LUIE_LAM_BUFF_LONGTERM_MOUNT_PLAYER_TP = "Отображать ли значок ездового животного когда вы его используете?",
SI_LUIE_LAM_BUFF_LONGTERM_MOUNT_TARGET = "Значок ездового животного на цели",
SI_LUIE_LAM_BUFF_LONGTERM_MOUNT_TARGET_TP = "Отображает значок ездового животного на цели.",
SI_LUIE_LAM_BUFF_LONGTERM_MOUNT_ICON = "Показать подробную информацию маунта",
SI_LUIE_LAM_BUFF_LONGTERM_MOUNT_ICON_TP = "Отображение подробной информации о ездовом животном (маунте) игрока. Это позволит использовать определенный значок, имя и всплывающую подсказку для маунта вместо обычного баффа.",
SI_LUIE_LAM_BUFF_LONGTERM_PET = "Небоевой питомец (Только для игрока)",
SI_LUIE_LAM_BUFF_LONGTERM_PET_TP = "Определяет, показывать ли значок активного небоевого питомца на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_MUNDUSPLAYER = "Бонус Мундуса на Игроке",
SI_LUIE_LAM_BUFF_LONGTERM_MUNDUSPLAYER_TP = "Определяет, показывать ли бафф Мундуса на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_MUNDUSTARGET = "Бонус Мундуса на Цели",
SI_LUIE_LAM_BUFF_LONGTERM_MUNDUSTARGET_TP = "Определяет, показывать ли бафф Мундуса на цели.",
SI_LUIE_LAM_BUFF_LONGTERM_VAMPSTAGEPLAYER = "Показывать стадию Вампиризама на Игроке",
SI_LUIE_LAM_BUFF_LONGTERM_VAMPSTAGEPLAYER_TP = "Определяет, показывать ли бафф стадии Вампиризма на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_VAMPSTAGETARGET = "Показывать стадию Вампиризама на Цели",
SI_LUIE_LAM_BUFF_LONGTERM_VAMPSTAGETARGET_TP = "Определяет, показывать ли бафф стадии Вампиризма на цели.",
SI_LUIE_LAM_BUFF_LONGTERM_LYCANPLAYER = "Показывать Ликантропию на Игроке",
SI_LUIE_LAM_BUFF_LONGTERM_LYCANPLAYER_TP = "Определяет, показывать ли бафф Ликантропии на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_LYCANTARGET = "Показывать Ликантропию на Цели",
SI_LUIE_LAM_BUFF_LONGTERM_LYCANTARGET_TP = "Определяет, показывать ли бафф Ликантропии на цели.",
SI_LUIE_LAM_BUFF_LONGTERM_VAMPWWPLAYER = "Показывать Вамп/Ликан на Игроке",
SI_LUIE_LAM_BUFF_LONGTERM_VAMPWWPLAYER_TP = "Определяет, показывать ли бафф заболевания вампиризмом или ликантропией на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_VAMPWWTARGET = "Показывать Вамп/Ликан на Цели",
SI_LUIE_LAM_BUFF_LONGTERM_VAMPWWTARGET_TP = "Определяет, показывать ли бафф заболевания вампиризмом или ликантропией на цели.",
SI_LUIE_LAM_BUFF_LONGTERM_BITEPLAYER = "Таймер укуса Вамп/Оборот на Игроке",
SI_LUIE_LAM_BUFF_LONGTERM_BITEPLAYER_TP = "Определяет, показывать ли таймер отката укуса вампира/оборотня на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_BITETARGET = "Таймер укуса Вамп/Оборот на Цели",
SI_LUIE_LAM_BUFF_LONGTERM_BITETARGET_TP = "Определяет, показывать ли таймер отката укуса вампира/оборотня на цели.",
SI_LUIE_LAM_BUFF_LONGTERM_BSPIRITPLAYER = "Battle Spirit на Игроке",
SI_LUIE_LAM_BUFF_LONGTERM_BSPIRITPLAYER_TP = "Определяет, показывать ли бафф Battle Spirit на Игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_BSPIRITTARGET = "Battle Spirit на Цели",
SI_LUIE_LAM_BUFF_LONGTERM_BSPIRITTARGET_TP = "Определяет, показывать ли бафф Battle Spirit на Цели.",
SI_LUIE_LAM_BUFF_LONGTERM_CYROPLAYER = "Бонусы Сиродила на Игроке",
SI_LUIE_LAM_BUFF_LONGTERM_CYROPLAYER_TP = "Определяет, показывать ли текущие баффы бонусов Сиродила на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_CYROTARGET = "Бонусы Сиродила на Цели",
SI_LUIE_LAM_BUFF_LONGTERM_CYROTARGET_TP = "Определяет, показывать ли текущие баффы бонусов Сиродила на цели.",
SI_LUIE_LAM_BUFF_LONGTERM_ESOPLUSPLAYER = "ESO Plus на Игроке",
SI_LUIE_LAM_BUFF_LONGTERM_ESOPLUSPLAYER_TP = "Определяет, показывать ли бафф ESO Plus Member на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_ESOPLUSTARGET = "ESO Plus на Цели",
SI_LUIE_LAM_BUFF_LONGTERM_ESOPLUSTARGET_TP = "Определяет, показывать ли бафф ESO Plus Member на цели.",
SI_LUIE_LAM_BUFF_LONGTERM_SOULSUMMONSPLAYER = "Soul Summons на Игроке",
SI_LUIE_LAM_BUFF_LONGTERM_SOULSUMMONSPLAYER_TP = "Определяет, показывать ли бафф внутреннего отката Soul Summons на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_SOULSUMMONSTARGET = "Soul Summons на Цели",
SI_LUIE_LAM_BUFF_LONGTERM_SOULSUMMONSTARGET_TP = "Определяет, показывать ли бафф внутреннего отката Soul Summons на цели.",
SI_LUIE_LAM_BUFF_LONGTERM_SETICDPLAYER = "Бафф отката сетов (Только на игроке)",
SI_LUIE_LAM_BUFF_LONGTERM_SETICDPLAYER_TP = "Определяет, показывать ли бафф отката эффектов комплектов Phoenix, Eternal Warrior и Immortal Warrior на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_FOODPLAYER = "Баффы Еды & Напитков на Игроке",
SI_LUIE_LAM_BUFF_LONGTERM_FOODPLAYER_TP = "Определяет, показывать ли баффы еды & напитков на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_FOODTARGET = "Баффы Еды & Напитков на Цели",
SI_LUIE_LAM_BUFF_LONGTERM_FOODTARGET_TP = "Определяет, показывать ли баффы еды & напитков на цели.",
SI_LUIE_LAM_BUFF_LONGTERM_EXPERIENCEPLAYER = "Бафф повышения опыта на Игроке",
SI_LUIE_LAM_BUFF_LONGTERM_EXPERIENCEPLAYER_TP = "Определяет, показывать ли бафф, увеличивающий получаемый опыт на игроке.",
SI_LUIE_LAM_BUFF_LONGTERM_EXPERIENCETARGET = "Бафф повышения опыта на Цели",
SI_LUIE_LAM_BUFF_LONGTERM_EXPERIENCETARGET_TP = "Определяет, показывать ли бафф, увеличивающий получаемый опыт на цели.",
SI_LUIE_LAM_BUFF_MISC_HEADER = "Фильтр коротких эффектов",
SI_LUIE_LAM_BUFF_MISC_SHOWGALLOP = "Галоп (Только для игрока)",
SI_LUIE_LAM_BUFF_MISC_SHOWGALLOP_TP = "Показывает специальный значок баффа, когда игрок передвигается верхом галопом.",
SI_LUIE_LAM_BUFF_MISC_SHOWSPRINT = "Спринт (Только для игрока)",
SI_LUIE_LAM_BUFF_MISC_SHOWSPRINT_TP = "Показывает специальный значок баффа, когда игрок использует спринт.",
SI_LUIE_LAM_BUFF_MISC_SHOWREZZ = "Иммунитет воскрешения (Только для игрока)",
SI_LUIE_LAM_BUFF_MISC_SHOWREZZ_TP = "Показывает специальный значок баффа, когда игрок имеет иммунитет к урону и эффектам во время воскрешения.",
SI_LUIE_LAM_BUFF_MISC_SHOWRECALL = "Штраф телепорта (Только для игрока)",
SI_LUIE_LAM_BUFF_MISC_SHOWRECALL_TP = "Показывает специальный значок баффа, когда для игрока применяется штраф к цене перемещения к святилищу.",
SI_LUIE_LAM_BUFF_MISC_SHOWWEREWOLF = "Таймер оборотня (Только для игрока)",
SI_LUIE_LAM_BUFF_MISC_SHOWWEREWOLF_TP = "Показывает специальный значок баффа, когда игрок принимаем форму оборотня.",
SI_LUIE_LAM_BUFF_MISC_SHOWBLOCKPLAYER = "Блок - Игрок",
SI_LUIE_LAM_BUFF_MISC_SHOWBLOCKPLAYER_TP = "Показывает специальный значок баффа блока, когда игрок удерживает блок.",
SI_LUIE_LAM_BUFF_MISC_SHOWBLOCKTARGET = "Блок - Цель",
SI_LUIE_LAM_BUFF_MISC_SHOWBLOCKTARGET_TP = "Показывает специальный значок баффа блока, когда цель удерживает блок.",
SI_LUIE_LAM_BUFF_MISC_SHOWSTEALTHPLAYER = "Скрытность - Игрок",
SI_LUIE_LAM_BUFF_MISC_SHOWSTEALTHPLAYER_TP = "Показывает специальный значок баффа, когда игрок находится в режиме скрытности.",
SI_LUIE_LAM_BUFF_MISC_SHOWSTEALTHTARGET = "Скрытность - Цель",
SI_LUIE_LAM_BUFF_MISC_SHOWSTEALTHTARGET_TP = "Показывает специальный значок баффа, когда цель находится в режиме скрытности.",
SI_LUIE_LAM_BUFF_MISC_LOOTSHOWDISGUISEPLAYER = "Маскировка - Игрок",
SI_LUIE_LAM_BUFF_MISC_LOOTSHOWDISGUISEPLAYER_TP = "Показывает специальный значок баффа, когда игрок в особой области и использует маскировку от врагов.",
SI_LUIE_LAM_BUFF_MISC_LOOTSHOWDISGUISETARGET = "Маскировка - Цель",
SI_LUIE_LAM_BUFF_MISC_LOOTSHOWDISGUISETARGET_TP = "Показывает специальный значок баффа, когда цель в особой области и использует маскировку от врагов.",
SI_LUIE_LAM_BUFF_PROM_HEADER = "Особые Баффы & Дебаффы",
SI_LUIE_LAM_BUFF_PROM_DESCRIPTION = "Этот белый список позволяет вам отображать важные баффы и дебаффы в отдельном контейнере с дополнительной надписью и прогрессбаром.\n\nДопустимые эффекты: Баффы игрока, Дебаффы цели, Наземные эффекты\n\nВы можете добавить баффы и дебаффы в КАЖДЫЙ контейнер. Например, если вы хотите отслеживать длительность Hurricane вместе с другими вашими DoTами, вы можете добавить Hurricane в ваш список Особых дебаффов.",
SI_LUIE_LAM_BUFF_PROM_LABEL = "Название способности",
SI_LUIE_LAM_BUFF_PROM_LABEL_TP = "Включает отображение названия способности для Особой ауры.",
SI_LUIE_LAM_BUFF_PROM_FONTFACE = "Вид шрифта",
SI_LUIE_LAM_BUFF_PROM_FONTFACE_TP = "Выберите вид шрифта для названия способности особой ауры.",
SI_LUIE_LAM_BUFF_PROM_FONTSTYLE = "Стиль шрифта",
SI_LUIE_LAM_BUFF_PROM_FONTSTYLE_TP = "Выберите стиль шрифта для названия способности особой ауры.",
SI_LUIE_LAM_BUFF_PROM_FONTSIZE = "Размер шрифта",
SI_LUIE_LAM_BUFF_PROM_FONTSIZE_TP = "Выберите размер шрифта для названия способности особой ауры.",
SI_LUIE_LAM_BUFF_PROM_PROGRESSBAR = "Прогрессбар",
SI_LUIE_LAM_BUFF_PROM_PROGRESSBAR_TP = "Включает отображение прогрессбара для особой ауры.",
SI_LUIE_LAM_BUFF_PROM_PROGRESSBAR_TEXTURE = "Текстура прогрессбара",
SI_LUIE_LAM_BUFF_PROM_PROGRESSBAR_TEXTURE_TP = "Выберите текстуру для отображение прогрессбара особой ауры.",
SI_LUIE_LAM_BUFF_PROM_COLORBUFF1 = "Градиент Баффа (Начало)",
SI_LUIE_LAM_BUFF_PROM_COLORBUFF1_TP = "Выберите цвет начала градиента прогрессбара для особого баффа.",
SI_LUIE_LAM_BUFF_PROM_COLORBUFF2 = "Градиент Баффа (Конец)",
SI_LUIE_LAM_BUFF_PROM_COLORBUFF2_TP = "Выберите цвет конца градиента прогрессбара для особого баффа.",
SI_LUIE_LAM_BUFF_PROM_COLORDEBUFF1 = "Градиент Дебаффа (Начало)",
SI_LUIE_LAM_BUFF_PROM_COLORDEBUFF1_TP = "Выберите цвет начала градиента прогрессбара для особого дебаффа.",
SI_LUIE_LAM_BUFF_PROM_COLORDEBUFF2 = "Градиент Дебаффа (Конец)",
SI_LUIE_LAM_BUFF_PROM_COLORDEBUFF2_TP = "Выберите цвет конца градиента прогрессбара для особого дебаффа.",
SI_LUIE_LAM_BUFF_PROM_BUFFCONTAINER = "Ориентация контейнера баффов",
SI_LUIE_LAM_BUFF_PROM_BUFFCONTAINER_TP = "Изменить ориентацию долгосрочных эффектов на горизонтальный или вертикальный метод отображения.",
SI_LUIE_LAM_BUFF_PROM_DEBUFFCONTAINER = "Ориентация контейнера дебаффов",
SI_LUIE_LAM_BUFF_PROM_DEBUFFCONTAINER_TP = "Изменить ориентацию долгосрочных эффектов на горизонтальный или вертикальный метод отображения.",
SI_LUIE_LAM_BUFF_PROM_BUFFLABELDIRECTION = "Положение надписи и прогрессбара (Баффы)",
SI_LUIE_LAM_BUFF_PROM_BUFFLABELDIRECTION_TP = "Выберите, где отображать название способности и прогрессбар, слева или справа от особого баффа.",
SI_LUIE_LAM_BUFF_PROM_DEBUFFLABELDIRECTION = "Положение надписи и прогрессбара (Дебаффы)",
SI_LUIE_LAM_BUFF_PROM_DEBUFFLABELDIRECTION_TP = "Выберите, где отображать название способности и прогрессбар, слева или справа от особого дебаффа.",
SI_LUIE_LAM_BUFF_PROM_DIALOGUE_DESCRIPT = "Добавляет особый бафф или дебафф по введённому AbilityId (ID способности) или AbilityName (названию способности) в поле ввода и нажатию Enter. Убирает особый бафф или дебафф по клику на AbilityId (ID способности) или AbilityName (названию способности) из ниспадающего списка.",
SI_LUIE_LAM_BUFF_PROM_BUFF_ADDLIST = "Добавить особый Бафф",
SI_LUIE_LAM_BUFF_PROM_BUFF_ADDLIST_TP = "Добавляет abilityId или abilityName в список особых Баффов.",
SI_LUIE_LAM_BUFF_PROM_BUFF_REMLIST = "Убрать особый Бафф",
SI_LUIE_LAM_BUFF_PROM_BUFF_REMLIST_TP = "Убирает abilityId ил abilityName из списка особых Баффов.",
SI_LUIE_LAM_BUFF_PROM_DEBUFF_ADDLIST = "Добавить особый Дебафф",
SI_LUIE_LAM_BUFF_PROM_DEBUFF_ADDLIST_TP = "Добавляет abilityId или abilityName в список особых Баффов.",
SI_LUIE_LAM_BUFF_PROM_DEBUFF_REMLIST = "Убрать особый Дебафф",
SI_LUIE_LAM_BUFF_PROM_DEBUFF_REMLIST_TP = "Убирает abilityId или abilityName из списка особых Дебаффов.",
SI_LUIE_LAM_BUFF_BLACKLIST_HEADER = "Черный список баффов/дебаффов",
SI_LUIE_LAM_BUFF_BLACKLIST_DESCRIPT = "Добавьте способности в черный список, введя AbilityId или AbilityName в поле ввода и нажав Enter. Удалите способности из черного списка, щелкнув AbilityId или AbilityName из выпадающего списка.",
SI_LUIE_LAM_BUFF_BLACKLIST_ADDLIST = "Добавить способность в черный список",
SI_LUIE_LAM_BUFF_BLACKLIST_ADDLIST_TP = "Добавьте abilityId или abilityName в черный список.",
SI_LUIE_LAM_BUFF_BLACKLIST_REMLIST = "Удалить способность из черного списка",
SI_LUIE_LAM_BUFF_BLACKLIST_REMLIST_TP = "Удалить abilityId или abilityName из черного списка.",
SI_LUIE_LAM_BUFF_NORMALIZE_HEADER = "Настройка кастомных/стандартных иконок",
SI_LUIE_LAM_GENERIC_POTION = "Зелье - Major/Minor иконки",
SI_LUIE_LAM_GENERIC_POTION_TP = "Там, где это применимо, зелья будут использовать стандартный значок эффекта Major/Minor вместо кастомного значка.",
SI_LUIE_LAM_GENERIC_POISON = "Яд - Major/Minor иконки",
SI_LUIE_LAM_GENERIC_POISON_TP = "Там, где это применимо, яд будет использовать стандартный значок эффекта Major/Minor вместо кастомного значка.",
SI_LUIE_LAM_GENERIC_STATUS = "Статус эффект - Major/Minor иконки",
SI_LUIE_LAM_GENERIC_STATUS_TP = "Там, где это применимо, статус эффект будет использовать стандартный значок эффекта Major/Minor вместо кастомного значка.",
SI_LUIE_LAM_GENERIC_MAJOR_MINOR = "Стандартные иконки Major/Minor Slayer/Aegis/etc",
SI_LUIE_LAM_GENERIC_MAJOR_MINOR_TP = "Использовать стандартные иконки для Major/Minor Slayer, Aegis, Courage, and Toughness.",
SI_LUIE_LAM_BUFF_BLACKLIST_ADD_MINOR_BUFF = "Добавить Minor баффы",
SI_LUIE_LAM_BUFF_BLACKLIST_ADD_MINOR_BUFF_TP = "Добавляет все Minor баффы (кроме Minor Courage, Slayer и Aegis) в черный список.",
SI_LUIE_LAM_BUFF_BLACKLIST_ADD_MAJOR_BUFF = "Добавить Major баффы",
SI_LUIE_LAM_BUFF_BLACKLIST_ADD_MAJOR_BUFF_TP = "Добавляет все Major баффы (кроме Major Berserk, Force, Protection, Courage, Slayer, и Aegis) в черный список.",
SI_LUIE_LAM_BUFF_BLACKLIST_ADD_MINOR_DEBUFF = "Добавить Minor дебаффы",
SI_LUIE_LAM_BUFF_BLACKLIST_ADD_MINOR_DEBUFF_TP = "Добавляет все Minor дебаффы в черный список.",
SI_LUIE_LAM_BUFF_BLACKLIST_ADD_MAJOR_DEBUFF = "Добавить Major дебаффы",
SI_LUIE_LAM_BUFF_BLACKLIST_ADD_MAJOR_DEBUFF_TP = "Добавляет все Major дебаффы (кроме Major Maim и Vulnerability) в черный список.",
-- Module: Chat Announcements
SI_LUIE_LAM_CA_ENABLE = "Оповещения чата",
SI_LUIE_LAM_CA_HEADER = "Настройки Оповещений в чат",
SI_LUIE_LAM_CA_DESCRIPTION = "Выводит в чат оповещения о различных событиях - есть множество различных настроек.",
SI_LUIE_LAM_CA_CHATHEADER = "Настройки сообщений в чат",
SI_LUIE_LAM_CA_NAMEDISPLAYMETHOD = "Отображение имени игрока",
SI_LUIE_LAM_CA_NAMEDISPLAYMETHOD_TP = "Определяет способ отображения имени игрока в оповещениях чата.\nПо умолчанию: Имя персонажа",
SI_LUIE_LAM_CA_CHATTAB = "\t\t\t\t\tПоказывать во вкладке <<1>>",
SI_LUIE_LAM_CA_CHATTAB_TP = "Показывает оповещения и предупреждения во вкладке чата <<1>>.",
SI_LUIE_LAM_CA_CHATTABSYSTEMALL = "Системные во ВСЕХ вкладках",
SI_LUIE_LAM_CA_CHATTABSYSTEMALL_TP = "Когда включено: Системные сообщения, Социальные оповещения (Группа, Гильдия, Друзья & Список игнора, Торговля & Дуэли), оповещения команд чата и сообщения об ошибках будут выводиться во всех вкладках чата.",
SI_LUIE_LAM_CA_BRACKET_OPTION_CHARACTER = "Скобки имени персонажа/аккаунта",
SI_LUIE_LAM_CA_BRACKET_OPTION_CHARACTER_TP = "Выберите, показывать ли скобки [ ] вокруг имени персонажа или аккаунта.",
SI_LUIE_LAM_CA_BRACKET_OPTION_ITEM = "Скобки предметов",
SI_LUIE_LAM_CA_BRACKET_OPTION_ITEM_TP = "Выберите, показывать ли скобки [ ] вокруг ссылок на предметы.",
SI_LUIE_LAM_CA_BRACKET_OPTION_LOREBOOK = "Скобки книг знаний",
SI_LUIE_LAM_CA_BRACKET_OPTION_LOREBOOK_TP = "Выберите, показывать ли скобки [ ] вокруг ссылок на книги знаний.",
SI_LUIE_LAM_CA_BRACKET_OPTION_COLLECTIBLE = "Скобки коллекций",
SI_LUIE_LAM_CA_BRACKET_OPTION_COLLECTIBLE_TP = "Выберите, показывать ли скобки [ ] вокруг ссылок на коллекции.",
SI_LUIE_LAM_CA_BRACKET_OPTION_ACHIEVEMENT = "Скобки достижений",
SI_LUIE_LAM_CA_BRACKET_OPTION_ACHIEVEMENT_TP = "Выберите, показывать ли скобки [ ] вокруг ссылок на достижения.",
SI_LUIE_LAM_CA_CHATMETHOD = "Способ отображения сообщений",
SI_LUIE_LAM_CA_CHATMETHOD_TP = "Выберите, где выводить сообщения чата, во все вкладки или в отдельную.",
SI_LUIE_LAM_CA_CHATBYPASS = "Allow Addons to Modify LUIE Messages",
SI_LUIE_LAM_CA_CHATBYPASS_TP = "Enabling this will prevent LUIE from adding timestamps to messages and allow pChat/rChat or other chat addons to modify chat messages. When using pChat/rChat, these messages can be saved and restored on reload.\nNote: This option will only work on messages printed to all tabs.",
SI_LUIE_LAM_CA_TIMESTAMP = "Метка времени",
SI_LUIE_LAM_CA_TIMESTAMPFORMAT = "Формат метки времени",
SI_LUIE_LAM_CA_TIMESTAMPFORMAT_TP = "ФОРМАТ:\nHH: часы (24)\nhh: часы (12)\nH: часы (24, без 0 в начале)\nh: часы (12, без 0 в начале)\nA: AM/PM\na: am/pm\nm: минуты\ns: секунды",
SI_LUIE_LAM_CA_TIMESTAMPCOLOR = "Цвет метки",
SI_LUIE_LAM_CA_TIMESTAMPCOLOR_TP = "Цвет для метки времени.\nПо умолчанию: 143/143/143",
SI_LUIE_LAM_CA_TIMESTAMP_TP = "Добавляет к выводимому тексту метку времени. Применяется ко всем сообщениям, отправляемым LUIE & Системным сообщениям, но не к сообщениям игроков. Формат и цвет по умолчанию соответствует pChat.",
SI_LUIE_LAM_CA_SHARED_CA = "Оповещения чата",
SI_LUIE_LAM_CA_SHARED_CA_SHORT = "CA",
SI_LUIE_LAM_CA_SHARED_CSA = "Оповещения на экране",
SI_LUIE_LAM_CA_SHARED_CSA_SHORT = "CSA",
SI_LUIE_LAM_CA_SHARED_ALERT = "Предупреждение",
SI_LUIE_LAM_CA_SHARED_ALERT_SHORT = "Пред.",
SI_LUIE_LAM_CA_CURRENCY_HEADER = "Оповещения о Валютах",
SI_LUIE_LAM_CA_CURRENCY_SHOWICONS = "Значок валюты",
SI_LUIE_LAM_CA_CURRENCY_SHOWICONS_TP = "Отображает значок соответствующей валюты при выводе оповещений о её изменениях.",
SI_LUIE_LAM_CA_CURRENCY_COLOR_CONTEXT = "Цвет контекста получения/траты Добычи & Валюты",
SI_LUIE_LAM_CA_CURRENCY_COLOR_CONTEXT_TP = "Цвет сообщений о добыче/валюте будет зависеть от того, получаете вы добычу/валюту или теряете её.",
SI_LUIE_LAM_CA_CURRENCY_COLOR_CONTEXT_MERGED = "Use Generic Color for Merged Transactions",
SI_LUIE_LAM_CA_CURRENCY_COLOR_CONTEXT_MERGED_TP = "By enabling this option along with \"Merge Currency & Loot Messages\" for Vendor Transactions, messages displayed for vendor transactions will use the neutral Currency/Loot Message Color above.",
SI_LUIE_LAM_CA_CURRENCY_COLOR = "Цвет сообщений о Добыче/Валюте",
SI_LUIE_LAM_CA_CURRENCY_COLORDOWN = "Цвет траты Добычи/Валюты", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_COLORUP = "Цвет получения Добычи/Валюты", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_GOLD = "Выводить изменения золота", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_GOLD_TP = "Выводить в чат оповещения о получении или трате золота.",
SI_LUIE_LAM_CA_CURRENCY_GOLDCOLOR = "Цвет золота",
SI_LUIE_LAM_CA_CURRENCY_GOLDNAME = "Название золота", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_GOLDNAME_TP = "Название для отображения золота.\nПо умолчанию: <<1[золота/золота]>>",
SI_LUIE_LAM_CA_CURRENCY_GOLDTOTAL = "Указывать 'Всего Золота'",
SI_LUIE_LAM_CA_CURRENCY_GOLDTOTAL_TP = "Приписывать 'Всего Золота' при оповещениях об изменении текущего количества золота.",
SI_LUIE_LAM_CA_CURRENCY_GOLDTOTAL_MSG = "Синтаксис 'Всего Золота'",
SI_LUIE_LAM_CA_CURRENCY_GOLDTOTAL_MSG_TP = "Выберите синтаксис сообщения 'Всего Золота'.\nПо умолчанию: Всего золота: %s",
SI_LUIE_LAM_CA_CURRENCY_GOLDTHRESHOLD = "Золото (Добыча) - Порог фильтра",
SI_LUIE_LAM_CA_CURRENCY_GOLDTHRESHOLD_TP = "Золото, добытое из добычи, ниже указанного уровня, не будет выводиться в оповещения чата.",
SI_LUIE_LAM_CA_CURRENCY_GOLDTHROTTLE = "Суммировать золото различных источников",
SI_LUIE_LAM_CA_CURRENCY_GOLDTHROTTLE_TP = "Когда включено, золото, добытое с нескольких тел будет просуммировано в одно значение вместо отображения по отдельности.",
SI_LUIE_LAM_CA_CURRENCY_HIDEGOLDAHLIST = "Скрыть налог Гильд.торговца",
SI_LUIE_LAM_CA_CURRENCY_HIDEGOLDAHLIST_TP = "Включите эту настройку, чтобы скрыть налог, взимаемый за размещение товара у гильд.торговца.\nЭто полезно, если вы используете такой аддон, как Awesome Guild Store.",
SI_LUIE_LAM_CA_CURRENCY_HIDEGOLDAHSPENT = "Скрыть потраченное золото на покупки у Гильдейских торговцев",
SI_LUIE_LAM_CA_CURRENCY_HIDEGOLDAHSPENT_TP = "Включите эту настройку, чтобы скрыть оповещение о потраченном на покупки у Гильдейских торговцев золоте.",
SI_LUIE_LAM_CA_CURRENCY_SHOWAP = "Очки Альянса",
SI_LUIE_LAM_CA_CURRENCY_SHOWAP_TP = "Выводит соответствующее оповещение в чат при получении или трате Очков Альянса.",
SI_LUIE_LAM_CA_CURRENCY_SHOWAPCOLOR = "Цвет изменения Очков Альянса", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_SHOWAPNAME = "Название Очков Альянса",
SI_LUIE_LAM_CA_CURRENCY_SHOWAPNAME_TP = "Название для отображения Очков Альянса. 's' будет добавлено автоматически, если не используется один из специальных форматов ниже.",
SI_LUIE_LAM_CA_CURRENCY_SHOWAPTOTAL = "Всего Очков Альянса",
SI_LUIE_LAM_CA_CURRENCY_SHOWAPTOTAL_TP = "Показывает общее количество Очков Альянса после оповещения о каждом изменении.",
SI_LUIE_LAM_CA_CURRENCY_APTOTAL_MSG = "Синтаксис 'Всего Очков Альянса'",
SI_LUIE_LAM_CA_CURRENCY_APTOTAL_MSG_TP = "Выберите синтаксис для сообщения 'Всего Очков Альянса'.\nПо умолчанию: Всего AP: %s",
SI_LUIE_LAM_CA_CURRENCY_SHOWAPTHRESHOLD = "Очки Альянса - Порог фильтра",
SI_LUIE_LAM_CA_CURRENCY_SHOWAPTHRESHOLD_TP = "Очки Альянса, полученные ниже указанного здесь порога, не будут выводиться в чат, эта настройка призвана снизить спам в чат при групповых PVP-сражениях.",
SI_LUIE_LAM_CA_CURRENCY_SHOWAPTHROTTLE = "Суммировать полученные Очки Альянса",
SI_LUIE_LAM_CA_CURRENCY_SHOWAPTHROTTLE_TP = "Установка этой настройки в значение выше 0 позволяет вам выводить сумму полученных Очков Альянса за X миллисекунд.",
SI_LUIE_LAM_CA_CURRENCY_SHOWTV = "Камни Тель-Вар",
SI_LUIE_LAM_CA_CURRENCY_SHOWTV_TP = "Выводит соответствующее оповещение в чат при получении или трате камней Тель Вар.",
SI_LUIE_LAM_CA_CURRENCY_SHOWTVCOLOR = "Цвет изменений Тель-Вар", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_SHOWTVNAME = "Название Тель-Вар",
SI_LUIE_LAM_CA_CURRENCY_SHOWTVNAME_TP = "Название для отображения камней Тель-Вар. 's' будет добавлено автоматически, если не используется один из специальных форматов ниже.",
SI_LUIE_LAM_CA_CURRENCY_SHOWTVTOTAL = "Всего Тель-Вар",
SI_LUIE_LAM_CA_CURRENCY_SHOWTVTOTAL_TP = "Показывает общее количество Тель-Вар после оповещения о каждом изменении.",
SI_LUIE_LAM_CA_CURRENCY_TVTOTAL_MSG = "Синтаксис 'Всего Тель-Вар'",
SI_LUIE_LAM_CA_CURRENCY_TVTOTAL_MSG_TP = "Выберите синтаксис для сообщения 'Всего Тель-Вар'.\nПо умолчанию: Всего TV: %s",
SI_LUIE_LAM_CA_CURRENCY_SHOWTVTHRESHOLD = "Тель-Вар - Порог фильтра",
SI_LUIE_LAM_CA_CURRENCY_SHOWTVTHRESHOLD_TP = "Тель-Вары, полученные в объёме ниже указанного здесь порога, не будут выводиться в чат.",
SI_LUIE_LAM_CA_CURRENCY_SHOWTVTHROTTLE = "Суммировать полученные Тель-Вар",
SI_LUIE_LAM_CA_CURRENCY_SHOWTVTHROTTLE_TP = "Установка этой настройки в значение выше 0 позволяет вам выводить сумму полученных Тель-Вар за X миллисекунд.",
SI_LUIE_LAM_CA_CURRENCY_SHOWVOUCHER = "Ваучеры",
SI_LUIE_LAM_CA_CURRENCY_SHOWVOUCHER_TP = "Выводит соответствующее оповещение в чат при получении или трате Ваучеров.",
SI_LUIE_LAM_CA_CURRENCY_SHOWVOUCHERCOLOR = "Цвет изменений Ваучеров", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_SHOWVOUCHERNAME = "Название Ваучеров",
SI_LUIE_LAM_CA_CURRENCY_SHOWVOUCHERNAME_TP = "Название для отображения Ваучеров. 's' будет добавлено автоматически, если не используется один из специальных форматов ниже.",
SI_LUIE_LAM_CA_CURRENCY_SHOWVOUCHERTOTAL = "Всего Ваучеров",
SI_LUIE_LAM_CA_CURRENCY_SHOWVOUCHERTOTAL_TP = "Показывает общее количество Ваучеров после оповещения о каждом изменении.",
SI_LUIE_LAM_CA_CURRENCY_WVTOTAL_MSG = "Синтаксис 'Всего Ваучеров'",
SI_LUIE_LAM_CA_CURRENCY_WVTOTAL_MSG_TP = "Выберите синтаксис для сообщения 'Всего Ваучеров'.\nПо умолчанию: Всего Ваучеров: %s",
SI_LUIE_LAM_CA_CURRENCY_SHOWTRANSMUTE = "Кристаллы Трансмутации",
SI_LUIE_LAM_CA_CURRENCY_SHOWTRANSMUTE_TP = "Выводит соответствующее оповещение в чат при получении или трате Кристаллов Трансмутации.",
SI_LUIE_LAM_CA_CURRENCY_SHOWTRANSMUTECOLOR = "Цвет Кристаллов Трансмутации", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_SHOWTRANSMUTENAME = "Название Кристаллов Трансмутации",
SI_LUIE_LAM_CA_CURRENCY_SHOWTRANSMUTENAME_TP = "Название для отображения Кристаллов Трансмутации.\nПо умолчанию: <<1[Кристалл Трансмутации/Кристаллов Трансмутации]>>",
SI_LUIE_LAM_CA_CURRENCY_SHOWTRANSMUTETOTAL = "Всего Кристаллов Трансмутации",
SI_LUIE_LAM_CA_CURRENCY_SHOWTRANSMUTETOTAL_TP = "Показывает общее количество Кристаллов Трансмутации после оповещения о каждом изменении.",
SI_LUIE_LAM_CA_CURRENCY_TRANSMUTETOTAL_MSG = "Синтаксис 'Всего Кристаллов Трансмутации'",
SI_LUIE_LAM_CA_CURRENCY_TRANSMUTETOTAL_MSG_TP = "Выберите синтаксис для сообщения 'Всего Кристаллов Трансмутации'.\nПо умолчанию: Всего Кристаллов: %s",
SI_LUIE_LAM_CA_CURRENCY_SHOWEVENT = "Билеты событий",
SI_LUIE_LAM_CA_CURRENCY_SHOWEVENT_TP = "Выводит соответствующее оповещение в чат при получении или трате Билетов событий.",
SI_LUIE_LAM_CA_CURRENCY_SHOWEVENTCOLOR = "Цвет Билетов", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_SHOWEVENTNAME = "Название Билетов",
SI_LUIE_LAM_CA_CURRENCY_SHOWEVENTNAME_TP = "Название для отображения Билетов событий.\nПо умолчанию: <<1[Билет событий/Билетов событий]>>",
SI_LUIE_LAM_CA_CURRENCY_SHOWEVENTTOTAL = "Всего Билетов",
SI_LUIE_LAM_CA_CURRENCY_SHOWEVENTTOTAL_TP = "Показывает общее количество Билетов событий после оповещения о каждом изменении.",
SI_LUIE_LAM_CA_CURRENCY_EVENTTOTAL_MSG = "Синтаксис 'Всего Билетов'",
SI_LUIE_LAM_CA_CURRENCY_EVENTTOTAL_MSG_TP = "Выберите синтаксис для сообщения 'Всего Билетов'.\nПо умолчанию: Всего Билетов: %s",
SI_LUIE_LAM_CA_CURRENCY_SHOWUNDAUNTED = "Ключи неустрашимых",
SI_LUIE_LAM_CA_CURRENCY_SHOWUNDAUNTED_TP = "Выводит соответствующее оповещение в чат при получении или трате Ключей Неустрашимых.",
SI_LUIE_LAM_CA_CURRENCY_SHOWUNDAUNTEDCOLOR = "Цвет Ключей Неустрашимых", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_SHOWUNDAUNTEDNAME = "Имя Ключей Неустрашимых",
SI_LUIE_LAM_CA_CURRENCY_SHOWUNDAUNTEDNAME_TP = "Название для отображения Ключей Неустрашимых.\nПо умолчанию: <<1[Ключ Неустрашимых/Ключи Неустрашимых]>>",
SI_LUIE_LAM_CA_CURRENCY_SHOWUNDAUNTEDTOTAL = "Всего ключей Неустрашимых",
SI_LUIE_LAM_CA_CURRENCY_SHOWUNDAUNTEDTOTAL_TP = "Показывает общее количество Ключей Неустрашимых после оповещения о каждом изменении.",
SI_LUIE_LAM_CA_CURRENCY_UNDAUNTEDTOTAL_MSG = "Синтаксис 'Всего Ключей Неустрашимых'",
SI_LUIE_LAM_CA_CURRENCY_UNDAUNTEDTOTAL_MSG_TP = "Выберите синтаксис для сообщения 'Всего Ключей Неустрашимых'.\nПо умолчанию: Всего Ключей: %s",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNS = "Кроны",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNS_TP = "Выводит соответствующее оповещение в чат при получении или трате Крон.",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNSCOLOR = "Цвет Крон", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNSNAME = "Название Крон",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNSNAME_TP = "Название для отображения Крон.\nПо умолчанию: <<1[Крона/Крон]>>",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNSTOTAL = "Всего Крон",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNSTOTAL_TP = "Показывает общее количество Крон после оповещения о каждом изменении.",
SI_LUIE_LAM_CA_CURRENCY_CROWNSTOTAL_MSG = "Синтаксис 'Всего Крон'",
SI_LUIE_LAM_CA_CURRENCY_CROWNSTOTAL_MSG_TP = "Выберите синтаксис для сообщения 'Всего Крон'.\nПо умолчанию: Всего Крон: %s",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNGEMS = "Кронные самоцветы",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNGEMS_TP = "Выводит соответствующее оповещение в чат при получении или трате Кронных самоцветов.",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNGEMSCOLOR = "Цвет Кронных самоцветов", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNGEMSNAME = "Название Кронных самоцветов",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNGEMSNAME_TP = "Название для отображения Кронных самоцветов.\nПо умолчанию: <<1[Крон.самоцвет/Крон.самоцветов]>>",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNGEMSTOTAL = "Всего Кронных самоцветов",
SI_LUIE_LAM_CA_CURRENCY_SHOWCROWNGEMSTOTAL_TP = "Показывает общее количество Кронных самоцветов после оповещения о каждом изменении.",
SI_LUIE_LAM_CA_CURRENCY_CROWNGEMSTOTAL_MSG = "Синтаксис 'Всего Кронных самоцветов'",
SI_LUIE_LAM_CA_CURRENCY_CROWNGEMSTOTAL_MSG_TP = "Выберите синтаксис для сообщения 'Всего Кронных самоцветов'.\nПо умолчанию: Всего Самоцветов: %s",
SI_LUIE_LAM_CA_CURRENCY_SHOWTOKENS = "Outfit Style Token",
SI_LUIE_LAM_CA_CURRENCY_SHOWTOKENS_TP = "Выводит соответствующее оповещение в чат при получении или трате Outfit Style Token.",
SI_LUIE_LAM_CA_CURRENCY_SHOWTOKENSCOLOR = "Цвет Outfit Style Token", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_CURRENCY_SHOWTOKENSNAME = "Название Outfit Style Token",
SI_LUIE_LAM_CA_CURRENCY_SHOWTOKENSNAME_TP = "Название для отображения Outfit Style Tokens.\nПо умолчанию: <<1[Outfit Style Token/Outfit Style Tokens]>>",
SI_LUIE_LAM_CA_CURRENCY_SHOWTOKENSTOTAL = "Всего Outfit Style Token",
SI_LUIE_LAM_CA_CURRENCY_SHOWTOKENSTOTAL_TP = "Показывает общее количество Outfit Style Tokens после оповещения о каждом изменении.",
SI_LUIE_LAM_CA_CURRENCY_TOKENSTOTAL_MSG = "Синтаксис 'Всего Outfit Style Token'",
SI_LUIE_LAM_CA_CURRENCY_TOKENSTOTAL_MSG_TP = "Выберите синтаксис для сообщения 'Всего Outfit Style Token'.\nПо умолчанию: Всего Tokens: %s",
SI_LUIE_LAM_CA_CURRENCY_CONTEXT_MENU = "Общие настройки Добычи/Валюты",
SI_LUIE_LAM_CA_CURRENCY_CONTEXT_HEADER = "Контекстные сообщения",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_RECEIVE = "Получение",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_RECEIVE_TP = "По умолчанию: Вы получили %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LOOT = "Добыча",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LOOT_TP = "По умолчанию: Ваша добыча %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_EARN = "Заработано",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_EARN_TP = "По умолчанию: Вы заработали %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_SPEND = "Потрачено",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_SPEND_TP = "По умолчанию: Вы потратили %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_PAY = "Плата (Разговор с НПС)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_PAY_TP = "По умолчанию: Вы заплатили %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_USEKIT = "Use (Repair Kit, Siege Repair, etc)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_USEKIT_TP = "Default: You use %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_POTION = "Use Potion",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_POTION_TP = "Default: You consume %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_FOOD = "Use Food",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_FOOD_TP = "Default: You eat %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DRINK = "Use Drink",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DRINK_TP = "Default: You drink %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DEPLOY = "Deploy (Siege)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DEPLOY_TP = "Default: You deploy %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_STOW = "Stow (Siege)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_STOW_TP = "Default: You stow %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LEARN_RECIPE = "Learn Recipe",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LEARN_RECIPE_TP = "Default: You learn how to craft %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LEARN_MOTIF = "Learn Motif",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LEARN_MOTIF_TP = "Default: You learn %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LEARN_STYLE = "Learn Style",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LEARN_STYLE_TP = "Default: You learn %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_EXCAVATE = "Excavate",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_EXCAVATE_TP = "Default: You excavate %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LOST = "Потеряно",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LOST_TP = "По умолчанию: Вы потеряли %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_STEAL = "Украдено",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_STEAL_TP = "По умолчанию: Вы украли %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_PICKPOCKET = "Украдено из кармана",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_PICKPOCKET_TP = "По умолчанию: Вы украли из кармана %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BOUNTY = "Штраф - Оплачено",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BOUNTY_TP = "По умолчанию: Вы оплатили штраф %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_CONFISCATE = "Штраф - Конфисковано",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_CONFISCATE_TP = "По умолчанию: Стража конфисковала %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_REPAIR = "Починка",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_REPAIR_TP = "По умолчанию: Вы заплатили %s за починку.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TRADER = "Гильд.торговец - Приобретено",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TRADER_TP = "По умолчанию: Вы приобрели предмет у гильд.торговца за %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LIST = "Guild Trader - List (Item)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LIST_TP = "Default: You list %s for sale.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LISTING = "Гильд.торговец - Налог",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LISTING_TP = "По умолчанию: Налог составил %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LISTING_VALUE = "Guild Trader - Listing (Combined)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LISTING_VALUE_TP = "Default: You list %s for sale for a %s fee.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TRADEIN = "Торговля (Входящее)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TRADEIN_TP = "По умолчанию: Вы получили %s от %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TRADEIN_NO_NAME = "Торговля (Входящее) - Без имени",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TRADEIN_NO_NAME_TP = "Это сообщение появляется при ошибке определения имени торгующего игрока.\nПо умолчанию: Вы получили %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TRADEOUT = "Торговля (Исходящее)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TRADEOUT_TP = "По умолчанию: Вы продали %s игроку %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TRADEOUT_NO_NAME = "Торговля (Исходящее) - Без имени",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TRADEOUT_NO_NAME_TP ="Это сообщение появляется при ошибке определения имени торгующего игрока.\nПо умолчанию: Вы продали %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MAILIN = "Письмо (Входящее)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MAILIN_TP = "По умолчанию: Вы получили письмо с %s от %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MAILIN_NO_NAME = "Письмо (Входящее) - Без имени",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MAILIN_NO_NAME_TP = "Это сообщение появляется при ошибке определения имени игрока, отправившего письмо.\nПо умолчанию: Вы получили письмо с %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MAILOUT = "Письмо (Исходящее)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MAILOUT_TP = "По умолчанию: Вы отправили %s игроку %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MAILOUT_NO_NAME = "Письмо (Исходящее) - Без имени",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MAILOUT_NO_NAME_TP = "Это сообщение появляется при ошибке определения имени игрока-получателя.\nПо умолчанию: Вы отправили %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MAILCOD = "Письмо - COD",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MAILCOD_TP = "По умолчанию: Вы отправили платёж COD за %s игроку %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_POSTAGE = "Письмо - Почтовый налог",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_POSTAGE_TP = "По умолчанию: Вы заплатили почтовый налог %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DEPOSIT = "Банк - Вклад",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DEPOSIT_TP = "По умолчанию: Вы вложили %s в свой банк.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_WITHDRAW = "Банк - Изъятие",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_WITHDRAW_TP = "По умолчанию: Вы изъяли %s из своего банка.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DEPOSITGUILD = "Гильд.банк - Вклад",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DEPOSITGUILD_TP = "По умолчанию: Вы вложили %s в гильд.банк.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DEPOSITSTORAGE = "Сундук - Вклад",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DEPOSITSTORAGE_TP = "По умолчанию: Вы сложили %s в сундук.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_WITHDRAWSTORAGE = "Сундук - Изъятие",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_WITHDRAWSTORAGE_TP = "По умолчанию: Вы изъяли %s из сундука.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_WITHDRAWGUILD = "Гильд.банк - Изъятие",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_WITHDRAWGUILD_TP = "По умолчанию: Вы изъяли %s из гильд.банка.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_WAYSHRINE = "Дорожное святилище",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_WAYSHRINE_TP = "По умолчанию: Плата за дорожное святилище %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_UNSTUCK = "Застревание",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_UNSTUCK_TP = "По умолчанию: Плата за застревание %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_STABLE = "Верховая езда",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_STABLE_TP = "По умолчанию: Вы приобрели %s за %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_STORAGE = "Улучшение хранилища",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_STORAGE_TP = "По умолчанию: Вы приобрели %s за %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_ATTRIBUTES = "Сброс Характеристик",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_ATTRIBUTES_TP = "По умолчанию: Вы сделали подношение %s, чтобы перераспределить свои очки характеристик.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_CHAMPION = "Сброс Очков Чемпиона",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_CHAMPION_TP = "По умолчанию: Вы заплатили налог %s, чтобы перераспределить свои очки чемпиона.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MORPHS = "Сброс Морфов",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MORPHS_TP = "По умолчанию: Вы сделали подношение (%s), чтобы перераспределить свои морфы.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_SKILLS = "Сброс очков навыков",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_SKILLS_TP = "По умолчанию: Вы сделали подношение (%s), чтобы перераспределить свои очки навыков.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_CAMPAIGN = "Сиродил - Сброс Домашней кампании",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_CAMPAIGN_TP = "По умолчанию: Вы потратили %s, чтобы сбросить свою домашнюю кампанию.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BUY = "Покупка (Без цены)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BUY_TP = "По умолчанию: Вы приобрели %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BUY_VALUE = "Покупка",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BUY_VALUE_TP = "По умолчанию: Вы приобрели %s за %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BUYBACK = "Выкуп (Без цены)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BUYBACK_TP = "По умолчанию: Вы выкупили %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BUYBACK_VALUE = "Выкуп",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BUYBACK_VALUE_TP = "По умолчанию: Вы выкупили %s за %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_SELL = "Продажа (Без цены)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_SELL_TP = "По умолчанию: Вы продали %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_SELL_VALUE = "Продажа",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_SELL_VALUE_TP = "По умолчанию: Вы продали %s за %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_FENCE_VALUE = "Сбыт",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_FENCE_VALUE_TP = "По умолчанию: Вы сбыли %s за %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_FENCE = "Сбыт (Без цены)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_FENCE_TP = "По умолчанию: Вы сбыли %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LAUNDER_VALUE = "Отмывание",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LAUNDER_VALUE_TP = "По умолчанию: Вы отмыли %s за %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LAUNDER = "Отмывание (Без цены)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LAUNDER_TP = "По умолчанию: Вы отмыли %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_USE = "Ремесло - Использование",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_USE_TP = "По умолчанию: Вы использовали %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_CRAFT = "Ремесло - Создание",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_CRAFT_TP = "По умолчанию: Вы создали %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_EXTRACT = "Ремесло - Извлечение",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_EXTRACT_TP = "По умолчанию: Вы извлекли %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_UPGRADE = "Ремесло - Улучшение (Успешное)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_UPGRADE_TP = "По умолчанию: Вы улучшили %s до %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_UPGRADE_FAIL = "Ремесло - Улучшение (Неудачное)",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_UPGRADE_FAIL_TP = "По умолчанию: Вы не смогли улучшить %.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_REFINE = "Ремесло - Переработка",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_REFINE_TP = "По умолчанию: Вы переработали %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DECONSTRUCT = "Ремесло - Разбор",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DECONSTRUCT_TP = "По умолчанию: Вы разобрали %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_RESEARCH = "Ремесло - Исследование",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_RESEARCH_TP = "По умолчанию: Вы исследовали %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DESTROY = "Уничтожение",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DESTROY_TP = "По умолчанию: Вы уничтожили %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_CONTAINER = "Container Emptied",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_CONTAINER_TP = "Default: You empty %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LOCKPICK = "Отмычка сломана",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_LOCKPICK_TP = "По умолчанию: Ваша %s ломается.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_REMOVE = "Предмет или Предмет для задания - Удалено",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_REMOVE_TP = "По умолчанию: Убран %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TURNIN = "Quest Item - Turn In",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_TURNIN_TP = "Message to use when turning in quest items.\nDefault: You turn in %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_QUESTUSE = "Quest Item - Use",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_QUESTUSE_TP = "Message to use when using a quest item (e.g. using a stacked quest item on an object).\nDefault: You use %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_EXHAUST = "Quest Item - Exhaust",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_EXHAUST_TP = "Message to use when exhausting a quest item (e.g. using all the charges).\nDefault: You exhaust %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_OFFER = "Quest Item - Offer",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_OFFER_TP = "Message to use when offering an NPC an item (e.g. giving them an invisibility potion).\nDefault: You offer %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DISCARD = "Quest Item - Discard",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DISCARD_TP = "Message to use when a quest item is effectively discarded (often for quest items removed sort of randomly or for notes or lists).\nDefault: You discard %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_QUESTOPEN = "Quest Item - Opened",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_QUESTOPEN_TP = "Message to use when a quest item is opened (a letter, a box, etc).\nDefault: You open %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_QUESTCONFISCATE = "Quest Item - Confiscated",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_QUESTCONFISCATE_TP = "Message to use when a quest item is confiscated/unwillingly taken by an NPC.\nDefault: %s confiscated.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_QUESTADMINISTER = "Quest Item - Administered",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_QUESTADMINISTER_TP = "Message to use when a quest item is administered (potion/antidote/food etc given to an NPC).\nDefault: You administer %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_QUESTPLACE = "Quest Item - Placed",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_QUESTPLACE_TP = "Message to use when a quest item is placed (in a socket, on a pedastel etc).\nDefault: You place %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_COMBINE = "Quest Item - Combine",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_COMBINE_TP = "Message to use when combining components to craft another quest item.\nDefault: You combine %s to make %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MIX = "Quest Item - Mix",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_MIX_TP = "Message to use when mixing quest items to make another quest item.\nDefault: You mix %s to make %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BUNDLE = "Quest Item - Bundle",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_BUNDLE_TP = "Message to use when you bundle a bunch of quest items into one item (i.e. a box of relics).\nDefault: You bundle the %s together.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_GROUP = "Добыча членов группы",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_GROUP_TP = "По умолчанию: %s получает %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DISGUISE_EQUIP = "Маскировка - Надета",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DISGUISE_EQUIP_TP = "По умолчанию: Вы надеваете %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DISGUISE_REMOVE = "Маскировка - Снята",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DISGUISE_REMOVE_TP = "По умолчанию: Вы снимаете %s.",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DISGUISE_DESTROY = "Маскировка - Уничтожена",
SI_LUIE_LAM_CA_CURRENCY_MESSAGE_DISGUISE_DESTROY_TP ="По умолчанию: Ваша маскировка %s уничтожена.",
SI_LUIE_LAM_CA_LOOT_HEADER = "Сообщения о добыче",
SI_LUIE_LAM_CA_LOOT_SHOWICONS = "Значок предмета",
SI_LUIE_LAM_CA_LOOT_SHOWICONS_TP = "Показывает значок полученного предмета.",
SI_LUIE_LAM_CA_LOOT_SHOWARMORTYPE = "Тип брони",
SI_LUIE_LAM_CA_LOOT_SHOWARMORTYPE_TP = "Показывать тип брони в сообщении о предметах.",
SI_LUIE_LAM_CA_LOOT_SHOWITEMSTYLE = "Стиль предмета",
SI_LUIE_LAM_CA_LOOT_SHOWITEMSTYLE_TP = "Показывает в оповещении стиль предмета.",
SI_LUIE_LAM_CA_LOOT_SHOWITEMTRAIT = "Особенность предмета",
SI_LUIE_LAM_CA_LOOT_SHOWITEMTRAIT_TP = "Показывает в оповещении особенность (трейт) предмета.",
SI_LUIE_LAM_CA_LOOT_TOTAL = "Всего предметов",
SI_LUIE_LAM_CA_LOOT_TOTAL_TP = "Показывает общее количество предметов после вывода сообщения о предмете.",
SI_LUIE_LAM_CA_LOOT_TOTALSTRING = "Синтаксис 'Всего предметов'",
SI_LUIE_LAM_CA_LOOT_TOTALSTRING_TP = "Выберите синтаксис для сообщения 'Всего предметов'.\nПо умолчанию: Теперь всего:",
SI_LUIE_LAM_CA_LOOT_SHOWITEMS = "Добыча предметов",
SI_LUIE_LAM_CA_LOOT_SHOWITEMS_TP = "Показывает предметы, добытые с трупов, контейнеров, при карманной краже и в награду за задания.",
SI_LUIE_LAM_CA_LOOT_SHOWNOTABLE = "Только важная добыча",
SI_LUIE_LAM_CA_LOOT_SHOWNOTABLE_TP = "Только важные предметы (части комплектов, фиолетовые и синие вещи).",
SI_LUIE_LAM_CA_LOOT_SHOWGRPLOOT = "Важная добыча группы",
SI_LUIE_LAM_CA_LOOT_SHOWGRPLOOT_TP = "Только важные предметы членов группы (части комплектов, фиолетовые и синие вещи).",
SI_LUIE_LAM_CA_LOOT_HIDEANNOYINGITEMS = "Скрыть надоедливые предметы",
SI_LUIE_LAM_CA_LOOT_HIDEANNOYINGITEMS_TP = "Не показывать частые надоедливые предметы, как Laurel, Malachite Shard, Undaunted Plunder, Mercenary Motif Pages и др.",
SI_LUIE_LAM_CA_LOOT_HIDEANNOYINGITEMS_WARNING = "Это предотвращает спам в чат в больших группах (Испытания)",
SI_LUIE_LAM_CA_LOOT_HIDETRASH = "Скрыть хлам",
SI_LUIE_LAM_CA_LOOT_HIDETRASH_TP = "Не показывать предметы серого качества, хлам.",
SI_LUIE_LAM_CA_LOOT_LOOTCONFISCATED = "Утрата предметов - Конфискация",
SI_LUIE_LAM_CA_LOOT_LOOTCONFISCATED_TP = "Показывает сообщение, когда предмет конфискован стражей.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWDESTROYED = "Утрата предметов - Уничтожение",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWDESTROYED_TP = "Показывает сообщение, когда предмет уничтожен.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWREMOVED = "Display Item Loss - Removed Items",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWREMOVED_TP = "Display a message when an item is removed by events (an example would be relinquishing the Prismatic Blade in the Fighter's Guild Quests).",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWLIST = "Display Items Listed on Guild Store",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWLIST_TP = "Display a message when you list an item for sale on a guild trader.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWTURNIN = "Display Item Loss - Quest Turnin",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWTURNIN_TP = "Display a message when an item is turned in for a quest (writ quests being the most prime example).",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_POTION = "Display Item Loss - Potion Used",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_POTION_TP = "Display a message when you consume a potion.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_FOOD = "Display Item Loss - Food Used",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_FOOD_TP = "Display a message when you consume food.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_DRINK = "Display Item Loss - Drink Used",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_DRINK_TP = "Display a message when you consume a drink.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_REPAIR_KIT = "Display Item Loss - Repair Kit Used",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_REPAIR_KIT_TP = "Display a message when you use a repair kit or Siege Repair Kit.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_SOUL_GEM = "Display Item Loss - Soul Gem Used",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_SOUL_GEM_TP = "Display a message when you use a soul gem.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_SIEGE = "Display Item Loss - Siege Deployed",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_SIEGE_TP = "Display a message when you deploy a siege weapon.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_MISC = "Display Item Loss - Misc Items Used",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWUSE_MISC_TP = "Display a message when a misc item is used such as Keep Recall Stones and items like Arena Gladiator's Exultation.",
SI_LUIE_LAM_CA_LOOT_LOOTRECIPE = "Display Recipe Learned",
SI_LUIE_LAM_CA_LOOT_LOOTRECIPE_TP = "Display a message when you learn a food, drink, or furniture crafting recipe.",
SI_LUIE_LAM_CA_LOOT_LOOTMOTIF = "Display Motif Learned",
SI_LUIE_LAM_CA_LOOT_LOOTMOTIF_TP = "Display a message when you learn a motif book or page.",
SI_LUIE_LAM_CA_LOOT_LOOTSTYLE = "Displayed Style Learned",
SI_LUIE_LAM_CA_LOOT_LOOTSTYLE_TP = "Display a message when you learn a style page.",
SI_LUIE_LAM_CA_LOOT_HIDE_RECIPE_ALERT = "Hide Default Recipe/Motif/Style Alerts",
SI_LUIE_LAM_CA_LOOT_HIDE_RECIPE_ALERT_TP = "Hide alerts for any of options enabled above. If an option above isn't enabled then the alert for that type won't be hidden.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWCONTAINER = "Display Item Loss - Container Empty",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWCONTAINER_TP = "Display a message when you empty all the items from a container in your inventory and it is removed.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWLOCKPICK = "Утрата предметов - Поломка отмычки",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWLOCKPICK_TP = "Показывает сообщение о поломке отмычки при неудачном взломе или попытке открыть силой.",
SI_LUIE_LAM_CA_LOOT_SHOWVENDOR = "Торговцы",
SI_LUIE_LAM_CA_LOOT_SHOWVENDOR_TP = "Показывает предметы, проданные торговцу или купленные у него.",
SI_LUIE_LAM_CA_LOOT_SHOWQUESTADD = "Предметы задания",
SI_LUIE_LAM_CA_LOOT_SHOWQUESTADD_TP = "Показывает сообщение о получении или добыче предметов для задания.",
SI_LUIE_LAM_CA_LOOT_SHOWQUESTREM = "Предметы задания - Удаление",
SI_LUIE_LAM_CA_LOOT_SHOWQUESTREM_TP = "Показывает сообщение, когда предметы для задания используются или удаляются.",
SI_LUIE_LAM_CA_LOOT_VENDOR_MERGE = "Объединять сообщения о добыче & валюте",
SI_LUIE_LAM_CA_LOOT_VENDOR_MERGE_TP = "Объединяет сообщения о приобретении конкретного предмета и изменении валюты, связанное с этим, в одно сообщение",
SI_LUIE_LAM_CA_LOOT_VENDOR_TOTALITEMS = "Всего предметов в транзакции",
SI_LUIE_LAM_CA_LOOT_VENDOR_TOTALITEMS_TP = "Отображает общее количество предметов за одно посещение торговца.",
SI_LUIE_LAM_CA_LOOT_VENDOR_TOTALCURRENCY = "Всего валюты в транзакции",
SI_LUIE_LAM_CA_LOOT_VENDOR_TOTALCURRENCY_TP = "Отображает общее количество валюты за одно посещение торговца.",
SI_LUIE_LAM_CA_LOOT_SHOWBANK = "Заполнение банка",
SI_LUIE_LAM_CA_LOOT_SHOWBANK_TP = "Показывать предметы перемещённые/снятые из банка или гильдейского банка.",
SI_LUIE_LAM_CA_LOOT_SHOWCRAFT = "Ремесло",
SI_LUIE_LAM_CA_LOOT_SHOWCRAFT_TP = "Показывает полученные, потерянные или улучшенные предметы во время ремесла.",
SI_LUIE_LAM_CA_LOOT_SHOWCRAFT_MATERIALS = "Расход материалов при ремесле",
SI_LUIE_LAM_CA_LOOT_SHOWCRAFT_MATERIALS_TP = "Выводить ли в чат оповещение о расходе материалов при ремесле.",
SI_LUIE_LAM_CA_LOOT_SHOWMAIL = "Предметы из почты",
SI_LUIE_LAM_CA_LOOT_SHOWMAIL_TP = "Показывает предметы, полученные по почте.",
SI_LUIE_LAM_CA_LOOT_SHOWTRADE = "Обмен",
SI_LUIE_LAM_CA_LOOT_SHOWTRADE_TP = "Показывает предметы полученные или потерянные при обмене.",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWDISGUISE = "Сообщения и маскировке",
SI_LUIE_LAM_CA_LOOT_LOOTSHOWDISGUISE_TP = "Показывает сообщение, когда надеваете, снимаете или теряете маскировку.",
SI_LUIE_LAM_CA_EXP_HEADER = "Оповещения об Опыте",
SI_LUIE_LAM_CA_EXP_HEADER_ENLIGHTENED = "Просвещение",
SI_LUIE_LAM_CA_EXP_ENLIGHTENED = "Просвещение - <<1>>",
SI_LUIE_LAM_CA_EXP_ENLIGHTENED_TP = "Выводит <<1>>, когда вы Просвещены или больше не Просвещены.",
SI_LUIE_LAM_CA_EXP_HEADER_LEVELUP = "Повышение уровня",
SI_LUIE_LAM_CA_EXP_LEVELUP = "Показывать повышение уровня - <<1>>",
SI_LUIE_LAM_CA_EXP_LEVELUP_TP = "Показывает <<1>> когда вы получаете уровень или очко чемпиона.",
SI_LUIE_LAM_CA_EXP_LEVELUP_CSAEXPAND = "Продвинутое получение уровня CSA",
SI_LUIE_LAM_CA_EXP_LEVELUP_CSAEXPAND_TP = "Добавляет текст оповещения в центр экрана при получении нового уровня.",
SI_LUIE_LAM_CA_EXP_LVLUPICON = "Значок при получении уровня",
SI_LUIE_LAM_CA_EXP_LVLUPICON_TP = "Включает отображение значка обычного уровня или значка соответствующего чемпионского очка при получении уровня или ЧО.",
SI_LUIE_LAM_CA_EXP_COLORLVLBYCONTEXT = "Цвет уровня",
SI_LUIE_LAM_CA_EXP_COLORLVLBYCONTEXT_TP = "Задаёт цвет текста уровня в зависимости от контекста в сравнении в текущим уровнем или числом Чемпионских очков.",
SI_LUIE_LAM_CA_EXPERIENCE_LEVELUP_COLOR = "Цвет сообщения Повышения уровня", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_EXP_RESPEC = "Выводит сообщение при Сбросе - <<1>>",
SI_LUIE_LAM_CA_EXP_RESPEC_TP = "Выводит <<1>> когда вы перераспределяете очки чемпиона и очки характеристик, навыков или морфы.",
SI_LUIE_LAM_CA_EXP_HEADER_EXPERIENCEGAIN = "Очки опыта",
SI_LUIE_LAM_CA_EXP_SHOWEXPGAIN = "Получаемый опыт",
SI_LUIE_LAM_CA_EXP_SHOWEXPGAIN_TP = "Оповещение о получении опыта в чат.",
SI_LUIE_LAM_CA_EXP_SHOWEXPICON = "Значок опыта",
SI_LUIE_LAM_CA_EXP_SHOWEXPICON_TP = "Включает отображение значка опыта в сообщениях о получении опыта.",
SI_LUIE_LAM_CA_EXP_MESSAGE = "Формат сообщений о получении опыта",
SI_LUIE_LAM_CA_EXP_MESSAGE_TP = "Формат сообщений о получении опыта.\nПо умолчанию: Вы заработали %s.",
SI_LUIE_LAM_CA_EXP_NAME = "Название Очков опыта",
SI_LUIE_LAM_CA_EXP_NAME_TP = "Названия для Очков опыта.\nПо умолчанию: <<1[очко/очков]>> опыта",
SI_LUIE_LAM_CA_EXPERIENCE_COLORMESSAGE = "Цвет сообщения Очков опыта", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_EXPERIENCE_COLORNAME = "Цвет названия Очков опыта", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_EXP_EXPGAINCONTEXTNAME = "Контекст получения Опыта",
SI_LUIE_LAM_CA_EXP_EXPGAINCONTEXTNAME_TP = "Это настройка для отличения сообщений об опыте от сообщений о валютах и добыче, поскольку получение опыта контекстонезависимо.\nПо умолчанию: \"[Получено]\"",
SI_LUIE_LAM_CA_EXP_EXPGAINDISPLAYNAME = "Название Опыта",
SI_LUIE_LAM_CA_EXP_EXPGAINDISPLAYNAME_TP = "Название для отображения получаемого опыта.\nПо умолчанию: \"XP\"",
SI_LUIE_LAM_CA_EXP_HIDEEXPKILLS = "Скрыть опыт за убийства",
SI_LUIE_LAM_CA_EXP_HIDEEXPKILLS_TP = "Включите эту настройку, чтобы выводить в чат сообщения об опыте только из небоевых источников.",
SI_LUIE_LAM_CA_EXP_EXPGAINTHRESHOLD = "Опыт в бою - Порог фильтра",
SI_LUIE_LAM_CA_EXP_EXPGAINTHRESHOLD_TP = "Опыт, получаемый за убийства, ниже указанного значения, не будет выводиться в чат.",
SI_LUIE_LAM_CA_EXP_THROTTLEEXPINCOMBAT = "Суммировать получаемый в бою опыт",
SI_LUIE_LAM_CA_EXP_THROTTLEEXPINCOMBAT_TP = "Установка этой настройки в значение выше 0 позволяет вам выводить сумму полученного опыта за X миллисекунд.",
SI_LUIE_LAM_CA_EXP_HEADER_SKILL_POINTS = "Очки навыков",
SI_LUIE_LAM_CA_SKILLPOINT_UPDATED = "Получение Очков навыков - <<1>>",
SI_LUIE_LAM_CA_SKILLPOINT_UPDATED_TP = "Показывает <<1>>> при получении очков опыта за повышение уровня, задания или небесные осколки.",
SI_LUIE_LAM_CA_SKILLPOINT_COLOR1 = "Цвет сообщения Небесных осколков", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_SKILLPOINT_COLOR2 = "Цвет сообщения Очков навыков", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_SKILLPOINT_PARTIALPREFIX = "Поглощение Небесных осколков",
SI_LUIE_LAM_CA_SKILLPOINT_PARTIALPREFIX_TP = "При поглощении небесного осколка будет отображаться это сообщение.\nПо умолчанию: Небесный осколок поглощён",
SI_LUIE_LAM_CA_SKILLPOINT_PARTIALBRACKET = "Разделитель Небесных осколков",
SI_LUIE_LAM_CA_SKILLPOINT_PARTIALBRACKET_TP = "При поглощении Небесного осколка, этот разделитель будет разделять сообщение от сообщения о получении Очка навыков.",
SI_LUIE_LAM_CA_SKILLPOINT_UPDATEDPARTIAL = "Частичное Очко навыков",
SI_LUIE_LAM_CA_SKILLPOINT_UPDATEDPARTIAL_TP = "Показывает \"Частей собрано x/3\" при поглощении Небесного осколка.",
SI_LUIE_LAM_CA_EXP_HEADER_SKILL_LINES = "Ветки навыков",
SI_LUIE_LAM_CA_SKILL_LINE_UNLOCKED = "Открытие ветки навыков - <<1>>",
SI_LUIE_LAM_CA_SKILL_LINE_UNLOCKED_TP = "Показывает <<1>> при открытии ветки навыков.",
SI_LUIE_LAM_CA_SKILL_LINE_PROGRESS = "Прогресс ветки навыков - <<1>>",
SI_LUIE_LAM_CA_SKILL_LINE_PROGRESS_TP = "Показывает <<1>> при получении уровня в ветке навыков.",
SI_LUIE_LAM_CA_SKILL_LINE_ABILITY = "Прогресс способности - <<1>>",
SI_LUIE_LAM_CA_SKILL_LINE_ABILITY_TP = "Показывает <<1>> при получении уровня способностью.",
SI_LUIE_LAM_CA_SKILL_LINE_ICON = "Значок ветки навыков",
SI_LUIE_LAM_CA_SKILL_LINE_ICON_TP = "Показывает соответствующий значок при открытии ветки навыков.",
SI_LUIE_LAM_CA_SKILL_LINE_COLOR = "Цвет сообщений о прогрессе Навыка/Способности", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_EXP_HEADER_GUILDREP = "Репутация гильдии",
SI_LUIE_LAM_CA_GUILDREP_ICON = "Значок гильдии",
SI_LUIE_LAM_CA_GUILDREP_ICON_TP = "Показывает соответствующий значок при получении репутации в гильдии.",
SI_LUIE_LAM_CA_GUILDREP_MESSAGECOLOR = "Цвет сообщений о репутации гильдии", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_GUILDREP_MESSAGEFORMAT = "Формат сообщений репутации гильдии",
SI_LUIE_LAM_CA_GUILDREP_MESSAGEFORMAT_TP = "Формат сообщений о получении репутации гильдии.\nПо умолчанию: Вы заработали %s",
SI_LUIE_LAM_CA_GUILDREP_MESSAGENAME = "Название очков репутации",
SI_LUIE_LAM_CA_GUILDREP_MESSAGENAME_TP = "Название для очков репутации.\nПо умолчанию: <<1[репутации/репутации]>>",
SI_LUIE_LAM_CA_GUILDREP_FG = "Гильдия бойцов",
SI_LUIE_LAM_CA_GUILDREP_FG_TP = "Показывать полученную репутацию Гильдии бойцов.",
SI_LUIE_LAM_CA_GUILDREP_FG_COLOR = "Цвет Гильдии бойцов",
SI_LUIE_LAM_CA_GUILDREP_THRESHOLD = "Гильдия бойцов - Порог фильтра",
SI_LUIE_LAM_CA_GUILDREP_THRESHOLD_TP = "Репутация гильдии бойцов ниже указанного здесь значения не будет отображаться.",
SI_LUIE_LAM_CA_GUILDREP_THROTTLE = "Гильдия бойцов - Суммирование",
SI_LUIE_LAM_CA_GUILDREP_THROTTLE_TP = "Если указать значение больше 0, то будет показана сумма репутации ГБ, полученной за X миллисекунд.",
SI_LUIE_LAM_CA_GUILDREP_MG = "Гильдия магов",
SI_LUIE_LAM_CA_GUILDREP_MG_TP = "Показывать полученную репутацию Гильдии магов.",
SI_LUIE_LAM_CA_GUILDREP_MG_COLOR = "Цвет Гильдии магов",
SI_LUIE_LAM_CA_GUILDREP_UD = "Неустрашимые",
SI_LUIE_LAM_CA_GUILDREP_UD_TP = "Показывать полученную репутацию Неустрашимых.",
SI_LUIE_LAM_CA_GUILDREP_UD_COLOR = "Цвет Неустрашимых",
SI_LUIE_LAM_CA_GUILDREP_TG = "Гильдия воров",
SI_LUIE_LAM_CA_GUILDREP_TG_TP = "Показывать полученную репутацию Гильдии воров.",
SI_LUIE_LAM_CA_GUILDREP_TG_COLOR = "Цвет Гильдии воров",
SI_LUIE_LAM_CA_GUILDREP_DB = "Тёмное братство",
SI_LUIE_LAM_CA_GUILDREP_DB_TP = "Показывать полученную репутацию Тёмного братства.",
SI_LUIE_LAM_CA_GUILDREP_DB_COLOR = "Цвет Тёмного братства",
SI_LUIE_LAM_CA_GUILDREP_PO = "Орден Псиджиков",
SI_LUIE_LAM_CA_GUILDREP_PO_TP = "Показывать полученную репутацию Ордена Псиджиков.",
SI_LUIE_LAM_CA_GUILDREP_PO_COLOR = "Цвет Ордена Псиджиков",
SI_LUIE_LAM_CA_GUILDREP_ALERT = "Предупреждение о репутации",
SI_LUIE_LAM_CA_GUILDREP_ALERT_TP = "Если включено, показывает базовое предупреждение для всех выбранных выше гильдий при повышении из репутации. ",
SI_LUIE_LAM_CA_COLLECTIBLE_HEADER = "Оповещение Коллекций/Книг знаний",
SI_LUIE_LAM_CA_COLLECTIBLE_COL_HEADER = "Collectibles Unlocked",
SI_LUIE_LAM_CA_COLLECTIBLE_ENABLE = "Открытие коллекции - <<1>>",
SI_LUIE_LAM_CA_COLLECTIBLE_ENABLE_TP = "Показывает <<1>> при открытии Коллекции.",
SI_LUIE_LAM_CA_COLLECTIBLE_ICON = "Значок Коллекции",
SI_LUIE_LAM_CA_COLLECTIBLE_ICON_TP = "Показывает соответствующий значок при открытии Коллекции.",
SI_LUIE_LAM_CA_COLLECTIBLE_COLOR_ONE = "Цвет префикса Коллекции", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_COLLECTIBLE_COLOR_TWO = "Цвет сообщения Коллекции", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_COLLECTIBLE_MESSAGEPREFIX = "Префикс Коллекции",
SI_LUIE_LAM_CA_COLLECTIBLE_MESSAGEPREFIX_TP = "Введите текст префикса сообщения об открытии Коллекции.\nПо умолчанию: Коллекция обновлена",
SI_LUIE_LAM_CA_COLLECTIBLE_BRACKET = "Скобки префикса Коллекций",
SI_LUIE_LAM_CA_COLLECTIBLE_BRACKET_TP = "Эти скобки обрамляют префикс сообщения об открытии Коллекции.",
SI_LUIE_LAM_CA_COLLECTIBLE_CATEGORY = "Категория Коллекции",
SI_LUIE_LAM_CA_COLLECTIBLE_CATEGORY_TP = "Добавляет категорию коллекции к сообщению об открытии Коллекции.",
SI_LUIE_LAM_CA_COLLECTIBLE_USE_HEADER = "Collectible Usage",
SI_LUIE_LAM_CA_COLLECTIBLE_USE_CATEGORY = "Track \'<<1>>\' Collectibles",
SI_LUIE_LAM_CA_COLLECTIBLE_USE_CATEGORY_TP = "Enables tracking for Collectibles in the <<1>> category.",
SI_LUIE_LAM_CA_COLLECTIBLE_USE_ENABLE = "Display Collectible Used - <<1>>",
SI_LUIE_LAM_CA_COLLECTIBLE_USE_ENABLE_TP = "Display <<1>> when a Collectible is used.",
SI_LUIE_LAM_CA_COLLECTIBLE_USE_PET_NICKNAME = "Display Vanity Pet Nicknames",
SI_LUIE_LAM_CA_COLLECTIBLE_USE_PET_NICKNAME_TP = "When enabled, display the nickname of a Vanity Pet in quotations after the Collectible Link.",
SI_LUIE_LAM_CA_COLLECTIBLE_USE_ICON_TP = "Display an icon for the relevant Collectible used.",
SI_LUIE_LAM_CA_COLLECTIBLE_LORE_HEADER = "Книги знаний",
SI_LUIE_LAM_CA_LOREBOOK_ENABLE = "Обнаружение Книг знаний - <<1>>",
SI_LUIE_LAM_CA_LOREBOOK_ENABLE_TP = "Показывает <<1>> при обнаружении Книг знаний.",
SI_LUIE_LAM_CA_LOREBOOK_CSA_LOREONLY = "Only Display CSA for Shalidor's Library",
SI_LUIE_LAM_CA_LOREBOOK_CSA_LOREONLY_TP = "When enabled, a Center Screen Announcement will only display when the book discovered is a Lore Book (specific to Shalidor's Library collection) and not normal Eidetic Memory books.",
SI_LUIE_LAM_CA_LOREBOOK_COLLECTION = "Коллекция книг знаний - <<1>>",
SI_LUIE_LAM_CA_LOREBOOK_COLLECTION_TP = "Показывает <<1>> когда коллекция Книг знаний полностью собрана.",
SI_LUIE_LAM_CA_LOREBOOK_ICON = "Значок Книги знаний",
SI_LUIE_LAM_CA_LOREBOOK_ICON_TP = "Показывает соответствующий значок при обнаружении Книги знаний.",
SI_LUIE_LAM_CA_LOREBOOK_COLOR1 = "Цвет префикса Книг знаний", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_LOREBOOK_COLOR2 = "Цвет сообщения Книг знаний", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_LOREBOOK_PREFIX1 = "Префикс Книг знаний",
SI_LUIE_LAM_CA_LOREBOOK_PREFIX1_TP = "Введите текст префикса сообщения об обнаружении Книги знаний.\nПо умолчанию: Обнаружена Книга знаний",
SI_LUIE_LAM_CA_LOREBOOK_PREFIX2 = "Префикс книги",
SI_LUIE_LAM_CA_LOREBOOK_PREFIX2_TP = "Введите текст префикса сообщения об обнаружении книги.\nПо умолчанию: Обнаружена книга",
SI_LUIE_LAM_CA_LOREBOOK_PREFIX_COLLECTION = "Префикс коллекции Книги знаний",
SI_LUIE_LAM_CA_LOREBOOK_PREFIX_COLLECTION_TP = "Введите текст префикса сообщения об полном сборе коллекции Книг знаний.\nПо умолчанию: Коллекция собрана",
SI_LUIE_LAM_CA_LOREBOOK_CATEGORY_BRACKET = "Скобки префикса Книг знаний",
SI_LUIE_LAM_CA_LOREBOOK_CATEGORY_BRACKET_TP = "Эти скобки обрамляют префикс сообщения об обнаружении Книги знаний.",
SI_LUIE_LAM_CA_LOREBOOK_CATEGORY = "Категория Коллекции",
SI_LUIE_LAM_CA_LOREBOOK_CATEGORY_TP = "Отображает соответствующую категорию обнаруженной Книги знаний.",
SI_LUIE_LAM_CA_LOREBOOK_NOSHOWHIDE = "Книги без Эйдетической памяти",
SI_LUIE_LAM_CA_LOREBOOK_NOSHOWHIDE_TP = "Показывать обнаружение книг даже если не открыта Эйдетическая память.",
SI_LUIE_LAM_CA_ANTIQUITY_HEADER = "Оповещения Археологии",
SI_LUIE_LAM_CA_ANTIQUITY_LEAD_HEADER = "Найдена зацепка",
SI_LUIE_LAM_CA_ANTIQUITY_ENABLE = "Найдена зацепка - <<1>>",
SI_LUIE_LAM_CA_ANTIQUITY_ENABLE_TP = "Показывает <<1>> когда вы находите новую зацепку",
SI_LUIE_LAM_CA_ANTIQUITY_BRACKET = "Отображать в скобках",
SI_LUIE_LAM_CA_ANTIQUITY_BRACKET_TP = "Выберите, следует ли отображать [] скобки вокруг названия обнаруженной зацепки.",
SI_LUIE_LAM_CA_ANTIQUITY_ICON = "Отображать иконку",
SI_LUIE_LAM_CA_ANTIQUITY_ICON_TP = "Показывать иконку рядом с именем зацепки.",
SI_LUIE_LAM_CA_ANTIQUITY_COLOR = "Цвет сообщения", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_ANTIQUITY_PREFIX = "Префикс найденной зацепки",
SI_LUIE_LAM_CA_ANTIQUITY_PREFIX_TP = "Префикс сообщения о найденной зацепке.\nПо умолчанию: Найдена зацепка",
SI_LUIE_LAM_CA_ANTIQUITY_PREFIX_BRACKET = "Скобки префикса сообщения",
SI_LUIE_LAM_CA_ANTIQUITY_PREFIX_BRACKET_TP = "Выберете скобки в которых будет находится префикс сообщения о найденной зацепке.",
SI_LUIE_LAM_CA_ANTIQUITY_SUFFIX = "Суффикс найденной зацепки",
SI_LUIE_LAM_CA_ANTIQUITY_SUFFIX_TP = "Суффикс сообщения о найденной зацепке. (Находится в конце сообщения) \nПо умолчанию: Ничего",
SI_LUIE_LAM_CA_ACHIEVE_HEADER = "Оповещение Достижений",
SI_LUIE_LAM_CA_ACHIEVE_UPDATE = "Обновление Достижений - <<1>>",
SI_LUIE_LAM_CA_ACHIEVE_UPDATE_TP = "Показывает <<1>> когда происходит прогресс вы выполнении Достижения.",
SI_LUIE_LAM_CA_ACHIEVE_COMPLETE = "Получение Достижения - <<1>>",
SI_LUIE_LAM_CA_ACHIEVE_COMPLETE_TP = "Показывает <<1>> когда Достижение получено.",
SI_LUIE_LAM_CA_ACHIEVE_COMPLETE_CSA_ALWAYS = "Всегда показывать достижения - CSA",
SI_LUIE_LAM_CA_ACHIEVE_COMPLETE_CSA_ALWAYS_TP = "Всегда отображает сообщение о получении достижения по центру экрана вне зависимости настроек ниже.",
SI_LUIE_LAM_CA_ACHIEVE_DETAILINFO = "Детали Достижений",
SI_LUIE_LAM_CA_ACHIEVE_DETAILINFO_TP = "Показывает каждую подкатегорию, необходимую для выполнения достижения и прогресс каждой подкатегории.",
SI_LUIE_LAM_CA_ACHIEVE_COLORPROGRESS = "Цвет прогресса Достижений",
SI_LUIE_LAM_CA_ACHIEVE_COLORPROGRESS_TP = "Включает изменение цвета прогресса достижения в зависимости от степени его завершённости.",
SI_LUIE_LAM_CA_ACHIEVE_STEPSIZE = "Размер шага достижения, %",
SI_LUIE_LAM_CA_ACHIEVE_STEPSIZE_TP = "Выводит обновлённую информацию о прогрессе достижений при выполнении указанного #%. Значение 0 означает, что информация будет выводиться при каждом обновлении прогресса достижения.",
SI_LUIE_LAM_CA_ACHIEVE_COMPLETEPERCENT = "Процент выполнения Достижения",
SI_LUIE_LAM_CA_ACHIEVE_COMPLETEPERCENT_TP = "Добавляет индикатор выполнения достижения в процентах (100%).",
SI_LUIE_LAM_CA_ACHIEVE_ICON = "Значок Достижения",
SI_LUIE_LAM_CA_ACHIEVE_ICON_TP = "Показывает соответствующий значок при прогрессе или получение Достижения.",
SI_LUIE_LAM_CA_ACHIEVE_COLOR1 = "Цвет префикса Достижения", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_ACHIEVE_COLOR2 = "Цвет Достижения", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_ACHIEVE_PROGMSG = "Префикс прогресса Достижения",
SI_LUIE_LAM_CA_ACHIEVE_PROGMSG_TP = "Префикс сообщения о прогрессе Достижения.\nПо умолчанию: Достижение обновлено",
SI_LUIE_LAM_CA_ACHIEVE_COMPLETEMSG = "Префикс получения Достижения",
SI_LUIE_LAM_CA_ACHIEVE_COMPLETEMSG_TP = "Префикс сообщения о получении Достижения.\nПо умолчанию: Достижение получено",
SI_LUIE_LAM_CA_ACHIEVE_SHOWCATEGORY = "Категория Достижения",
SI_LUIE_LAM_CA_ACHIEVE_SHOWCATEGORY_TP = "Показывает основную категорию Достижения.",
SI_LUIE_LAM_CA_ACHIEVE_SHOWSUBCATEGORY = "Подкатегория Достижения",
SI_LUIE_LAM_CA_ACHIEVE_SHOWSUBCATEGORY_TP = "Показывает подкатегорию Достижения.",
SI_LUIE_LAM_CA_ACHIEVE_BRACKET = "Скобки префикса Достижений",
SI_LUIE_LAM_CA_ACHIEVE_BRACKET_TP = "Эти скобки обрамляют префикс сообщения об обновлении или получении Достижения.",
SI_LUIE_LAM_CA_ACHIEVE_CATEGORYBRACKET = "Скобки категории Достижений",
SI_LUIE_LAM_CA_ACHIEVE_CATEGORYBRACKET_TP = "Эти скобки обрамляют категорию и подкатегорию в сообщении об обновлении или получении Достижения",
SI_LUIE_LAM_CA_ACHIEVE_CATEGORY_HEADER = "Настройки отслеживания",
SI_LUIE_LAM_CA_ACHIEVE_CATEGORY = "Отслеживать Достижения \'<<1>>\'",
SI_LUIE_LAM_CA_ACHIEVE_CATEGORY_TP = "Включает отслеживание Достижений в категории <<1>>.",
SI_LUIE_LAM_CA_QUEST_HEADER = "Оповещения заданий/POI",
SI_LUIE_LAM_CA_QUEST_SHOWQUESTSHARE = "Поделиться заданием",
SI_LUIE_LAM_CA_QUEST_SHOWQUESTSHARE_TP = "Выводит оповещение в чат, когда другой игрок делится с вами заданием.",
SI_LUIE_LAM_CA_QUEST_LOCATION_DISCOVERY = "Открытие локаций - <<1>>",
SI_LUIE_LAM_CA_QUEST_LOCATION_DISCOVERY_TP = "Показывает <<1>> при открытии локации на карте.",
SI_LUIE_LAM_CA_QUEST_IC_DISCOVERY = "Сообщения областей Имп.города - <<1>>",
SI_LUIE_LAM_CA_QUEST_IC_DISCOVERY_TP = "Показывает <<1>> при входе в новую область Имперского города и канализации.\nПримечание: Эта настройка использует цвет названий POI Оповещения заданий/POI.",
SI_LUIE_LAM_CA_QUEST_IC_DESCRIPTION = "Описание областей Имперского города",
SI_LUIE_LAM_CA_QUEST_IC_DESCRIPTION_TP = "Показывает текст описания при входе в новую область Имперского города и канализации.\nПримечание: Эта настройка использует цвет названий POI Оповещения заданий/POI.",
SI_LUIE_LAM_CA_QUEST_POI_OBJECTIVE = "Цель POI - <<1>>",
SI_LUIE_LAM_CA_QUEST_POI_OBJECTIVE_TP = "Показывает <<1>> при приёме задания, связанного с POI.",
SI_LUIE_LAM_CA_QUEST_POI_COMPLETE = "Завершение POI - <<1>>",
SI_LUIE_LAM_CA_QUEST_POI_COMPLETE_TP = "Показывает <<1>> при завершении задания, связанного с POI.",
SI_LUIE_LAM_CA_QUEST_ACCEPT = "Приём задания - <<1>>",
SI_LUIE_LAM_CA_QUEST_ACCEPT_TP = "Показывает <<1>> при приёме задания.",
SI_LUIE_LAM_CA_QUEST_COMPLETE = "Завершение задания - <<1>>",
SI_LUIE_LAM_CA_QUEST_COMPLETE_TP = "Показывает <<1>> при завершении задания.",
SI_LUIE_LAM_CA_QUEST_ABANDON = "Отказ от задания - <<1>>",
SI_LUIE_LAM_CA_QUEST_ABANDON_TP = "Показывает <<1>> при отказе от задания.",
SI_LUIE_LAM_CA_QUEST_OBJECTIVE_FAILURE = "Провал цель задания - <<1>>",
SI_LUIE_LAM_CA_QUEST_OBJECTIVE_FAILURE_TP = "Показывает <<1>> при провале одной из целей задания.",
SI_LUIE_LAM_CA_QUEST_OBJECTIVE_UPDATE = "Обновление цели задания - <<1>>",
SI_LUIE_LAM_CA_QUEST_OBJECTIVE_UPDATE_TP = "Показывает <<1>> при появлении новой цели задания.",
SI_LUIE_LAM_CA_QUEST_OBJECTIVE_COMPLETE = "Выполнение цели задания - <<1>>",
SI_LUIE_LAM_CA_QUEST_OBJECTIVE_COMPLETE_TP = "Показывает <<1>> при выполнении цели задания.",
SI_LUIE_LAM_CA_QUEST_SHOWQUESTICON = "Значок задания",
SI_LUIE_LAM_CA_QUEST_SHOWQUESTICON_TP = "Отображает значок задания в зависимости от его сложности и типа.",
SI_LUIE_LAM_CA_QUEST_SHOWQUESTLONG = "Детальное описание задания",
SI_LUIE_LAM_CA_QUEST_SHOWQUESTLONG_TP = "Когда включено, принятие задания выведет детали принятого задания в чат.",
SI_LUIE_LAM_CA_QUEST_SHOWQUESTOBJECTIVELONG = "Детальное описание завершения POI",
SI_LUIE_LAM_CA_QUEST_SHOWQUESTOBJECTIVELONG_TP = "Когда включено, при завершении задания, связанного с POI, будет выведено детальное сообщение о завершении.",
SI_LUIE_LAM_CA_QUEST_COLOR1 = "Цвет названия POI", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_QUEST_COLOR2 = "Цвет описания POI", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_QUEST_COLOR3 = "Цвет названия задания", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_QUEST_COLOR4 = "Цвет описания задания", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_SOCIAL_HEADER = "Социальные/Гильдейские оповещения",
SI_LUIE_LAM_CA_SOCIAL_FRIENDS_HEADER = "Друзья/Список игнорирования",
SI_LUIE_LAM_CA_SOCIAL_FRIENDS = "Запросы в друзья и список игнорирования - <<1>>",
SI_LUIE_LAM_CA_SOCIAL_FRIENDS_TP = "Показывает <<1>> для приглашений в друзья, изменении списка друзей и списка игнорирования.",
SI_LUIE_LAM_CA_SOCIAL_FRIENDS_ONOFF = "Вход/Выход друзей - <<1>>",
SI_LUIE_LAM_CA_SOCIAL_FRIENDS_ONOFF_TP = "Показывает <<1>> когда ваш друг входит или выходит из игры.",
SI_LUIE_LAM_CA_SOCIAL_GUILD_HEADER = "Гильдейские оповещения",
SI_LUIE_LAM_CA_SOCIAL_GUILD = "Приглашения в гильдию/выход/вступление - <<1>> ",
SI_LUIE_LAM_CA_SOCIAL_GUILD_TP = "Показывает <<1>> для приглашений в гильдию и оповещения о вступлении/выходе.",
SI_LUIE_LAM_CA_SOCIAL_GUILD_RANK = "Изменений гильд.банка - <<1>>",
SI_LUIE_LAM_CA_SOCIAL_GUILD_RANK_TP = "Показывает <<1>> при изменениях гильд.банка. Зависит от настроек ниже.",
SI_LUIE_LAM_CA_SOCIAL_GUILD_RANKOPTIONS = "Настройки гильд.банка",
SI_LUIE_LAM_CA_SOCIAL_GUILD_RANKOPTIONS_TP = "Выберите, при каких изменениях выводить оповещение.\nПо умолчанию: Только свои",
SI_LUIE_LAM_CA_SOCIAL_GUILD_ADMIN = "Администрирование - <<1>>",
SI_LUIE_LAM_CA_SOCIAL_GUILD_ADMIN_TP = "Показывает <<1>> когда меняется сообщение дня гильдии или информация о гильдии, обновляются ранги или геральдика.",
SI_LUIE_LAM_CA_SOCIAL_GUILD_ICONS = "Значок гильдии",
SI_LUIE_LAM_CA_SOCIAL_GUILD_ICONS_TP = "Показывает значок альянса или ранга для сообщений гильдии.",
SI_LUIE_LAM_CA_SOCIAL_GUILD_COLOR = "Цвет названия гильдии",
SI_LUIE_LAM_CA_SOCIAL_GUILD_COLOR_ALLIANCE = "Цвет альянса для названия",
SI_LUIE_LAM_CA_SOCIAL_GUILD_COLOR_ALLIANCE_TP = "Используется цвет соответствующего альянса для названия гильдии, значков, сообщениях гильдии и о рангах.",
SI_LUIE_LAM_CA_SOCIAL_TRADE_HEADER = "Торговые оповещения",
SI_LUIE_LAM_CA_SOCIAL_TRADE = "Торговые оповещения - <<1>>",
SI_LUIE_LAM_CA_SOCIAL_TRADE_TP = "Показывает <<1>> для предложений торговли, отказе и совершении обмена.",
SI_LUIE_LAM_CA_SOCIAL_DUEL_HEADER = "Оповещения о дуэлях",
SI_LUIE_LAM_CA_SOCIAL_DUEL = "Вызов на дуэль - <<1>>",
SI_LUIE_LAM_CA_SOCIAL_DUEL_TP = "Показывает <<1>> для вызовов на дуэль и отклонения вызовов.",
SI_LUIE_LAM_CA_SOCIAL_DUELSTART = "Оповещение о начале дуэли - <<1>>",
SI_LUIE_LAM_CA_SOCIAL_DUELSTART_TP = "Показывает <<1>> когда начинается дуэль.",
SI_LUIE_LAM_CA_SOCIAL_DUELSTART_TPCSA = "Показывает <<1>> когда начинается дуэль. В центре экрана также отображается отсчёт",
SI_LUIE_LAM_CA_SOCIAL_DUELSTART_OPTION = "Формат оповещения о дуэли (CA/Alert Only)",
SI_LUIE_LAM_CA_SOCIAL_DUELSTART_OPTION_TP = "Выберите формат для оповещении о дуэли, когда отсчёт окончен и дуэль начинается.",
SI_LUIE_LAM_CA_SOCIAL_DUELCOMPLETE = "Оповещении о завершении дуэли - <<1>>",
SI_LUIE_LAM_CA_SOCIAL_DUELCOMPLETE_TP = "Показывает <<1>> при завершении дуэли.",
SI_LUIE_LAM_CA_SOCIAL_DUELBOUNDARY = "Границы дуэли - <<1>>",
SI_LUIE_LAM_CA_SOCIAL_DUELBOUNDARY_TP = "Показывает <<1>> когда вы приближаетесь к границам проведения дуэли.",
SI_LUIE_LAM_CA_SOCIAL_MARA_HEADER = "Обет Мары",
SI_LUIE_LAM_CA_MISC_MARA = "Обет Мары - <<1>>",
SI_LUIE_LAM_CA_MISC_MARA_TP = "Показывает <<1>> для событий Обета Мары.",
SI_LUIE_LAM_CA_MISC_MARA_ALERT = "Только при ошибках",
SI_LUIE_LAM_CA_MISC_MARA_ALERT_TP = "Если включено, предупреждения будут выводиться только при ошибках во время Обета Мары. Симулирует обычное поведение UI.",
SI_LUIE_LAM_CA_GROUP_HEADER = "Оповещения группы/LFG/Испытаний",
SI_LUIE_LAM_CA_GROUP_BASE_HEADER = "Групповые оповещения",
SI_LUIE_LAM_CA_GROUP_BASE = "Групповые оповещения - <<1>>",
SI_LUIE_LAM_CA_GROUP_BASE_TP = "Показывает <<1>> для групповых событий и изменений состава группы.",
SI_LUIE_LAM_CA_GROUP_LFG_HEADER = "Оповещения LFG",
SI_LUIE_LAM_CA_GROUP_LFGREADY = "Готовность LFG - <<1>>",
SI_LUIE_LAM_CA_GROUP_LFGREADY_TP = "Показывает <<1>> когда LFG-группа сформирована или группа приступила к задаче.",
SI_LUIE_LAM_CA_GROUP_LFGQUEUE = "Статус очереди LFG - <<1>>",
SI_LUIE_LAM_CA_GROUP_LFGQUEUE_TP = "Показывает <<1>> при входе или покидании очереди на LFG-активность.",
SI_LUIE_LAM_CA_GROUP_LFGVOTE = "LFG Голосование/Проверка готовности - <<1>>",
SI_LUIE_LAM_CA_GROUP_LFGVOTE_TP = "Показывает <<1>> для голосований в группе и проверки готовности.",
SI_LUIE_LAM_CA_GROUP_LFGCOMPLETE = "Завершение LFG-активности - <<1>>",
SI_LUIE_LAM_CA_GROUP_LFGCOMPLETE_TP = "Показывает <<1>> LFG-активность завершена.",
SI_LUIE_LAM_CA_GROUP_RAID_HEADER = "Оповещения рейда",
SI_LUIE_LAM_CA_GROUP_RAID_BASE = "Статус рейда - <<1>>",
SI_LUIE_LAM_CA_GROUP_RAID_BASE_TP = "Показывает <<1>> при начале, провале или завершении Испытания.",
SI_LUIE_LAM_CA_GROUP_RAID_SCORE = "Обновление счёта - <<1>>",
SI_LUIE_LAM_CA_GROUP_RAID_SCORE_TP = "Показывает <<1>> при обновлении счёта Испытания.",
SI_LUIE_LAM_CA_GROUP_RAID_BESTSCORE = "Новый лучший счёт - <<1>>",
SI_LUIE_LAM_CA_GROUP_RAID_BESTSCORE_TP = "Показывает <<1>> когда достигнут новый лучший счёт прохождения испытания.",
SI_LUIE_LAM_CA_GROUP_RAID_REVIVE = "Бонус живучести - <<1>>",
SI_LUIE_LAM_CA_GROUP_RAID_REVIVE_TP = "Показывает <<1>> при снижении бонуса выживаемости.",
SI_LUIE_LAM_CA_DISPLAY_HEADER = "Оповещения",
SI_LUIE_LAM_CA_DISPLAY_DESCRIPTION = "Показывает различные оповещения, выводимые при определённых условиях, очень специфические, поэтому выделены в отдельную категорию.",
SI_LUIE_LAM_CA_GROUP_RAID_ARENA = "Уровни DSA/MSA арен - <<1>>",
SI_LUIE_LAM_CA_GROUP_RAID_ARENA_TP = "Показывает <<1>> когда начинается новый уровень Драгонстарской или Вихревой арены.",
SI_LUIE_LAM_CA_GROUP_RAID_ARENA_ROUND = "Раунды Вихревой арены - <<1>>",
SI_LUIE_LAM_CA_GROUP_RAID_ARENA_ROUND_TP = "Показывает <<1>> когда начинается новый раунд Вихревой арены.",
SI_LUIE_LAM_CA_DISPLAY_CRAGLORN = "Баффы Краглорна - <<1>>",
SI_LUIE_LAM_CA_DISPLAY_CRAGLORN_TP = "Показывает <<1>> когда вы получаете бафф за завершение мировых событий Краглорна.",
SI_LUIE_LAM_CA_MISC_GROUPAREA = "Вход/Выход из групповой области - <<1>>",
SI_LUIE_LAM_CA_MISC_GROUPAREA_TP = "Показывает <<1>> при входе или выходе из групповой области.",
SI_LUIE_LAM_CA_MISC_HEADER = "Прочие оповещения",
SI_LUIE_LAM_CA_MISC_SHOWLOCKPICK = "Оповещения о взломе - <<1>>",
SI_LUIE_LAM_CA_MISC_SHOWLOCKPICK_TP = "Показывает <<1>> при успешной или неуспешной попытке взлома, а также при невозможности взлома или если у вас нет отмычек.",
SI_LUIE_LAM_CA_MISC_SHOWMAIL = "Почтовые оповещения (Отпр./Получ.) - <<1>>", -- TODO: Translate send/recieve here
SI_LUIE_LAM_CA_MISC_SHOWMAIL_TP = "Показывает <<1>> при получении, удалении или отправке письма.",
SI_LUIE_LAM_CA_MISC_SHOWMAILERROR = "Почтовые оповещения (Ошибка) - <<1>>",
SI_LUIE_LAM_CA_MISC_SHOWMAILERROR_TP = "Показывает <<1>> если при отправке письма произошла ошибка.",
SI_LUIE_LAM_CA_MISC_SHOWJUSTICE = "Оповещения правосудия - <<1>>",
SI_LUIE_LAM_CA_MISC_SHOWJUSTICE_TP = "Показывает <<1>> когда золото или предметы конфискуются стражей.",
SI_LUIE_LAM_CA_MISC_SHOWBANKBAG = "Расширение Сумки/Банка - <<1>>",
SI_LUIE_LAM_CA_MISC_SHOWBANKBAG_TP = "Показывает <<1>> когда приобретается расширение сумки или банка.",
SI_LUIE_LAM_CA_MISC_SHOWBANKBAG_COLOR = "Цвет сообщений расширения Сумки/Банка", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_MISC_SHOWRIDING = "Навыки верховой езды - <<1>>",
SI_LUIE_LAM_CA_MISC_SHOWRIDING_TP = "Показывает <<1>> при повышении навыка верховой езды.",
SI_LUIE_LAM_CA_MISC_SHOWRIDING_COLOR = "Цвет сообщений навыков верховой езды",
SI_LUIE_LAM_CA_MISC_SHOWRIDING_COLOR_BOOK = "Цвет верховой езды (кронные уроки)", -- TODO: Add Tooltip with finalized color value
SI_LUIE_LAM_CA_MISC_LOOTSHOWDISGUISE = "Статус маскировки - <<1>>",
SI_LUIE_LAM_CA_MISC_LOOTSHOWDISGUISE_TP = "Показывает <<1>> при входе и выходе из соответствующей области где вы получаете или теряете маскировку.",
SI_LUIE_LAM_CA_MISC_LOOTSHOWDISGUISEALERT = "Предупреждение обнаружении - <<1>>",
SI_LUIE_LAM_CA_MISC_LOOTSHOWDISGUISEALERT_TP = "Показывает <<1>> когда вас почти обнаружили или ваша маскировка почти разоблачена.",
SI_LUIE_LAM_CA_MISC_LOOTSHOWDISGUISEALERTCOLOR = "Цвет предупреждения CSA",
SI_LUIE_LAM_CA_MISC_LOOTSHOWDISGUISEALERTCOLOR_TP = "Изменяет цвет предупреждения CSA (Предупреждение посреди экрана), показываемого, когда вас почти обнаружили или ваша маскировка почти разоблачена.",
-- Module: Combat Info
SI_LUIE_LAM_CI_HEADER = "Настройки инфо о бое",
SI_LUIE_LAM_CI_SHOWCOMBATINFO = "Инфо о бое",
SI_LUIE_LAM_CI_SHARED_FONT_TP = "Выберите шрифт надписи отсчёта.",
SI_LUIE_LAM_CI_SHARED_FONTSIZE_TP = "Выберите размер шрифта надписи отсчёта.",
SI_LUIE_LAM_CI_SHARED_FONTSTYLE_TP = "Выберите стиль шрифта надписи отсчёта.",
SI_LUIE_LAM_CI_SHARED_POSITION = "Вертикальное положение надписи",
SI_LUIE_LAM_CI_SHARED_POSITION_TP = "Задаёт вертикальное положение надписи отсчёта.",
SI_LUIE_LAM_CI_HEADER_GCD = "Настройки ГКД",
SI_LUIE_LAM_CI_GCD_SHOW = "Глобальный кулдаун (Выс.нагр. на CPU)",
SI_LUIE_LAM_CI_GCD_SHOW_TP = "Показывает анимацию на способности на панели, пока он под глобальным кулдауном.",
SI_LUIE_LAM_CI_GCD_SHOW_WARN = "Этот компонент может вызывать проблемы с производительностью на некоторых машинах! Если у вас происходит падение FPS, в первую очередь отключите эту настройку.",
SI_LUIE_LAM_CI_GCD_QUICK = "ГКД для зелий",
SI_LUIE_LAM_CI_GCD_QUICK_TP = "Также показывает анимацию ГКД для зелий в ячейке быстрого доступа и для других предметов в ячейке быстрого доступа.",
SI_LUIE_LAM_CI_GCD_FLASH = "Вспышка при готовности",
SI_LUIE_LAM_CI_GCD_FLASH_TP = "Анимация вспышки для каждой способности на панели по истечению ГКД.",
SI_LUIE_LAM_CI_GCD_DESAT = "Серые значки",
SI_LUIE_LAM_CI_GCD_DESAT_TP = "Бесцветные значки способностей, пока они на ГКД.",
SI_LUIE_LAM_CI_GCD_COLOR = "Красный цвет # ячейки",
SI_LUIE_LAM_CI_GCD_COLOR_TP = "Пока действует ГКД, номер кнопки ячейки на панели будет красным.",
SI_LUIE_LAM_CI_GCD_ANIMATION = "Анимация ГКД",
SI_LUIE_LAM_CI_GCD_ANIMATION_TP = "Выберите тип анимации для отслеживания ГКД.",
SI_LUIE_LAM_CI_HEADER_ULTIMATE = "Отслеживание Абсолютной способности",
SI_LUIE_LAM_CI_ULTIMATE_SHOW_VAL = "Значение Абсолютной способности",
SI_LUIE_LAM_CI_ULTIMATE_SHOW_VAL_TP = "Показывает значение абсолютной способности на её ячейке.",
SI_LUIE_LAM_CI_ULTIMATE_SHOW_PCT = "Проценты абсолютной способности",
SI_LUIE_LAM_CI_ULTIMATE_SHOW_PCT_TP = "Показывает процент до заполнения абсолютной способности",
SI_LUIE_LAM_CI_ULTIMATE_HIDEFULL = "Скрыть при заполнении",
SI_LUIE_LAM_CI_ULTIMATE_HIDEFULL_TP = "Убирает проценты, когда особая способность готова к применению.",
SI_LUIE_LAM_CI_ULTIMATE_TEXTURE = "Текстура набора абсолютной способности",
SI_LUIE_LAM_CI_ULTIMATE_TEXTURE_TP = "Показывает специальную текстуру поверх ячейки абсолютной способности, пока она заполняется.",
SI_LUIE_LAM_CI_HEADER_BAR = "Подсветка панели навыков",
SI_LUIE_LAM_CI_BAR_EFFECT = "Активные эффекты",
SI_LUIE_LAM_CI_BAR_EFFECT_TP = "Подсвечивает активные действующие баффы от способностей на панели.",
SI_LUIE_LAM_CI_BAR_PROC = "Активные проки",
SI_LUIE_LAM_CI_BAR_PROC_TP = "Подсвечивает способности на панели, которые прокнули и могут быть применены.",
SI_LUIE_LAM_CI_BAR_PROCSOUND = "Звук при проке",
SI_LUIE_LAM_CI_BAR_PROCSOUND_TP = "Проигрывает звуковое оповещение при проке способности.",
SI_LUIE_LAM_CI_BAR_PROCSOUNDCHOICE = "Звук прока",
SI_LUIE_LAM_CI_BAR_PROCSOUNDCHOICE_TP = "Выберите звук. который будет проигрываться при проке.",
SI_LUIE_LAM_CI_BAR_SECONDARY = "Подсветить вторичный эффект",
SI_LUIE_LAM_CI_BAR_SECONDARY_TP = "Подсвечивает способность, когда у неё активируется вторичный эффект. Примеры: Honor the Dead бафф восстановления магии, Major Savagery от Biting Jabs.",
SI_LUIE_LAM_CI_BAR_ULTIMATE = "Эффект Абсолютной способности",
SI_LUIE_LAM_CI_BAR_ULTIMATE_TP = "Подсвечивает активную действующую абсолютную способность на панели. Скрывает проценты накопления, пока действует, если включено.",
SI_LUIE_LAM_CI_BACKBAR_ENABLE = "Отобразить заднюю панель скиллов",
SI_LUIE_LAM_CI_BACKBAR_ENABLE_TP = "Отображает ваши скиллы задней панели над обычной панелью способностей и отслеживает продолжительность активных эффектов на задней панели.",
SI_LUIE_LAM_CI_BACKBAR_HEADER = "Отслеживание задней панели",
SI_LUIE_LAM_CI_BACKBAR_NOTE = "Возможно, вам придется отрегулировать положение ваших стандартных или пользовательских фреймов, чтобы компенсировать дополнительное пространство, занимаемое задней панелью, или вы можете переместить панель способностей, разблокировав стандартные элементы UI в базовом меню параметров LuiExtended.",
SI_LUIE_LAM_CI_BACKBAR_DARK = "Задняя панель - Затемнить неактивные слоты",
SI_LUIE_LAM_CI_BACKBAR_DARK_TP = "Затемняет скиллы на задней панели которые в данный момент неактивны.",
SI_LUIE_LAM_CI_BACKBAR_DESATURATE = "Задняя панель - Обесцветить неакт. слоты",
SI_LUIE_LAM_CI_BACKBAR_DESATURATE_TP = "Обесцвечивает иконки скиллов на задней панели которые в данный момент неактивны.",
SI_LUIE_LAM_CI_BACKBAR_HIDE_UNUSED = "Задняя панель - Скрыть неактивные слоты",
SI_LUIE_LAM_CI_BACKBAR_HIDE_UNUSED_TP = "Скрывает скиллы на задней панели которые в данный момент неактивны.",
SI_LUIE_LAM_CI_BAR_LABEL = "Надпись перезарядки",
SI_LUIE_LAM_CI_BAR_LABEL_TP = "Показывает таймер перезарядки для всех подсвеченных способностей.",
SI_LUIE_LAM_CI_HEADER_POTION = "Перезарядка быстрой ячейки",
SI_LUIE_LAM_CI_POTION = "Перезарядка быстрой ячейки",
SI_LUIE_LAM_CI_POTION_TP = "Показывает таймер перезарядки для зелий и прочих предметов в ячейке быстрого доступа.",
SI_LUIE_LAM_CI_POTION_COLOR = "Цвет надписи",
SI_LUIE_LAM_CI_POTION_COLOR_TP = "Цвет таймера перезарядки ячейки быстрого доступа на основе оставшегося времени.",
SI_LUIE_LAM_CI_HEADER_CASTBAR = "Кастбар",
SI_LUIE_LAM_CI_CASTBAR_MOVE = "Разблокировать кастбар",
SI_LUIE_LAM_CI_CASTBAR_MOVE_TP = "Разблокируйте, чтобы перемещать полоску применения способности.",
SI_LUIE_LAM_CI_CASTBAR_RESET_TP = "Это сбросит положение кастбара.",
SI_LUIE_LAM_CI_CASTBAR_ENABLE = "Вкл. полоску Каста/Поддержки закл.",
SI_LUIE_LAM_CI_CASTBAR_ENABLE_TP = "Включите, чтобы отображать полоску, когда вы применяете или поддерживаете способность. Это также включает в себя способности, которые применяет игрок, взаимодействуя с дорожными святилищами или при получении эффекта камня Мундуса.",
SI_LUIE_LAM_CI_CASTBAR_SIZEW = "Ширина",
SI_LUIE_LAM_CI_CASTBAR_SIZEH = "Высота",
SI_LUIE_LAM_CI_CASTBAR_ICONSIZE = "Размер значка",
SI_LUIE_LAM_CI_CASTBAR_TEXTURE = "Текстура",
SI_LUIE_LAM_CI_CASTBAR_TEXTURE_TP = "Выберите текстуру для кастбара.",
SI_LUIE_LAM_CI_CASTBAR_LABEL = "Название",
SI_LUIE_LAM_CI_CASTBAR_LABEL_TP = "Отображает название применяемой или поддерживаемой способности.",
SI_LUIE_LAM_CI_CASTBAR_TIMER = "Таймер",
SI_LUIE_LAM_CI_CASTBAR_TIMER_TP = "Отображает оставшееся время применения или поддержания способности.",
SI_LUIE_LAM_CI_CASTBAR_FONTFACE = "Шрифт названия и таймера",
SI_LUIE_LAM_CI_CASTBAR_FONTFACE_TP = "Выберите шрифт для названия и таймера, отображаемых на кастбаре.",
SI_LUIE_LAM_CI_CASTBAR_FONTSIZE = "Размер шрифта названия и таймера",
SI_LUIE_LAM_CI_CASTBAR_FONTSIZE_TP = "Выберите размер шрифт для названия и таймера, отображаемых на кастбаре.",
SI_LUIE_LAM_CI_CASTBAR_FONTSTYLE = "Стиль шрифта названия и таймера",
SI_LUIE_LAM_CI_CASTBAR_FONTSTYLE_TP = "Выберите стиль шрифт для названия и таймера, отображаемых на кастбаре.",
SI_LUIE_LAM_CI_CASTBAR_GRADIENTC1 = "Цвет градиента (Начало)",
SI_LUIE_LAM_CI_CASTBAR_GRADIENTC1_TP = "Выберите начальный цвет градиента на кастбаре.",
SI_LUIE_LAM_CI_CASTBAR_GRADIENTC2 = "Цвет градиента (Конец)",
SI_LUIE_LAM_CI_CASTBAR_GRADIENTC2_TP = "Выберите конечный цвет градиента на кастбаре.",
-- CI CCT
SI_LUIE_LAM_CI_CCT_HEADER = "Трекер контроля толпы",
SI_LUIE_LAM_CI_CCT_DESCRIPTION = "Отображает анимированный значок, когда вы находитесь под эффектами контроля толпы. Параметры ниже позволяют вам настроить цвет, звук и метод именования для отображаемых предупреждений. Кроме того, вы можете настроить как отображать оповещения, когда находитесь в радиусе поражения области эффектов, с возможностью включения/отключения различных категорий с разными звуками.",
SI_LUIE_LAM_CI_CCT_UNLOCK = "Разблокировать Трекер",
SI_LUIE_LAM_CI_CCT_UNLOCK_TP = "Разблокировать возможность перемещения трекера контроля толпы.",
SI_LUIE_LAM_CI_CCT_RESET_TP = "Это сбросит положение фрейма трекера контроля толпы.",
SI_LUIE_LAM_CI_CCT_TOGGLE = "Включить Трекер контроля толпы",
SI_LUIE_LAM_CI_CCT_TOGGLE_TP = "Позволяет отображать оповещения, когда они находятся под воздействием контроля толпы, и отображать оповещения, когда они находятся во вражеских AOE-эффектах, если они выбраны.",
SI_LUIE_LAM_CI_CCT_PVP_ONLY = "Включить только в PvP",
SI_LUIE_LAM_CI_CCT_PVP_ONLY_TP = "Отображать эффекты контроля толпы только в областях PvP.",
SI_LUIE_LAM_CI_CCT_DISPLAY_HEADER = "Параметры отображения",
SI_LUIE_LAM_CI_CCT_DISPLAY_STYLE = "Способ отображения",
SI_LUIE_LAM_CI_CCT_DISPLAY_STYLE_TP = "Выберете способ отображения: Только значок, только текст или значок + текст.",
SI_LUIE_LAM_CI_CCT_DISPLAY_NAME = "Использовать имя способности",
SI_LUIE_LAM_CI_CCT_DISPLAY_NAME_TP = "Если эта функция включена, то будет отображаться имя способности контроля толпы, в противном случае тип контроля толпы заменит это имя.",
SI_LUIE_LAM_CI_CCT_SCALE = "Масштаб текста и значка (в %)",
SI_LUIE_LAM_CI_CCT_SCALE_TP = "Масштаб для значка и отображаемого текста.\n\nПо умолчанию: 100%",
SI_LUIE_LAM_CI_CCT_MISC_OPTIONS_HEADER = "Разное",
SI_LUIE_LAM_CI_CCT_SOUND = "Звук Контроля толпы",
SI_LUIE_LAM_CI_CCT_SOUND_TP = "Воспроизводить звук при воздействии контроля толпы.",
SI_LUIE_LAM_CI_CCT_STAGGER = "Текст в шахматном порядке",
SI_LUIE_LAM_CI_CCT_STAGGER_TP = "Отображать текстовое оповещение в шахматном порядке.",
SI_LUIE_LAM_CI_CCT_GCD_TOGGLE = "Глобальное время восстановления",
SI_LUIE_LAM_CI_CCT_GCD_TOGGLE_TP = "Показывать анимацию перезарядки, если толпа контролируется во время глобального восстановления.",
SI_LUIE_LAM_CI_CCT_IMMUNE_TOGGLE = "Состояние иммунитета",
SI_LUIE_LAM_CI_CCT_IMMUNE_TOGGLE_TP = "Показать значок, когда есть иммунитет к способности.",
SI_LUIE_LAM_CI_CCT_IMMUNE_CYRODIIL = "Состояние иммунитета только в PvP",
SI_LUIE_LAM_CI_CCT_IMMUNE_CYRODIIL_TP = "Показывать состояние иммунитета к способности только в PvP зонах.",
SI_LUIE_LAM_CI_CCT_IMMUNE_TIME = "Время показа (ms)",
SI_LUIE_LAM_CI_CCT_IMMUNE_TIME_TP = "Устанавливает время отображения уведомлений о состоянии иммунитета.\n\nПо умолчанию: 750",
SI_LUIE_LAM_CI_CCT_IMMUNE = "Иммунитет",
SI_LUIE_LAM_CI_CCT_COLOR_TP = "Устанавливает цвет для состояния <<1>>.",
SI_LUIE_LAM_CI_CCT_AOE_HEADER = "АОЕ Предупреждения",
SI_LUIE_LAM_CI_CCT_AOE_TOGGLE = "Показывать АОЕ предупреждение",
SI_LUIE_LAM_CI_CCT_AOE_TOGGLE_TP = "Показывать уведомление при нахождении во вражеском АОЕ.",
SI_LUIE_LAM_CT_CCT_AOE_COLOR = "Цвет AOE",
SI_LUIE_LAM_CT_CCT_AOE_COLOR_TP = "Устанавливает цвет вражеской АОЕ",
SI_LUIE_LAM_CI_CCT_AOE_SHOW = "Показывать АОЕ - <<1>>",
SI_LUIE_LAM_CI_CCT_AOE_SHOW_TP = "Показывает уведомление при попадании в способность (<<1>>).",
SI_LUIE_LAM_CI_CCT_AOE_SOUND = "Звук - <<1>>",
SI_LUIE_LAM_CI_CCT_AOE_SOUND_TP = "Воспроизводит звук при попадании в способность (<<1>>).",
SI_LUIE_LAM_CI_CCT_AOE_TIER_PLAYER_ULT = "Player - Ultimate",
SI_LUIE_LAM_CI_CCT_AOE_TIER_PLAYER_NORM = "Player - Normal",
SI_LUIE_LAM_CI_CCT_AOE_TIER_PLAYER_SET = "Player - Set",
SI_LUIE_LAM_CI_CCT_AOE_TIER_TRAP = "Trap / Environmental",
SI_LUIE_LAM_CI_CCT_AOE_TIER_NPC_BOSS = "NPC - Boss",
SI_LUIE_LAM_CI_CCT_AOE_TIER_NPC_ELITE = "NPC - Elite",
SI_LUIE_LAM_CI_CCT_AOE_TIER_NPC_NORMAL = "NPC - Normal",
-- Module: Info Panel
SI_LUIE_LAM_PNL = "Инфо-панель",
SI_LUIE_LAM_PNL_ENABLE = "Инфо-панель",
SI_LUIE_LAM_PNL_DESCRIPTION = "Показывает панель с потенциально полезной информацией, такой как: задержка, время, FPS, прочность брони, заряд оружия и прочее...",
SI_LUIE_LAM_PNL_DISABLECOLORSRO = "Отключить цвет значений только для чтения",
SI_LUIE_LAM_PNL_DISABLECOLORSRO_TP = "Отключает цвет в зависимости от значения для таких вещей, которые игрок не может контролировать: На текущий момент это включает FPS и Задержку (пинг).",
SI_LUIE_LAM_PNL_ELEMENTS_HEADER = "Элементы Инфо-панели",
SI_LUIE_LAM_PNL_HEADER = "Настройки Инфо-панели",
SI_LUIE_LAM_PNL_PANELSCALE = "Масштаб, %",
SI_LUIE_LAM_PNL_PANELSCALE_TP = "Используется для изменения масштаба инфо-панели на экранах с большим разрешением.",
SI_LUIE_LAM_PNL_RESETPOSITION_TP = "Это сбросит положение Инфо-панели в верхний правый угол.",
SI_LUIE_LAM_PNL_SHOWARMORDURABILITY = "Прочность брони",
SI_LUIE_LAM_PNL_SHOWBAGSPACE = "Сумка",
SI_LUIE_LAM_PNL_SHOWCLOCK = "Часы",
SI_LUIE_LAM_PNL_SHOWEAPONCHARGES = "Заряд оружия",
SI_LUIE_LAM_PNL_SHOWFPS = "FPS",
SI_LUIE_LAM_PNL_SHOWLATENCY = "Задержка",
SI_LUIE_LAM_PNL_SHOWMOUNTTIMER = "Таймер уроков верховой езды |c00FFFF*|r",
SI_LUIE_LAM_PNL_SHOWMOUNTTIMER_TP = "(*)Как только вы достигнете максимальных значений, эта настройка окажется автоматически скрыта.",
SI_LUIE_LAM_PNL_SHOWSOULGEMS = "Камни душ",
SI_LUIE_LAM_PNL_UNLOCKPANEL = "Разблокировать панель",
SI_LUIE_LAM_PNL_UNLOCKPANEL_TP = "Позволяет мышью перемещать Инфо-панель.",
SI_LUIE_LAM_PNL_DISPLAYONWORLDMAP = "Отображение Инфо-панели на экране карты мира",
SI_LUIE_LAM_PNL_DISPLAYONWORLDMAP_TP = "Отображение Инфо-панели при просмотре карты мира. Эта опция может быть выключена, если ваша Инфо-панель обрезает какие-либо важные элементы на экране карты мира.",
-- Module: Unitframes
SI_LUIE_LAM_UF_ENABLE = "Модуль фреймов",
SI_LUIE_LAM_UF_DESCRIPTION = "Позволяет отображать текстовую информацию поверх стандартных фреймов, а также позволяет включить настраиваемые фреймы игрока и цели.",
SI_LUIE_LAM_UF_SHORTNUMBERS = "Краткие цифры на всех барах",
SI_LUIE_LAM_UF_SHORTNUMBERS_TP = "Заменяет большие цифры, такие как 12345 сокращением 12.3k на всех барах фреймов юнитов.",
SI_LUIE_LAM_UF_SHARED_LABEL = "Формат надписи",
SI_LUIE_LAM_UF_SHARED_LABEL_TP = "Формат надписи для настраиваемых полосок характеристик.",
SI_LUIE_LAM_UF_SHARED_LABEL_LEFT = "Формат надписи (Слева)",
SI_LUIE_LAM_UF_SHARED_LABEL_LEFT_TP = "Формат первой надписи для настраиваемых полосок характеристик.",
SI_LUIE_LAM_UF_SHARED_LABEL_RIGHT = "Формат надписи (Справа)",
SI_LUIE_LAM_UF_SHARED_LABEL_RIGHT_TP = "Формат второй надписи для настраиваемых полосок характеристик.",
SI_LUIE_LAM_UF_SHARED_PT = "Игрок/Цель",
SI_LUIE_LAM_UF_SHARED_GROUP = "Группа",
SI_LUIE_LAM_UF_SHARED_RAID = "Рейд",
SI_LUIE_LAM_UF_SHARED_BOSS = "Босс",
SI_LUIE_LAM_UF_SHARED_ARMOR = "<<1>> - отображение брони",
SI_LUIE_LAM_UF_SHARED_ARMOR_TP = "Показывает дополнительный значок на полоске здоровья юнита, если у него имеется эффект, увеличивающий броню. Также показывает ломанную текстуру на полоске здоровья, если броня снижена.",
SI_LUIE_LAM_UF_SHARED_POWER = "<<1>> - отображение усиления",
SI_LUIE_LAM_UF_SHARED_POWER_TP = "Показывает анимированную текстуру, когда сила оружия/заклинания повышена или понижена.",
SI_LUIE_LAM_UF_SHARED_REGEN = "<<1>> - отображение HoT/DoT",
SI_LUIE_LAM_UF_SHARED_REGEN_TP = "Показывает анимированные стрелки когда восстановление увеличено или снижено.",
SI_LUIE_LAM_UF_SHARED_GROUPRAID_OPACITY = "Прозрачность Группы/Рейда (Общая настройка)",
SI_LUIE_LAM_UF_SHARED_GROUPRAID_OPACITY_TP = "Изменяет прозрачность настраиваемых фреймов группы и рейда.",
SI_LUIE_LAM_UF_RESOLUTION = "Разрешение",
SI_LUIE_LAM_UF_RESOLUTION_TP = "Выберите используемое разрешение. Это изменится якоря по умолчанию для фреймов юнитов. Вам может потребоваться сбросить настроенное вами положение после изменения этого значения.\nВнимание: Вам нужно выбрать 1080p если ваше разрешение ниже 1080p.",
SI_LUIE_LAM_UF_DFRAMES_HEADER = "Стандартные Фрейм юнитов",
SI_LUIE_LAM_UF_DFRAMES_PLAYER = "Стандартный фрейм ИГРОКА",
SI_LUIE_LAM_UF_DFRAMES_TARGET = "Стандартный фрейм ЦЕЛИ",
SI_LUIE_LAM_UF_DFRAMES_GROUPSMALL = "Стандартный фрейм ГРУППЫ",
SI_LUIE_LAM_UF_DFRAMES_BOSS_COMPASS = "Стандартный фрейм БОССА (Компас)",
SI_LUIE_LAM_UF_DFRAMES_REPOSIT = "Перекомпоновать",
SI_LUIE_LAM_UF_DFRAMES_REPOSIT_TP = "Изменяет расположение стандартных фреймов компактно в центре.",
SI_LUIE_LAM_UF_DFRAMES_VERT = "Вертикальное положение фреймов Игрока",
SI_LUIE_LAM_UF_DFRAMES_VERT_TP = "Задаёт вертикальное положение стандартных фреймов игрока.",
SI_LUIE_LAM_UF_DFRAMES_OOCTRANS = "Прозрачность вне боя",
SI_LUIE_LAM_UF_DFRAMES_OOCTRANS_TP = "Задаёт прозрачность стандартных фреймов вне боя. По умолчанию фреймы полностью не видны, это значение 0.",
SI_LUIE_LAM_UF_DFRAMES_INCTRANS = "Прозрачность в бою",
SI_LUIE_LAM_UF_DFRAMES_INCTRANS_TP = "Задаёт прозрачность стандартных фреймов во время боя. По умолчанию фреймы полностью видны, это значение 100.",
SI_LUIE_LAM_UF_DFRAMES_LABEL = "Формат текста",
SI_LUIE_LAM_UF_DFRAMES_LABEL_TP = "Формат текста поверх стандартных фреймов.",
SI_LUIE_LAM_UF_DFRAMES_FONT_TP = "Шрифт который будет использоваться во всех надписях в стандартных фреймах.",
SI_LUIE_LAM_UF_DFRAMES_FONT_SIZE_TP = "Размер шрифта, который будет использоваться во всех надписях в стандартных фреймах.",
SI_LUIE_LAM_UF_DFRAMES_FONT_STYLE_TP = "Выберите стиль шрифта для надписей на стандартных полосках фреймов юнитов.",
SI_LUIE_LAM_UF_DFRAMES_LABEL_COLOR = "Цвет надписи",
SI_LUIE_LAM_UF_TARGET_COLOR_REACTION = "Цвет имени по реакции",
SI_LUIE_LAM_UF_TARGET_COLOR_REACTION_TP = "Изменяет цвет имени цели в соответствии с её враждебностью.",
SI_LUIE_LAM_UF_TARGET_ICON_CLASS = "Значок класса цели",
SI_LUIE_LAM_UF_TARGET_ICON_CLASS_TP = "Отображает значок класса цели-игрока.",
SI_LUIE_LAM_UF_TARGET_ICON_GFI = "Значок игнора/друга/гильдии",
SI_LUIE_LAM_UF_TARGET_ICON_GFI_TP = "Отображает значок для цели игрока, указывающую на его статус: игнорируется, друг, согильдеец.",
SI_LUIE_LAM_UF_CFRAMES_HEADER = "Настраиваемые фреймы юнитов",
SI_LUIE_LAM_UF_CFRAMES_UNLOCK = "Разблокировать фреймы",
SI_LUIE_LAM_UF_CFRAMES_UNLOCK_TP = "Позволяет мышью перетаскивать все настраиваемые фреймы юнитов. Когда фреймы разблокированы, фрейм цели не будет скрыт и может отображать устаревшую информацию.",
SI_LUIE_LAM_UF_CFRAMES_RESETPOSIT_TP = "Это вернёт все настраиваемые фреймы в их положение по умолчанию.",
SI_LUIE_LAM_UF_CFRAMES_FONT_TP = "Шрифт на всех настраиваемых фреймах.",
SI_LUIE_LAM_UF_CFRAMES_FONT_SIZE_LABELS = "Размер шрифта (надписи)",
SI_LUIE_LAM_UF_CFRAMES_FONT_SIZE_LABELS_TP = "Размер шрифта для отображения имени, описания и т.д.: всё, что не на полосках.",
SI_LUIE_LAM_UF_CFRAMES_FONT_SIZE_BARS = "Размер шрифта (полоски)",
SI_LUIE_LAM_UF_CFRAMES_FONT_SIZE_BARS_TP = "Размер шрифта для отображения текста на полосках.",
SI_LUIE_LAM_UF_CFRAMES_FONT_STYLE_TP = "Выберите стиль шрифта для настраиваемых фреймов юнитов.",
SI_LUIE_LAM_UF_CFRAMES_TEXTURE = "Текстура",
SI_LUIE_LAM_UF_CFRAMES_TEXTURE_TP = "Текстура настраиваемых фреймов.",
SI_LUIE_LAM_UF_CFRAMES_SHIELD_SEPERATE = "Отдельная полоска Щита",
SI_LUIE_LAM_UF_CFRAMES_SHIELD_SEPERATE_TP = "Включение этой настройки делает полоску Щита Игрока, Цели и малой Группы независимой от полоски здоровья и не перекрывающей её.",
SI_LUIE_LAM_UF_CFRAMES_SHIELD_SEPERATE_NOTE = "Если вы используете много щитов, как любят игроки за Чародеев, вам должна понравится эта настройка.",
SI_LUIE_LAM_UF_CFRAMES_SHIELD_SEPERATE_HEIGHT = "Высота отдельной полоски Щита",
SI_LUIE_LAM_UF_CFRAMES_SHIELD_OVERLAY = "Полная высота Щита",
SI_LUIE_LAM_UF_CFRAMES_SHIELD_OVERLAY_TP = "Когда полоска Щита НЕ отдельная, используется полная высота полоски здоровья для отображения на Игроке, Цели и малой Группы настраиваемых фреймов, вместо половины высоты этой полоски.",
SI_LUIE_LAM_UF_CFRAMES_SHIELD_ALPHA = "Прозрачность щита",
SI_LUIE_LAM_UF_CFRAMES_SHIELD_ALPHA_TP = "Задаёт прозрачность полоски щита, когда он налагается поверх полоски здоровья.",
SI_LUIE_LAM_UF_CFRAMES_SMOOTHBARTRANS = "Плавное изменение",
SI_LUIE_LAM_UF_CFRAMES_SMOOTHBARTRANS_TP = "Используется плавное изменение заполнение полоски при изменении значения. Отключение этой настройки может немного повысить производительность.",
SI_LUIE_LAM_UF_CFRAMES_CHAMPION = "Очки чемпиона",
SI_LUIE_LAM_UF_CFRAMES_CHAMPION_TP = "Выберите, показывать текущий кап очков чемпиона или реальное количество набранных очков чемпиона, если их набрано больше капа.",
SI_LUIE_LAM_UF_CFRAMES_COLOR_HEADER = "Цвета настраиваемых фреймов юнитов",
SI_LUIE_LAM_UF_CFRAMES_COLOR_HEALTH = "Цвет полоски ЗДОРОВЬЯ",
SI_LUIE_LAM_UF_CFRAMES_COLOR_SHIELD = "Цвет полоски ЩИТА",
SI_LUIE_LAM_UF_CFRAMES_COLOR_MAGICKA = "Цвет полоски МАГИИ",
SI_LUIE_LAM_UF_CFRAMES_COLOR_STAMINA = "Цвет полоски ЗАПАСА СИЛ",
SI_LUIE_LAM_UF_CFRAMES_COLOR_DPS = "Цвет Бойца",
SI_LUIE_LAM_UF_CFRAMES_COLOR_HEALER = "Цвет Целителя",
SI_LUIE_LAM_UF_CFRAMES_COLOR_TANK = "Цвет Танка",
SI_LUIE_LAM_UF_CFRAMES_COLOR_DK = "Цвет Рыцаря-дракона",
SI_LUIE_LAM_UF_CFRAMES_COLOR_NB = "Цвет Клинков ночи",
SI_LUIE_LAM_UF_CFRAMES_COLOR_SORC = "Цвет Чародеев",
SI_LUIE_LAM_UF_CFRAMES_COLOR_TEMP = "Цвет Храмовников",
SI_LUIE_LAM_UF_CFRAMES_COLOR_WARD = "Цвет Хранителей",
SI_LUIE_LAM_UF_CFRAMES_COLOR_NECRO = "Цвет Некроманта",
SI_LUIE_LAM_UF_CFRAMES_COLOR_FILL_R_PLAYER = "Цвет реакции - Игрок",
SI_LUIE_LAM_UF_CFRAMES_COLOR_FILL_R_FRIENDLY = "Цвет реакции - Дружественный",
SI_LUIE_LAM_UF_CFRAMES_COLOR_FILL_R_HOSTILE = "Цвет реакции - Враждебный",
SI_LUIE_LAM_UF_CFRAMES_COLOR_FILL_R_NEUTRAL = "Цвет реакции - Нейтральный",
SI_LUIE_LAM_UF_CFRAMES_COLOR_FILL_R_GUARD = "Цвет реакции - Стража",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_HEADER = "Игрок & Цель - направление заполнения панели",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_HEALTH = "Игрок - Заполнение панели здоровья",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_HEALTH_TP = "Выберите направление заполнения панели здоровья игрока.",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_MAGICKA = "Игрок - Заполнение панели магии",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_MAGICKA_TP = "Выберите направление заполнения панели магии игрока.",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_STAMINA = "Игрок - Заполнение панели стамины",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_STAMINA_TP = "Выберите направление заполнения панели запаса сил (стамины) игрока.",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_TARGET = "Цель - Заполнение панели здоровья",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_TARGET_TP = "Выберите направление заполнения панели здоровья цели.",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_PLAYER = "Игрок - Текст по центру панели",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_PLAYER_TP = "Поместить текст по центру внутри панелей игрока. Включение этого параметра будет использовать формат текста центра ниже.",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_TARGET = "Цель - Текст по центру панели",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_TARGET_TP = "Поместить текст по центру внутри панели цели. Включение этого параметра будет использовать формат текста центра ниже.",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_CENTER_FORM = "Формат текста по центру",
SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_CENTER_FORM_TP = "Формат текста по центру",
SI_LUIE_LAM_UF_CFRAMESPT_HEADER = "Настраиваемые фреймы юнитов (Игрок, Цель)",
SI_LUIE_LAM_UF_CFRAMESPT_OPTIONS_HEADER = "Дополнительные настройки фреймов Игрока",
SI_LUIE_LAM_UF_CFRAMESPT_ENABLE_PLAYER = "Фрейм ИГРОКА",
SI_LUIE_LAM_UF_CFRAMESPT_ENABLE_PLAYER_TP = "Создаётся настраиваемый фрейм Игрока.",
SI_LUIE_LAM_UF_CFRAMESPT_ENABLE_TARGET = "Фрейм ЦЕЛИ",
SI_LUIE_LAM_UF_CFRAMESPT_ENABLE_TARGET_TP = "Создаётся настраиваемый фрейм Цели.",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_WIDTH = "Длина полосок игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_HP_HIGHT = "Высота полоски Здоровья игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_MAG_HIGHT = "Высота полоски Магии игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_STAM_HIGHT = "Высота полоски Запаса Сил игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_HP_NOLABEL = "Скрыть текст полоски Здоровья игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_HP_NOLABEL_TP = "Скрывает только текст на полоске Здоровья Игрока.",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_HP_NOBAR = "Полностью скрыть панель здоровья",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_HP_NOBAR_TP = "Полностью скрывает панель здоровья игрока.\n\nПримечание: Панель здоровья никогда не предназначалась для скрытия, поэтому в некоторых случаях эта опция может вести себя немного странно.",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_MAG_NOLABEL = "Скрыть текст полоски Магии игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_MAG_NOLABEL_TP = "Скрывает только текст на полоске Магии Игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_MAG_NOBAR = "Скрыть полоску Магии игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_MAG_NOBAR_TP = "Полностью скрывает полоску Магии игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_STAM_NOLABEL = "Скрыть текст полоски Запаса Сил игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_STAM_NOLABEL_TP = "Скрывает только текст на полоске Запаса Сил Игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_STAM_NOBAR = "Скрыть полоску Запаса Сил игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_STAM_NOBAR_TP = "Полностью скрывает полоску Запаса Сил игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_REVERSE_RES = "Поменять панели Магии и Стамины местами",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_REVERSE_RES_TP = "Меняет панели Магии и Запаса сил (Стамины) местами на фрейме игрока.",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_OOCPACITY = "Игрок - Прозрачность - Вне боя",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_OOCPACITY_TP = "Изменяет прозрачность настраиваемого фрейма игрока, когда игрок вне боя.",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_ICPACITY = "Игрок - Прозрачность - В бою",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_ICPACITY_TP = "Изменяет прозрачность настраиваемого фрейма игрока, когда игрок в бою.",
SI_LUIE_LAM_UF_CFRAMESPT_BuFFS_PLAYER = "Игрок - скрыть баффы вне боя",
SI_LUIE_LAM_UF_CFRAMESPT_BuFFS_PLAYER_TP = "Когда вне боя, скрывает фрейм баффов и дебаффов, если они привязаны к фреймам игрока или цели.",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_METHOD = "Способ отображения фреймов Игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_METHOD_TP = "Выберите положение настраиваемых фреймов игрока. Это сбросит текущее положение настраиваемых фреймов игрока, Горизонтальная и Пирамидальная настройки разместят фреймы игрока и цели по центру экрана.",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_METHOD_WARN = "Это сбросит текущее положение настраиваемых фреймов!",
SI_LUIE_LAM_UF_CFRAMESPT_S_HORIZ_ADJUST = "Горизонтальное положение Запаса сил",
SI_LUIE_LAM_UF_CFRAMESPT_S_HORIZ_ADJUST_TP = "Задаёт горизонтальное положение полоски Запаса сил. Если вы хотите переместить все фреймы, разблокируйте перемещение настраиваемых фреймов и переместите их вместо этого.",
SI_LUIE_LAM_UF_CFRAMESPT_S_VERT_ADJUST = "Вертикальное положение Запаса сил",
SI_LUIE_LAM_UF_CFRAMESPT_S_VERT_ADJUST_TP = "Задаёт вертикальное положение полоски Запаса сил. Если вы хотите переместить все фреймы, разблокируйте перемещение настраиваемых фреймов и переместите их вместо этого.",
SI_LUIE_LAM_UF_CFRAMESPT_M_HORIZ_ADJUST = "Горизонтальное положение Магии",
SI_LUIE_LAM_UF_CFRAMESPT_M_HORIZ_ADJUST_TP = "Задаёт горизонтальное положение полоски Магии. Если вы хотите переместить все фреймы, разблокируйте перемещение настраиваемых фреймов и переместите их вместо этого.",
SI_LUIE_LAM_UF_CFRAMESPT_M_VERT_ADJUST = "Вертикальное положение Магии",
SI_LUIE_LAM_UF_CFRAMESPT_M_VERT_ADJUST_TP = "Задаёт вертикальное положение полоски Магии. Если вы хотите переместить все фреймы, разблокируйте перемещение настраиваемых фреймов и переместите их вместо этого.",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_SPACING = "Расстояние между полосками игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_SPACING_TP = "Задаёт вертикальный промежуток между полосками характеристик игрока.",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_NAMESELF = "Имя на фрейме Игрока",
SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_NAMESELF_TP = "Показывает имя и уровень вашего персонажа на фрейме Игрока.",
SI_LUIE_LAM_UF_CFRAMESPT_MOUNTSIEGEWWBAR = "Ездовое/Осадка/Оборотень",
SI_LUIE_LAM_UF_CFRAMESPT_MOUNTSIEGEWWBAR_TP = "Показывает дополнительную полоску для отслеживания запаса сил ездового, здоровья осадного оружия, таймера оборотня.",
SI_LUIE_LAM_UF_CFRAMESPT_XPCPBAR = "Полоска опыта",
SI_LUIE_LAM_UF_CFRAMESPT_XPCPBAR_TP = "Показывает полоску для отслеживания опыта, получаемого игроком.",
SI_LUIE_LAM_UF_CFRAMESPT_XPCPBARCOLOR = "Цвет Чемпионского опыта",
SI_LUIE_LAM_UF_CFRAMESPT_XPCPBARCOLOR_TP = "Задаёт цвет полоски опыта в соответствии с типом набираемого Чемпионского очка.",
SI_LUIE_LAM_UF_LOWRESOURCE_HEALTH = "Игрок - Мало Здоровья % Порог",
SI_LUIE_LAM_UF_LOWRESOURCE_HEALTH_TP = "Задаёт порог, по достижению которого текст на полоске здоровья игрока станет красными.",
SI_LUIE_LAM_UF_LOWRESOURCE_MAGICKA = "Игрок - Мало Магии % Порог",
SI_LUIE_LAM_UF_LOWRESOURCE_MAGICKA_TP = "Задаёт порог, по достижению которого текст на полоске магии игрока станет красными.",
SI_LUIE_LAM_UF_LOWRESOURCE_STAMINA = "Игрок - Мало Запаса Сил % Порог",
SI_LUIE_LAM_UF_LOWRESOURCE_STAMINA_TP = "Задаёт порог, по достижению которого текст на полоске запаса сил игрока станет красными.",
SI_LUIE_LAM_UF_CFRAMESPT_TARGET_WIDTH = "Длина полоски Цели",
SI_LUIE_LAM_UF_CFRAMESPT_TARGET_HEIGHT = "Высота полоски Цели",
SI_LUIE_LAM_UF_CFRAMESPT_TARGET_OOCPACITY = "Цель - Прозрачность - Вне боя",
SI_LUIE_LAM_UF_CFRAMESPT_TARGET_OOCPACITY_TP = "Изменяет прозрачность настраиваемого фрейма цели, когда игрок вне боя.",
SI_LUIE_LAM_UF_CFRAMESPT_TARGET_ICPACITY = "Цель - Прозрачность - В бою",
SI_LUIE_LAM_UF_CFRAMESPT_TARGET_ICPACITY_TP = "Изменяет прозрачность настраиваемого фрейма цели, когда игрок в бою.",
SI_LUIE_LAM_UF_CFRAMESPT_BUFFS_TARGET = "Цель - скрыть баффы вне боя",
SI_LUIE_LAM_UF_CFRAMESPT_BUFFS_TARGET_TP = "Когда вне боя, скрывает фрейм баффов и дебаффов, если они привязаны к фреймам игрока или цели.",
SI_LUIE_LAM_UF_CFRAMESPT_REACTION_TARGET = "Цель - Цвет реакции",
SI_LUIE_LAM_UF_CFRAMESPT_REACTION_TARGET_TP = "Цвет фрейма цели определяется реакцией, а не цветом полоски здоровья.",
SI_LUIE_LAM_UF_CFRAMESPT_CLASS_TARGET = "Цель - Цвет класса",
SI_LUIE_LAM_UF_CFRAMESPT_CLASS_TARGET_TP = "Цвет фрейма цели определяется классом игрока, а не цветом полоски здоровья. Эта настройка имеет более высокий приоритет, чем Цвет реакции, когда включены обе.",
SI_LUIE_LAM_UF_CFRAMESPT_TARGET_CLASSLABEL = "Класс цели",
SI_LUIE_LAM_UF_CFRAMESPT_TARGET_CLASSLABEL_TP = "Отображает название класса цели на фреймах цели вместе со значком класса.",
SI_LUIE_LAM_UF_CFRAMESPT_EXETHRESHOLD = "Порог Здоровья для Прикончи %",
SI_LUIE_LAM_UF_CFRAMESPT_EXETHRESHOLD_TP = "Определяет порог значения Здоровья, чтобы окрасить цвет текста цели в красный, а также отобразить значок черепа, если включено.",
SI_LUIE_LAM_UF_CFRAMESPT_EXETEXTURE = "Череп для Прикончить",
SI_LUIE_LAM_UF_CFRAMESPT_EXETEXTURE_TP = "Отображает значок Черепа рядом с настраиваемыми фреймами цели при низком значении здоровья, когда цель можно Прикончить.",
SI_LUIE_LAM_UF_CFRAMESPT_TITLE = "Цель - Титул",
SI_LUIE_LAM_UF_CFRAMESPT_TITLE_TP = "Показывает титул цель (игрока или NPC).",
SI_LUIE_LAM_UF_CFRAMESPT_RANK = "Цель - AvA Звание",
SI_LUIE_LAM_UF_CFRAMESPT_RANK_TP = "Показывает AvA звание цели-игрока.",
SI_LUIE_LAM_UF_CFRAMESPT_RANKICON = "Цель - Значок и цифра AvA звания",
SI_LUIE_LAM_UF_CFRAMESPT_RANKICON_TP = "Отображает цифру и значок AVA звания (ранга) для цели игрока.",
SI_LUIE_LAM_UF_CFRAMESPT_RANK_TITLE_PRIORITY = "Цель - Приоритет звания/титула",
SI_LUIE_LAM_UF_CFRAMESPT_RANK_TITLE_PRIORITY_TP = "Выберите, что отображать в приоритете: AVA-звание или титул игрока.",
SI_LUIE_LAM_UF_CFRAMESPT_MISSPOWERCOMBAT = "Неполные ресурсы - как в бою",
SI_LUIE_LAM_UF_CFRAMESPT_MISSPOWERCOMBAT_TP = "Когда ресурсы не полные, фрейм будет использовать прозрачность, заданную для ситуации в бою.",
SI_LUIE_LAM_UF_CFRAMESG_HEADER = "Настраиваемые фреймы (Группа)",
SI_LUIE_LAM_UF_CFRAMESG_LUIEFRAMESENABLE = "Фреймы ГРУППЫ",
SI_LUIE_LAM_UF_CFRAMESG_LUIEFRAMESENABLE_TP = "Создаётся настраиваемый фрейм Группы.",
SI_LUIE_LAM_UF_CFRAMESG_WIDTH = "Длина полосок Группы",
SI_LUIE_LAM_UF_CFRAMESG_HEIGHT = "Высота полосок Группы",
SI_LUIE_LAM_UF_CFRAMESG_SPACING = "Расстояние между полосками группы",
SI_LUIE_LAM_UF_CFRAMESG_INCPLAYER = "Включить игрока в группу",
SI_LUIE_LAM_UF_CFRAMESG_INCPLAYER_TP = "Включить игрока в список групповых фреймов.",
SI_LUIE_LAM_UF_CFRAMESG_ROLEICON = "Значок роли",
SI_LUIE_LAM_UF_CFRAMESG_ROLEICON_TP = "Показывает значок выбранной игроком роли.",
SI_LUIE_LAM_UF_CFRAMES_COLOR_GFRAMESBYROLE = "Цвета группы по ролям",
SI_LUIE_LAM_UF_CFRAMES_COLOR_GFRAMESBYROLE_TP = "Цвета настраиваемого фрейма группы на основе роли.",
SI_LUIE_LAM_UF_CFRAMES_COLOR_GFRAMESBYCLASS = "Цвета фреймов группы по классам",
SI_LUIE_LAM_UF_CFRAMES_COLOR_GFRAMESBYCLASS_TP = "Цвет настраиваемых фреймов группы будет основываться на классе.",
SI_LUIE_LAM_UF_CFRAMESR_HEADER = "Настраиваемые фреймы (Рейд)",
SI_LUIE_LAM_UF_CFRAMESR_LUIEFRAMESENABLE = "Фреймы РЕЙДА",
SI_LUIE_LAM_UF_CFRAMESR_LUIEFRAMESENABLE_TP = "Создаётся настраиваемый фрейм Рейда. Если включены настраиваемые фреймы ГРУППЫ, тогда эти фреймы рейда будут также использоваться и для малых групп.",
SI_LUIE_LAM_UF_CFRAMESR_WIDTH = "Длина полосок Рейда",
SI_LUIE_LAM_UF_CFRAMESR_HEIGHT = "Высота полосок Рейда",
SI_LUIE_LAM_UF_CFRAMESR_LAYOUT = "Формат фрейма Рейда",
SI_LUIE_LAM_UF_CFRAMESR_LAYOUT_TP = "Выберите формат фреймов рейда по типу 'столбцы*строки'.",
SI_LUIE_LAM_UF_CFRAMESR_SPACER = "Пробел между каждыми 4 игроками",
SI_LUIE_LAM_UF_CFRAMESR_SPACER_TP = "Добавляет небольшой пробел между каждыми 4 членами рейда для визуального разделения на обычные группы.",
SI_LUIE_LAM_UF_CFRAMESR_NAMECLIP = "Положение имён в Рейде",
SI_LUIE_LAM_UF_CFRAMESR_NAMECLIP_TP = "Из-за невозможности автоматически определить длину полоски здоровья, вы можете задать вручную положение имени на фреймах рейда для предотвращения наложений.",
SI_LUIE_LAM_UF_CFRAMESR_ROLEICON = "Значок роли",
SI_LUIE_LAM_UF_CFRAMESR_ROLEICON_TP = "Показывает значок выбранной игроком роли.",
SI_LUIE_LAM_UF_CFRAMES_COLOR_RFRAMESBYROLE = "Цвета рейда по ролям",
SI_LUIE_LAM_UF_CFRAMES_COLOR_RFRAMESBYROLE_TP = "Цвета настраиваемого фрейма рейда на основе роли.",
SI_LUIE_LAM_UF_CFRAMES_COLOR_RFRAMESBYCLASS = "Цвета фреймов рейда по классам",
SI_LUIE_LAM_UF_CFRAMES_COLOR_RFRAMESBYCLASS_TP = "Цвет настраиваемых фреймов рейда будет основываться на классе.",
SI_LUIE_LAM_UF_CFRAMESB_HEADER = "Настраиваемый фрейм (Босс)",
SI_LUIE_LAM_UF_CFRAMESB_LUIEFRAMESENABLE = "Фрейм Босса",
SI_LUIE_LAM_UF_CFRAMESB_LUIEFRAMESENABLE_TP = "Создаётся настраиваемый фрейм Босса. Возможно отслеживать здоровье до 6 боссов в Подземельях.",
SI_LUIE_LAM_UF_CFRAMESB_WIDTH = "Длина полоски босса",
SI_LUIE_LAM_UF_CFRAMESB_HEIGHT = "Высота полоски босса",
SI_LUIE_LAM_UF_CFRAMESB_OPACITYOOC = "Прозрачность полоски босса - Вне боя",
SI_LUIE_LAM_UF_CFRAMESB_OPACITYOOC_TP = "Изменяет прозрачность настраиваемого фрейма босса, когда игрок вне боя.",
SI_LUIE_LAM_UF_CFRAMESB_OPACITYIC = "Прозрачность полоски босса - В бою",
SI_LUIE_LAM_UF_CFRAMESB_OPACITYIC_TP = "Изменяет прозрачность настраиваемого фрейма босса, когда игрок в бою.",
SI_LUIE_LAM_UF_CFRAMESPVP_HEADER = "Настраиваемый фрейм (PvP-цели)",
SI_LUIE_LAM_UF_CFRAMESPVP_TARGETFRAME = "Фрейм PvP-цели",
SI_LUIE_LAM_UF_CFRAMESPVP_TARGETFRAME_TP = "Создаётся дополнительный настраиваемый фрейм цели в PvP. Это позволяет отслеживать здоровье целей только вражеских игроков. Он также имеет больший размер, меньше информации и располагается в центр экрана.",
SI_LUIE_LAM_UF_CFRAMESPVP_TARGETFRAME_WIDTH = "Длина полоски PvP-цели",
SI_LUIE_LAM_UF_CFRAMESPVP_TARGETFRAME_HEIGHT = "Высота полоски PvP-цели",
SI_LUIE_LAM_UF_COMMON_HEADER = "Прочие настройки",
SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_PLAYER = "Имя игрока (Игрок)",
SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_PLAYER_TP = "Определяет способ отображения вашего имени на фрейме игрока.\nПо умолчанию: Имя персонажа",
SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_TARGET = "Имя игрока (Цель)",
SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_TARGET_TP = "Определяет способ отображения имени других игроков на фрейме цели.\nПо умолчанию: Имя персонажа",
SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_GROUPRAID = "Имя игрока (Группа/Рейд)",
SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_GROUPRAID_TP = "Определяет способ отображения имени других игроков на фрейме группы и рейда.\nПо умолчанию: Имя персонажа",
SI_LUIE_LAM_UF_COMMON_CAPTIONCOLOR = "Цвет описания по умолчанию",
SI_LUIE_LAM_UF_COMMON_NPCFONTCOLOR = "Цвет шрифта дружественных NPC",
SI_LUIE_LAM_UF_COMMON_PLAYERFONTCOLOR = "Цвет шрифта дружественных Игроков",
SI_LUIE_LAM_UF_COMMON_HOSTILEFONTCOLOR = "Цвет шрифта противников",
SI_LUIE_LAM_UF_COMMON_RETICLECOLOR = "Применить к прицелу",
SI_LUIE_LAM_UF_COMMON_RETICLECOLOR_TP = "Изменяет цвет прицела в соответствии с враждебностью цели.",
SI_LUIE_LAM_UF_COMMON_RETICLECOLORINTERACT = "Цвет прицела интерактивных объектов",
SI_LUIE_LAM_UF_CFRAMESPET_HEADER = "Настраиваемый фрейм (Питомцы)",
SI_LUIE_LAM_UF_CFRAMESPET_ENABLE = "Фрейм питомцев",
SI_LUIE_LAM_UF_CFRAMESPET_ENABLE_TP = "Создает фрейм питомцев. Он позволяет отслеживать здоровье до 7 питомцев.",
SI_LUIE_LAM_UF_CFRAMESPET_WIDTH = "Ширина панели питомца",
SI_LUIE_LAM_UF_CFRAMESPET_HEIGHT = "Высота панели питомца",
SI_LUIE_LAM_UF_CFRAMESPET_COLOR = "Цвет панели питомца",
SI_LUIE_LAM_UF_CFRAMESPET_USE_CLASS_COLOR = "Питомец - использовать цвет класса",
SI_LUIE_LAM_UF_CFRAMESPET_USE_CLASS_COLOR_TP = "Цвет панели питомца по классу игрока, вместо того, чтобы использовать цвет панели питомца.",
SI_LUIE_LAM_UF_CFRAMESPET_OOCPACITY = "Питомец - Прозрачность - вне боя",
SI_LUIE_LAM_UF_CFRAMESPET_OOCPACITY_TP = "Изменить прозрачность фрейма питомцев, когда игрок находится вне боя.",
SI_LUIE_LAM_UF_CFRAMESPET_ICPACITY = "Питомец - Прозрачность - в бою",
SI_LUIE_LAM_UF_CFRAMESPET_ICPACITY_TP = "Изменить прозрачность фрейма питомцев, когда игрок находится в бою.",
SI_LUIE_LAM_UF_CFRAMESPET_NAMECLIP = "Питомец - обрезать имя",
SI_LUIE_LAM_UF_CFRAMESPET_NAMECLIP_TP = "Из-за невозможности определить длину имени питомца вы можете использовать этот параметр, чтобы вручную изменить длину имени после которого оно будет обрезано.",
SI_LUIE_LAM_UF_BLACKLIST_DESCRIPT = "Добавьте имена питомцев в белый список, введя имя в поле ввода и нажав клавишу Enter. Удалите имена питомцев из белого списка, щелкнув имя питомца в раскрывающемся списке.\nПримечание. Имена не чувствительны к регистру.\n\nНесколько заметок:\nВы также можете добавить сюда помощников, если вы хотите следить за их отсутствием.\n\nИмена некоторых питомцев снаряжения (сетов) на английском: \nDark Shade & its morphs = \"Gloom Wraith\"\nEngine Guardian = \"Dwarven Sphere\"\nMaw of the Infernal = \"Daedroth\"\nMorkuldin = \"Morkuldin Sword\"\nSentinel of Rkugamz = \"Dwemer Spider\"\nShadowrend = \"Shadowrend\"", --TODO: Translate pet names
SI_LUIE_LAM_UF_BLACKLIST_ADDLIST = "Добавить имя питомца в белый список",
SI_LUIE_LAM_UF_BLACKLIST_ADDLIST_TP = "Добавить имя питомца в белый список.\nСовет: Наведите прицел на призванного питомца и посмотрите на его имя, после укажите это имя здесь без изменений!",
SI_LUIE_LAM_UF_BLACKLIST_REMLIST = "Удалить имя питомца из белого списка",
SI_LUIE_LAM_UF_BLACKLIST_REMLIST_TP = "Удалить имя питомца из белого списка.",
SI_LUIE_LAM_UF_WHITELIST_ADD_SORCERER = "Петы Чародея",
SI_LUIE_LAM_UF_WHITELIST_ADD_SORCERER_TP = "Добавляет питомцев Чародея (Sorcerer) таких как: Кланфир, Сумрак-мучитель и -матриарх, Атронахов и так далее в белый список.",
SI_LUIE_LAM_UF_WHITELIST_ADD_WARDEN = "Петы Хранителя",
SI_LUIE_LAM_UF_WHITELIST_ADD_WARDEN_TP = "Добавляет питомцев Хранителя (Warden) таких как: Хищный страж, Дикий страж и так далее в белый список.",
SI_LUIE_LAM_UF_WHITELIST_ADD_NECROMANCER = "Петы Некроманта",
SI_LUIE_LAM_UF_WHITELIST_ADD_NECROMANCER_TP = "Добавляет питомцев Некроманта (Necromancer) таких как: Скелет-маг, Скелет-лучник, Призрачный лекарь и так далее в белый список.",
SI_LUIE_LAM_UF_WHITELIST_ADD_SETS = "Петы Снаряжения",
SI_LUIE_LAM_UF_WHITELIST_ADD_SETS_TP = "Добавляет питомцев снаряжения (сетов) таких как: Двемерская сфера, Даэдрот, Теневик и так далее в белый список.",
SI_LUIE_LAM_UF_WHITELIST_ADD_ASSISTANTS = "Помощники",
SI_LUIE_LAM_UF_WHITELIST_ADD_ASSISTANTS_TP = "Добавляет помощников таких как: Эзаби, Фезез, Контрабандистка Пирарри, Нузима, Тифис Андромо в белый список.",
SI_LUIE_LAM_UF_WHITELIST_ADD_CURRENT = "Призванные петы",
SI_LUIE_LAM_UF_WHITELIST_ADD_CURRENT_TP = "Добавляет любых активных в данный момент питомцев в белый список, включая помощников. Эта опция полезна, если локализация еще не выполнена для языка, который вы используете, или вы используете дополнение, такое как RuESO, которое меняет способ отображения имен питомцев.",
SI_LUIE_LAM_UF_WHITELIST_CLEAR = "Очистить список",
SI_LUIE_LAM_UF_WHITELIST_CLEAR_TP = "Удаляет всех питомцев из белого списка.",
SI_LUIE_LAM_UF_BLACKLIST_CLEAR = "Очистить черный список",
SI_LUIE_LAM_UF_BLACKLIST_CLEAR_TP = "Удалить все записи из черного списка.",
-- Module: Combat Text
SI_LUIE_LAM_CT = "Текст боя",
SI_LUIE_LAM_CT_SHOWCOMBATTEXT = "Текст боя (Combat Cloud)",
SI_LUIE_LAM_CT_DESCRIPTION = "Показывает текст боя как Combat Cloud, значение урона/исцеления и различные предупреждения.",
SI_LUIE_LAM_CT_UNLOCK = "Разблокировать",
SI_LUIE_LAM_CT_UNLOCK_TP = "Разблокирует панели, чтобы перемещать их.",
SI_LUIE_LAM_CT_IC_ONLY = "Только в бою",
SI_LUIE_LAM_CT_IC_ONLY_TP = "Показывать входящие и исходящие значения только в бою.",
SI_LUIE_LAM_CT_TRANSPARENCY = "Прозрачность",
SI_LUIE_LAM_CT_TRANSPARENCY_TP = "Задаёт прозрачность для текста боя.",
SI_LUIE_LAM_CT_OVERKILL = "Show Overkill",
SI_LUIE_LAM_CT_OVERKILL_TP = "Enable to display your full damage even when the damage of a killing blow exceeds the remaining health of the enemy.",
SI_LUIE_LAM_CT_OVERHEAL = "Show Overhealing",
SI_LUIE_LAM_CT_OVERHEAL_TP = "Enable to display healing done even when the healing exceeds the deficit of health being healed.",
SI_LUIE_LAM_CT_ABBREVIATE = "Короткие цифры",
SI_LUIE_LAM_CT_ABBREVIATE_TP = "Заменяет длинные цифры, такие как 12345, на короткие (12.3k) во всех текстах боя.",
SI_LUIE_LAM_CT_SHARED_DAMAGE = "Урон",
SI_LUIE_LAM_CT_SHARED_DAMAGE_CRITICAL = "Урон (Критический)",
SI_LUIE_LAM_CT_SHARED_HEALING = "Исцеление",
SI_LUIE_LAM_CT_SHARED_HEALING_CRITICAL = "Исцеление (Критическое)",
SI_LUIE_LAM_CT_SHARED_DOT = "Урон за Время (DoT)",
SI_LUIE_LAM_CT_SHARED_DOT_ABV = "DoT",
SI_LUIE_LAM_CT_SHARED_DOT_CRITICAL = "Урон за Время (Критический)",
SI_LUIE_LAM_CT_SHARED_HOT = "Исцеления за Время (HoT)",
SI_LUIE_LAM_CT_SHARED_HOT_ABV = "HoT",
SI_LUIE_LAM_CT_SHARED_HOT_CRITICAL = "Исцеления за Время (Критическое)",
SI_LUIE_LAM_CT_SHARED_GAIN_LOSS = "Получение/Потеря ресурсов",
SI_LUIE_LAM_CT_SHARED_ENERGIZE = "Восстановление ресурсов",
SI_LUIE_LAM_CT_SHARED_ENERGIZE_ULTIMATE = "Накопление ульты",
SI_LUIE_LAM_CT_SHARED_DRAIN = "Потеря ресурсов",
SI_LUIE_LAM_CT_SHARED_MITIGATION = "Смягчение",
SI_LUIE_LAM_CT_SHARED_MISS = "Промах",
SI_LUIE_LAM_CT_SHARED_IMMUNE = "Иммун",
SI_LUIE_LAM_CT_SHARED_PARRIED = "Парировано",
SI_LUIE_LAM_CT_SHARED_REFLECTED = "Отражено",
SI_LUIE_LAM_CT_SHARED_DAMAGE_SHIELD = "Щит урона",
SI_LUIE_LAM_CT_SHARED_DODGED = "Уворот",
SI_LUIE_LAM_CT_SHARED_BLOCKED = "Заблокировано",
SI_LUIE_LAM_CT_SHARED_INTERRUPTED = "Прервано",
SI_LUIE_LAM_CT_SHARED_CROWD_CONTROL = "Контроль",
SI_LUIE_LAM_CT_SHARED_DISORIENTED = "Дезориентация",
SI_LUIE_LAM_CT_SHARED_FEARED = "Страх",
SI_LUIE_LAM_CT_SHARED_OFF_BALANCE = "Выведен из равновесия",
SI_LUIE_LAM_CT_SHARED_SILENCED = "Безмолвие",
SI_LUIE_LAM_CT_SHARED_STUNNED = "Оглушён",
SI_LUIE_LAM_CT_SHARED_COMBAT_STATE = "Статус боя",
SI_LUIE_LAM_CT_SHARED_COMBAT_IN = "В бою",
SI_LUIE_LAM_CT_SHARED_COMBAT_OUT = "Не в бою",
SI_LUIE_LAM_CT_SHARED_ALERT = "Активные предупреждения",
SI_LUIE_LAM_CT_SHARED_ALERT_BLOCK = "Block",
SI_LUIE_LAM_CT_SHARED_ALERT_BLOCK_S = "Block Stagger",
SI_LUIE_LAM_CT_SHARED_ALERT_DODGE = "Увернись",
SI_LUIE_LAM_CT_SHARED_ALERT_AVOID = "Избеги",
SI_LUIE_LAM_CT_SHARED_ALERT_INTERRUPT = "Прерви",
SI_LUIE_LAM_CT_SHARED_ALERT_UNMIT = "не смягчается",
SI_LUIE_LAM_CT_SHARED_ALERT_POWER = "Важный бафф на цели (Сила/Бешенство)",
SI_LUIE_LAM_CT_SHARED_ALERT_DESTROY = "Уничтожь (основную цель)",
SI_LUIE_LAM_CT_SHARED_ALERT_SUMMON = "призванные НПС враги",
SI_LUIE_LAM_CT_SHARED_POINTS = "Очки Опыта, Чемпиона и Альянса",
SI_LUIE_LAM_CT_SHARED_POINTS_ALLIANCE = "Очки Альянса",
SI_LUIE_LAM_CT_SHARED_POINTS_EXPERIENCE = "Очки Опыта",
SI_LUIE_LAM_CT_SHARED_POINTS_CHAMPION = "Очки Чемпиона",
SI_LUIE_LAM_CT_SHARED_RESOURCE = "Ресурсы",
SI_LUIE_LAM_CT_SHARED_LOW_HEALTH = "Мало здоровья",
SI_LUIE_LAM_CT_SHARED_LOW_MAGICKA = "Мало магии",
SI_LUIE_LAM_CT_SHARED_LOW_STAMINA = "Мало запаса сил",
SI_LUIE_LAM_CT_SHARED_ULTIMATE_READY = "Ульта готова",
SI_LUIE_LAM_CT_SHARED_POTION_READY = "Зелье готов",
SI_LUIE_LAM_CT_SHARED_ULTIMATE_AND_POTION_READY = "Ultimate & Potion Ready",
SI_LUIE_LAM_CT_SHARED_INCOMING = "Входящий",
SI_LUIE_LAM_CT_SHARED_OUTGOING = "Исходящий",
SI_LUIE_LAM_CT_SHARED_DISPLAY = "Отображение",
SI_LUIE_LAM_CT_SHARED_FORMAT = "Формат",
SI_LUIE_LAM_CT_SHARED_CRITICAL = "Критический",
SI_LUIE_LAM_CT_SHARED_OPTIONS = "Опционально",
SI_LUIE_LAM_CT_SHARED_COLOR = "Цвет шрифта",
SI_LUIE_LAM_CT_SHARED_WARNING = "Предупреждение",
SI_LUIE_LAM_CT_SHARED_STAMINA = "Запас сил",
SI_LUIE_LAM_CT_SHARED_MAGICKA = "Магия",
SI_LUIE_LAM_CT_SHARED_ULTIMATE = "Ульта",
SI_LUIE_LAM_CT_HEADER_DAMAGE_AND_HEALING = "Урон & Исцеление",
SI_LUIE_LAM_CT_HEADER_RESOURCE_GAIN_DRAIN = "Получение & Трата ресурсов",
SI_LUIE_LAM_CT_HEADER_MITIGATION = "Поглощение",
SI_LUIE_LAM_CT_HEADER_CROWD_CONTROL = "Эффекты контроля",
SI_LUIE_LAM_CT_HEADER_NOTIFICATION = "Предупреждения",
SI_LUIE_LAM_CT_HEADER_LOW_RESOURCE = "Предупреждение о запасах ресурсов",
SI_LUIE_LAM_CT_HEADER_DAMAGE_COLOR = "Настройки цвета урона",
SI_LUIE_LAM_CT_HEADER_HEALING_COLOR = "Настройки цвета исцеления",
SI_LUIE_LAM_CT_HEADER_SHARED_FONT_SIZE = "Общий размер шрифта",
SI_LUIE_LAM_CT_HEADER_SHARED_RESOURCE_OPTIONS = "Общий размер шрифта низкого запаса ресурса",
SI_LUIE_LAM_CT_INCOMING_DAMAGE_HEAL_HEADER = "Входящий Урон & Исцеление",
SI_LUIE_LAM_CT_INCOMING_DAMAGE_TP = "Показать входящий прямой урон.",
SI_LUIE_LAM_CT_INCOMING_DOT_TP = "Показать входящий урон за время.",
SI_LUIE_LAM_CT_INCOMING_HEALING_TP = "Показать входящее прямое исцеление.",
SI_LUIE_LAM_CT_INCOMING_HOT_TP = "Показать входящее исцеление за время.",
SI_LUIE_LAM_CT_INCOMING_ENERGIZE_TP = "Показать входящее получение магии/запаса сил.",
SI_LUIE_LAM_CT_INCOMING_ENERGIZE_ULTIMATE_TP = "Показать входящее получение очков абсолютной способности.",
SI_LUIE_LAM_CT_INCOMING_DRAIN_TP = "Показать входящую потерю магии/запаса сил.",
SI_LUIE_LAM_CT_INCOMING_MISS_TP = "Показать входящие атаки, которые по вам промахнулись.",
SI_LUIE_LAM_CT_INCOMING_IMMUNE_TP = "Показать входящие атаки, к которым у вас иммунитет.",
SI_LUIE_LAM_CT_INCOMING_PARRIED_TP = "Показать входящие атаки, которые вы парировали.",
SI_LUIE_LAM_CT_INCOMING_REFLECTED_TP = "Показать входящие атаки, которые вы отразили.",
SI_LUIE_LAM_CT_INCOMING_DAMAGE_SHIELD_TP = "Показать входящий урон, поглощённый щитом.",
SI_LUIE_LAM_CT_INCOMING_DODGED_TP = "Показать входящие атаки, от которых вы увернулись.",
SI_LUIE_LAM_CT_INCOMING_BLOCKED_TP = "Показать входящие заблокированные атаки.",
SI_LUIE_LAM_CT_INCOMING_INTERRUPTED_TP = "Показать когда вас прервали.",
SI_LUIE_LAM_CT_INCOMING_DISORIENTED_TP = "Показать когда вы дезориентированы.",
SI_LUIE_LAM_CT_INCOMING_FEARED_TP = "Показать когда вы в страхе.",
SI_LUIE_LAM_CT_INCOMING_OFF_BALANCE_TP = "Показать когда вы выведены из равновесия.",
SI_LUIE_LAM_CT_INCOMING_SILENCED_TP = "Показать когда вы обезмолвлены.",
SI_LUIE_LAM_CT_INCOMING_STUNNED_TP = "Показать когда вы оглушены.",
SI_LUIE_LAM_CT_OUTGOING_DAMAGE_TP = "Показать исходящий прямой урон.",
SI_LUIE_LAM_CT_OUTGOING_DOT_TP = "Показать исходящий урон за время.",
SI_LUIE_LAM_CT_OUTGOING_HEALING_TP = "Показать исходящее исходящее исцеление.",
SI_LUIE_LAM_CT_OUTGOING_HOT_TP = "Показать исходящее исцеление за время.",
SI_LUIE_LAM_CT_OUTGOING_ENERGIZE_TP = "Показать исходящие получение магии/запаса сил.",
SI_LUIE_LAM_CT_OUTGOING_ENERGIZE_ULTIMATE_TP = "Показать исходящее получение очков абсолютной способности.",
SI_LUIE_LAM_CT_OUTGOING_DRAIN_TP = "Показать исходящий потерю магии/запаса сил.",
SI_LUIE_LAM_CT_OUTGOING_MISS_TP = "Показать исходящие атаки, когда вы промахнулись.",
SI_LUIE_LAM_CT_OUTGOING_IMMUNE_TP = "Показать исходящие атаки, которым у цели иммунитет.",
SI_LUIE_LAM_CT_OUTGOING_PARRIED_TP = "Показать исходящие атаки, которые цель парировала",
SI_LUIE_LAM_CT_OUTGOING_REFLECTED_TP = "Показать исходящие атаки, которые цель отразила.",
SI_LUIE_LAM_CT_OUTGOING_DAMAGE_SHIELD_TP = "Показать исходящий урон, который цель поглотила щитом урона.",
SI_LUIE_LAM_CT_OUTGOING_DODGED_TP = "Показать исходящие атаки, от который цель увернулась.",
SI_LUIE_LAM_CT_OUTGOING_BLOCKED_TP = "Показать исходящие атаки, которые цель блокировала.",
SI_LUIE_LAM_CT_OUTGOING_INTERRUPTED_TP = "Показать когда вы прервали цель.",
SI_LUIE_LAM_CT_OUTGOING_DISORIENTED_TP = "Показать когда вы дезориентировали цель.",
SI_LUIE_LAM_CT_OUTGOING_FEARED_TP = "Показать когда вы наложили страх на цель.",
SI_LUIE_LAM_CT_OUTGOING_OFF_BALANCE_TP = "Показать когда вы вывели цель из равновесия.",
SI_LUIE_LAM_CT_OUTGOING_SILENCED_TP = "Показать когда вы обезмолвили цель.",
SI_LUIE_LAM_CT_OUTGOING_STUNNED_TP = "Показать когда вы оглушили цель.",
SI_LUIE_LAM_CT_NOTIFICATION_COMBAT_STATE = "Статус боя",
SI_LUIE_LAM_CI_HEADER_ACTIVE_COMBAT_ALERT = "Боевые предупреждения Опционально",
SI_LUIE_LAM_CI_ALERT_DESCRIPTION = "Display alerts when an enemy ability is incoming. The options below allow you to customize which alerts to display, display mitigation suggestions, toggle a countdown/cast timer, choose a sound to play, and show a border color on the icon based off the type of crowd control the ability applies (if any).",
SI_LUIE_LAM_CI_ALERT_UNLOCK = "Unlock Combat Alerts Frame",
SI_LUIE_LAM_CI_ALERT_UNLOCK_TP = "Unlock to drag the alerts frame.",
SI_LUIE_LAM_CI_ALERT_RESET_TP = "This will reset the position of the Alerts Frame.",
SI_LUIE_LAM_CI_ALERT_TOGGLE = "Enable Active Combat Alerts",
SI_LUIE_LAM_CI_ALERT_TOGGLE_TP = "Enable to display alerts for incoming enemy abilities.",
SI_LUIE_LAM_CI_ALERT_FONTFACE_TP = "Choose the font face for the Alerts Frame.",
SI_LUIE_LAM_CI_ALERT_FONTSIZE_TP = "Choose the font size for the Alerts Frame.",
SI_LUIE_LAM_CI_ALERT_FONTSTYLE_TP = "Choose the font style for the Alerts Frame.",
SI_LUIE_LAM_CI_ALERT_HEADER_SHARED = "Filtering Options",
SI_LUIE_LAM_CI_ALERT_AURA = "События ближайших NPC",
SI_LUIE_LAM_CI_ALERT_AURA_TP = "Многие способности, прямой целью которых не является игрок, не могут быть обнаружены, чтобы вывести предупреждение (например, когда ближайший NPC кастует целительную способность). Эта настройка позволяет компоненту предупреждений также отслеживать ауры и предоставлять больше информации. Тем не менее, это может привести к тому, что будут появляться предупреждения об NPC, которые далеко от игрока. Помните, что такие события всегда будут отображаться в Подземельях.",
SI_LUIE_LAM_CI_ALERT_RANK3 = "Способности обычных NPC",
SI_LUIE_LAM_CI_ALERT_RANK3_TP = "Включает оповещения о способностях, используемых обычными NPC.",
SI_LUIE_LAM_CI_ALERT_RANK2 = "Способности Элитных/Квестовых NPC",
SI_LUIE_LAM_CI_ALERT_RANK2_TP = "Включает оповещения о способностях, используемых Элитными или квестовыми NPC. Включает в себя, например, NPC-варианты Dragonknight Standard и Soul Tether.",
SI_LUIE_LAM_CI_ALERT_RANK1 = "Способности Боссов и NPC Испытаний",
SI_LUIE_LAM_CI_ALERT_RANK1_TP = "Включает оповещения о способностях, используемых Боссами или NPC испытаний (триалов).",
SI_LUIE_LAM_CI_ALERT_DUNGEON = "ВСЕГДА предупреждать в Подземельях",
SI_LUIE_LAM_CI_ALERT_DUNGEON_TP = "Предупреждения всегда выводятся, если вы в подземелье. Эта настройка прекрасно подходит, если вы не хотите видеть предупреждения о способностях обычных NPC вне подземелий, но хотите быть осведомлены о многом, что делают NPC в подземельях или испытаниях (триалах).",
SI_LUIE_LAM_CI_ALERT_TIMER_TOGGLE = "Display Countdown/Cast Timer",
SI_LUIE_LAM_CI_ALERT_TIMER_TOGGLE_TP = "Display the countdown/cast time of the incoming ability.",
SI_LUIE_LAM_CI_ALERT_TIMER_COLOR = "Timer Color",
SI_LUIE_LAM_CI_ALERT_TIMER_COLOR_TP = "Set a color for the timer.",
SI_LUIE_LAM_CI_ALERT_COLOR_BASE = "Shared Label Color",
SI_LUIE_LAM_CI_ALERT_COLOR_BASE_TP = "Set a color for label prefix and suffix.",
SI_LUIE_LAM_CI_ALERT_MITIGATION_HEADER = "Mitigation Alerts",
SI_LUIE_LAM_CI_ALERT_MITIGATION_DESCRIPTION = "Use the following formatting characters to modify the mitigation alerts:\n\t\t\t\t\t%n Source Name\n\t\t\t\t\t%t Ability Name",
SI_LUIE_LAM_CI_ALERT_MITIGATION_ENABLE = "Enable Mitigation Alerts",
SI_LUIE_LAM_CI_ALERT_MITIGATION_ENABLE_TP = "Display alerts for abilities that can be mitigated by Block/Dodge/Avoid/Interrupt and abilities that are unmitigable.",
SI_LUIE_LAM_CI_ALERT_MITIGATION_FILTER = "Filter Incoming Abilities",
SI_LUIE_LAM_CI_ALERT_MITIGATION_FILTER_TP = "Choose whether to show all incoming abilities, only hard CC effects, or only unbreakable CC effects.",
SI_LUIE_LAM_CI_ALERT_MITIGATION_SUFFIX = "Display Mitigation Suffix",
SI_LUIE_LAM_CI_ALERT_MITIGATION_SUFFIX_TP = "Enable this option to display the BLOCK/DODGE/AVOID/INTERRUPT/CANNOT MITIGATE suffix on incoming ability alerts.",
SI_LUIE_LAM_CI_ALERT_MITIGATION_BORDER = "Show Color Border for Crowd Control Type",
SI_LUIE_LAM_CI_ALERT_MITIGATION_BORDER_TP = "Color the frame of the incoming ability icon based off the type of Crowd Control incoming (if any).",
SI_LUIE_LAM_CI_ALERT_ALLOW_MODIFIER = "Allow Additional Message Modifiers",
SI_LUIE_LAM_CI_ALERT_ALLOW_MODIFIER_TP = "Allow modifiers to be added to the alert message based on specific context.\n\nNote: More context options may be added as needed in the future.",
SI_LUIE_LAM_CI_ALERT_MODIFIER_DIRECT = "Modifier for Attacks Directly Targeting Player",
SI_LUIE_LAM_CI_ALERT_MODIFIER_DIRECT_TP = "Display this modifier when the API detects an event is DIRECLY targeting you.\n\nNote: There are a pretty sizeable amount of conal/radial/etc effects that will be directed at you but the Combat Event for the cast won't actually target the player, and thus won't show this context.",
SI_LUIE_LAM_CI_ALERT_MODIFIER_SPREAD = "Modifier for Group Spread Out",
SI_LUIE_LAM_CI_ALERT_MODIFIER_SPREAD_TP = "Display this modifier on the end of the message for attacks that require the group to spread out (meteors, etc).",
SI_LUIE_LAM_CI_ALERT_MITIGATION_FORMAT = "Префикс поглощения",
SI_LUIE_LAM_CI_ALERT_MITIGATION_FORMAT_TP = "Выберите префикс для предупреждений о поглощении",
SI_LUIE_LAM_CI_ALERT_MITIGATION_FORMAT_P = "Префикс важных баффов",
SI_LUIE_LAM_CI_ALERT_MITIGATION_FORMAT_P_TP = "Выберите префикс для отображения применения важных баффов ближайшими вражескими целями",
SI_LUIE_LAM_CI_ALERT_MITIGATION_FORMAT_D = "Префикс приоритетной цели",
SI_LUIE_LAM_CI_ALERT_MITIGATION_FORMAT_D_TP = "Выберите префикс для для отображения, когда рядом обнаруживается приоритетная вражеская цель",
SI_LUIE_LAM_CI_ALERT_MITIGATION_FORMAT_S = "Вызвать приставку",
SI_LUIE_LAM_CI_ALERT_MITIGATION_FORMAT_S_TP = "Вызвать приставку для показа, когда призванный враг обнаружен рядом",
SI_LUIE_LAM_CI_ALERT_MITIGATION_NO_NAME = "(Без имени)",
SI_LUIE_LAM_CI_ALERT_MITIGATION_NO_NAME_TP = "(Префикс, когда имя врага не может быть получено).",
SI_LUIE_LAM_CI_ALERT_MITIGATION_NAME = "(С именем)",
SI_LUIE_LAM_CI_ALERT_MITIGATION_NAME_TP = "(Префикс, когда имя врага получено корректно).",
SI_LUIE_LAM_CI_ALERT_HEADER_CC_COLOR = "Настройка цвета",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_STUN = "Оглушение/Отбрасывание/Нокдаун",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_STUN_TP = "Устанавливает цвет рамки значка для входящих эффектов Оглушения/Отбрасывания/Нокдауна",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_DISORIENT = "Дезориентация",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_DISORIENT_TP = "Устанавливает цвет рамки значка для входящего эффекта Дезориентации",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_FEAR = "Страх",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_FEAR_TP = "Устанавливает цвет рамки значка для входящего эффекта Страха",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_SILENCE = "Безмолвие",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_SILENCE_TP = "Устанавливает цвет рамки значка для входящего эффекта Безмолвия",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_STAGGER = "Ошеломление", --TODO: Translete
SI_LUIE_LAM_CI_ALERT_CC_COLOR_STAGGER_TP = "Устанавливает цвет рамки значка для входящего эффекта Ошеломления",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_UNBREAKABLE = "Неуязвимость",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_UNBREAKABLE_TP = "Устанавливает цвет рамки значка для входящего эффекта неуязвимости к контролю толпы.",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_SNARE = "Ловушка/Обездвиживание",
SI_LUIE_LAM_CI_ALERT_CC_COLOR_SNARE_TP = "Устанавливает цвет рамки значка для входящих эффектов Ловушки и Обездвиживания",
SI_LUIE_LAM_CI_ALERT_SOUND_HEADER = "Alert Sound Options",
SI_LUIE_LAM_CI_ALERT_SOUND_VOLUME = "Alert Sound Volume",
SI_LUIE_LAM_CI_ALERT_SOUND_VOLUME_TP = "Customize the volume for the alert sound, effectively this is done by playing the sound x number of times.\n\nThe Master Volume setting in the Audio Options seems to be the only factor controlling the volume otherwise, so I recommend if you want alerts to be clear to set your Master Volume high and individual game sounds lower if they are too loud.",
SI_LUIE_LAM_CI_ALERT_SOUND_ST = "Single Target Attack",
SI_LUIE_LAM_CI_ALERT_SOUND_ST_TP = "Use this sound when a single target attack is directed at you (with no Hard Crowd Control).",
SI_LUIE_LAM_CI_ALERT_SOUND_ST_CC = "Single Target Attack (CC)",
SI_LUIE_LAM_CI_ALERT_SOUND_ST_CC_TP = "Use this sound when a single target attack that applies hard Crowd Control is directed at you.",
SI_LUIE_LAM_CI_ALERT_SOUND_ST_AOE = "Conal/Radial/AOE Attack",
SI_LUIE_LAM_CI_ALERT_SOUND_ST_AOE_TP = "Use this sound when an enemy casts a conal/radial/aoe attack that can be avoided or mitigated in some way (with no Hard Crowd Control).",
SI_LUIE_LAM_CI_ALERT_SOUND_ST_AOE_CC = "Conal/Radial/AOE/Attack (CC)",
SI_LUIE_LAM_CI_ALERT_SOUND_ST_AOE_CC_TP = "Use this sound when an enemy casts a conal/radial/aoe attack that applies hard Crowd Control and can be avoided or mitigated in some way.",
SI_LUIE_LAM_CI_ALERT_SOUND_ST_POWER_ATTACK = "Power Attack",
SI_LUIE_LAM_CI_ALERT_SOUND_ST_POWER_ATTACK_TP = "Use this sound when an enemy casts a Power Attack (whether single target, conal, radial, etc), these are generally attacks that one shot non-tanks even through block or one shot tanks that aren't blocking.",
SI_LUIE_LAM_CI_ALERT_SOUND_ST_RADIAL_AVOID = "Avoid (Radial/AOE) Attack",
SI_LUIE_LAM_CI_ALERT_SOUND_ST_RADIAL_AVOID_TP = "Use this sound when an enemy casts a radial/conal/aoe effect of some sort that needs to be avoided (can't block/dodge). These are generally attacks that will one shot players.",
SI_LUIE_LAM_CI_ALERT_SOUND_GROUND_TRAVEL = "Heat Wave/Ground Traveler",
SI_LUIE_LAM_CI_ALERT_SOUND_GROUND_TRAVEL_TP = "Use this sound when an enemy casts a moving ground effect such as Heat Wave (with no Hard Crowd Control).",
SI_LUIE_LAM_CI_ALERT_SOUND_GROUND_TRAVEL_CC = "Heat Wave/Ground Traveler (CC)",
SI_LUIE_LAM_CI_ALERT_SOUND_GROUND_TRAVEL_CC_TP = "Use this sound when an enemy casts a moving ground effect that applies hard Crowd Control such as the Daedric Titan's Soul Flame ability.",
SI_LUIE_LAM_CI_ALERT_SOUND_GROUND = "Ground",
SI_LUIE_LAM_CI_ALERT_SOUND_GROUND_TP = "Use this sound for effects that drop a damaging area on the ground. Example: Volley",
SI_LUIE_LAM_CI_ALERT_SOUND_METEOR = "Meteor Type",
SI_LUIE_LAM_CI_ALERT_SOUND_METEOR_TP = "Use this sound when a meteor type spell is cast at you (radial effect targeted on you that counts down and you need to block/dodge at the end).",
SI_LUIE_LAM_CI_ALERT_SOUND_UNMIT = "Unmitigable (Single Target)",
SI_LUIE_LAM_CI_ALERT_SOUND_UNMIT_TP = "Use this sound when a single target unmitigable effect is directed at you. Example: Rune Prison/Fossilize",
SI_LUIE_LAM_CI_ALERT_SOUND_UNMIT_AOE = "Unmitigable (AOE)",
SI_LUIE_LAM_CI_ALERT_SOUND_UNMIT_AOE_TP = "Use this sound when an unmitigable AOE attack is cast (Generally something that will hit all players no matter what, or effects that you need to line of sight to avoid taking damage). Example: Bogdan's Stomp",
SI_LUIE_LAM_CI_ALERT_SOUND_POWER_DAMAGE = "Power Buff (Damage)",
SI_LUIE_LAM_CI_ALERT_SOUND_POWER_DAMAGE_TP = "Use this sound when an enemy gains a buff that increases their damage/offensive capability.",
SI_LUIE_LAM_CI_ALERT_SOUND_POWER_DEFENSE = "Power Buff (Defensive/Utility)",
SI_LUIE_LAM_CI_ALERT_SOUND_POWER_DEFENSE_TP = "Use this sound when an enemy gains a buff that increases their defense capability or utility (example: shields, damage reduction buffs)",
SI_LUIE_LAM_CI_ALERT_SOUND_SUMMON = "Summon",
SI_LUIE_LAM_CI_ALERT_SOUND_SUMMON_TP = "Use this sound when an enemy summons an add or group of adds.",
SI_LUIE_LAM_CI_ALERT_SOUND_DESTROY = "Destroy (Priority Target)",
SI_LUIE_LAM_CI_ALERT_SOUND_DESTROY_TP = "Use this sound when an enemy summons a priority kill target (defensive/offensive banner, summon that puts a damage shield/heal on the boss, etc).",
SI_LUIE_LAM_CI_ALERT_SOUND_HEAL = "Heal/Buff (Interrupt)",
SI_LUIE_LAM_CI_ALERT_SOUND_HEAL_TP = "Use this sound when an enemy is channeling a heal or some type of buff effect (Focused Healing, Empower Undead, etc).",
SI_LUIE_LAM_CT_NOTIFICATION_ALERT_INTERRUPT_TP = "Показать предупреждение, когда вы можете прервать вражескую способность.",
SI_LUIE_LAM_CT_NOTIFICATION_ALERT_POWER_TP = "Показывать предупреждение, когда ближайший враждебный NPC кастует важный бафф (такой сильный бафф, как бешенство).",
SI_LUIE_LAM_CT_NOTIFICATION_ALERT_DESTROY_TP = "Показывать предупреждение, когда ближайшая враждебная цель представляет как приоритетная цель для уничтожения (те, кто уменьшают исходящий или увеличивают получаемый урон, или предоставляют неуязвимость).",
SI_LUIE_LAM_CT_NOTIFICATION_ALERT_SUMMON_TP = "Показать значок, когда враг поблизости призывает дополнительных врагов.",
SI_LUIE_LAM_CT_NOTIFICATION_POINTS = "Очки",
SI_LUIE_LAM_CT_NOTIFICATION_RESOURCES = "Ресурсы",
SI_LUIE_LAM_CT_NOTIFICATION_COMBAT_IN_TP = "Показывать оповещение в входе в бой.",
SI_LUIE_LAM_CT_NOTIFICATION_COMBAT_OUT_TP = "Показывать оповещение о выходе из боя.",
SI_LUIE_LAM_CT_NOTIFICATION_POINTS_ALLIANCE_TP = "Показывает полученные Очка Альянса.",
SI_LUIE_LAM_CT_NOTIFICATION_POINTS_EXPERIENCE_TP = "Показывает полученные Очки Опыта.",
SI_LUIE_LAM_CT_NOTIFICATION_POINTS_CHAMPION_TP = "Показывает полученные Очки Чемпиона.",
SI_LUIE_LAM_CT_NOTIFICATION_LOW_HEALTH_TP = "Показать предупреждение, когда Здоровье опускается ниже указанного порога.",
SI_LUIE_LAM_CT_NOTIFICATION_LOW_MAGICKA_TP = "Показать предупреждение, когда Магия опускается ниже указанного порога.",
SI_LUIE_LAM_CT_NOTIFICATION_LOW_STAMINA_TP = "Показать предупреждение, когда Запас Сил опускается ниже указанного порога.",
SI_LUIE_LAM_CT_NOTIFICATION_ULTIMATE_READY_TP = "Показывает предупреждение, когда ваша абсолютная способность готова к применению.",
SI_LUIE_LAM_CT_NOTIFICATION_POTION_READY_TP = "Показывает предупреждение, когда ваше зелье снова готово к применению.",
SI_LUIE_LAM_CT_NOTIFICATION_WARNING_SOUND = "Звук предупреждения",
SI_LUIE_LAM_CT_NOTIFICATION_WARNING_SOUND_TP = "Проигрывает звук, когда ваши ресурсы опускаются ниже указанного порога.",
SI_LUIE_LAM_CT_NOTIFICATION_WARNING_HEALTH = "Порог Здоровья",
SI_LUIE_LAM_CT_NOTIFICATION_WARNING_HEALTH_TP = "Порог для предупреждения о низком уровне Здоровья.\nПо умолчанию: 35%",
SI_LUIE_LAM_CT_NOTIFICATION_WARNING_MAGICKA = "Порог Магии",
SI_LUIE_LAM_CT_NOTIFICATION_WARNING_MAGICKA_TP = "Порог для предупреждения о низком уровне Магии.\nПо умолчанию: 35%",
SI_LUIE_LAM_CT_NOTIFICATION_WARNING_STAMINA = "Порог Запаса Сил",
SI_LUIE_LAM_CT_NOTIFICATION_WARNING_STAMINA_TP = "Порог для предупреждения о низком уровне Запаса Сил.\nПо умолчанию: 35%",
SI_LUIE_LAM_CT_FONT_HEADER = "Настройки формата шрифта",
SI_LUIE_LAM_CT_FONT_FACE = "Вид шрифта",
SI_LUIE_LAM_CT_FONT_FACE_TP = "Выберите вид шрифта.",
SI_LUIE_LAM_CT_FONT_OUTLINE = "Контур шрифта",
SI_LUIE_LAM_CT_FONT_OUTLINE_TP = "Выберите контур шрифта.",
SI_LUIE_LAM_CT_FONT_TEST = "Проверка шрифта",
SI_LUIE_LAM_CT_FONT_TEST_TP = "Генерирует проверочное боевое событие для проверки выбранного шрифта.",
SI_LUIE_LAM_CT_FONT_COMBAT_DAMAGE_TP = "Размер шрифта прямого урона.\nПо умолчанию: 32",
SI_LUIE_LAM_CT_FONT_COMBAT_DAMAGE_CRITICAL_TP = "Размер шрифта прямого критического урона.\nПо умолчанию: 32",
SI_LUIE_LAM_CT_FONT_COMBAT_HEALING_TP = "Размер шрифта прямого исцеление.\nПо умолчанию: 32",
SI_LUIE_LAM_CT_FONT_COMBAT_HEALING_CRITICAL_TP = "Размер шрифта прямого критическое исцеление.\nПо умолчанию: 32",
SI_LUIE_LAM_CT_FONT_COMBAT_DOT_TP = "Размер шрифта DoT.\nПо умолчанию: 26",
SI_LUIE_LAM_CT_FONT_COMBAT_DOT_CRITICAL_TP = "Размер шрифта критического DoT.\nПо умолчанию: 26",
SI_LUIE_LAM_CT_FONT_COMBAT_HOT_TP = "Размер шрифта HoT.\nПо умолчанию: 26",
SI_LUIE_LAM_CT_FONT_COMBAT_HOT_CRITICAL_TP = "Размер шрифта критического HoT.\nПо умолчанию: 26",
SI_LUIE_LAM_CT_FONT_COMBAT_GAIN_LOSS_TP = "Размер шрифта восполнения и потери ресурсов.\nПо умолчанию: 32",
SI_LUIE_LAM_CT_FONT_COMBAT_MITIGATION_TP = "Размер шрифта поглощённого урон.\nПо умолчанию: 32",
SI_LUIE_LAM_CT_FONT_COMBAT_CROWD_CONTROL_TP = "Размер шрифта контроля.\nПо умолчанию: 32",
SI_LUIE_LAM_CT_FONT_NOTIFICATION_COMBAT_STATE_TP = "Размер шрифта оповещений о входе в бой или выходе из него.\nПо умолчанию: 24",
SI_LUIE_LAM_CT_FONT_NOTIFICATION_POINTS_TP = "Размер шрифта получения очков\nПо умолчанию: 24",
SI_LUIE_LAM_CT_FONT_NOTIFICATION_RESOURCE_TP = "Размер шрифта предупреждений о ресурсах.\nПо умолчанию: 32",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_NONE = "Цвет шрифта (Без типа)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_NONE_TP = "Задаёт цвет для урона без типа.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_GENERIC = "Цвет шрифта (Обычный)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_GENERIC_TP = "Задаёт цвет для обычного урона.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_PHYSICAL = "Цвет шрифта (Физический)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_PHYSICAL_TP = "Задаёт цвет для Физического урона.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_FIRE = "Цвет шрифта (Огненный)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_FIRE_TP = "Задаёт цвет для урона от Огня.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_SHOCK = "Цвет шрифта (Электрический)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_SHOCK_TP = "Задаёт цвет для урона от Электричества.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_OBLIVION = "Цвет шрифта (Обливион)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_OBLIVION_TP = "Задаёт цвет для урона Обливиона.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_COLD = "Цвет шрифта (Морозный)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_COLD_TP = "Задаёт цвет для урона от Мороза.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_EARTH = "Цвет шрифта (Земляной)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_EARTH_TP = "Задаёт цвет для земляного урона.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_MAGIC = "Цвет шрифта (Магический)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_MAGIC_TP = "Задаёт цвет для Магического урона.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_DROWN = "Цвет шрифта (Утопление)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_DROWN_TP = "Задаёт цвет для урона от утопления.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_DISEASE = "Цвет шрифта (Болезнь)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_DISEASE_TP = "Задаёт цвет для урона от Болезни.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_POISON = "Цвет шрифта (Яд)",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_POISON_TP = "Задаёт цвет для урона от Яда.",
SI_LUIE_LAM_CT_COLOR_COMBAT_HEALING = "Цвет шрифта (Исцеление)",
SI_LUIE_LAM_CT_COLOR_COMBAT_HEALING_TP = "Задаёт цвет для всего исцеления.",
SI_LUIE_LAM_CT_COLOR_COMBAT_ENERGIZE_MAGICKA_TP = "Задаёт цвет для получения магии.",
SI_LUIE_LAM_CT_COLOR_COMBAT_ENERGIZE_STAMINA_TP = "Задаёт цвет для получения запаса сил.",
SI_LUIE_LAM_CT_COLOR_COMBAT_ENERGIZE_ULTIMATE_TP = "Задаёт цвет для получения очков абсолютной способности.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DRAIN_MAGICKA_TP = "Задаёт цвет для потери магии.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DRAIN_STAMINA_TP = "Задаёт цвет для потери запаса сил.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_OVERRIDE = "Любой критический урон",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_OVERRIDE_TP = "Задаёт цвет для любого критического урона.",
SI_LUIE_LAM_CT_COLOR_COMBAT_CRIT_DAMAGE_COLOR = "Критический урон",
SI_LUIE_LAM_CT_COLOR_COMBAT_CRIT_DAMAGE_COLOR_TP = "Задаёт цвет для критического урона.",
SI_LUIE_LAM_CT_COLOR_COMBAT_HEALING_OVERRIDE = "Любое критическое исцеление",
SI_LUIE_LAM_CT_COLOR_COMBAT_HEALING_OVERRIDE_TP = "Задаёт цвет для любого критического исцеления.",
SI_LUIE_LAM_CT_COLOR_COMBAT_CRIT_HEALING_COLOR = "Критическое исцеление",
SI_LUIE_LAM_CT_COLOR_COMBAT_CRIT_HEALING_COLOR_TP = "Задаёт цвет для критического исцеления.",
SI_LUIE_LAM_CT_COLOR_COMBAT_INCOMING_OVERRIDE = "Любой входящий урон",
SI_LUIE_LAM_CT_COLOR_COMBAT_INCOMING_OVERRIDE_TP = "Задаёт цвет для любого входящего урона (перезаписывает и цвет критического урона).",
SI_LUIE_LAM_CT_COLOR_COMBAT_INCOMING_COLOR = "Входящий урон",
SI_LUIE_LAM_CT_COLOR_COMBAT_INCOMING_COLOR_TP = "Задаёт цвет для входящего урона.",
SI_LUIE_LAM_CT_COLOR_COMBAT_MISS_TP = "Задаёт цвет для промахнувшихся атак.",
SI_LUIE_LAM_CT_COLOR_COMBAT_IMMUNE_TP = "Задаёт цвет для атак, к которым иммун.",
SI_LUIE_LAM_CT_COLOR_COMBAT_PARRIED_TP = "Задаёт цвет для парированных атак.",
SI_LUIE_LAM_CT_COLOR_COMBAT_REFLETCED_TP = "Задаёт цвет для отражённых атак.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DAMAGE_SHIELD_TP = "Задаёт цвет для урона, поглощённого щитом.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DODGED_TP = "Задаёт цвет для атак, от которых увернулись.",
SI_LUIE_LAM_CT_COLOR_COMBAT_BLOCKED_TP = "Задаёт цвет для заблокированных атак.",
SI_LUIE_LAM_CT_COLOR_COMBAT_INTERRUPTED_TP = "Задаёт цвет для прерванных атак.",
SI_LUIE_LAM_CT_COLOR_COMBAT_DISORIENTED_TP = "Задаёт цвет для оповещений о дезориентации.",
SI_LUIE_LAM_CT_COLOR_COMBAT_FEARED_TP = "Задаёт цвет для оповещений о страхе.",
SI_LUIE_LAM_CT_COLOR_COMBAT_OFF_BALANCE_TP = "Задаёт цвет для оповещений о выводе из равновесия.",
SI_LUIE_LAM_CT_COLOR_COMBAT_SILENCED_TP = "Задаёт цвет для оповещений о безмолвии.",
SI_LUIE_LAM_CT_COLOR_COMBAT_STUNNED_TP = "Задаёт цвет для оповещений об оглушении.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_COMBAT_IN_TP = "Задаёт цвет для оповещении о входе в бой.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_COMBAT_OUT_TP = "Задаёт цвет для оповещения о выходе из боя.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_BLOCK_TP = "Задаёт цвет для предупреждения о блоке.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_INTERRUPT_TP = "Задаёт цвет для предупреждения о прерывании.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_UNMIT_TP = "Выбрать цвет для значков для скилов, которые нельзя смягчить.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_DODGE_TP = "Задаёт цвет для предупреждения о увороте.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_AVOID_TP = "Задаёт цвет для предупреждения, чтобы выйти из зоны.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_POWER_TP = "Задаёт цвет для предупреждения о важных баффах.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_DESTROY_TP = "Задаёт цвет для предупреждения о приоритетной цели.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_SUMMON_TP = "Выбрать цвет для значков о призывах.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_ALLIANCE_TP = "Задаёт цвет для оповещения о получении Очков Альянса.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_EXPERIENCE_TP = "Задаёт цвет для оповещения о получении Очков Опыта.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_CHAMPION_TP = "Задаёт цвет для оповещения о получении Очков Чемпиона.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_LOW_HEALTH_TP = "Задаёт цвет для предупреждении о низком Здоровье.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_LOW_MAGICKA_TP = "Задаёт цвет для предупреждении о низкой Магии.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_LOW_STAMINA_TP = "Задаёт цвет для предупреждении о низком Запасе Сил.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_ULTIMATE_TP = "Задаёт цвет для предупреждении о возможности применить свою абсолютную способность.",
SI_LUIE_LAM_CT_COLOR_NOTIFICATION_POTION_TP = "Задаёт цвет для предупреждении о возможности повторно использовать зелье.",
SI_LUIE_LAM_CT_FORMAT_DESCRIPTION = "Переменные формата:\n %t - Название способности, локализованное название\n %a - Значение\n %r - Тип силы, ресурса",
SI_LUIE_LAM_CT_FORMAT_COMBAT_DAMAGE_TP = "Формат текста для цифр прямого урона.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_DAMAGE_CRITICAL_TP = "Формат текста для цифр прямого критического урона.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_HEALING_TP = "Формат текста для цифр прямого исцеления.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_HEALING_CRITICAL_TP = "Формат текста для цифр прямого критического исцеления.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_DOT_TP = "Формат текста для цифр DoT.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_DOT_CRITICAL_TP = "Формат текста для цифр критического DoT.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_HOT_TP = "Формат текста для цифр HoT.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_HOT_CRITICAL_TP = "Формат текста для цифр критического HoT.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_ENERGIZE_TP = "Формат текста для получения магии/запаса сил.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_ENERGIZE_ULTIMATE_TP = "Формат текста для получения очков абсолютной способности.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_DRAIN_TP = "Формат текста для потери магии/запаса сил.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_MISS_TP = "Формат текста для промахнувшихся атак.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_IMMUNE_TP = "Формат текста для атак, к которым иммун.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_PARRIED_TP = "Формат текста для парированных атак.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_REFLECTED_TP = "Формат текста для отражённых атак.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_DAMAGE_SHIELD_TP = "Формат текста для урона, поглощённого щитом.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_DODGED_TP = "Формат текста для атак, от которых увернулись.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_BLOCKED_TP = "Формат текста для заблокированных атак.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_INTERRUPTED_TP = "Формат текста для прерванных атак.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_DISORIENTED_TP = "Формат текста для оповещений о дезориентации.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_FEARED_TP = "Формат текста для оповещений о страхе.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_OFF_BALANCE_TP = "Формат текста для оповещений о выводе из равновесия.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_SILENCED_TP = "Формат текста для оповещений о безмолвии.",
SI_LUIE_LAM_CT_FORMAT_COMBAT_STUNNED_TP = "Формат текста для оповещений об оглушении.",
SI_LUIE_LAM_CT_FORMAT_POINTS_HEADER = "Очки",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_COMBAT_IN_TP = "Формат текста для оповещении о входе в бой.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_COMBAT_OUT_TP = "Формат текста для оповещения о выходе из боя.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_BLOCK_TP = "Формат текста для предупреждения о блоке.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_BLOCK_S_TP = "Формат текста для предупреждения о блоке, когда противник окажется ошеломлён.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_INTERRUPT_TP = "Формат текста для предупреждения о прерывании.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_SHOULDUSECC = "Format (Hard CC)",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_SHOULDUSECC_TP = "Text format for alerts for abilities that should be hard cc'ed.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_UNMIT_TP = "Формат текста для значков для скилов, которые нельзя смягчить.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_DODGE_TP = "Формат текста для предупреждения о увороте.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_AVOID_TP = "Формат текста для предупреждения, чтобы выйти из зоны.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_POWER_TP = "Формат текста для предупреждения о важных баффах.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_DESTROY_TP = "Формат текста для предупреждения о приоритетной цели.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_SUMMON_TP = "Формат текста для значков о призывах.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_ALLIANCE_TP = "Формат текста для оповещения о получении Очков Альянса.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_EXPERIENCE_TP = "Формат текста для оповещения о получении Очков Опыта.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_CHAMPION_TP = "Формат текста для оповещения о получении Очков Чемпиона.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_RESOURCE_TP = "Формат текста для предупреждении о низком запасе ресурсов.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_ULTIMATE_TP = "Формат текста для предупреждении о возможности применить свою абсолютную способность.",
SI_LUIE_LAM_CT_FORMAT_NOTIFICATION_POTION_TP = "Формат текста для предупреждении о возможности повторно использовать зелье.",
SI_LUIE_LAM_CT_ANIMATION_HEADER = "Настройки Анимации",
SI_LUIE_LAM_CT_ANIMATION_TYPE = "Тип Анимации",
SI_LUIE_LAM_CT_ANIMATION_TYPE_TP = "Выберите предпочитаемый тип анимации.",
SI_LUIE_LAM_CT_ANIMATION_DURATION = "Animation Speed [%]",
SI_LUIE_LAM_CT_ANIMATION_DURATION_TP = "Set speed of the text in percent of the default.\nDefault: 100%",
SI_LUIE_LAM_CT_ANIMATION_DIRECTION_OUT = "Направление Исходящих",
SI_LUIE_LAM_CT_ANIMATION_DIRECTION_OUT_TP = "Задаёт направление движения текста для исходящих эффектов.",
SI_LUIE_LAM_CT_ANIMATION_DIRECTION_IN = "Направление Входящих",
SI_LUIE_LAM_CT_ANIMATION_DIRECTION_IN_TP = "Задаёт направление движения текста для входящих эффектов.",
SI_LUIE_LAM_CT_ANIMATION_ICON_OUT = "Положение значка Исходящих",
SI_LUIE_LAM_CT_ANIMATION_ICON_OUT_TP = "Задаёт положение значка в тексте для исходящих событий.",
SI_LUIE_LAM_CT_ANIMATION_ICON_IN = "Положение значка Входящих",
SI_LUIE_LAM_CT_ANIMATION_ICON_IN_TP = "Задаёт положение значка в тексте для входящих событий.",
SI_LUIE_LAM_CT_ANIMATION_TEST = "Проверка Анимации",
SI_LUIE_LAM_CT_ANIMATION_TEST_TP = "Запускает проверку анимации текста входящих и исходящих эффектов.",
SI_LUIE_LAM_CT_THROTTLE_HEADER = "Настройки суммирования",
SI_LUIE_LAM_CT_THROTTLE_DESCRIPTION = "Суммирует множество ударов в один. Используйте ползунок, чтобы задать временной период для суммирования в миллисекундах. Критические удары не суммируются, если не включена соответствующая настройка ниже.",
SI_LUIE_LAM_CT_THROTTLE_DAMAGE_TP = "Задаёт период времени в мс для суммирование цифр урона.\nПо умолчанию: 200 мс",
SI_LUIE_LAM_CT_THROTTLE_HEALING_TP = "Задаёт период времени в мс для суммирование цифр исцеления.\nПо умолчанию: 200 мс",
SI_LUIE_LAM_CT_THROTTLE_DOT_TP = "Задаёт период времени в мс для суммирование цифр урона DoT.\nПо умолчанию: 200 мс",
SI_LUIE_LAM_CT_THROTTLE_HOT_TP = "Задаёт период времени в мс для суммирование цифр исцеления HoT.\nПо умолчанию: 200 мс",
SI_LUIE_LAM_CT_THROTTLE_CRITICAL = "Суммировать Крит.удары",
SI_LUIE_LAM_CT_THROTTLE_CRITICAL_TP = "Включает суммирование критических ударов.",
SI_LUIE_LAM_CT_THROTTLE_TRAILER = "Показать число сложений",
SI_LUIE_LAM_CT_THROTTLE_TRAILER_TP = "Включает отображение числа сумм, из которых сложен урон.",
SI_LUIE_LAM_CT_DEATH_HEADER = "Смерть членов группы",
SI_LUIE_LAM_CT_DEATH_NOTIFICATION = "Показывать смерти членов группы",
SI_LUIE_LAM_CT_DEATH_NOTIFICATION_TP = "Показывает предупреждение, когда член вашей группы или рейда погибает.",
SI_LUIE_LAM_CT_DEATH_FORMAT_TP = "Формат текста предупреждения о смерти.",
SI_LUIE_LAM_CT_DEATH_FONT_SIZE_TP = "Размер шрифта сообщения о смерти.\nПо умолчанию: 32",
SI_LUIE_LAM_CT_DEATH_COLOR_TP = "Цвет предупреждения о смерти члена группы.",
SI_LUIE_LAM_CT_BLACKLIST_HEADER = "Черный список способностей",
}
for stringId, stringValue in pairs(strings) do
ZO_CreateStringId(stringId, stringValue)
SafeAddVersion(stringId, 1)
end
|
--
-- lua-Coat : <http://fperrad.github.io/lua-Coat/>
--
local setmetatable = setmetatable
local pairs = pairs
local _G = _G
local Coat = require 'Coat'
local checktype = Coat.checktype
local does = Coat.does
local error = Coat.error
local isa = Coat.isa
local _ENV = nil
local _M = {}
local _TC = {}
local _COERCE = {}
local function find_type_constraint (name)
local tc = _TC[name]
if tc then
return tc
end
local capt = name:match'^table(%b<>)$'
if capt then
local function check_type (val, tname)
local t = find_type_constraint(tname)
if t then
return check_type(val, t.parent) and t.validator(val)
else
return isa(val, tname) or does(val, tname)
end
end -- check_type
tc = { parent = 'table' }
local typev = capt:sub(2, capt:len()-1)
local idx = typev:find','
if idx then
local typek = typev:sub(1, idx-1)
typev = typev:sub(idx+1)
tc.validator = function (val)
for k, v in pairs(val) do
if not check_type(k, typek) then
return false
end
if not check_type(v, typev) then
return false
end
end
return true
end
else
tc.validator = function (val)
for i = 1, #val do
if not check_type(val[i], typev) then
return false
end
end
return true
end
end
_TC[name] = tc
end
return tc
end
_M.find_type_constraint = find_type_constraint
local function coercion_map (name)
return _COERCE[name]
end
_M.coercion_map = coercion_map
local function subtype (name, t)
checktype('subtype', 1, name, 'string')
checktype('subtype', 2, t, 'table')
local parent = t.as
checktype('subtype', 2, parent, 'string')
local validator = t.where
checktype('subtype', 3, validator, 'function')
local message = t.message
checktype('subtype', 4, message or '', 'string')
if _TC[name] then
error("Duplicate definition of type " .. name)
end
_TC[name] = {
parent = parent,
validator = validator,
message = message,
}
end
_M.subtype = subtype
local function _subtype(m)
if m ~= '' then
m = m .. '.'
end
return setmetatable({}, {
__index = function (t, k) return _subtype(m .. k) end,
__newindex = function (t, k, v) subtype(m .. k, v) end,
})
end
_G.subtype = _subtype ''
local function enum (name, t)
checktype('enum', 1, name, 'string')
checktype('enum', 2, t, 'table')
if _TC[name] then
error("Duplicate definition of type " .. name)
end
if #t <= 1 then
error "You must have at least two values to enumerate through"
end
local hash = {}
for i = 1, #t do
local v = t[i]
checktype('enum', 1+i, v, 'string')
hash[v] = true
end
_TC[name] = {
parent = 'string',
validator = function (val)
return hash[val]
end,
}
end
_M.enum = enum
local function _enum(m)
if m ~= '' then
m = m .. '.'
end
return setmetatable({}, {
__index = function (t, k) return _enum(m .. k) end,
__newindex = function (t, k, v) enum(m .. k, v) end,
})
end
_G.enum = _enum ''
local function coerce (name, t)
checktype('coerce', 1, name, 'string')
checktype('coerce', 2, t, 'table')
if not _COERCE[name] then
_COERCE[name] = {}
end
for from, via in pairs(t) do
checktype('coerce', 2, from, 'string')
checktype('coerce', 2, via, 'function')
_COERCE[name][from] = via
end
end
_M.coerce = coerce
local function _coerce(m)
if m ~= '' then
m = m .. '.'
end
return setmetatable({}, {
__index = function (t, k) return _coerce(m .. k) end,
__newindex = function (t, k, v) coerce(m .. k, v) end,
})
end
_G.coerce = _coerce ''
return _M
--
-- Copyright (c) 2009-2018 Francois Perrad
--
-- This library is licensed under the terms of the MIT/X11 license,
-- like Lua itself.
--
|
local module = {
Name = "Bring",
Description = "Brings a player to you",
Location = "Player",
}
module.Execute = function(Client, Type, Attachment)
if Type == "command" then
local char = module.API.getCharacter(module.API.getPlayerWithName(Attachment))
if char then
if Client.Character then
local primaryPart = char.PrimaryPart
local primaryPart2 = Client.Character.PrimaryPart
if primaryPart and primaryPart2 then
primaryPart.CFrame = primaryPart2.CFrame
return true
end
end
end
end
end
return module |
local map_generator = { }
local map = { }
local square = 24
local width = love.graphics.getWidth() / square
local height = love.graphics.getHeight() / square - 1
love.graphics.setBackgroundColor(107 / 255, 74 / 255, 22 / 255)
local turn_prop = 0.3
local worm_prop = 0.1
local player_set = false
local playerx = 0
local playery = 0
local lonely_max = 3
local start_steps = 1000
local steps = start_steps
local dir = {
left = 0,
up = 1,
right = 2,
down = 3
}
local clamp
clamp = function(a, b, x)
if x < a then
return a
elseif x > b then
return b
else
return x
end
end
local mapgen
mapgen = function(x, y)
local player = math.random(0, steps)
local wormx = x or math.floor(width / 2)
local wormy = y or math.floor(height / 2)
local wormr = math.random(0, 3)
local rotate
rotate = function()
wormr = math.random(0, 3)
end
local forward
forward = function()
local _exp_0 = wormr
if dir.left == _exp_0 then
wormx = wormx - 1
elseif dir.up == _exp_0 then
wormy = wormy - 1
elseif dir.down == _exp_0 then
wormy = wormy + 1
elseif dir.right == _exp_0 then
wormx = wormx + 1
end
wormx = clamp(0, #map, wormx)
wormy = clamp(0, #map[0], wormy)
end
for i = 0, steps do
local _continue_0 = false
repeat
forward()
if (math.random(0, 1000)) / 1000 < turn_prop then
rotate()
end
if (math.random(0, 1000)) / 1000 < worm_prop then
steps = steps / 2
mapgen(wormx, wormy)
end
if wormx < #map - 1 and wormy < #map[0] - 1 and wormx > 1 and wormy > 1 then
map[wormx][wormy] = 1
rotate()
if i > player and not player_set then
if map[wormx][wormy] ~= 1 then
_continue_0 = true
break
end
playerx, playery = wormx, wormy
player_set = true
end
end
_continue_0 = true
until true
if not _continue_0 then
break
end
end
end
local count_neighbors
count_neighbors = function(x, y, a)
local accum = 0
for dx = -1, 1 do
for dy = -1, 1 do
if map[x + dx] and map[x + dx][y + dy] then
if map[x + dx][y + dy] == a then
accum = accum + 1
end
end
end
end
return accum
end
local postfix
postfix = function()
for x = 0, width do
for y = 0, height do
local _continue_0 = false
repeat
if (count_neighbors(x, y, 0)) > lonely_max or map[x][y] == 1 then
_continue_0 = true
break
end
map[x][y] = 1
_continue_0 = true
until true
if not _continue_0 then
break
end
end
end
for x = 0, width do
for y = 0, height do
local _continue_0 = false
repeat
if map[x][y] == 0 and (count_neighbors(x, y, 1)) > 0 then
map[x][y] = 2
game.spawn("block", x * square, y * square)
_continue_0 = true
break
end
_continue_0 = true
until true
if not _continue_0 then
break
end
end
end
end
map_generator.load = function()
steps = start_steps
math.randomseed(os.clock())
map = { }
player_set = false
for x = 0, width do
local row = { }
for y = 0, height do
row[y] = 0
end
map[x] = row
end
mapgen()
postfix()
for x = 0, width do
for y = 0, height do
local _exp_0 = map[x][y]
if 1 == _exp_0 then
game.spawn("floor", x * square, y * square)
end
end
end
return game.spawn("player", playerx * square, playery * square)
end
map_generator.draw = function()
for x = 0, width do
for y = 0, width do
local _continue_0 = false
repeat
do
local _with_0 = love.graphics
if playerx == x and playery == y then
_with_0.setColor(1, 1, 0)
_with_0.rectangle("fill", x * square, y * square, square, square)
_continue_0 = true
break
end
local _exp_0 = map[x][y]
if 0 == _exp_0 then
_with_0.setColor(107 / 255, 74 / 255, 22 / 255)
_with_0.rectangle("fill", x * square, y * square, square, square)
elseif 3 == _exp_0 then
_with_0.setColor(1, 0, 0)
_with_0.rectangle("fill", x * square, y * square, square, square)
elseif 2 == _exp_0 then
local a = 2
_with_0.setColor(107 / a / 255, 74 / a / 255, 22 / a / 255)
_with_0.rectangle("fill", x * square, y * square, square, square)
elseif 1 == _exp_0 then
_continue_0 = true
break
end
end
_continue_0 = true
until true
if not _continue_0 then
break
end
end
end
end
map_generator.keypressed = function(key)
if key == "space" then
return love.load()
end
end
return map_generator
|
function IShadowstalker_OnEnterCombat(Unit,Event)
Unit:FullCastSpellOnTarget(7159,Unit:GetClosestPlayer())
Unit:RegisterEvent("IShadowstalker_Backstab", 8000, 0)
end
function IShadowstalker_Backstab(Unit,Event)
Unit:FullCastSpellOnTarget(7159,Unit:GetClosestPlayer())
end
function IShadowstalker_Stealth(Unit,Event)
Unit:CastSpell(5916)
end
function IShadowstalker_OnLeaveCombat(Unit,Event)
Unit:RemoveEvents()
end
function IShadowstalker_OnDied(Unit,Event)
Unit:RemoveEvents()
end
RegisterUnitEvent(21337, 1, "IShadowstalker_OnEnterCombat")
RegisterUnitEvent(21337, 6, "IShadowstalker_Stealth")
RegisterUnitEvent(21337, 2, "IShadowstalker_OnLeaveCombat")
RegisterUnitEvent(21337, 4, "IShadowstalker_OnDied") |
-- credit to atom0s for help with decompiling
-- Decompiled using luadec 2.2 rev: for Lua 5.1 from https://github.com/viruscamp/luadec
return {
ATTR_COLOR = {
{ Color = "τ╗\191", Range = { 0, 30 } },
{ Color = "Φô\157", Range = { 31, 60 } },
{ Color = "τ┤\171", Range = { 61, 80 } },
{ Color = "µ⌐\153", Range = { 81, 95 } },
{ Color = "τ║\162", Range = { 96, 100 } },
},
BASE_ATTR_NAME = {
["σçÅσàìσÇ\188"] = {
AttrName = "σçÅσàìσÇ\188",
CounterName = "AddParryDelta",
Desc = "σçÅσàìσÇ\188",
},
["力量"] = { AttrName = "力量", CounterName = "AddStrengthDelta", Desc = "力量" },
["σó₧Σ╝ñσÇ\188"] = {
AttrName = "σó₧Σ╝ñσÇ\188",
CounterName = "AddDestroyDelta",
Desc = "σó₧Σ╝ñσÇ\188",
},
["µè\128σ╖\167"] = {
AttrName = "µè\128σ╖\167",
CounterName = "AddTechniqueDelta",
Desc = "µè\128σ╖\167",
},
["µèùµÜ┤σÇ\188"] = {
AttrName = "µèùµÜ┤σÇ\188",
CounterName = "AddCritResistDelta",
Desc = "µèùµÜ┤σÇ\188",
},
["攻击"] = { AttrName = "攻击", CounterName = "AddAtkDelta", Desc = "攻击" },
["µÜ┤Σ╝ñσÇ\188"] = {
AttrName = "µÜ┤Σ╝ñσÇ\188",
CounterName = "AddCritFactorDelta",
Desc = "µÜ┤Σ╝ñσÇ\188",
},
["µÜ┤σç╗σÇ\188"] = {
AttrName = "µÜ┤σç╗σÇ\188",
CounterName = "AddCritDelta",
Desc = "µÜ┤σç╗σÇ\188",
},
["生命"] = { AttrName = "生命", CounterName = "AddMaxHpDelta", Desc = "生命" },
["τ⌐┐Θ\128Åσ\128\188"] = {
AttrName = "τ⌐┐Θ\128Åσ\128\188",
CounterName = "AddPscPeneDelta",
Desc = "τ⌐┐Θ\128Åσ\128\188",
},
["速度"] = { AttrName = "速度", CounterName = "AddSpeedDelta", Desc = "速度" },
["防御"] = { AttrName = "防御", CounterName = "AddDefDelta", Desc = "防御" },
["Θƒºµ\128ºσ\128\188"] = {
AttrName = "Θƒºµ\128ºσ\128\188",
CounterName = "AddCritFactorResistDelta",
Desc = "Θƒºµ\128ºσ\128\188",
},
},
BASE_ENCHANCE_ATTR = {
{
{ AddAtkDelta = 9, AddDefDelta = 9, AddMaxHpDelta = 54, Level = 1, Star = 1 },
{ AddAtkDelta = 10, AddDefDelta = 10, AddMaxHpDelta = 60, Level = 2, Star = 1 },
{ AddAtkDelta = 11, AddDefDelta = 11, AddMaxHpDelta = 66, Level = 3, Star = 1 },
{ AddAtkDelta = 12, AddDefDelta = 12, AddMaxHpDelta = 72, Level = 4, Star = 1 },
{ AddAtkDelta = 13, AddDefDelta = 13, AddMaxHpDelta = 78, Level = 5, Star = 1 },
{ AddAtkDelta = 14, AddDefDelta = 14, AddMaxHpDelta = 84, Level = 6, Star = 1 },
{ AddAtkDelta = 15, AddDefDelta = 15, AddMaxHpDelta = 90, Level = 7, Star = 1 },
{ AddAtkDelta = 16, AddDefDelta = 16, AddMaxHpDelta = 96, Level = 8, Star = 1 },
{ AddAtkDelta = 17, AddDefDelta = 17, AddMaxHpDelta = 102, Level = 9, Star = 1 },
{ AddAtkDelta = 18, AddDefDelta = 18, AddMaxHpDelta = 108, Level = 10, Star = 1 },
{ AddAtkDelta = 20, AddDefDelta = 20, AddMaxHpDelta = 120, Level = 11, Star = 1 },
{ AddAtkDelta = 22, AddDefDelta = 22, AddMaxHpDelta = 132, Level = 12, Star = 1 },
{ AddAtkDelta = 24, AddDefDelta = 24, AddMaxHpDelta = 144, Level = 13, Star = 1 },
{ AddAtkDelta = 26, AddDefDelta = 26, AddMaxHpDelta = 156, Level = 14, Star = 1 },
{ AddAtkDelta = 28, AddDefDelta = 28, AddMaxHpDelta = 168, Level = 15, Star = 1 },
{ AddAtkDelta = 30, AddDefDelta = 30, AddMaxHpDelta = 180, Level = 16, Star = 1 },
MaxLevel = 16,
},
{
{ AddAtkDelta = 18, AddDefDelta = 18, AddMaxHpDelta = 108, Level = 1, Star = 2 },
{ AddAtkDelta = 20, AddDefDelta = 20, AddMaxHpDelta = 120, Level = 2, Star = 2 },
{ AddAtkDelta = 22, AddDefDelta = 22, AddMaxHpDelta = 132, Level = 3, Star = 2 },
{ AddAtkDelta = 24, AddDefDelta = 24, AddMaxHpDelta = 144, Level = 4, Star = 2 },
{ AddAtkDelta = 27, AddDefDelta = 27, AddMaxHpDelta = 162, Level = 5, Star = 2 },
{ AddAtkDelta = 30, AddDefDelta = 30, AddMaxHpDelta = 180, Level = 6, Star = 2 },
{ AddAtkDelta = 33, AddDefDelta = 33, AddMaxHpDelta = 198, Level = 7, Star = 2 },
{ AddAtkDelta = 36, AddDefDelta = 36, AddMaxHpDelta = 216, Level = 8, Star = 2 },
{ AddAtkDelta = 39, AddDefDelta = 39, AddMaxHpDelta = 234, Level = 9, Star = 2 },
{ AddAtkDelta = 42, AddDefDelta = 42, AddMaxHpDelta = 252, Level = 10, Star = 2 },
{ AddAtkDelta = 45, AddDefDelta = 45, AddMaxHpDelta = 270, Level = 11, Star = 2 },
{ AddAtkDelta = 48, AddDefDelta = 48, AddMaxHpDelta = 288, Level = 12, Star = 2 },
{ AddAtkDelta = 51, AddDefDelta = 51, AddMaxHpDelta = 306, Level = 13, Star = 2 },
{ AddAtkDelta = 54, AddDefDelta = 54, AddMaxHpDelta = 324, Level = 14, Star = 2 },
{ AddAtkDelta = 57, AddDefDelta = 57, AddMaxHpDelta = 342, Level = 15, Star = 2 },
{ AddAtkDelta = 60, AddDefDelta = 60, AddMaxHpDelta = 360, Level = 16, Star = 2 },
MaxLevel = 16,
},
{
{ AddAtkDelta = 36, AddDefDelta = 36, AddMaxHpDelta = 216, Level = 1, Star = 3 },
{ AddAtkDelta = 41, AddDefDelta = 41, AddMaxHpDelta = 246, Level = 2, Star = 3 },
{ AddAtkDelta = 46, AddDefDelta = 46, AddMaxHpDelta = 276, Level = 3, Star = 3 },
{ AddAtkDelta = 51, AddDefDelta = 51, AddMaxHpDelta = 306, Level = 4, Star = 3 },
{ AddAtkDelta = 56, AddDefDelta = 56, AddMaxHpDelta = 336, Level = 5, Star = 3 },
{ AddAtkDelta = 61, AddDefDelta = 61, AddMaxHpDelta = 366, Level = 6, Star = 3 },
{ AddAtkDelta = 66, AddDefDelta = 66, AddMaxHpDelta = 396, Level = 7, Star = 3 },
{ AddAtkDelta = 72, AddDefDelta = 72, AddMaxHpDelta = 432, Level = 8, Star = 3 },
{ AddAtkDelta = 78, AddDefDelta = 78, AddMaxHpDelta = 468, Level = 9, Star = 3 },
{ AddAtkDelta = 84, AddDefDelta = 84, AddMaxHpDelta = 504, Level = 10, Star = 3 },
{ AddAtkDelta = 90, AddDefDelta = 90, AddMaxHpDelta = 540, Level = 11, Star = 3 },
{ AddAtkDelta = 96, AddDefDelta = 96, AddMaxHpDelta = 576, Level = 12, Star = 3 },
{ AddAtkDelta = 102, AddDefDelta = 102, AddMaxHpDelta = 612, Level = 13, Star = 3 },
{ AddAtkDelta = 108, AddDefDelta = 108, AddMaxHpDelta = 648, Level = 14, Star = 3 },
{ AddAtkDelta = 114, AddDefDelta = 114, AddMaxHpDelta = 684, Level = 15, Star = 3 },
{ AddAtkDelta = 120, AddDefDelta = 120, AddMaxHpDelta = 720, Level = 16, Star = 3 },
MaxLevel = 16,
},
{
{ AddAtkDelta = 54, AddDefDelta = 54, AddMaxHpDelta = 324, Level = 1, Star = 4 },
{ AddAtkDelta = 62, AddDefDelta = 62, AddMaxHpDelta = 372, Level = 2, Star = 4 },
{ AddAtkDelta = 70, AddDefDelta = 70, AddMaxHpDelta = 420, Level = 3, Star = 4 },
{ AddAtkDelta = 78, AddDefDelta = 78, AddMaxHpDelta = 468, Level = 4, Star = 4 },
{ AddAtkDelta = 86, AddDefDelta = 86, AddMaxHpDelta = 516, Level = 5, Star = 4 },
{ AddAtkDelta = 94, AddDefDelta = 94, AddMaxHpDelta = 564, Level = 6, Star = 4 },
{ AddAtkDelta = 102, AddDefDelta = 102, AddMaxHpDelta = 612, Level = 7, Star = 4 },
{ AddAtkDelta = 110, AddDefDelta = 110, AddMaxHpDelta = 660, Level = 8, Star = 4 },
{ AddAtkDelta = 118, AddDefDelta = 118, AddMaxHpDelta = 708, Level = 9, Star = 4 },
{ AddAtkDelta = 126, AddDefDelta = 126, AddMaxHpDelta = 756, Level = 10, Star = 4 },
{ AddAtkDelta = 135, AddDefDelta = 135, AddMaxHpDelta = 810, Level = 11, Star = 4 },
{ AddAtkDelta = 144, AddDefDelta = 144, AddMaxHpDelta = 864, Level = 12, Star = 4 },
{ AddAtkDelta = 153, AddDefDelta = 153, AddMaxHpDelta = 918, Level = 13, Star = 4 },
{ AddAtkDelta = 162, AddDefDelta = 162, AddMaxHpDelta = 972, Level = 14, Star = 4 },
{ AddAtkDelta = 171, AddDefDelta = 171, AddMaxHpDelta = 1026, Level = 15, Star = 4 },
{ AddAtkDelta = 180, AddDefDelta = 180, AddMaxHpDelta = 1080, Level = 16, Star = 4 },
MaxLevel = 16,
},
{
{ AddAtkDelta = 81, AddDefDelta = 81, AddMaxHpDelta = 486, Level = 1, Star = 5 },
{ AddAtkDelta = 93, AddDefDelta = 93, AddMaxHpDelta = 558, Level = 2, Star = 5 },
{ AddAtkDelta = 105, AddDefDelta = 105, AddMaxHpDelta = 630, Level = 3, Star = 5 },
{ AddAtkDelta = 117, AddDefDelta = 117, AddMaxHpDelta = 702, Level = 4, Star = 5 },
{ AddAtkDelta = 129, AddDefDelta = 129, AddMaxHpDelta = 774, Level = 5, Star = 5 },
{ AddAtkDelta = 141, AddDefDelta = 141, AddMaxHpDelta = 846, Level = 6, Star = 5 },
{ AddAtkDelta = 153, AddDefDelta = 153, AddMaxHpDelta = 918, Level = 7, Star = 5 },
{ AddAtkDelta = 166, AddDefDelta = 166, AddMaxHpDelta = 996, Level = 8, Star = 5 },
{ AddAtkDelta = 179, AddDefDelta = 179, AddMaxHpDelta = 1074, Level = 9, Star = 5 },
{ AddAtkDelta = 192, AddDefDelta = 192, AddMaxHpDelta = 1152, Level = 10, Star = 5 },
{ AddAtkDelta = 205, AddDefDelta = 205, AddMaxHpDelta = 1230, Level = 11, Star = 5 },
{ AddAtkDelta = 218, AddDefDelta = 218, AddMaxHpDelta = 1308, Level = 12, Star = 5 },
{ AddAtkDelta = 231, AddDefDelta = 231, AddMaxHpDelta = 1386, Level = 13, Star = 5 },
{ AddAtkDelta = 244, AddDefDelta = 244, AddMaxHpDelta = 1464, Level = 14, Star = 5 },
{ AddAtkDelta = 257, AddDefDelta = 257, AddMaxHpDelta = 1542, Level = 15, Star = 5 },
{ AddAtkDelta = 270, AddDefDelta = 270, AddMaxHpDelta = 1620, Level = 16, Star = 5 },
MaxLevel = 16,
},
{
{ AddAtkDelta = 108, AddDefDelta = 108, AddMaxHpDelta = 648, Level = 1, Star = 6 },
{ AddAtkDelta = 124, AddDefDelta = 124, AddMaxHpDelta = 744, Level = 2, Star = 6 },
{ AddAtkDelta = 140, AddDefDelta = 140, AddMaxHpDelta = 840, Level = 3, Star = 6 },
{ AddAtkDelta = 156, AddDefDelta = 156, AddMaxHpDelta = 936, Level = 4, Star = 6 },
{ AddAtkDelta = 173, AddDefDelta = 173, AddMaxHpDelta = 1038, Level = 5, Star = 6 },
{ AddAtkDelta = 190, AddDefDelta = 190, AddMaxHpDelta = 1140, Level = 6, Star = 6 },
{ AddAtkDelta = 207, AddDefDelta = 207, AddMaxHpDelta = 1242, Level = 7, Star = 6 },
{ AddAtkDelta = 224, AddDefDelta = 224, AddMaxHpDelta = 1344, Level = 8, Star = 6 },
{ AddAtkDelta = 241, AddDefDelta = 241, AddMaxHpDelta = 1446, Level = 9, Star = 6 },
{ AddAtkDelta = 258, AddDefDelta = 258, AddMaxHpDelta = 1548, Level = 10, Star = 6 },
{ AddAtkDelta = 275, AddDefDelta = 275, AddMaxHpDelta = 1650, Level = 11, Star = 6 },
{ AddAtkDelta = 292, AddDefDelta = 292, AddMaxHpDelta = 1752, Level = 12, Star = 6 },
{ AddAtkDelta = 309, AddDefDelta = 309, AddMaxHpDelta = 1854, Level = 13, Star = 6 },
{ AddAtkDelta = 326, AddDefDelta = 326, AddMaxHpDelta = 1956, Level = 14, Star = 6 },
{ AddAtkDelta = 343, AddDefDelta = 343, AddMaxHpDelta = 2058, Level = 15, Star = 6 },
{ AddAtkDelta = 360, AddDefDelta = 360, AddMaxHpDelta = 2160, Level = 16, Star = 6 },
MaxLevel = 16,
},
},
ConstInfo = {
["Θàìτ╜«Φí\168"] = {
[9000111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 0,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "芯片模型1_密林神威",
LevelFlv = 1,
ModelId = 40040,
Name = "Kamui Woods - Memory",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 1,
ResumeDesc = "Contains Kamui Woods' skill data. Pre-emptive Binding Lacquered Chain Prison!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9000112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "芯片模型1_密林神威",
LevelFlv = 2,
ModelId = 40041,
Name = "Kamui Woods - Memory",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 2,
ResumeDesc = "Contains Kamui Woods' skill data. Pre-emptive Binding Lacquered Chain Prison!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9000113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "芯片模型1_密林神威",
LevelFlv = 3,
ModelId = 40042,
Name = "Kamui Woods - Memory",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 3,
ResumeDesc = "Contains Kamui Woods' skill data. Pre-emptive Binding Lacquered Chain Prison!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 1,
},
[9000114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "芯片模型1_密林神威",
LevelFlv = 4,
ModelId = 40043,
Name = "Kamui Woods - Memory",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 4,
ResumeDesc = "Contains Kamui Woods' skill data. Pre-emptive Binding Lacquered Chain Prison!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 1,
},
[9000115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "芯片模型1_密林神威",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Kamui Woods - Memory",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 5,
ResumeDesc = "Contains Kamui Woods' skill data. Pre-emptive Binding Lacquered Chain Prison!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 1,
},
[9000116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "芯片模型1_密林神威",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Kamui Woods - Memory",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 6,
ResumeDesc = "Contains Kamui Woods' skill data. Pre-emptive Binding Lacquered Chain Prison!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 1,
},
[9000121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "芯片模型2_密林神威",
LevelFlv = 1,
ModelId = 40040,
Name = "Kamui Woods - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 1,
ResumeDesc = "With the hardness bonus of the Quirk Arbor, you can face the villain without fear!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9000122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "芯片模型2_密林神威",
LevelFlv = 2,
ModelId = 40041,
Name = "Kamui Woods - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 2,
ResumeDesc = "With the hardness bonus of the Quirk Arbor, you can face the villain without fear!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9000123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "芯片模型2_密林神威",
LevelFlv = 3,
ModelId = 40042,
Name = "Kamui Woods - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 3,
ResumeDesc = "With the hardness bonus of the Quirk Arbor, you can face the villain without fear!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 1,
},
[9000124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "芯片模型2_密林神威",
LevelFlv = 4,
ModelId = 40043,
Name = "Kamui Woods - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 4,
ResumeDesc = "With the hardness bonus of the Quirk Arbor, you can face the villain without fear!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 1,
},
[9000125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "芯片模型2_密林神威",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Kamui Woods - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 5,
ResumeDesc = "With the hardness bonus of the Quirk Arbor, you can face the villain without fear!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 1,
},
[9000126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "芯片模型2_密林神威",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Kamui Woods - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 6,
ResumeDesc = "With the hardness bonus of the Quirk Arbor, you can face the villain without fear!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 1,
},
[9000131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "芯片模型3_密林神威",
LevelFlv = 1,
ModelId = 40040,
Name = "Kamui Woods - Core",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 1,
ResumeDesc = "Incorporating the extension characteristics of Kamui Woods' costume, you'll be able to quickly rebound even when you're badly beaten up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9000132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "芯片模型3_密林神威",
LevelFlv = 2,
ModelId = 40041,
Name = "Kamui Woods - Core",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 2,
ResumeDesc = "Incorporating the extension characteristics of Kamui Woods' costume, you'll be able to quickly rebound even when you're badly beaten up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9000133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "芯片模型3_密林神威",
LevelFlv = 3,
ModelId = 40042,
Name = "Kamui Woods - Core",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 3,
ResumeDesc = "Incorporating the extension characteristics of Kamui Woods' costume, you'll be able to quickly rebound even when you're badly beaten up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 1,
},
[9000134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "芯片模型3_密林神威",
LevelFlv = 4,
ModelId = 40043,
Name = "Kamui Woods - Core",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 4,
ResumeDesc = "Incorporating the extension characteristics of Kamui Woods' costume, you'll be able to quickly rebound even when you're badly beaten up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 1,
},
[9000135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "芯片模型3_密林神威",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Kamui Woods - Core",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 5,
ResumeDesc = "Incorporating the extension characteristics of Kamui Woods' costume, you'll be able to quickly rebound even when you're badly beaten up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 1,
},
[9000136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "芯片模型3_密林神威",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Kamui Woods - Core",
OverLap = 1,
PicName = "芯片模型贴图_密林神威",
Quality = 6,
ResumeDesc = "Incorporating the extension characteristics of Kamui Woods' costume, you'll be able to quickly rebound even when you're badly beaten up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 1,
},
[9000211] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï1_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 1,
ModelId = 40040,
Name = "Thirteen - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 1,
ResumeDesc = "Contains Thirteen's rescue data. Study them thoroughly so you can save those in need!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9000212] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï1_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 2,
ModelId = 40041,
Name = "Thirteen - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 2,
ResumeDesc = "Contains Thirteen's rescue data. Study them thoroughly so you can save those in need!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9000213] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï1_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 3,
ModelId = 40042,
Name = "Thirteen - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 3,
ResumeDesc = "Contains Thirteen's rescue data. Study them thoroughly so you can save those in need!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 2,
},
[9000214] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï1_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 4,
ModelId = 40043,
Name = "Thirteen - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 4,
ResumeDesc = "Contains Thirteen's rescue data. Study them thoroughly so you can save those in need!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 2,
},
[9000215] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï1_13σÅ╖Φ\128üσ╕ê",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Thirteen - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 5,
ResumeDesc = "Contains Thirteen's rescue data. Study them thoroughly so you can save those in need!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 2,
},
[9000216] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï1_13σÅ╖Φ\128üσ╕ê",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Thirteen - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 6,
ResumeDesc = "Contains Thirteen's rescue data. Study them thoroughly so you can save those in need!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 2,
},
[9000221] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï2_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 1,
ModelId = 40040,
Name = "Thirteen - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 1,
ResumeDesc = "Adds a crushing power of decay to the Quirk Black Hole, and makes the villains scream!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9000222] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï2_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 2,
ModelId = 40041,
Name = "Thirteen - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 2,
ResumeDesc = "Adds a crushing power of decay to the Quirk Black Hole, and makes the villains scream!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9000223] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï2_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 3,
ModelId = 40042,
Name = "Thirteen - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 3,
ResumeDesc = "Adds a crushing power of decay to the Quirk Black Hole, and makes the villains scream!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 2,
},
[9000224] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï2_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 4,
ModelId = 40043,
Name = "Thirteen - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 4,
ResumeDesc = "Adds a crushing power of decay to the Quirk Black Hole, and makes the villains scream!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 2,
},
[9000225] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï2_13σÅ╖Φ\128üσ╕ê",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Thirteen - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 5,
ResumeDesc = "Adds a crushing power of decay to the Quirk Black Hole, and makes the villains scream!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 2,
},
[9000226] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï2_13σÅ╖Φ\128üσ╕ê",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Thirteen - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 6,
ResumeDesc = "Adds a crushing power of decay to the Quirk Black Hole, and makes the villains scream!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 2,
},
[9000231] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï3_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 1,
ModelId = 40040,
Name = "Thirteen - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 1,
ResumeDesc = "Incorporating the flexibility of Thirteen's costume, it doesn't hurt to be beaten anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9000232] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï3_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 2,
ModelId = 40041,
Name = "Thirteen - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 2,
ResumeDesc = "Incorporating the flexibility of Thirteen's costume, it doesn't hurt to be beaten anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9000233] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï3_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 3,
ModelId = 40042,
Name = "Thirteen - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 3,
ResumeDesc = "Incorporating the flexibility of Thirteen's costume, it doesn't hurt to be beaten anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 2,
},
[9000234] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï3_13σÅ╖Φ\128üσ╕ê",
LevelFlv = 4,
ModelId = 40043,
Name = "Thirteen - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 4,
ResumeDesc = "Incorporating the flexibility of Thirteen's costume, it doesn't hurt to be beaten anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 2,
},
[9000235] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï3_13σÅ╖Φ\128üσ╕ê",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Thirteen - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 5,
ResumeDesc = "Incorporating the flexibility of Thirteen's costume, it doesn't hurt to be beaten anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 2,
},
[9000236] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï3_13σÅ╖Φ\128üσ╕ê",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Thirteen - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_13σÅ╖Φ\128üσ╕ê",
Quality = 6,
ResumeDesc = "Incorporating the flexibility of Thirteen's costume, it doesn't hurt to be beaten anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 2,
},
[9000311] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï1_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 1,
ModelId = 40040,
Name = "Snipe - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 1,
ResumeDesc = "Contains Sniper's aiming data. The bad guys are always in the crosshair.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9000312] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï1_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 2,
ModelId = 40041,
Name = "Snipe - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 2,
ResumeDesc = "Contains Sniper's aiming data. The bad guys are always in the crosshair.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9000313] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï1_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 3,
ModelId = 40042,
Name = "Snipe - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 3,
ResumeDesc = "Contains Sniper's aiming data. The bad guys are always in the crosshair.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 3,
},
[9000314] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï1_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 4,
ModelId = 40043,
Name = "Snipe - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 4,
ResumeDesc = "Contains Sniper's aiming data. The bad guys are always in the crosshair.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 3,
},
[9000315] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï1_τÑ₧σ░äµëïΦï▒Θ¢\132",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Snipe - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 5,
ResumeDesc = "Contains Sniper's aiming data. The bad guys are always in the crosshair.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 3,
},
[9000316] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï1_τÑ₧σ░äµëïΦï▒Θ¢\132",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Snipe - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 6,
ResumeDesc = "Contains Sniper's aiming data. The bad guys are always in the crosshair.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 3,
},
[9000321] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï2_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 1,
ModelId = 40040,
Name = "Snipe - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 1,
ResumeDesc = "Increases the accuracy of the Quirk Automatic Tracking to attack right at the villain's weak points!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9000322] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï2_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 2,
ModelId = 40041,
Name = "Snipe - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 2,
ResumeDesc = "Increases the accuracy of the Quirk Automatic Tracking to attack right at the villain's weak points!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9000323] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï2_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 3,
ModelId = 40042,
Name = "Snipe - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 3,
ResumeDesc = "Increases the accuracy of the Quirk Automatic Tracking to attack right at the villain's weak points!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 3,
},
[9000324] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï2_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 4,
ModelId = 40043,
Name = "Snipe - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 4,
ResumeDesc = "Increases the accuracy of the Quirk Automatic Tracking to attack right at the villain's weak points!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 3,
},
[9000325] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï2_τÑ₧σ░äµëïΦï▒Θ¢\132",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Snipe - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 5,
ResumeDesc = "Increases the accuracy of the Quirk Automatic Tracking to attack right at the villain's weak points!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 3,
},
[9000326] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï2_τÑ₧σ░äµëïΦï▒Θ¢\132",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Snipe - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 6,
ResumeDesc = "Increases the accuracy of the Quirk Automatic Tracking to attack right at the villain's weak points!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 3,
},
[9000331] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï3_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 1,
ModelId = 40040,
Name = "Snipe - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 1,
ResumeDesc = "Incorporating the light and tough characteristics of Snipe's costume, you can fight back at any time!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9000332] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï3_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 2,
ModelId = 40041,
Name = "Snipe - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 2,
ResumeDesc = "Incorporating the light and tough characteristics of Snipe's costume, you can fight back at any time!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9000333] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï3_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 3,
ModelId = 40042,
Name = "Snipe - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 3,
ResumeDesc = "Incorporating the light and tough characteristics of Snipe's costume, you can fight back at any time!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 3,
},
[9000334] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï3_τÑ₧σ░äµëïΦï▒Θ¢\132",
LevelFlv = 4,
ModelId = 40043,
Name = "Snipe - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 4,
ResumeDesc = "Incorporating the light and tough characteristics of Snipe's costume, you can fight back at any time!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 3,
},
[9000335] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï3_τÑ₧σ░äµëïΦï▒Θ¢\132",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Snipe - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 5,
ResumeDesc = "Incorporating the light and tough characteristics of Snipe's costume, you can fight back at any time!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 3,
},
[9000336] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï3_τÑ₧σ░äµëïΦï▒Θ¢\132",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Snipe - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_τÑ₧σ░äµëïΦï▒Θ¢\132",
Quality = 6,
ResumeDesc = "Incorporating the light and tough characteristics of Snipe's costume, you can fight back at any time!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 3,
},
[9000411] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "芯片模型1_麦克老师",
LevelFlv = 1,
ModelId = 40040,
Name = "Present Mic - Memory",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 1,
ResumeDesc = "Contains Present Mic's voice data. The basically a best album of his radio talk show.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9000412] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "芯片模型1_麦克老师",
LevelFlv = 2,
ModelId = 40041,
Name = "Present Mic - Memory",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 2,
ResumeDesc = "Contains Present Mic's voice data. The basically a best album of his radio talk show.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9000413] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "芯片模型1_麦克老师",
LevelFlv = 3,
ModelId = 40042,
Name = "Present Mic - Memory",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 3,
ResumeDesc = "Contains Present Mic's voice data. The basically a best album of his radio talk show.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 4,
},
[9000414] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "芯片模型1_麦克老师",
LevelFlv = 4,
ModelId = 40043,
Name = "Present Mic - Memory",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 4,
ResumeDesc = "Contains Present Mic's voice data. The basically a best album of his radio talk show.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 4,
},
[9000415] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "芯片模型1_麦克老师",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Present Mic - Memory",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 5,
ResumeDesc = "Contains Present Mic's voice data. The basically a best album of his radio talk show.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 4,
},
[9000416] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "芯片模型1_麦克老师",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Present Mic - Memory",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 6,
ResumeDesc = "Contains Present Mic's voice data. The basically a best album of his radio talk show.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 4,
},
[9000421] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "芯片模型2_麦克老师",
LevelFlv = 1,
ModelId = 40040,
Name = "Present Mic - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 1,
ResumeDesc = "Adds amplified sound waves to the Quirk Super Voice, and shakes the villains until they loose their minds!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9000422] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "芯片模型2_麦克老师",
LevelFlv = 2,
ModelId = 40041,
Name = "Present Mic - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 2,
ResumeDesc = "Adds explosive sound waves to the Quirk Super Voice, and shakes the villains until they loose their minds!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9000423] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "芯片模型2_麦克老师",
LevelFlv = 3,
ModelId = 40042,
Name = "Present Mic - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 3,
ResumeDesc = "Adds explosive sound waves to the Quirk Super Voice, and shakes the villains until they loose their minds!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 4,
},
[9000424] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "芯片模型2_麦克老师",
LevelFlv = 4,
ModelId = 40043,
Name = "Present Mic - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 4,
ResumeDesc = "Adds explosive sound waves to the Quirk Super Voice, and shakes the villains until they loose their minds!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 4,
},
[9000425] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "芯片模型2_麦克老师",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Present Mic - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 5,
ResumeDesc = "Adds explosive sound waves to the Quirk Super Voice, and shakes the villains until they loose their minds!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 4,
},
[9000426] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "芯片模型2_麦克老师",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Present Mic - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 6,
ResumeDesc = "Adds explosive sound waves to the Quirk Super Voice, and shakes the villains until they loose their minds!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 4,
},
[9000431] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 1,
IconName = "芯片模型3_麦克老师",
LevelFlv = 1,
ModelId = 40040,
Name = "Present Mic - Core",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 1,
ResumeDesc = "Incorporating the sound amplification characteristics of Mic's costume, the villain won't be able to get close anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9000432] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 2,
IconName = "芯片模型3_麦克老师",
LevelFlv = 2,
ModelId = 40041,
Name = "Present Mic - Core",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 2,
ResumeDesc = "Incorporating the sound amplification characteristics of Mic's costume, the villain won't be able to get close anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9000433] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 3,
IconName = "芯片模型3_麦克老师",
LevelFlv = 3,
ModelId = 40042,
Name = "Present Mic - Core",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 3,
ResumeDesc = "Incorporating the sound amplification characteristics of Mic's costume, the villain won't be able to get close anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
SuitLevel = 1,
SuiteId = 4,
},
[9000434] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 4,
IconName = "芯片模型3_麦克老师",
LevelFlv = 4,
ModelId = 40043,
Name = "Present Mic - Core",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 4,
ResumeDesc = "Incorporating the sound amplification characteristics of Mic's costume, the villain won't be able to get close anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 2,
SuiteId = 4,
},
[9000435] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 5,
IconName = "芯片模型3_麦克老师",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Present Mic - Core",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 5,
ResumeDesc = "Incorporating the sound amplification characteristics of Mic's costume, the villain won't be able to get close anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 3,
SuiteId = 4,
},
[9000436] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[General Chip]",
HighRandomAttrNumId = 6,
IconName = "芯片模型3_麦克老师",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Present Mic - Core",
OverLap = 1,
PicName = "芯片模型贴图_麦克老师",
Quality = 6,
ResumeDesc = "Incorporating the sound amplification characteristics of Mic's costume, the villain won't be able to get close anymore!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 4,
SuiteId = 4,
},
[9011611] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_尾白猿夫",
LevelFlv = 1,
ModelId = 40040,
Name = "Tailman - Memory",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 1,
ResumeDesc = "Ojiro's battle data has been recorded so that it knows every move and style by heart!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9011612] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_尾白猿夫",
LevelFlv = 2,
ModelId = 40041,
Name = "Tailman - Memory",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 2,
ResumeDesc = "Ojiro's battle data has been recorded so that it knows every move and style by heart!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9011613] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_尾白猿夫",
LevelFlv = 3,
ModelId = 40042,
Name = "Tailman - Memory",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 3,
ResumeDesc = "Ojiro's battle data has been recorded so that it knows every move and style by heart!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9011614] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_尾白猿夫",
LevelFlv = 4,
ModelId = 40043,
Name = "Tailman - Memory",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 4,
ResumeDesc = "Ojiro's battle data has been recorded so that it knows every move and style by heart!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 22,
},
[9011615] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_尾白猿夫",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Tailman - Memory",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 5,
ResumeDesc = "Ojiro's battle data has been recorded so that it knows every move and style by heart!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 22,
},
[9011616] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_尾白猿夫",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Tailman - Memory",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 6,
ResumeDesc = "Ojiro's battle data has been recorded so that it knows every move and style by heart!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 22,
},
[9011621] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_尾白猿夫",
LevelFlv = 1,
ModelId = 40040,
Name = "Tailman - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 1,
ResumeDesc = "His tail is his third arm, he have full control over it in any situation!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9011622] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_尾白猿夫",
LevelFlv = 2,
ModelId = 40041,
Name = "Tailman - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 2,
ResumeDesc = "His tail is his third arm, he have full control over it in any situation!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9011623] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_尾白猿夫",
LevelFlv = 3,
ModelId = 40042,
Name = "Tailman - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 3,
ResumeDesc = "His tail is his third arm, he have full control over it in any situation!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9011624] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_尾白猿夫",
LevelFlv = 4,
ModelId = 40043,
Name = "Tailman - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 4,
ResumeDesc = "His tail is his third arm, he have full control over it in any situation!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 22,
},
[9011625] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_尾白猿夫",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Tailman - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 5,
ResumeDesc = "His tail is his third arm, he have full control over it in any situation!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 22,
},
[9011626] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_尾白猿夫",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Tailman - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 6,
ResumeDesc = "His tail is his third arm, he have full control over it in any situation!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 22,
},
[9011631] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_尾白猿夫",
LevelFlv = 1,
ModelId = 40040,
Name = "Tailman - Core",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 1,
ResumeDesc = "This Combat Outfit embodies the spirit of combat and greatly increases one's combat abilities!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9011632] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_尾白猿夫",
LevelFlv = 2,
ModelId = 40041,
Name = "Tailman - Core",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 2,
ResumeDesc = "This Combat Outfit embodies the spirit of combat and greatly increases one's combat abilities!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9011633] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_尾白猿夫",
LevelFlv = 3,
ModelId = 40042,
Name = "Tailman - Core",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 3,
ResumeDesc = "This Combat Outfit embodies the spirit of combat and greatly increases one's combat abilities!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9011634] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_尾白猿夫",
LevelFlv = 4,
ModelId = 40043,
Name = "Tailman - Core",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 4,
ResumeDesc = "This Combat Outfit embodies the spirit of combat and greatly increases one's combat abilities!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 22,
},
[9011635] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_尾白猿夫",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Tailman - Core",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 5,
ResumeDesc = "This Combat Outfit embodies the spirit of combat and greatly increases one's combat abilities!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 22,
},
[9011636] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Mashirao Ojiro - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Mashirao Ojiro - Exclusive]",
HeroType = 116,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_尾白猿夫",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Tailman - Core",
OverLap = 1,
PicName = "芯片模型贴图_尾白猿夫",
Quality = 6,
ResumeDesc = "This Combat Outfit embodies the spirit of combat and greatly increases one's combat abilities!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 22,
},
[9011911] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_死柄木弔",
LevelFlv = 1,
ModelId = 40040,
Name = "Shigaraki - Memory",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 1,
ResumeDesc = "Strengthen the hatred memory of Shigaraki to make his belief in destroying the society of heroes stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9011912] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_死柄木弔",
LevelFlv = 2,
ModelId = 40041,
Name = "Shigaraki - Memory",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 2,
ResumeDesc = "Strengthen the hatred memory of Shigaraki to make his belief in destroying the society of heroes stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9011913] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_死柄木弔",
LevelFlv = 3,
ModelId = 40042,
Name = "Shigaraki - Memory",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 3,
ResumeDesc = "Strengthen the hatred memory of Shigaraki to make his belief in destroying the society of heroes stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9011914] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_死柄木弔",
LevelFlv = 4,
ModelId = 40043,
Name = "Shigaraki - Memory",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 4,
ResumeDesc = "Strengthen the hatred memory of Shigaraki to make his belief in destroying the society of heroes stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 23,
},
[9011915] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_死柄木弔",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Shigaraki - Memory",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 5,
ResumeDesc = "Strengthen the hatred memory of Shigaraki to make his belief in destroying the society of heroes stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 23,
},
[9011916] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_死柄木弔",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Shigaraki - Memory",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 6,
ResumeDesc = "Strengthen the hatred memory of Shigaraki to make his belief in destroying the society of heroes stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 23,
},
[9011921] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_死柄木弔",
LevelFlv = 1,
ModelId = 40040,
Name = "Shigaraki - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 1,
ResumeDesc = "Shigaraki again begins to plan something carefully. This time we must let the heroes see how fragile the so-called justice is!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9011922] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_死柄木弔",
LevelFlv = 2,
ModelId = 40041,
Name = "Shigaraki - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 2,
ResumeDesc = "Shigaraki again begins to plan something carefully. This time we must let the heroes see how fragile the so-called justice is!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9011923] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_死柄木弔",
LevelFlv = 3,
ModelId = 40042,
Name = "Shigaraki - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 3,
ResumeDesc = "Shigaraki again begins to plan something carefully. This time we must let the heroes see how fragile the so-called justice is!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9011924] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_死柄木弔",
LevelFlv = 4,
ModelId = 40043,
Name = "Shigaraki - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 4,
ResumeDesc = "Shigaraki again begins to plan something carefully. This time we must let the heroes see how fragile the so-called justice is!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 23,
},
[9011925] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_死柄木弔",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Shigaraki - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 5,
ResumeDesc = "Shigaraki again begins to plan something carefully. This time we must let the heroes see how fragile the so-called justice is!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 23,
},
[9011926] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_死柄木弔",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Shigaraki - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 6,
ResumeDesc = "Shigaraki again begins to plan something carefully. This time we must let the heroes see how fragile the so-called justice is!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 23,
},
[9011931] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_死柄木弔",
LevelFlv = 1,
ModelId = 40040,
Name = "Shigaraki - Core",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 1,
ResumeDesc = "Shigaraki becomes more proficient in manipulating Nomu. The combination of Decay and Nomu's attack catch the opponents off guard!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9011932] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_死柄木弔",
LevelFlv = 2,
ModelId = 40041,
Name = "Shigaraki - Core",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 2,
ResumeDesc = "Shigaraki becomes more proficient in manipulating Nomu. The combination of Decay and Nomu's attack catch the opponents off guard!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9011933] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_死柄木弔",
LevelFlv = 3,
ModelId = 40042,
Name = "Shigaraki - Core",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 3,
ResumeDesc = "Shigaraki becomes more proficient in manipulating Nomu. The combination of Decay and Nomu's attack catch the opponents off guard!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9011934] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_死柄木弔",
LevelFlv = 4,
ModelId = 40043,
Name = "Shigaraki - Core",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 4,
ResumeDesc = "Shigaraki becomes more proficient in manipulating Nomu. The combination of Decay and Nomu's attack catch the opponents off guard!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 23,
},
[9011935] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_死柄木弔",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Shigaraki - Core",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 5,
ResumeDesc = "Shigaraki becomes more proficient in manipulating Nomu. The combination of Decay and Nomu's attack catch the opponents off guard!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 23,
},
[9011936] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tomura Shigaraki - Exclusive] A high-tech product that can be put on the costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Tomura Shigaraki - Exclusive]",
HeroType = 119,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_死柄木弔",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Shigaraki - Core",
OverLap = 1,
PicName = "芯片模型贴图_死柄木弔",
Quality = 6,
ResumeDesc = "Shigaraki becomes more proficient in manipulating Nomu. The combination of Decay and Nomu's attack catch the opponents off guard!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 23,
},
[9012411] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_绿谷出久",
LevelFlv = 1,
ModelId = 40040,
Name = "Deku - Memory",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 1,
ResumeDesc = "Contains Izuku Midoriya's hero data. He writes down everything he can to use it to his advantages!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9012412] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_绿谷出久",
LevelFlv = 2,
ModelId = 40041,
Name = "Deku - Memory",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 2,
ResumeDesc = "Contains Izuku Midoriya's hero data. He writes down everything he can to use it to his advantages!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9012413] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_绿谷出久",
LevelFlv = 3,
ModelId = 40042,
Name = "Deku - Memory",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 3,
ResumeDesc = "Contains Izuku Midoriya's hero data. He writes down everything he can to use it to his advantages!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9012414] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_绿谷出久",
LevelFlv = 4,
ModelId = 40043,
Name = "Deku - Memory",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 4,
ResumeDesc = "Contains Izuku Midoriya's hero data. He writes down everything he can to use it to his advantages!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 19,
},
[9012415] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_绿谷出久",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Deku - Memory",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 5,
ResumeDesc = "Contains Izuku Midoriya's hero data. He writes down everything he can to use it to his advantages!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 19,
},
[9012416] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_绿谷出久",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Deku - Memory",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 6,
ResumeDesc = "Contains Izuku Midoriya's hero data. He writes down everything he can to use it to his advantages!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 19,
},
[9012421] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_绿谷出久",
LevelFlv = 1,
ModelId = 40040,
Name = "Deku - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 1,
ResumeDesc = "Reduces the impact to the arms, so you can enjoy OFA finger exercises!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9012422] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_绿谷出久",
LevelFlv = 2,
ModelId = 40041,
Name = "Deku - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 2,
ResumeDesc = "Reduces the impact to the arms, so you can enjoy OFA finger exercises!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9012423] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_绿谷出久",
LevelFlv = 3,
ModelId = 40042,
Name = "Deku - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 3,
ResumeDesc = "Reduces the impact to the arms, so you can enjoy OFA finger exercises!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9012424] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_绿谷出久",
LevelFlv = 4,
ModelId = 40043,
Name = "Deku - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 4,
ResumeDesc = "Reduces the impact to the arms, so you can enjoy OFA finger exercises!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 19,
},
[9012425] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_绿谷出久",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Deku - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 5,
ResumeDesc = "Reduces the impact to the arms, so you can enjoy OFA finger exercises!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 19,
},
[9012426] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_绿谷出久",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Deku - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 6,
ResumeDesc = "Reduces the impact to the arms, so you can enjoy OFA finger exercises!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 19,
},
[9012431] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_绿谷出久",
LevelFlv = 1,
ModelId = 40040,
Name = "Deku - Core",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 1,
ResumeDesc = "Greatly increases the percentage of Full Cowling. Make the villain retreat with fiercer attacks!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9012432] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_绿谷出久",
LevelFlv = 2,
ModelId = 40041,
Name = "Deku - Core",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 2,
ResumeDesc = "Greatly increases the percentage of Full Cowling. Make the villain retreat with fiercer attacks!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9012433] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_绿谷出久",
LevelFlv = 3,
ModelId = 40042,
Name = "Deku - Core",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 3,
ResumeDesc = "Greatly increases the percentage of Full Cowling. Make the villain retreat with fiercer attacks!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9012434] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_绿谷出久",
LevelFlv = 4,
ModelId = 40043,
Name = "Deku - Core",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 4,
ResumeDesc = "Greatly increases the percentage of Full Cowling. Make the villain retreat with fiercer attacks!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 19,
},
[9012435] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_绿谷出久",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Deku - Core",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 5,
ResumeDesc = "Greatly increases the percentage of Full Cowling. Make the villain retreat with fiercer attacks!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 19,
},
[9012436] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Izuku Midoriya - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Izuku Midoriya - Exclusive]",
HeroType = 124,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_绿谷出久",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Deku - Core",
OverLap = 1,
PicName = "芯片模型贴图_绿谷出久",
Quality = 6,
ResumeDesc = "Greatly increases the percentage of Full Cowling. Make the villain retreat with fiercer attacks!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 19,
},
[9020111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_爆豪胜己",
LevelFlv = 1,
ModelId = 40040,
Name = "Bakugo - Memory",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 1,
ResumeDesc = "Contains Katsuki Bakugo's sweat data. The more he can sweat, the stronger his explosion will be!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9020112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_爆豪胜己",
LevelFlv = 2,
ModelId = 40041,
Name = "Bakugo - Memory",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 2,
ResumeDesc = "Contains Katsuki Bakugo's sweat data. The more he can sweat, the stronger his explosion will be!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9020113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_爆豪胜己",
LevelFlv = 3,
ModelId = 40042,
Name = "Bakugo - Memory",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 3,
ResumeDesc = "Contains Katsuki Bakugo's sweat data. The more he can sweat, the stronger his explosion will be!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9020114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_爆豪胜己",
LevelFlv = 4,
ModelId = 40043,
Name = "Bakugo - Memory",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 4,
ResumeDesc = "Contains Katsuki Bakugo's sweat data. The more he can sweat, the stronger his explosion will be!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 6,
},
[9020115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_爆豪胜己",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Bakugo - Memory",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 5,
ResumeDesc = "Contains Katsuki Bakugo's sweat data. The more he can sweat, the stronger his explosion will be!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 6,
},
[9020116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_爆豪胜己",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Bakugo - Memory",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 6,
ResumeDesc = "Contains Katsuki Bakugo's sweat data. The more he can sweat, the stronger his explosion will be!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 6,
},
[9020121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_爆豪胜己",
LevelFlv = 1,
ModelId = 40040,
Name = "Bakugo - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 1,
ResumeDesc = "Changes the molecular structure of the gloves, and can release more hand sweat to enhance explosions!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9020122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_爆豪胜己",
LevelFlv = 2,
ModelId = 40041,
Name = "Bakugo - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 2,
ResumeDesc = "Changes the molecular structure of the gloves, and can release more hand sweat to enhance explosions!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9020123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_爆豪胜己",
LevelFlv = 3,
ModelId = 40042,
Name = "Bakugo - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 3,
ResumeDesc = "Changes the molecular structure of the gloves, and can release more hand sweat to enhance explosions!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9020124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_爆豪胜己",
LevelFlv = 4,
ModelId = 40043,
Name = "Bakugo - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 4,
ResumeDesc = "Changes the molecular structure of the gloves, and can release more hand sweat to enhance explosions!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 6,
},
[9020125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_爆豪胜己",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Bakugo - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 5,
ResumeDesc = "Changes the molecular structure of the gloves, and can release more hand sweat to enhance explosions!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 6,
},
[9020126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_爆豪胜己",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Bakugo - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 6,
ResumeDesc = "Changes the molecular structure of the gloves, and can release more hand sweat to enhance explosions!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 6,
},
[9020131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_爆豪胜己",
LevelFlv = 1,
ModelId = 40040,
Name = "Bakugo - Core",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 1,
ResumeDesc = "Expands the Sweat Storage's capacity, greatly improving the power of each blow!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9020132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_爆豪胜己",
LevelFlv = 2,
ModelId = 40041,
Name = "Bakugo - Core",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 2,
ResumeDesc = "Expands the Sweat Storage's capacity, greatly improving the power of each blow!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9020133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_爆豪胜己",
LevelFlv = 3,
ModelId = 40042,
Name = "Bakugo - Core",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 3,
ResumeDesc = "Expands the Sweat Storage's capacity, greatly improving the power of each blow!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9020134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_爆豪胜己",
LevelFlv = 4,
ModelId = 40043,
Name = "Bakugo - Core",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 4,
ResumeDesc = "Expands the Sweat Storage's capacity, greatly improving the power of each blow!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 6,
},
[9020135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_爆豪胜己",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Bakugo - Core",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 5,
ResumeDesc = "Expands the Sweat Storage's capacity, greatly improving the power of each blow!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 6,
},
[9020136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Katsuki Bakugo - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Katsuki Bakugo - Exclusive]",
HeroType = 102,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_爆豪胜己",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Bakugo - Core",
OverLap = 1,
PicName = "芯片模型贴图_爆豪胜己",
Quality = 6,
ResumeDesc = "Expands the Sweat Storage's capacity, greatly improving the power of each blow!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 6,
},
[9040111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_欧尔麦特",
LevelFlv = 1,
ModelId = 40040,
Name = "All Might - Memory",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 1,
ResumeDesc = "Contains All Might's body data. His costume adapts to the body's muscle with shaping memories!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9040112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_欧尔麦特",
LevelFlv = 2,
ModelId = 40041,
Name = "All Might - Memory",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 2,
ResumeDesc = "Contains All Might's body data. His costume adapts to the body's muscle with shaping memories!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9040113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_欧尔麦特",
LevelFlv = 3,
ModelId = 40042,
Name = "All Might - Memory",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 3,
ResumeDesc = "Contains All Might's body data. His costume adapts to the body's muscle with shaping memories!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9040114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_欧尔麦特",
LevelFlv = 4,
ModelId = 40043,
Name = "All Might - Memory",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 4,
ResumeDesc = "Contains All Might's body data. His costume adapts to the body's muscle with shaping memories!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 7,
},
[9040115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_欧尔麦特",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "All Might - Memory",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 5,
ResumeDesc = "Contains All Might's body data. His costume adapts to the body's muscle with shaping memories!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 7,
},
[9040116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_欧尔麦特",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "All Might - Memory",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 6,
ResumeDesc = "Contains All Might's body data. His costume adapts to the body's muscle with shaping memories!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 7,
},
[9040121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_欧尔麦特",
LevelFlv = 1,
ModelId = 40040,
Name = "All Might - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 1,
ResumeDesc = "The gloves have added shock absorption characteristics. The things that come under the most pressure in the world must be All Might's gloves, right?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9040122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_欧尔麦特",
LevelFlv = 2,
ModelId = 40041,
Name = "All Might - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 2,
ResumeDesc = "The gloves have added shock absorption characteristics. The things that come under the most pressure in the world must be All Might's gloves, right?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9040123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_欧尔麦特",
LevelFlv = 3,
ModelId = 40042,
Name = "All Might - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 3,
ResumeDesc = "The gloves have added shock absorption characteristics. The things that come under the most pressure in the world must be All Might's gloves, right?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9040124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_欧尔麦特",
LevelFlv = 4,
ModelId = 40043,
Name = "All Might - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 4,
ResumeDesc = "The gloves have added shock absorption characteristics. The things that come under the most pressure in the world must be All Might's gloves, right?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 7,
},
[9040125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_欧尔麦特",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "All Might - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 5,
ResumeDesc = "The gloves have added shock absorption characteristics. The things that come under the most pressure in the world must be All Might's gloves, right?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 7,
},
[9040126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_欧尔麦特",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "All Might - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 6,
ResumeDesc = "The gloves have added shock absorption characteristics. The things that come under the most pressure in the world must be All Might's gloves, right?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 7,
},
[9040131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_欧尔麦特",
LevelFlv = 1,
ModelId = 40040,
Name = "All Might - Core",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 1,
ResumeDesc = "Greatly increases the costume's toughness, allowing it to withstand 100% of each shot's strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9040132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_欧尔麦特",
LevelFlv = 2,
ModelId = 40041,
Name = "All Might - Core",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 2,
ResumeDesc = "Greatly increases the costume's toughness, allowing it to withstand 101% of each shot's strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9040133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_欧尔麦特",
LevelFlv = 3,
ModelId = 40042,
Name = "All Might - Core",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 3,
ResumeDesc = "Greatly increases the costume's toughness, allowing it to withstand 102% of each shot's strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9040134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_欧尔麦特",
LevelFlv = 4,
ModelId = 40043,
Name = "All Might - Core",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 4,
ResumeDesc = "Greatly increases the costume's toughness, allowing it to withstand 103% of each shot's strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 7,
},
[9040135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_欧尔麦特",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "All Might - Core",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 5,
ResumeDesc = "Greatly increases the costume's toughness, allowing it to withstand 104% of each shot's strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 7,
},
[9040136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[All Might - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[All Might - Exclusive]",
HeroType = 104,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_欧尔麦特",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "All Might - Core",
OverLap = 1,
PicName = "芯片模型贴图_欧尔麦特",
Quality = 6,
ResumeDesc = "Greatly increases the costume's toughness, allowing it to withstand 105% of each shot's strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 7,
},
[9060111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_饭田天哉",
LevelFlv = 1,
ModelId = 40040,
Name = "Tenya - Memory",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 1,
ResumeDesc = "Contains Tenya Iida's speed data. It's only getting faster over the year!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9060112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_饭田天哉",
LevelFlv = 2,
ModelId = 40041,
Name = "Tenya - Memory",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 2,
ResumeDesc = "Contains Tenya Iida's speed data. It's only getting faster over the year!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9060113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_饭田天哉",
LevelFlv = 3,
ModelId = 40042,
Name = "Tenya - Memory",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 3,
ResumeDesc = "Contains Tenya Iida's speed data. It's only getting faster over the year!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9060114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_饭田天哉",
LevelFlv = 4,
ModelId = 40043,
Name = "Tenya - Memory",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 4,
ResumeDesc = "Contains Tenya Iida's speed data. It's only getting faster over the year!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 18,
},
[9060115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_饭田天哉",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Tenya - Memory",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 5,
ResumeDesc = "Contains Tenya Iida's speed data. It's only getting faster over the year!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 18,
},
[9060116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_饭田天哉",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Tenya - Memory",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 6,
ResumeDesc = "Contains Tenya Iida's speed data. It's only getting faster over the year!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 18,
},
[9060121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_饭田天哉",
LevelFlv = 1,
ModelId = 40040,
Name = "Tenya - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 1,
ResumeDesc = "Improved the feet engine cooler, so you can defeat the enemy in an instant!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9060122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_饭田天哉",
LevelFlv = 2,
ModelId = 40041,
Name = "Tenya - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 2,
ResumeDesc = "Improved the feet engine cooler, so you can defeat the enemy in an instant!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9060123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_饭田天哉",
LevelFlv = 3,
ModelId = 40042,
Name = "Tenya - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 3,
ResumeDesc = "Improved the feet engine cooler, so you can defeat the enemy in an instant!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9060124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_饭田天哉",
LevelFlv = 4,
ModelId = 40043,
Name = "Tenya - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 4,
ResumeDesc = "Improved the feet engine cooler, so you can defeat the enemy in an instant!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 18,
},
[9060125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_饭田天哉",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Tenya - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 5,
ResumeDesc = "Improved the feet engine cooler, so you can defeat the enemy in an instant!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 18,
},
[9060126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_饭田天哉",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Tenya - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 6,
ResumeDesc = "Improved the feet engine cooler, so you can defeat the enemy in an instant!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 18,
},
[9060131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_饭田天哉",
LevelFlv = 1,
ModelId = 40040,
Name = "Tenya - Core",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 1,
ResumeDesc = "Makes the streamlined design of the armored costume more obvious, which makes it handy when you want to proceed or retreat!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9060132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_饭田天哉",
LevelFlv = 2,
ModelId = 40041,
Name = "Tenya - Core",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 2,
ResumeDesc = "Makes the streamlined design of the armored costume more obvious, which makes it handy when you want to proceed or retreat!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9060133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_饭田天哉",
LevelFlv = 3,
ModelId = 40042,
Name = "Tenya - Core",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 3,
ResumeDesc = "Makes the streamlined design of the armored costume more obvious, which makes it handy when you want to proceed or retreat!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9060134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_饭田天哉",
LevelFlv = 4,
ModelId = 40043,
Name = "Tenya - Core",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 4,
ResumeDesc = "Makes the streamlined design of the armored costume more obvious, which makes it handy when you want to proceed or retreat!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 18,
},
[9060135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_饭田天哉",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Tenya - Core",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 5,
ResumeDesc = "Makes the streamlined design of the armored costume more obvious, which makes it handy when you want to proceed or retreat!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 18,
},
[9060136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tenya Iida - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Tenya Iida - Exclusive]",
HeroType = 106,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_饭田天哉",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Tenya - Core",
OverLap = 1,
PicName = "芯片模型贴图_饭田天哉",
Quality = 6,
ResumeDesc = "Makes the streamlined design of the armored costume more obvious, which makes it handy when you want to proceed or retreat!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 18,
},
[9070111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï1_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 1,
ModelId = 40040,
Name = "Uravity - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 1,
ResumeDesc = "Contains Ochaco's weight data. N-No, it's not her weight! The gravitational pull kind of weight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9070112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï1_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 2,
ModelId = 40041,
Name = "Uravity - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 2,
ResumeDesc = "Contains Ochaco's weight data. N-No, it's not her weight! The gravitational pull kind of weight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9070113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï1_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 3,
ModelId = 40042,
Name = "Uravity - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 3,
ResumeDesc = "Contains Ochaco's weight data. N-No, it's not her weight! The gravitational pull kind of weight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9070114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï1_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 4,
ModelId = 40043,
Name = "Uravity - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 4,
ResumeDesc = "Contains Ochaco's weight data. N-No, it's not her weight! The gravitational pull kind of weight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 8,
},
[9070115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï1_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Uravity - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 5,
ResumeDesc = "Contains Ochaco's weight data. N-No, it's not her weight! The gravitational pull kind of weight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 8,
},
[9070116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï1_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Uravity - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 6,
ResumeDesc = "Contains Ochaco's weight data. N-No, it's not her weight! The gravitational pull kind of weight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 8,
},
[9070121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï2_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 1,
ModelId = 40040,
Name = "Uravity - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 1,
ResumeDesc = "Increases the mobility of Floating. Want to make Ochaco come down? Why don't you come up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9070122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï2_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 2,
ModelId = 40041,
Name = "Uravity - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 2,
ResumeDesc = "Increases the mobility of Floating. Want to make Ochaco come down? Why don't you come up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9070123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï2_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 3,
ModelId = 40042,
Name = "Uravity - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 3,
ResumeDesc = "Increases the mobility of Floating. Want to make Ochaco come down? Why don't you come up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9070124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï2_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 4,
ModelId = 40043,
Name = "Uravity - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 4,
ResumeDesc = "Increases the mobility of Floating. Want to make Ochaco come down? Why don't you come up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 8,
},
[9070125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï2_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Uravity - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 5,
ResumeDesc = "Increases the mobility of Floating. Want to make Ochaco come down? Why don't you come up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 8,
},
[9070126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï2_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Uravity - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 6,
ResumeDesc = "Increases the mobility of Floating. Want to make Ochaco come down? Why don't you come up!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 8,
},
[9070131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï3_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 1,
ModelId = 40040,
Name = "Uravity - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 1,
ResumeDesc = "Strengthens the focus of the costume, improving its shockproof qualities. Even if you manically spin in circles, you won't vomit rainbows!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9070132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï3_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 2,
ModelId = 40041,
Name = "Uravity - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 2,
ResumeDesc = "Strengthens the focus of the costume, improving its shockproof qualities. Even if you manically spin in circles, you won't vomit rainbows!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9070133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï3_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 3,
ModelId = 40042,
Name = "Uravity - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 3,
ResumeDesc = "Strengthens the focus of the costume, improving its shockproof qualities. Even if you manically spin in circles, you won't vomit rainbows!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9070134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï3_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
LevelFlv = 4,
ModelId = 40043,
Name = "Uravity - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 4,
ResumeDesc = "Strengthens the focus of the costume, improving its shockproof qualities. Even if you manically spin in circles, you won't vomit rainbows!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 8,
},
[9070135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï3_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Uravity - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 5,
ResumeDesc = "Strengthens the focus of the costume, improving its shockproof qualities. Even if you manically spin in circles, you won't vomit rainbows!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 8,
},
[9070136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Ochaco Uraraka - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Ochaco Uraraka - Exclusive]",
HeroType = 107,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï3_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Uravity - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Σ╕╜µùÑσ╛íΦî╢σ¡\144",
Quality = 6,
ResumeDesc = "Strengthens the focus of the costume, improving its shockproof qualities. Even if you manically spin in circles, you won't vomit rainbows!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 8,
},
[9080111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï1_Φ╜░τäªσå\187",
LevelFlv = 1,
ModelId = 40040,
Name = "Shoto - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 1,
ResumeDesc = "Contains Shoto Todoroki's temperature data. Knowing your limits is half the battle, going overboard will not help you in a fight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9080112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï1_Φ╜░τäªσå\187",
LevelFlv = 2,
ModelId = 40041,
Name = "Shoto - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 2,
ResumeDesc = "Contains Shoto Todoroki's temperature data. Knowing your limits is half the battle, going overboard will not help you in a fight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9080113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï1_Φ╜░τäªσå\187",
LevelFlv = 3,
ModelId = 40042,
Name = "Shoto - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 3,
ResumeDesc = "Contains Shoto Todoroki's temperature data. Knowing your limits is half the battle, going overboard will not help you in a fight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9080114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï1_Φ╜░τäªσå\187",
LevelFlv = 4,
ModelId = 40043,
Name = "Shoto - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 4,
ResumeDesc = "Contains Shoto Todoroki's temperature data. Knowing your limits is half the battle, going overboard will not help you in a fight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 9,
},
[9080115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï1_Φ╜░τäªσå\187",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Shoto - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 5,
ResumeDesc = "Contains Shoto Todoroki's temperature data. Knowing your limits is half the battle, going overboard will not help you in a fight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 9,
},
[9080116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï1_Φ╜░τäªσå\187",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Shoto - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 6,
ResumeDesc = "Contains Shoto Todoroki's temperature data. Knowing your limits is half the battle, going overboard will not help you in a fight!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 9,
},
[9080121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï2_Φ╜░τäªσå\187",
LevelFlv = 1,
ModelId = 40040,
Name = "Shoto - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 1,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to go all out to attack!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9080122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï2_Φ╜░τäªσå\187",
LevelFlv = 2,
ModelId = 40041,
Name = "Shoto - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 2,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to go all out to attack!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9080123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï2_Φ╜░τäªσå\187",
LevelFlv = 3,
ModelId = 40042,
Name = "Shoto - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 3,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to go all out to attack!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9080124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï2_Φ╜░τäªσå\187",
LevelFlv = 4,
ModelId = 40043,
Name = "Shoto - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 4,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to go all out to attack!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 9,
},
[9080125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï2_Φ╜░τäªσå\187",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Shoto - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 5,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to go all out to attack!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 9,
},
[9080126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï2_Φ╜░τäªσå\187",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Shoto - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 6,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to go all out to attack!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 9,
},
[9080131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï3_Φ╜░τäªσå\187",
LevelFlv = 1,
ModelId = 40040,
Name = "Shoto - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 1,
ResumeDesc = "Condenses water molecules on the right side to increase the freezing speed and the greatest strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9080132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï3_Φ╜░τäªσå\187",
LevelFlv = 2,
ModelId = 40041,
Name = "Shoto - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 2,
ResumeDesc = "Condenses water molecules on the right side to increase the freezing speed and the greatest strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9080133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï3_Φ╜░τäªσå\187",
LevelFlv = 3,
ModelId = 40042,
Name = "Shoto - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 3,
ResumeDesc = "Condenses water molecules on the right side to increase the freezing speed and the greatest strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9080134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï3_Φ╜░τäªσå\187",
LevelFlv = 4,
ModelId = 40043,
Name = "Shoto - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 4,
ResumeDesc = "Condenses water molecules on the right side to increase the freezing speed and the greatest strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 9,
},
[9080135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï3_Φ╜░τäªσå\187",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Shoto - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 5,
ResumeDesc = "Condenses water molecules on the right side to increase the freezing speed and the greatest strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 9,
},
[9080136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shoto Todoroki - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Shoto Todoroki - Exclusive]",
HeroType = 108,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï3_Φ╜░τäªσå\187",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Shoto - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_Φ╜░τäªσå\187",
Quality = 6,
ResumeDesc = "Condenses water molecules on the right side to increase the freezing speed and the greatest strength!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 9,
},
[9090111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_八百万百",
LevelFlv = 1,
ModelId = 40040,
Name = "Creati - Memory",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 1,
ResumeDesc = "Contains Momo Yaoyorozu's knowledge data. You can find out the molecular structure of any object in this!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9090112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_八百万百",
LevelFlv = 2,
ModelId = 40041,
Name = "Creati - Memory",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 2,
ResumeDesc = "Contains Momo Yaoyorozu's knowledge data. You can find out the molecular structure of any object in this!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9090113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_八百万百",
LevelFlv = 3,
ModelId = 40042,
Name = "Creati - Memory",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 3,
ResumeDesc = "Contains Momo Yaoyorozu's knowledge data. You can find out the molecular structure of any object in this!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9090114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_八百万百",
LevelFlv = 4,
ModelId = 40043,
Name = "Creati - Memory",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 4,
ResumeDesc = "Contains Momo Yaoyorozu's knowledge data. You can find out the molecular structure of any object in this!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 10,
},
[9090115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_八百万百",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Creati - Memory",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 5,
ResumeDesc = "Contains Momo Yaoyorozu's knowledge data. You can find out the molecular structure of any object in this!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 10,
},
[9090116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_八百万百",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Creati - Memory",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 6,
ResumeDesc = "Contains Momo Yaoyorozu's knowledge data. You can find out the molecular structure of any object in this!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 10,
},
[9090121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_八百万百",
LevelFlv = 1,
ModelId = 40040,
Name = "Creati - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 1,
ResumeDesc = "Increases the density of stored fat in the body, and makes created weapons stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9090122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_八百万百",
LevelFlv = 2,
ModelId = 40041,
Name = "Creati - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 2,
ResumeDesc = "Increases the density of stored fat in the body, and makes created weapons stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9090123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_八百万百",
LevelFlv = 3,
ModelId = 40042,
Name = "Creati - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 3,
ResumeDesc = "Increases the density of stored fat in the body, and makes created weapons stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9090124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_八百万百",
LevelFlv = 4,
ModelId = 40043,
Name = "Creati - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 4,
ResumeDesc = "Increases the density of stored fat in the body, and makes created weapons stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 10,
},
[9090125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_八百万百",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Creati - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 5,
ResumeDesc = "Increases the density of stored fat in the body, and makes created weapons stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 10,
},
[9090126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_八百万百",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Creati - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 6,
ResumeDesc = "Increases the density of stored fat in the body, and makes created weapons stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 10,
},
[9090131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_八百万百",
LevelFlv = 1,
ModelId = 40040,
Name = "Creati - Core",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 1,
ResumeDesc = "Promotes the high-speed conversion of fat into material molecules. It's only a matter of time for huge objects to be created with it!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9090132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_八百万百",
LevelFlv = 2,
ModelId = 40041,
Name = "Creati - Core",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 2,
ResumeDesc = "Promotes the high-speed conversion of fat into material molecules. It's only a matter of time for huge objects to be created with it!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9090133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_八百万百",
LevelFlv = 3,
ModelId = 40042,
Name = "Creati - Core",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 3,
ResumeDesc = "Promotes the high-speed conversion of fat into material molecules. It's only a matter of time for huge objects to be created with it!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9090134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_八百万百",
LevelFlv = 4,
ModelId = 40043,
Name = "Creati - Core",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 4,
ResumeDesc = "Promotes the high-speed conversion of fat into material molecules. It's only a matter of time for huge objects to be created with it!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 10,
},
[9090135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_八百万百",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Creati - Core",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 5,
ResumeDesc = "Promotes the high-speed conversion of fat into material molecules. It's only a matter of time for huge objects to be created with it!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 10,
},
[9090136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Momo Yaoyorozu - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Momo Yaoyorozu - Exclusive]",
HeroType = 109,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_八百万百",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Creati - Core",
OverLap = 1,
PicName = "芯片模型贴图_八百万百",
Quality = 6,
ResumeDesc = "Promotes the high-speed conversion of fat into material molecules. It's only a matter of time for huge objects to be created with it!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 10,
},
[9100111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_上鸣电气",
LevelFlv = 1,
ModelId = 40040,
Name = "Chargebolt - Memory",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 1,
ResumeDesc = "Contains Denki Kaminari's voltage data. Don't use it up all at once and jam your brain!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9100112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_上鸣电气",
LevelFlv = 2,
ModelId = 40041,
Name = "Chargebolt - Memory",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 2,
ResumeDesc = "Contains Denki Kaminari's voltage data. Don't use it up all at once and jam your brain!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9100113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_上鸣电气",
LevelFlv = 3,
ModelId = 40042,
Name = "Chargebolt - Memory",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 3,
ResumeDesc = "Contains Denki Kaminari's voltage data. Don't use it up all at once and jam your brain!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9100114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_上鸣电气",
LevelFlv = 4,
ModelId = 40043,
Name = "Chargebolt - Memory",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 4,
ResumeDesc = "Contains Denki Kaminari's voltage data. Don't use it up all at once and jam your brain!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 11,
},
[9100115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_上鸣电气",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Chargebolt - Memory",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 5,
ResumeDesc = "Contains Denki Kaminari's voltage data. Don't use it up all at once and jam your brain!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 11,
},
[9100116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_上鸣电气",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Chargebolt - Memory",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 6,
ResumeDesc = "Contains Denki Kaminari's voltage data. Don't use it up all at once and jam your brain!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 11,
},
[9100121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_上鸣电气",
LevelFlv = 1,
ModelId = 40040,
Name = "Chargebolt - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 1,
ResumeDesc = "Increases the voltage of the Quirk Electrification, and makes the hit villain's feet numb and difficult to move!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9100122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_上鸣电气",
LevelFlv = 2,
ModelId = 40041,
Name = "Chargebolt - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 2,
ResumeDesc = "Increases the voltage of the Quirk Electrification, and makes the hit villain's feet numb and difficult to move!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9100123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_上鸣电气",
LevelFlv = 3,
ModelId = 40042,
Name = "Chargebolt - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 3,
ResumeDesc = "Increases the voltage of the Quirk Electrification, and makes the hit villain's feet numb and difficult to move!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9100124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_上鸣电气",
LevelFlv = 4,
ModelId = 40043,
Name = "Chargebolt - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 4,
ResumeDesc = "Increases the voltage of the Quirk Electrification, and makes the hit villain's feet numb and difficult to move!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 11,
},
[9100125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_上鸣电气",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Chargebolt - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 5,
ResumeDesc = "Increases the voltage of the Quirk Electrification, and makes the hit villain's feet numb and difficult to move!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 11,
},
[9100126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_上鸣电气",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Chargebolt - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 6,
ResumeDesc = "Increases the voltage of the Quirk Electrification, and makes the hit villain's feet numb and difficult to move!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 11,
},
[9100131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_上鸣电气",
LevelFlv = 1,
ModelId = 40040,
Name = "Chargebolt - Core",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 1,
ResumeDesc = "Improves the costume's electrical conductivity. Who dares get close to you when you have powerful electricity coursing through your body?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9100132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_上鸣电气",
LevelFlv = 2,
ModelId = 40041,
Name = "Chargebolt - Core",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 2,
ResumeDesc = "Improves the costume's electrical conductivity. Who dares get close to you when you have powerful electricity coursing through your body?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9100133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_上鸣电气",
LevelFlv = 3,
ModelId = 40042,
Name = "Chargebolt - Core",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 3,
ResumeDesc = "Improves the costume's electrical conductivity. Who dares get close to you when you have powerful electricity coursing through your body?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9100134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_上鸣电气",
LevelFlv = 4,
ModelId = 40043,
Name = "Chargebolt - Core",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 4,
ResumeDesc = "Improves the costume's electrical conductivity. Who dares get close to you when you have powerful electricity coursing through your body?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 11,
},
[9100135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_上鸣电气",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Chargebolt - Core",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 5,
ResumeDesc = "Improves the costume's electrical conductivity. Who dares get close to you when you have powerful electricity coursing through your body?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 11,
},
[9100136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Denki Kaminari - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Denki Kaminari - Exclusive]",
HeroType = 110,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_上鸣电气",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Chargebolt - Core",
OverLap = 1,
PicName = "芯片模型贴图_上鸣电气",
Quality = 6,
ResumeDesc = "Improves the costume's electrical conductivity. Who dares get close to you when you have powerful electricity coursing through your body?",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 11,
},
[9110311] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï1_µû»σ¥ªσ¢\160",
LevelFlv = 1,
ModelId = 40040,
Name = "Stain - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 1,
ResumeDesc = "Contains Stain's blood data. Its more of a list of blood type he has tasted over the years...",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9110312] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï1_µû»σ¥ªσ¢\160",
LevelFlv = 2,
ModelId = 40041,
Name = "Stain - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 2,
ResumeDesc = "Contains Stain's blood data. Its more of a list of blood type he has tasted over the years...",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9110313] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï1_µû»σ¥ªσ¢\160",
LevelFlv = 3,
ModelId = 40042,
Name = "Stain - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 3,
ResumeDesc = "Contains Stain's blood data. Its more of a list of blood type he has tasted over the years...",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9110314] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï1_µû»σ¥ªσ¢\160",
LevelFlv = 4,
ModelId = 40043,
Name = "Stain - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 4,
ResumeDesc = "Contains Stain's blood data. Its more of a list of blood type he has tasted over the years...",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 12,
},
[9110315] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï1_µû»σ¥ªσ¢\160",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Stain - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 5,
ResumeDesc = "Contains Stain's blood data. Its more of a list of blood type he has tasted over the years...",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 12,
},
[9110316] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï1_µû»σ¥ªσ¢\160",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Stain - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 6,
ResumeDesc = "Contains Stain's blood data. Its more of a list of blood type he has tasted over the years...",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 12,
},
[9110321] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï2_µû»σ¥ªσ¢\160",
LevelFlv = 1,
ModelId = 40040,
Name = "Stain - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 1,
ResumeDesc = "Stain uses his Quirk to get a proper taste of different blood types, allowing him to find out the opponent's weaknesses even more effectively!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9110322] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï2_µû»σ¥ªσ¢\160",
LevelFlv = 2,
ModelId = 40041,
Name = "Stain - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 2,
ResumeDesc = "Stain uses his Quirk to get a proper taste of different blood types, allowing him to find out the opponent's weaknesses even more effectively!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9110323] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï2_µû»σ¥ªσ¢\160",
LevelFlv = 3,
ModelId = 40042,
Name = "Stain - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 3,
ResumeDesc = "Stain uses his Quirk to get a proper taste of different blood types, allowing him to find out the opponent's weaknesses even more effectively!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9110324] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï2_µû»σ¥ªσ¢\160",
LevelFlv = 4,
ModelId = 40043,
Name = "Stain - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 4,
ResumeDesc = "Stain uses his Quirk to get a proper taste of different blood types, allowing him to find out the opponent's weaknesses even more effectively!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 12,
},
[9110325] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï2_µû»σ¥ªσ¢\160",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Stain - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 5,
ResumeDesc = "Stain uses his Quirk to get a proper taste of different blood types, allowing him to find out the opponent's weaknesses even more effectively!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 12,
},
[9110326] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï2_µû»σ¥ªσ¢\160",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Stain - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 6,
ResumeDesc = "Stain uses his Quirk to get a proper taste of different blood types, allowing him to find out the opponent's weaknesses even more effectively!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 12,
},
[9110331] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï3_µû»σ¥ªσ¢\160",
LevelFlv = 1,
ModelId = 40040,
Name = "Stain - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 1,
ResumeDesc = "Makes the costume more light and concealed, and allows the wearer to land an crucial blow on the opponent!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9110332] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï3_µû»σ¥ªσ¢\160",
LevelFlv = 2,
ModelId = 40041,
Name = "Stain - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 2,
ResumeDesc = "Makes the costume more light and concealed, and allows the wearer to land an crucial blow on the opponent!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9110333] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï3_µû»σ¥ªσ¢\160",
LevelFlv = 3,
ModelId = 40042,
Name = "Stain - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 3,
ResumeDesc = "Makes the costume more light and concealed, and allows the wearer to land an crucial blow on the opponent!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9110334] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï3_µû»σ¥ªσ¢\160",
LevelFlv = 4,
ModelId = 40043,
Name = "Stain - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 4,
ResumeDesc = "Makes the costume more light and concealed, and allows the wearer to land an crucial blow on the opponent!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 12,
},
[9110335] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï3_µû»σ¥ªσ¢\160",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Stain - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 5,
ResumeDesc = "Makes the costume more light and concealed, and allows the wearer to land an crucial blow on the opponent!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 12,
},
[9110336] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Stain - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Stain - Exclusive]",
HeroType = 111,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï3_µû»σ¥ªσ¢\160",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Stain - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_µû»σ¥ªσ¢\160",
Quality = 6,
ResumeDesc = "Makes the costume more light and concealed, and allows the wearer to land an crucial blow on the opponent!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 12,
},
[9120111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_荼毘",
LevelFlv = 1,
ModelId = 40040,
Name = "Dabi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 1,
ResumeDesc = "Contains Dabi's personal data. His goal to grow stronger never fade even till this day.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9120112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_荼毘",
LevelFlv = 2,
ModelId = 40041,
Name = "Dabi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 2,
ResumeDesc = "Contains Dabi's personal data. His goal to grow stronger never fade even till this day.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9120113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_荼毘",
LevelFlv = 3,
ModelId = 40042,
Name = "Dabi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 3,
ResumeDesc = "Contains Dabi's personal data. His goal to grow stronger never fade even till this day.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9120114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_荼毘",
LevelFlv = 4,
ModelId = 40043,
Name = "Dabi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 4,
ResumeDesc = "Contains Dabi's personal data. His goal to grow stronger never fade even till this day.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 15,
},
[9120115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_荼毘",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Dabi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 5,
ResumeDesc = "Contains Dabi's personal data. His goal to grow stronger never fade even till this day.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 15,
},
[9120116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_荼毘",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Dabi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 6,
ResumeDesc = "Contains Dabi's personal data. His goal to grow stronger never fade even till this day.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 15,
},
[9120121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_荼毘",
LevelFlv = 1,
ModelId = 40040,
Name = "Dabi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 1,
ResumeDesc = "Increases the Blue Flame's purity. It can defeat anything under extremely high temperature!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9120122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_荼毘",
LevelFlv = 2,
ModelId = 40041,
Name = "Dabi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 2,
ResumeDesc = "Increases the Blue Flame's purity. It can defeat anything under extremely high temperature!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9120123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_荼毘",
LevelFlv = 3,
ModelId = 40042,
Name = "Dabi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 3,
ResumeDesc = "Increases the Blue Flame's purity. It can defeat anything under extremely high temperature!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9120124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_荼毘",
LevelFlv = 4,
ModelId = 40043,
Name = "Dabi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 4,
ResumeDesc = "Increases the Blue Flame's purity. It can defeat anything under extremely high temperature!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 15,
},
[9120125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_荼毘",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Dabi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 5,
ResumeDesc = "Increases the Blue Flame's purity. It can defeat anything under extremely high temperature!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 15,
},
[9120126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_荼毘",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Dabi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 6,
ResumeDesc = "Increases the Blue Flame's purity. It can defeat anything under extremely high temperature!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 15,
},
[9120131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_荼毘",
LevelFlv = 1,
ModelId = 40040,
Name = "Dabi - Core",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 1,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to use the maximum firepower to defeat your opponents!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9120132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_荼毘",
LevelFlv = 2,
ModelId = 40041,
Name = "Dabi - Core",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 2,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to use the maximum firepower to defeat your opponents!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9120133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_荼毘",
LevelFlv = 3,
ModelId = 40042,
Name = "Dabi - Core",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 3,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to use the maximum firepower to defeat your opponents!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9120134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_荼毘",
LevelFlv = 4,
ModelId = 40043,
Name = "Dabi - Core",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 4,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to use the maximum firepower to defeat your opponents!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 15,
},
[9120135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_荼毘",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Dabi - Core",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 5,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to use the maximum firepower to defeat your opponents!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 15,
},
[9120136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Dabi - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Dabi - Exclusive]",
HeroType = 112,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_荼毘",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Dabi - Core",
OverLap = 1,
PicName = "芯片模型贴图_荼毘",
Quality = 6,
ResumeDesc = "Increases the fire resistance of the costume. Feel free to use the maximum firepower to defeat your opponents!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 15,
},
[9130111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï1_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 1,
ModelId = 40040,
Name = "Sturdy Hero - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 1,
ResumeDesc = "Contains Kirishima's manliness data. Man up for any occasions to face the danger! Like a real man!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9130112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï1_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 2,
ModelId = 40041,
Name = "Sturdy Hero - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 2,
ResumeDesc = "Contains Kirishima's manliness data. Man up for any occasions to face the danger! Like a real man!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9130113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï1_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 3,
ModelId = 40042,
Name = "Sturdy Hero - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 3,
ResumeDesc = "Contains Kirishima's manliness data. Man up for any occasions to face the danger! Like a real man!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9130114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï1_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 4,
ModelId = 40043,
Name = "Sturdy Hero - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 4,
ResumeDesc = "Contains Kirishima's manliness data. Man up for any occasions to face the danger! Like a real man!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 14,
},
[9130115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï1_σêçσ▓¢ΘöÉσä┐Θâ\142",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Sturdy Hero - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 5,
ResumeDesc = "Contains Kirishima's manliness data. Man up for any occasions to face the danger! Like a real man!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 14,
},
[9130116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï1_σêçσ▓¢ΘöÉσä┐Θâ\142",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Sturdy Hero - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 6,
ResumeDesc = "Contains Kirishima's manliness data. Man up for any occasions to face the danger! Like a real man!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 14,
},
[9130121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï2_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 1,
ModelId = 40040,
Name = "Sturdy Hero - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 1,
ResumeDesc = "Increases the hardness of the Quirk Hardening. Let's see if the villain's fist is harder than Kirishima's head!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9130122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï2_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 2,
ModelId = 40041,
Name = "Sturdy Hero - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 2,
ResumeDesc = "Increases the hardness of the Quirk Hardening. Let's see if the villain's fist is harder than Kirishima's head!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9130123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï2_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 3,
ModelId = 40042,
Name = "Sturdy Hero - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 3,
ResumeDesc = "Increases the hardness of the Quirk Hardening. Let's see if the villain's fist is harder than Kirishima's head!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9130124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï2_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 4,
ModelId = 40043,
Name = "Sturdy Hero - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 4,
ResumeDesc = "Increases the hardness of the Quirk Hardening. Let's see if the villain's fist is harder than Kirishima's head!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 14,
},
[9130125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï2_σêçσ▓¢ΘöÉσä┐Θâ\142",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Sturdy Hero - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 5,
ResumeDesc = "Increases the hardness of the Quirk Hardening. Let's see if the villain's fist is harder than Kirishima's head!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 14,
},
[9130126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï2_σêçσ▓¢ΘöÉσä┐Θâ\142",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Sturdy Hero - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 6,
ResumeDesc = "Increases the hardness of the Quirk Hardening. Let's see if the villain's fist is harder than Kirishima's head!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 14,
},
[9130131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï3_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 1,
ModelId = 40040,
Name = "Sturdy Hero - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 1,
ResumeDesc = "Enhances the costume's durability. No matter how hard Kirishima beats villains, it won't be damaged!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9130132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï3_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 2,
ModelId = 40041,
Name = "Sturdy Hero - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 2,
ResumeDesc = "Enhances the costume's durability. No matter how hard Kirishima beats villains, it won't be damaged!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9130133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï3_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 3,
ModelId = 40042,
Name = "Sturdy Hero - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 3,
ResumeDesc = "Enhances the costume's durability. No matter how hard Kirishima beats villains, it won't be damaged!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9130134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï3_σêçσ▓¢ΘöÉσä┐Θâ\142",
LevelFlv = 4,
ModelId = 40043,
Name = "Sturdy Hero - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 4,
ResumeDesc = "Enhances the costume's durability. No matter how hard Kirishima beats villains, it won't be damaged!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 14,
},
[9130135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï3_σêçσ▓¢ΘöÉσä┐Θâ\142",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Sturdy Hero - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 5,
ResumeDesc = "Enhances the costume's durability. No matter how hard Kirishima beats villains, it won't be damaged!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 14,
},
[9130136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Eijiro Kirishima - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Eijiro Kirishima - Exclusive]",
HeroType = 113,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï3_σêçσ▓¢ΘöÉσä┐Θâ\142",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Sturdy Hero - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σêçσ▓¢ΘöÉσä┐Θâ\142",
Quality = 6,
ResumeDesc = "Enhances the costume's durability. No matter how hard Kirishima beats villains, it won't be damaged!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 14,
},
[9140111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_蛙吹梅雨",
LevelFlv = 1,
ModelId = 40040,
Name = "Froppy - Memory",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 1,
ResumeDesc = "Contains Tsuyu Asui's body temperature data. She can adjust her body temperature to survive various situations!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9140112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_蛙吹梅雨",
LevelFlv = 2,
ModelId = 40041,
Name = "Froppy - Memory",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 2,
ResumeDesc = "Contains Tsuyu Asui's body temperature data. She can adjust her body temperature to survive various situations!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9140113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_蛙吹梅雨",
LevelFlv = 3,
ModelId = 40042,
Name = "Froppy - Memory",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 3,
ResumeDesc = "Contains Tsuyu Asui's body temperature data. She can adjust her body temperature to survive various situations!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9140114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_蛙吹梅雨",
LevelFlv = 4,
ModelId = 40043,
Name = "Froppy - Memory",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 4,
ResumeDesc = "Contains Tsuyu Asui's body temperature data. She can adjust her body temperature to survive various situations!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 20,
},
[9140115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_蛙吹梅雨",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Froppy - Memory",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 5,
ResumeDesc = "Contains Tsuyu Asui's body temperature data. She can adjust her body temperature to survive various situations!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 20,
},
[9140116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_蛙吹梅雨",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Froppy - Memory",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 6,
ResumeDesc = "Contains Tsuyu Asui's body temperature data. She can adjust her body temperature to survive various situations!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 20,
},
[9140121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_蛙吹梅雨",
LevelFlv = 1,
ModelId = 40040,
Name = "Froppy - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 1,
ResumeDesc = "Stimulates the muscles around the tongue, maximizes the flexibility of the Quirk long frog's tongue!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9140122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_蛙吹梅雨",
LevelFlv = 2,
ModelId = 40041,
Name = "Froppy - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 2,
ResumeDesc = "Stimulates the muscles around the tongue, maximizes the flexibility of the Quirk long frog's tongue!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9140123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_蛙吹梅雨",
LevelFlv = 3,
ModelId = 40042,
Name = "Froppy - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 3,
ResumeDesc = "Stimulates the muscles around the tongue, maximizes the flexibility of the Quirk long frog's tongue!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9140124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_蛙吹梅雨",
LevelFlv = 4,
ModelId = 40043,
Name = "Froppy - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 4,
ResumeDesc = "Stimulates the muscles around the tongue, maximizes the flexibility of the Quirk long frog's tongue!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 20,
},
[9140125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_蛙吹梅雨",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Froppy - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 5,
ResumeDesc = "Stimulates the muscles around the tongue, maximizes the flexibility of the Quirk long frog's tongue!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 20,
},
[9140126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_蛙吹梅雨",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Froppy - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 6,
ResumeDesc = "Stimulates the muscles around the tongue, maximizes the flexibility of the Quirk long frog's tongue!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 20,
},
[9140131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_蛙吹梅雨",
LevelFlv = 1,
ModelId = 40040,
Name = "Froppy - Core",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 1,
ResumeDesc = "The costume incorporates waterproof and high-stretch materials, which allows you to jump and climb better!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9140132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_蛙吹梅雨",
LevelFlv = 2,
ModelId = 40041,
Name = "Froppy - Core",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 2,
ResumeDesc = "The costume incorporates waterproof and high-stretch materials, which allows you to jump and climb better!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9140133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_蛙吹梅雨",
LevelFlv = 3,
ModelId = 40042,
Name = "Froppy - Core",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 3,
ResumeDesc = "The costume incorporates waterproof and high-stretch materials, which allows you to jump and climb better!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9140134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_蛙吹梅雨",
LevelFlv = 4,
ModelId = 40043,
Name = "Froppy - Core",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 4,
ResumeDesc = "The costume incorporates waterproof and high-stretch materials, which allows you to jump and climb better!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 20,
},
[9140135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_蛙吹梅雨",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Froppy - Core",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 5,
ResumeDesc = "The costume incorporates waterproof and high-stretch materials, which allows you to jump and climb better!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 20,
},
[9140136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Tsuyu Asui - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Tsuyu Asui - Exclusive]",
HeroType = 114,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_蛙吹梅雨",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Froppy - Core",
OverLap = 1,
PicName = "芯片模型贴图_蛙吹梅雨",
Quality = 6,
ResumeDesc = "The costume incorporates waterproof and high-stretch materials, which allows you to jump and climb better!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 20,
},
[9150111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_相泽消太",
LevelFlv = 1,
ModelId = 40040,
Name = "Eraser Head - Memory",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 1,
ResumeDesc = "Shota Aizawa's combat data has been recorded so that it can use different tactics against different enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9150112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_相泽消太",
LevelFlv = 2,
ModelId = 40041,
Name = "Eraser Head - Memory",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 2,
ResumeDesc = "Shota Aizawa's combat data has been recorded so that it can use different tactics against different enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9150113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_相泽消太",
LevelFlv = 3,
ModelId = 40042,
Name = "Eraser Head - Memory",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 3,
ResumeDesc = "Shota Aizawa's combat data has been recorded so that it can use different tactics against different enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9150114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_相泽消太",
LevelFlv = 4,
ModelId = 40043,
Name = "Eraser Head - Memory",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 4,
ResumeDesc = "Shota Aizawa's combat data has been recorded so that it can use different tactics against different enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 21,
},
[9150115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_相泽消太",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Eraser Head - Memory",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 5,
ResumeDesc = "Shota Aizawa's combat data has been recorded so that it can use different tactics against different enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 21,
},
[9150116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_相泽消太",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Eraser Head - Memory",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 6,
ResumeDesc = "Shota Aizawa's combat data has been recorded so that it can use different tactics against different enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 21,
},
[9150121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_相泽消太",
LevelFlv = 1,
ModelId = 40040,
Name = "Eraser Head - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 1,
ResumeDesc = "Aizawa's goggles cover his eyes so that he can use his Quirk without being noticed.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9150122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_相泽消太",
LevelFlv = 2,
ModelId = 40041,
Name = "Eraser Head - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 2,
ResumeDesc = "Aizawa's goggles cover his eyes so that he can use his Quirk without being noticed.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9150123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_相泽消太",
LevelFlv = 3,
ModelId = 40042,
Name = "Eraser Head - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 3,
ResumeDesc = "Aizawa's goggles cover his eyes so that he can use his Quirk without being noticed.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9150124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_相泽消太",
LevelFlv = 4,
ModelId = 40043,
Name = "Eraser Head - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 4,
ResumeDesc = "Aizawa's goggles cover his eyes so that he can use his Quirk without being noticed.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 21,
},
[9150125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_相泽消太",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Eraser Head - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 5,
ResumeDesc = "Aizawa's goggles cover his eyes so that he can use his Quirk without being noticed.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 21,
},
[9150126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_相泽消太",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Eraser Head - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 6,
ResumeDesc = "Aizawa's goggles cover his eyes so that he can use his Quirk without being noticed.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 21,
},
[9150131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_相泽消太",
LevelFlv = 1,
ModelId = 40040,
Name = "Eraser Head - Core",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 1,
ResumeDesc = "Scarf made of special materials can be used to attack or bind enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9150132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_相泽消太",
LevelFlv = 2,
ModelId = 40041,
Name = "Eraser Head - Core",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 2,
ResumeDesc = "Scarf made of special materials can be used to attack or bind enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9150133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_相泽消太",
LevelFlv = 3,
ModelId = 40042,
Name = "Eraser Head - Core",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 3,
ResumeDesc = "Scarf made of special materials can be used to attack or bind enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9150134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_相泽消太",
LevelFlv = 4,
ModelId = 40043,
Name = "Eraser Head - Core",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 4,
ResumeDesc = "Scarf made of special materials can be used to attack or bind enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 21,
},
[9150135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_相泽消太",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Eraser Head - Core",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 5,
ResumeDesc = "Scarf made of special materials can be used to attack or bind enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 21,
},
[9150136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Shota Aizawa - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Shota Aizawa - Exclusive]",
HeroType = 115,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_相泽消太",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Eraser Head - Core",
OverLap = 1,
PicName = "芯片模型贴图_相泽消太",
Quality = 6,
ResumeDesc = "Scarf made of special materials can be used to attack or bind enemies.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 21,
},
[9200111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï1_σ│░τö░σ«\158",
LevelFlv = 1,
ModelId = 40040,
Name = "Grape Juice - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 1,
ResumeDesc = "Contains Minoru Mineta's private data. What's private about it? Well... It's private for a reason.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9200112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï1_σ│░τö░σ«\158",
LevelFlv = 2,
ModelId = 40041,
Name = "Grape Juice - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 2,
ResumeDesc = "Contains Minoru Mineta's private data. What's private about it? Well... It's private for a reason.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9200113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï1_σ│░τö░σ«\158",
LevelFlv = 3,
ModelId = 40042,
Name = "Grape Juice - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 3,
ResumeDesc = "Contains Minoru Mineta's private data. What's private about it? Well... It's private for a reason.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9200114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï1_σ│░τö░σ«\158",
LevelFlv = 4,
ModelId = 40043,
Name = "Grape Juice - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 4,
ResumeDesc = "Contains Minoru Mineta's private data. What's private about it? Well... It's private for a reason.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 16,
},
[9200115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï1_σ│░τö░σ«\158",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Grape Juice - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 5,
ResumeDesc = "Contains Minoru Mineta's private data. What's private about it? Well... It's private for a reason.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 16,
},
[9200116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï1_σ│░τö░σ«\158",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Grape Juice - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 6,
ResumeDesc = "Contains Minoru Mineta's private data. What's private about it? Well... It's private for a reason.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 16,
},
[9200121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï2_σ│░τö░σ«\158",
LevelFlv = 1,
ModelId = 40040,
Name = "Grape Juice - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 1,
ResumeDesc = "Increases the super stickiness of the sticky spheres. It can stick to villains for a whole day without falling off!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9200122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï2_σ│░τö░σ«\158",
LevelFlv = 2,
ModelId = 40041,
Name = "Grape Juice - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 2,
ResumeDesc = "Increases the super stickiness of the sticky spheres. It can stick to villains for a whole day without falling off!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9200123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï2_σ│░τö░σ«\158",
LevelFlv = 3,
ModelId = 40042,
Name = "Grape Juice - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 3,
ResumeDesc = "Increases the super stickiness of the sticky spheres. It can stick to villains for a whole day without falling off!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9200124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï2_σ│░τö░σ«\158",
LevelFlv = 4,
ModelId = 40043,
Name = "Grape Juice - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 4,
ResumeDesc = "Increases the super stickiness of the sticky spheres. It can stick to villains for a whole day without falling off!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 16,
},
[9200125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï2_σ│░τö░σ«\158",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Grape Juice - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 5,
ResumeDesc = "Increases the super stickiness of the sticky spheres. It can stick to villains for a whole day without falling off!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 16,
},
[9200126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï2_σ│░τö░σ«\158",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Grape Juice - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 6,
ResumeDesc = "Increases the super stickiness of the sticky spheres. It can stick to villains for a whole day without falling off!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 16,
},
[9200131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï3_σ│░τö░σ«\158",
LevelFlv = 1,
ModelId = 40040,
Name = "Grape Juice - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 1,
ResumeDesc = "Improves the mutual exclusivity of the costume to the sticky spheres. Mineta can bounce higher and faster when touching the sticky spheres!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9200132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï3_σ│░τö░σ«\158",
LevelFlv = 2,
ModelId = 40041,
Name = "Grape Juice - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 2,
ResumeDesc = "Improves the mutual exclusivity of the costume to the sticky spheres. Mineta can bounce higher and faster when touching the sticky spheres!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9200133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï3_σ│░τö░σ«\158",
LevelFlv = 3,
ModelId = 40042,
Name = "Grape Juice - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 3,
ResumeDesc = "Improves the mutual exclusivity of the costume to the sticky spheres. Mineta can bounce higher and faster when touching the sticky spheres!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9200134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï3_σ│░τö░σ«\158",
LevelFlv = 4,
ModelId = 40043,
Name = "Grape Juice - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 4,
ResumeDesc = "Improves the mutual exclusivity of the costume to the sticky spheres. Mineta can bounce higher and faster when touching the sticky spheres!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 16,
},
[9200135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï3_σ│░τö░σ«\158",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Grape Juice - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 5,
ResumeDesc = "Improves the mutual exclusivity of the costume to the sticky spheres. Mineta can bounce higher and faster when touching the sticky spheres!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 16,
},
[9200136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Minoru Mineta - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Minoru Mineta - Exclusive]",
HeroType = 120,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï3_σ│░τö░σ«\158",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Grape Juice - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ│░τö░σ«\158",
Quality = 6,
ResumeDesc = "Improves the mutual exclusivity of the costume to the sticky spheres. Mineta can bounce higher and faster when touching the sticky spheres!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 16,
},
[9210111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï1_σ«ëσ╛╖τô\166",
LevelFlv = 1,
ModelId = 40040,
Name = "Endeavor - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 1,
ResumeDesc = "Endeavor's willpower data has been recorded to improve flame control!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9210112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï1_σ«ëσ╛╖τô\166",
LevelFlv = 2,
ModelId = 40041,
Name = "Endeavor - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 2,
ResumeDesc = "Endeavor's willpower data has been recorded to improve flame control!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9210113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï1_σ«ëσ╛╖τô\166",
LevelFlv = 3,
ModelId = 40042,
Name = "Endeavor - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 3,
ResumeDesc = "Endeavor's willpower data has been recorded to improve flame control!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9210114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï1_σ«ëσ╛╖τô\166",
LevelFlv = 4,
ModelId = 40043,
Name = "Endeavor - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 4,
ResumeDesc = "Endeavor's willpower data has been recorded to improve flame control!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 17,
},
[9210115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï1_σ«ëσ╛╖τô\166",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Endeavor - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 5,
ResumeDesc = "Endeavor's willpower data has been recorded to improve flame control!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 17,
},
[9210116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï1_σ«ëσ╛╖τô\166",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Endeavor - Memory",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 6,
ResumeDesc = "Endeavor's willpower data has been recorded to improve flame control!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 17,
},
[9210121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï2_σ«ëσ╛╖τô\166",
LevelFlv = 1,
ModelId = 40040,
Name = "Endeavor - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 1,
ResumeDesc = "Increases the compatibility of the costume with Endeavor's Quirk!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9210122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï2_σ«ëσ╛╖τô\166",
LevelFlv = 2,
ModelId = 40041,
Name = "Endeavor - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 2,
ResumeDesc = "Increases the compatibility of the costume with Endeavor's Quirk!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9210123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï2_σ«ëσ╛╖τô\166",
LevelFlv = 3,
ModelId = 40042,
Name = "Endeavor - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 3,
ResumeDesc = "Increases the compatibility of the costume with Endeavor's Quirk!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9210124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï2_σ«ëσ╛╖τô\166",
LevelFlv = 4,
ModelId = 40043,
Name = "Endeavor - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 4,
ResumeDesc = "Increases the compatibility of the costume with Endeavor's Quirk!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 17,
},
[9210125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï2_σ«ëσ╛╖τô\166",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Endeavor - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 5,
ResumeDesc = "Increases the compatibility of the costume with Endeavor's Quirk!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 17,
},
[9210126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï2_σ«ëσ╛╖τô\166",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Endeavor - Expansion",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 6,
ResumeDesc = "Increases the compatibility of the costume with Endeavor's Quirk!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 17,
},
[9210131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 1,
IconName = "Φè»τë絿íσ₧ï3_σ«ëσ╛╖τô\166",
LevelFlv = 1,
ModelId = 40040,
Name = "Endeavor - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 1,
ResumeDesc = "Improves the costume's performance and makes the Hellflame stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9210132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 2,
IconName = "Φè»τë絿íσ₧ï3_σ«ëσ╛╖τô\166",
LevelFlv = 2,
ModelId = 40041,
Name = "Endeavor - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 2,
ResumeDesc = "Improves the costume's performance and makes the Hellflame stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9210133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 3,
IconName = "Φè»τë絿íσ₧ï3_σ«ëσ╛╖τô\166",
LevelFlv = 3,
ModelId = 40042,
Name = "Endeavor - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 3,
ResumeDesc = "Improves the costume's performance and makes the Hellflame stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9210134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 4,
IconName = "Φè»τë絿íσ₧ï3_σ«ëσ╛╖τô\166",
LevelFlv = 4,
ModelId = 40043,
Name = "Endeavor - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 4,
ResumeDesc = "Improves the costume's performance and makes the Hellflame stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 17,
},
[9210135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 5,
IconName = "Φè»τë絿íσ₧ï3_σ«ëσ╛╖τô\166",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Endeavor - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 5,
ResumeDesc = "Improves the costume's performance and makes the Hellflame stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 17,
},
[9210136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Endeavor - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Endeavor - Exclusive]",
HeroType = 121,
HighRandomAttrNumId = 6,
IconName = "Φè»τë絿íσ₧ï3_σ«ëσ╛╖τô\166",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Endeavor - Core",
OverLap = 1,
PicName = "Φè»τë絿íσ₧ïΦ┤┤σ¢╛_σ«ëσ╛╖τô\166",
Quality = 6,
ResumeDesc = "Improves the costume's performance and makes the Hellflame stronger!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 17,
},
[9230111] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 1,
IconName = "芯片模型1_常暗踏阴",
LevelFlv = 1,
ModelId = 40040,
Name = "Tsukuyomi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 1,
ResumeDesc = "Contains Fumikage Tokoyami's shadow data. Don't shine too much light on it.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 1,
},
[9230112] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 2,
IconName = "芯片模型1_常暗踏阴",
LevelFlv = 2,
ModelId = 40041,
Name = "Tsukuyomi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 2,
ResumeDesc = "Contains Fumikage Tokoyami's shadow data. Don't shine too much light on it.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 2,
},
[9230113] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 3,
IconName = "芯片模型1_常暗踏阴",
LevelFlv = 3,
ModelId = 40042,
Name = "Tsukuyomi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 3,
ResumeDesc = "Contains Fumikage Tokoyami's shadow data. Don't shine too much light on it.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 3,
},
[9230114] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 4,
IconName = "芯片模型1_常暗踏阴",
LevelFlv = 4,
ModelId = 40043,
Name = "Tsukuyomi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 4,
ResumeDesc = "Contains Fumikage Tokoyami's shadow data. Don't shine too much light on it.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 13,
},
[9230115] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 5,
IconName = "芯片模型1_常暗踏阴",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Tsukuyomi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 5,
ResumeDesc = "Contains Fumikage Tokoyami's shadow data. Don't shine too much light on it.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 13,
},
[9230116] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14HP#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 6,
IconName = "芯片模型1_常暗踏阴",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Tsukuyomi - Memory",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 6,
ResumeDesc = "Contains Fumikage Tokoyami's shadow data. Don't shine too much light on it.",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位1",
SortId = 5001,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 13,
},
[9230121] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 500,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 1,
IconName = "芯片模型2_常暗踏阴",
LevelFlv = 1,
ModelId = 40040,
Name = "Tsukuyomi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 1,
ResumeDesc = "Increases the compatibility of the costume with the Dark Shadow's Quirk? and makes Tokoyami and Dark Shadow become one!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 1,
},
[9230122] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 750,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 2,
IconName = "芯片模型2_常暗踏阴",
LevelFlv = 2,
ModelId = 40041,
Name = "Tsukuyomi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 2,
ResumeDesc = "Increases the compatibility of the costume with the Dark Shadow's Quirk? and makes Tokoyami and Dark Shadow become one!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 2,
},
[9230123] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 1000,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 3,
IconName = "芯片模型2_常暗踏阴",
LevelFlv = 3,
ModelId = 40042,
Name = "Tsukuyomi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 3,
ResumeDesc = "Increases the compatibility of the costume with the Dark Shadow's Quirk? and makes Tokoyami and Dark Shadow become one!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 3,
},
[9230124] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 2000,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 4,
IconName = "芯片模型2_常暗踏阴",
LevelFlv = 4,
ModelId = 40043,
Name = "Tsukuyomi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 4,
ResumeDesc = "Increases the compatibility of the costume with the Dark Shadow's Quirk? and makes Tokoyami and Dark Shadow become one!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 13,
},
[9230125] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 3000,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 5,
IconName = "芯片模型2_常暗踏阴",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Tsukuyomi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 5,
ResumeDesc = "Increases the compatibility of the costume with the Dark Shadow's Quirk? and makes Tokoyami and Dark Shadow become one!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 13,
},
[9230126] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddDefDelta", "AddMaxHpDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14HP#n.",
FeedBaseExp = 4500,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 6,
IconName = "芯片模型2_常暗踏阴",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Tsukuyomi - Expansion",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 6,
ResumeDesc = "Increases the compatibility of the costume with the Dark Shadow's Quirk? and makes Tokoyami and Dark Shadow become one!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位2",
SortId = 5002,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 13,
},
[9230131] = {
AddRandomAttrGroup = 1,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 500,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 1,
IconName = "芯片模型3_常暗踏阴",
LevelFlv = 1,
ModelId = 40040,
Name = "Tsukuyomi - Core",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 1,
ResumeDesc = "Improves the shading performance of the combat cloak, making Dark Shadow who likes darkness more powerful!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 1,
},
[9230132] = {
AddRandomAttrGroup = 2,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 750,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 2,
IconName = "芯片模型3_常暗踏阴",
LevelFlv = 2,
ModelId = 40041,
Name = "Tsukuyomi - Core",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 2,
ResumeDesc = "Improves the shading performance of the combat cloak, making Dark Shadow who likes darkness more powerful!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 2,
},
[9230133] = {
AddRandomAttrGroup = 3,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 1000,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 3,
IconName = "芯片模型3_常暗踏阴",
LevelFlv = 3,
ModelId = 40042,
Name = "Tsukuyomi - Core",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 3,
ResumeDesc = "Improves the shading performance of the combat cloak, making Dark Shadow who likes darkness more powerful!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300001" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 3,
},
[9230134] = {
AddRandomAttrGroup = 4,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 2000,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 4,
IconName = "芯片模型3_常暗踏阴",
LevelFlv = 4,
ModelId = 40043,
Name = "Tsukuyomi - Core",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 4,
ResumeDesc = "Improves the shading performance of the combat cloak, making Dark Shadow who likes darkness more powerful!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300001",
"区域事件夜战|300002",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 4,
SuitLevel = 1,
SuiteId = 13,
},
[9230135] = {
AddRandomAttrGroup = 5,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 3000,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 5,
IconName = "芯片模型3_常暗踏阴",
IsImportant = true,
LevelFlv = 5,
ModelId = 40044,
Name = "Tsukuyomi - Core",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 5,
ResumeDesc = "Improves the shading performance of the combat cloak, making Dark Shadow who likes darkness more powerful!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = {
"区域事件夜战|300002",
"区域事件夜战|300003",
"夜战商店|20",
},
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 5,
SuitLevel = 2,
SuiteId = 13,
},
[9230136] = {
AddRandomAttrGroup = 6,
BaseAttrType = "µÖ«Θ\128\154",
BaseAttributeList = { "AddAtkDelta", "AddDefDelta" },
CanSell = 2,
Category = "芯片",
CoreItem = 1,
Desc = "[Fumikage Tokoyami - Exclusive] A high-tech product that can be put on a costume to greatly increase #cfe7f14DEF#n and #cfe7f14ATK#n.",
FeedBaseExp = 4500,
HeroDesc = "[Fumikage Tokoyami - Exclusive]",
HeroType = 123,
HighRandomAttrNumId = 6,
IconName = "芯片模型3_常暗踏阴",
IsImportant = true,
LevelFlv = 6,
ModelId = 40044,
Name = "Tsukuyomi - Core",
OverLap = 1,
PicName = "芯片模型贴图_常暗踏阴",
Quality = 6,
ResumeDesc = "Improves the shading performance of the combat cloak, making Dark Shadow who likes darkness more powerful!",
SameRandomAttrLimit = 1,
SellPrice = {
{ 1001001, 100 },
},
Shed = { "区域事件夜战|300003", "夜战商店|20" },
Sort = "芯片槽位3",
SortId = 5003,
StarLevel = 6,
SuitLevel = 3,
SuiteId = 13,
},
},
},
ENCHANCE = {
{
MaxLevel = 4,
[2] = { Exp = 300, Id = 1, Level = 2, PartnerLevel = 22 },
[3] = { Exp = 540, Id = 1, Level = 3, PartnerLevel = 23 },
[4] = { Exp = 750, Id = 1, Level = 4, PartnerLevel = 24 },
},
{
MaxLevel = 7,
[2] = { Exp = 400, Id = 2, Level = 2 },
[3] = { Exp = 720, Id = 2, Level = 3 },
[4] = { Exp = 1000, Id = 2, Level = 4 },
[5] = { Exp = 1280, Id = 2, Level = 5 },
[6] = { Exp = 1560, Id = 2, Level = 6 },
[7] = { Exp = 1840, Id = 2, Level = 7 },
},
{
MaxLevel = 7,
[2] = { Exp = 500, Id = 3, Level = 2 },
[3] = { Exp = 900, Id = 3, Level = 3 },
[4] = { Exp = 1250, Id = 3, Level = 4 },
[5] = { Exp = 1600, Id = 3, Level = 5 },
[6] = { Exp = 1950, Id = 3, Level = 6 },
[7] = { Exp = 2300, Id = 3, Level = 7 },
},
{
MaxLevel = 10,
[10] = { Exp = 6700, Id = 4, Level = 10 },
[2] = { Exp = 1000, Id = 4, Level = 2 },
[3] = { Exp = 1800, Id = 4, Level = 3 },
[4] = { Exp = 2500, Id = 4, Level = 4 },
[5] = { Exp = 3200, Id = 4, Level = 5 },
[6] = { Exp = 3900, Id = 4, Level = 6 },
[7] = { Exp = 4600, Id = 4, Level = 7 },
[8] = { Exp = 5300, Id = 4, Level = 8 },
[9] = { Exp = 6000, Id = 4, Level = 9 },
},
{
MaxLevel = 13,
[10] = { Exp = 10720, Id = 5, Level = 10 },
[11] = { Exp = 11840, Id = 5, Level = 11 },
[12] = { Exp = 12960, Id = 5, Level = 12 },
[13] = { Exp = 14080, Id = 5, Level = 13 },
[2] = { Exp = 1600, Id = 5, Level = 2 },
[3] = { Exp = 2880, Id = 5, Level = 3 },
[4] = { Exp = 4000, Id = 5, Level = 4 },
[5] = { Exp = 5120, Id = 5, Level = 5 },
[6] = { Exp = 6240, Id = 5, Level = 6 },
[7] = { Exp = 7360, Id = 5, Level = 7 },
[8] = { Exp = 8480, Id = 5, Level = 8 },
[9] = { Exp = 9600, Id = 5, Level = 9 },
},
{
MaxLevel = 16,
[10] = { Exp = 17500, Id = 6, Level = 10 },
[11] = { Exp = 19250, Id = 6, Level = 11 },
[12] = { Exp = 21000, Id = 6, Level = 12 },
[13] = { Exp = 22750, Id = 6, Level = 13 },
[14] = { Exp = 24500, Id = 6, Level = 14 },
[15] = { Exp = 26250, Id = 6, Level = 15 },
[16] = { Exp = 28000, Id = 6, Level = 16 },
[2] = { Exp = 3500, Id = 6, Level = 2 },
[3] = { Exp = 5250, Id = 6, Level = 3 },
[4] = { Exp = 7000, Id = 6, Level = 4 },
[5] = { Exp = 8750, Id = 6, Level = 5 },
[6] = { Exp = 10500, Id = 6, Level = 6 },
[7] = { Exp = 12250, Id = 6, Level = 7 },
[8] = { Exp = 14000, Id = 6, Level = 8 },
[9] = { Exp = 15750, Id = 6, Level = 9 },
},
},
HIGHT_ENCHANCE_ATTR = {
{
{ AddAtkDelta = 9, AddDefDelta = 9, AddMaxHpDelta = 54, Level = 1, Star = 1 },
{ AddAtkDelta = 10, AddDefDelta = 10, AddMaxHpDelta = 60, Level = 2, Star = 1 },
{ AddAtkDelta = 11, AddDefDelta = 11, AddMaxHpDelta = 66, Level = 3, Star = 1 },
{ AddAtkDelta = 12, AddDefDelta = 12, AddMaxHpDelta = 72, Level = 4, Star = 1 },
{ AddAtkDelta = 13, AddDefDelta = 13, AddMaxHpDelta = 78, Level = 5, Star = 1 },
{ AddAtkDelta = 14, AddDefDelta = 14, AddMaxHpDelta = 84, Level = 6, Star = 1 },
{ AddAtkDelta = 15, AddDefDelta = 15, AddMaxHpDelta = 90, Level = 7, Star = 1 },
{ AddAtkDelta = 16, AddDefDelta = 16, AddMaxHpDelta = 96, Level = 8, Star = 1 },
{ AddAtkDelta = 17, AddDefDelta = 17, AddMaxHpDelta = 102, Level = 9, Star = 1 },
{ AddAtkDelta = 18, AddDefDelta = 18, AddMaxHpDelta = 108, Level = 10, Star = 1 },
{ AddAtkDelta = 20, AddDefDelta = 20, AddMaxHpDelta = 120, Level = 11, Star = 1 },
{ AddAtkDelta = 22, AddDefDelta = 22, AddMaxHpDelta = 132, Level = 12, Star = 1 },
{ AddAtkDelta = 24, AddDefDelta = 24, AddMaxHpDelta = 144, Level = 13, Star = 1 },
{ AddAtkDelta = 26, AddDefDelta = 26, AddMaxHpDelta = 156, Level = 14, Star = 1 },
{ AddAtkDelta = 28, AddDefDelta = 28, AddMaxHpDelta = 168, Level = 15, Star = 1 },
{ AddAtkDelta = 30, AddDefDelta = 30, AddMaxHpDelta = 180, Level = 16, Star = 1 },
MaxLevel = 16,
},
{
{ AddAtkDelta = 18, AddDefDelta = 18, AddMaxHpDelta = 108, Level = 1, Star = 2 },
{ AddAtkDelta = 20, AddDefDelta = 20, AddMaxHpDelta = 120, Level = 2, Star = 2 },
{ AddAtkDelta = 22, AddDefDelta = 22, AddMaxHpDelta = 132, Level = 3, Star = 2 },
{ AddAtkDelta = 24, AddDefDelta = 24, AddMaxHpDelta = 144, Level = 4, Star = 2 },
{ AddAtkDelta = 27, AddDefDelta = 27, AddMaxHpDelta = 162, Level = 5, Star = 2 },
{ AddAtkDelta = 30, AddDefDelta = 30, AddMaxHpDelta = 180, Level = 6, Star = 2 },
{ AddAtkDelta = 33, AddDefDelta = 33, AddMaxHpDelta = 198, Level = 7, Star = 2 },
{ AddAtkDelta = 36, AddDefDelta = 36, AddMaxHpDelta = 216, Level = 8, Star = 2 },
{ AddAtkDelta = 39, AddDefDelta = 39, AddMaxHpDelta = 234, Level = 9, Star = 2 },
{ AddAtkDelta = 42, AddDefDelta = 42, AddMaxHpDelta = 252, Level = 10, Star = 2 },
{ AddAtkDelta = 45, AddDefDelta = 45, AddMaxHpDelta = 270, Level = 11, Star = 2 },
{ AddAtkDelta = 48, AddDefDelta = 48, AddMaxHpDelta = 288, Level = 12, Star = 2 },
{ AddAtkDelta = 51, AddDefDelta = 51, AddMaxHpDelta = 306, Level = 13, Star = 2 },
{ AddAtkDelta = 54, AddDefDelta = 54, AddMaxHpDelta = 324, Level = 14, Star = 2 },
{ AddAtkDelta = 57, AddDefDelta = 57, AddMaxHpDelta = 342, Level = 15, Star = 2 },
{ AddAtkDelta = 60, AddDefDelta = 60, AddMaxHpDelta = 360, Level = 16, Star = 2 },
MaxLevel = 16,
},
{
{ AddAtkDelta = 36, AddDefDelta = 36, AddMaxHpDelta = 216, Level = 1, Star = 3 },
{ AddAtkDelta = 41, AddDefDelta = 41, AddMaxHpDelta = 246, Level = 2, Star = 3 },
{ AddAtkDelta = 46, AddDefDelta = 46, AddMaxHpDelta = 276, Level = 3, Star = 3 },
{ AddAtkDelta = 51, AddDefDelta = 51, AddMaxHpDelta = 306, Level = 4, Star = 3 },
{ AddAtkDelta = 56, AddDefDelta = 56, AddMaxHpDelta = 336, Level = 5, Star = 3 },
{ AddAtkDelta = 61, AddDefDelta = 61, AddMaxHpDelta = 366, Level = 6, Star = 3 },
{ AddAtkDelta = 66, AddDefDelta = 66, AddMaxHpDelta = 396, Level = 7, Star = 3 },
{ AddAtkDelta = 72, AddDefDelta = 72, AddMaxHpDelta = 432, Level = 8, Star = 3 },
{ AddAtkDelta = 78, AddDefDelta = 78, AddMaxHpDelta = 468, Level = 9, Star = 3 },
{ AddAtkDelta = 84, AddDefDelta = 84, AddMaxHpDelta = 504, Level = 10, Star = 3 },
{ AddAtkDelta = 90, AddDefDelta = 90, AddMaxHpDelta = 540, Level = 11, Star = 3 },
{ AddAtkDelta = 96, AddDefDelta = 96, AddMaxHpDelta = 576, Level = 12, Star = 3 },
{ AddAtkDelta = 102, AddDefDelta = 102, AddMaxHpDelta = 612, Level = 13, Star = 3 },
{ AddAtkDelta = 108, AddDefDelta = 108, AddMaxHpDelta = 648, Level = 14, Star = 3 },
{ AddAtkDelta = 114, AddDefDelta = 114, AddMaxHpDelta = 684, Level = 15, Star = 3 },
{ AddAtkDelta = 120, AddDefDelta = 120, AddMaxHpDelta = 720, Level = 16, Star = 3 },
MaxLevel = 16,
},
{
{ AddAtkDelta = 54, AddDefDelta = 54, AddMaxHpDelta = 324, Level = 1, Star = 4 },
{ AddAtkDelta = 62, AddDefDelta = 62, AddMaxHpDelta = 372, Level = 2, Star = 4 },
{ AddAtkDelta = 70, AddDefDelta = 70, AddMaxHpDelta = 420, Level = 3, Star = 4 },
{ AddAtkDelta = 78, AddDefDelta = 78, AddMaxHpDelta = 468, Level = 4, Star = 4 },
{ AddAtkDelta = 86, AddDefDelta = 86, AddMaxHpDelta = 516, Level = 5, Star = 4 },
{ AddAtkDelta = 94, AddDefDelta = 94, AddMaxHpDelta = 564, Level = 6, Star = 4 },
{ AddAtkDelta = 102, AddDefDelta = 102, AddMaxHpDelta = 612, Level = 7, Star = 4 },
{ AddAtkDelta = 110, AddDefDelta = 110, AddMaxHpDelta = 660, Level = 8, Star = 4 },
{ AddAtkDelta = 118, AddDefDelta = 118, AddMaxHpDelta = 708, Level = 9, Star = 4 },
{ AddAtkDelta = 126, AddDefDelta = 126, AddMaxHpDelta = 756, Level = 10, Star = 4 },
{ AddAtkDelta = 135, AddDefDelta = 135, AddMaxHpDelta = 810, Level = 11, Star = 4 },
{ AddAtkDelta = 144, AddDefDelta = 144, AddMaxHpDelta = 864, Level = 12, Star = 4 },
{ AddAtkDelta = 153, AddDefDelta = 153, AddMaxHpDelta = 918, Level = 13, Star = 4 },
{ AddAtkDelta = 162, AddDefDelta = 162, AddMaxHpDelta = 972, Level = 14, Star = 4 },
{ AddAtkDelta = 171, AddDefDelta = 171, AddMaxHpDelta = 1026, Level = 15, Star = 4 },
{ AddAtkDelta = 180, AddDefDelta = 180, AddMaxHpDelta = 1080, Level = 16, Star = 4 },
MaxLevel = 16,
},
{
{ AddAtkDelta = 81, AddDefDelta = 81, AddMaxHpDelta = 486, Level = 1, Star = 5 },
{ AddAtkDelta = 93, AddDefDelta = 93, AddMaxHpDelta = 558, Level = 2, Star = 5 },
{ AddAtkDelta = 105, AddDefDelta = 105, AddMaxHpDelta = 630, Level = 3, Star = 5 },
{ AddAtkDelta = 117, AddDefDelta = 117, AddMaxHpDelta = 702, Level = 4, Star = 5 },
{ AddAtkDelta = 129, AddDefDelta = 129, AddMaxHpDelta = 774, Level = 5, Star = 5 },
{ AddAtkDelta = 141, AddDefDelta = 141, AddMaxHpDelta = 846, Level = 6, Star = 5 },
{ AddAtkDelta = 153, AddDefDelta = 153, AddMaxHpDelta = 918, Level = 7, Star = 5 },
{ AddAtkDelta = 166, AddDefDelta = 166, AddMaxHpDelta = 996, Level = 8, Star = 5 },
{ AddAtkDelta = 179, AddDefDelta = 179, AddMaxHpDelta = 1074, Level = 9, Star = 5 },
{ AddAtkDelta = 192, AddDefDelta = 192, AddMaxHpDelta = 1152, Level = 10, Star = 5 },
{ AddAtkDelta = 205, AddDefDelta = 205, AddMaxHpDelta = 1230, Level = 11, Star = 5 },
{ AddAtkDelta = 218, AddDefDelta = 218, AddMaxHpDelta = 1308, Level = 12, Star = 5 },
{ AddAtkDelta = 231, AddDefDelta = 231, AddMaxHpDelta = 1386, Level = 13, Star = 5 },
{ AddAtkDelta = 244, AddDefDelta = 244, AddMaxHpDelta = 1464, Level = 14, Star = 5 },
{ AddAtkDelta = 257, AddDefDelta = 257, AddMaxHpDelta = 1542, Level = 15, Star = 5 },
{ AddAtkDelta = 270, AddDefDelta = 270, AddMaxHpDelta = 1620, Level = 16, Star = 5 },
MaxLevel = 16,
},
{
{ AddAtkDelta = 108, AddDefDelta = 108, AddMaxHpDelta = 648, Level = 1, Star = 6 },
{ AddAtkDelta = 124, AddDefDelta = 124, AddMaxHpDelta = 744, Level = 2, Star = 6 },
{ AddAtkDelta = 140, AddDefDelta = 140, AddMaxHpDelta = 840, Level = 3, Star = 6 },
{ AddAtkDelta = 156, AddDefDelta = 156, AddMaxHpDelta = 936, Level = 4, Star = 6 },
{ AddAtkDelta = 173, AddDefDelta = 173, AddMaxHpDelta = 1038, Level = 5, Star = 6 },
{ AddAtkDelta = 190, AddDefDelta = 190, AddMaxHpDelta = 1140, Level = 6, Star = 6 },
{ AddAtkDelta = 207, AddDefDelta = 207, AddMaxHpDelta = 1242, Level = 7, Star = 6 },
{ AddAtkDelta = 224, AddDefDelta = 224, AddMaxHpDelta = 1344, Level = 8, Star = 6 },
{ AddAtkDelta = 241, AddDefDelta = 241, AddMaxHpDelta = 1446, Level = 9, Star = 6 },
{ AddAtkDelta = 258, AddDefDelta = 258, AddMaxHpDelta = 1548, Level = 10, Star = 6 },
{ AddAtkDelta = 275, AddDefDelta = 275, AddMaxHpDelta = 1650, Level = 11, Star = 6 },
{ AddAtkDelta = 292, AddDefDelta = 292, AddMaxHpDelta = 1752, Level = 12, Star = 6 },
{ AddAtkDelta = 309, AddDefDelta = 309, AddMaxHpDelta = 1854, Level = 13, Star = 6 },
{ AddAtkDelta = 326, AddDefDelta = 326, AddMaxHpDelta = 1956, Level = 14, Star = 6 },
{ AddAtkDelta = 343, AddDefDelta = 343, AddMaxHpDelta = 2058, Level = 15, Star = 6 },
{ AddAtkDelta = 360, AddDefDelta = 360, AddMaxHpDelta = 2160, Level = 16, Star = 6 },
MaxLevel = 16,
},
},
MODEL_CFG = {
["芯片槽位1"] = {
ShapeId = 12047,
ShapePos = { 0, -10, 0 },
ShapeRotation = { 0, 0, 0 },
ShapeScale = 1,
},
["芯片槽位2"] = {
ShapeId = 12046,
ShapePos = { -1, -10, 0 },
ShapeRotation = { 0, 0, 0 },
ShapeScale = 1.1,
},
["芯片槽位3"] = {
ShapeId = 12048,
ShapePos = { 3, -16, 18 },
ShapeRotation = { 0, 0, 0 },
ShapeScale = 1.1,
},
},
OVERLOAD = {
[102] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
HCId = 102,
},
[103] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[104] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[106] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[107] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[108] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[109] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[110] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[111] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[112] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[113] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[114] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[115] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[116] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[118] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[119] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[120] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[121] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[122] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[123] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
[124] = {
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddAtkDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddAtkDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddAtkDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddAtkDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddAtkDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddMaxHpDelta", 216 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddMaxHpDelta", 432 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddMaxHpDelta", 648 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddMaxHpDelta", 864 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddMaxHpDelta", 1080 },
{ "AddDefDelta", 180 },
},
},
},
{
{
AttrPercent = 10,
Cost = {
{ 1021020, 1 },
},
ExtraPercent = 10,
Money = 100000,
WordAttr = {
{ "AddAtkDelta", 36 },
{ "AddDefDelta", 36 },
},
},
{
AttrPercent = 25,
Cost = {
{ 1021020, 3 },
},
ExtraPercent = 25,
Money = 150000,
WordAttr = {
{ "AddAtkDelta", 72 },
{ "AddDefDelta", 72 },
},
},
{
AttrPercent = 45,
Cost = {
{ 1021020, 6 },
},
ExtraPercent = 45,
Money = 200000,
WordAttr = {
{ "AddAtkDelta", 108 },
{ "AddDefDelta", 108 },
},
},
{
AttrPercent = 70,
Cost = {
{ 1021020, 10 },
{ 1021024, 1 },
},
ExtraPercent = 70,
Money = 250000,
WordAttr = {
{ "AddAtkDelta", 144 },
{ "AddDefDelta", 144 },
},
},
{
AttrPercent = 100,
Cost = {
{ 1021020, 15 },
{ 1021024, 1 },
},
ExtraPercent = 100,
Money = 300000,
WordAttr = {
{ "AddAtkDelta", 180 },
{ "AddDefDelta", 180 },
},
},
},
},
},
PATINTING = {
["芯片图片_101_1"] = {
InfoPos = { 0, 70 },
InfoScale = 0.4,
IntensifyPos = { -18, 363 },
IntensifyScale = 0.9,
SlotPos = { 0, 70 },
SlotScale = 0.28,
},
["芯片图片_102_1"] = {
InfoPos = { 0, 70 },
InfoScale = 0.4,
IntensifyPos = { -18, 302 },
IntensifyScale = 0.9,
SlotPos = { 0, 70 },
SlotScale = 0.28,
},
["芯片图片_103_1"] = {
InfoPos = { 0, 70 },
InfoScale = 0.4,
IntensifyPos = { -18, 363 },
IntensifyScale = 0.9,
SlotPos = { 0, 70 },
SlotScale = 0.28,
},
["芯片图片_104_1"] = {
InfoPos = { -15, 95 },
InfoScale = 0.4,
IntensifyPos = { 0, 315 },
IntensifyScale = 0.85,
SlotPos = { 0, 70 },
SlotScale = 0.28,
},
["芯片图片_106_1"] = {
InfoPos = { 7, 53 },
InfoScale = 0.4,
IntensifyPos = { 9, 343 },
IntensifyScale = 0.9,
SlotPos = { 13, 54 },
SlotScale = 0.28,
},
["芯片图片_107_1"] = {
InfoPos = { 0, 90 },
InfoScale = 0.4,
IntensifyPos = { 0, 354 },
IntensifyScale = 0.9,
SlotPos = { -5, 73 },
SlotScale = 0.28,
},
["芯片图片_108_1"] = {
InfoPos = { 0, 53 },
InfoScale = 0.4,
IntensifyPos = { -16, 251 },
IntensifyScale = 0.9,
SlotPos = { -12, 56 },
SlotScale = 0.28,
},
["芯片图片_109_1"] = {
InfoPos = { 5, 90 },
InfoScale = 0.4,
IntensifyPos = { 0, 324 },
IntensifyScale = 0.9,
SlotPos = { -13, 79 },
SlotScale = 0.28,
},
["芯片图片_110_1"] = {
InfoPos = { 0, 93 },
InfoScale = 0.4,
IntensifyPos = { 0, 365 },
IntensifyScale = 0.9,
SlotPos = { -8, 82 },
SlotScale = 0.28,
},
["芯片图片_111_1"] = {
InfoPos = { 7, 71 },
InfoScale = 0.4,
IntensifyPos = { 0, 216 },
IntensifyScale = 0.9,
SlotPos = { 7, 37 },
SlotScale = 0.28,
},
["芯片图片_112_1"] = {
InfoPos = { 15, 4 },
InfoScale = 0.4,
IntensifyPos = { 20, 186 },
IntensifyScale = 0.9,
SlotPos = { 14, 17 },
SlotScale = 0.28,
},
["芯片图片_113_1"] = {
InfoPos = { 0, 10 },
InfoScale = 0.4,
IntensifyPos = { 0, 90 },
IntensifyScale = 0.9,
SlotPos = { 0, 10 },
SlotScale = 0.28,
},
["芯片图片_114_1"] = {
InfoPos = { -8, 74 },
InfoScale = 0.4,
IntensifyPos = { -6, 202 },
IntensifyScale = 0.9,
SlotPos = { -25, 52 },
SlotScale = 0.28,
},
["芯片图片_115_1"] = {
InfoPos = { 5, 80 },
InfoScale = 0.4,
IntensifyPos = { 0, 270 },
IntensifyScale = 0.9,
SlotPos = { 6, 47 },
SlotScale = 0.28,
},
["芯片图片_118_1"] = {
InfoPos = { 10, 83 },
InfoScale = 0.4,
IntensifyPos = { 20, 356 },
IntensifyScale = 0.9,
SlotPos = { 25, 72 },
SlotScale = 0.28,
},
["芯片图片_120_1"] = {
InfoPos = { 0, 85 },
InfoScale = 0.4,
IntensifyPos = { 0, 136 },
IntensifyScale = 0.85,
SlotPos = { 7, 54 },
SlotScale = 0.25,
},
["芯片图片_122_1"] = {
InfoPos = { 0, 100 },
InfoScale = 0.4,
IntensifyPos = { -8, 400 },
IntensifyScale = 0.9,
SlotPos = { 11, 87 },
SlotScale = 0.28,
},
["芯片图片_901"] = {
InfoPos = { 15, 85 },
InfoScale = 0.4,
IntensifyPos = { 0, 280 },
IntensifyScale = 0.85,
SlotPos = { 0, 70 },
SlotScale = 0.28,
},
["芯片图片_902"] = {
InfoPos = { -15, 95 },
InfoScale = 0.4,
IntensifyPos = { 0, 270 },
IntensifyScale = 0.85,
SlotPos = { 0, 70 },
SlotScale = 0.28,
},
["芯片图片_903"] = {
InfoPos = { 15, 85 },
InfoScale = 0.4,
IntensifyPos = { 0, 320 },
IntensifyScale = 0.85,
SlotPos = { 25, 70 },
SlotScale = 0.28,
},
["芯片图片_904"] = {
InfoPos = { 15, 100 },
InfoScale = 0.4,
IntensifyPos = { 0, 320 },
IntensifyScale = 0.85,
SlotPos = { 20, 85 },
SlotScale = 0.28,
},
["芯片图片_905"] = {
InfoPos = { 0, 70 },
InfoScale = 0.4,
IntensifyPos = { 0, 280 },
IntensifyScale = 0.85,
SlotPos = { 0, 70 },
SlotScale = 0.28,
},
},
RANDOM_ADD_ATTRIBUTE = {
{
{
AddCritDelta = 6,
AddCritFactorDelta = 6,
AddCritFactorResistDelta = 6,
AddCritResistDelta = 6,
AddDestroyDelta = 6,
AddParryDelta = 6,
AddPscPeneDelta = 6,
AddSpeedDelta = 4,
AddStrengthDelta = 4,
AddTechniqueDelta = 4,
Level = 1,
Star = 1,
},
{
AddCritDelta = 12,
AddCritFactorDelta = 12,
AddCritFactorResistDelta = 12,
AddCritResistDelta = 12,
AddDestroyDelta = 12,
AddParryDelta = 12,
AddPscPeneDelta = 12,
AddSpeedDelta = 8,
AddStrengthDelta = 8,
AddTechniqueDelta = 8,
Level = 2,
Star = 1,
},
{
AddCritDelta = 18,
AddCritFactorDelta = 18,
AddCritFactorResistDelta = 18,
AddCritResistDelta = 18,
AddDestroyDelta = 18,
AddParryDelta = 18,
AddPscPeneDelta = 18,
AddSpeedDelta = 12,
AddStrengthDelta = 12,
AddTechniqueDelta = 12,
Level = 3,
Star = 1,
},
{
AddCritDelta = 24,
AddCritFactorDelta = 24,
AddCritFactorResistDelta = 24,
AddCritResistDelta = 24,
AddDestroyDelta = 24,
AddParryDelta = 24,
AddPscPeneDelta = 24,
AddSpeedDelta = 16,
AddStrengthDelta = 16,
AddTechniqueDelta = 16,
Level = 4,
Star = 1,
},
{
AddCritDelta = 30,
AddCritFactorDelta = 30,
AddCritFactorResistDelta = 30,
AddCritResistDelta = 30,
AddDestroyDelta = 30,
AddParryDelta = 30,
AddPscPeneDelta = 30,
AddSpeedDelta = 20,
AddStrengthDelta = 20,
AddTechniqueDelta = 20,
Level = 5,
Star = 1,
},
MaxLevel = 5,
},
{
{
AddCritDelta = 12,
AddCritFactorDelta = 12,
AddCritFactorResistDelta = 12,
AddCritResistDelta = 12,
AddDestroyDelta = 12,
AddParryDelta = 12,
AddPscPeneDelta = 12,
AddSpeedDelta = 8,
AddStrengthDelta = 8,
AddTechniqueDelta = 8,
Level = 1,
Star = 2,
},
{
AddCritDelta = 24,
AddCritFactorDelta = 24,
AddCritFactorResistDelta = 24,
AddCritResistDelta = 24,
AddDestroyDelta = 24,
AddParryDelta = 24,
AddPscPeneDelta = 24,
AddSpeedDelta = 16,
AddStrengthDelta = 16,
AddTechniqueDelta = 16,
Level = 2,
Star = 2,
},
{
AddCritDelta = 36,
AddCritFactorDelta = 36,
AddCritFactorResistDelta = 36,
AddCritResistDelta = 36,
AddDestroyDelta = 36,
AddParryDelta = 36,
AddPscPeneDelta = 36,
AddSpeedDelta = 24,
AddStrengthDelta = 24,
AddTechniqueDelta = 24,
Level = 3,
Star = 2,
},
{
AddCritDelta = 48,
AddCritFactorDelta = 48,
AddCritFactorResistDelta = 48,
AddCritResistDelta = 48,
AddDestroyDelta = 48,
AddParryDelta = 48,
AddPscPeneDelta = 48,
AddSpeedDelta = 32,
AddStrengthDelta = 32,
AddTechniqueDelta = 32,
Level = 4,
Star = 2,
},
{
AddCritDelta = 60,
AddCritFactorDelta = 60,
AddCritFactorResistDelta = 60,
AddCritResistDelta = 60,
AddDestroyDelta = 60,
AddParryDelta = 60,
AddPscPeneDelta = 60,
AddSpeedDelta = 40,
AddStrengthDelta = 40,
AddTechniqueDelta = 40,
Level = 5,
Star = 2,
},
MaxLevel = 5,
},
{
{
AddCritDelta = 24,
AddCritFactorDelta = 24,
AddCritFactorResistDelta = 24,
AddCritResistDelta = 24,
AddDestroyDelta = 24,
AddParryDelta = 24,
AddPscPeneDelta = 24,
AddSpeedDelta = 16,
AddStrengthDelta = 16,
AddTechniqueDelta = 16,
Level = 1,
Star = 3,
},
{
AddCritDelta = 48,
AddCritFactorDelta = 48,
AddCritFactorResistDelta = 48,
AddCritResistDelta = 48,
AddDestroyDelta = 48,
AddParryDelta = 48,
AddPscPeneDelta = 48,
AddSpeedDelta = 32,
AddStrengthDelta = 32,
AddTechniqueDelta = 32,
Level = 2,
Star = 3,
},
{
AddCritDelta = 72,
AddCritFactorDelta = 72,
AddCritFactorResistDelta = 72,
AddCritResistDelta = 72,
AddDestroyDelta = 72,
AddParryDelta = 72,
AddPscPeneDelta = 72,
AddSpeedDelta = 48,
AddStrengthDelta = 48,
AddTechniqueDelta = 48,
Level = 3,
Star = 3,
},
{
AddCritDelta = 96,
AddCritFactorDelta = 96,
AddCritFactorResistDelta = 96,
AddCritResistDelta = 96,
AddDestroyDelta = 96,
AddParryDelta = 96,
AddPscPeneDelta = 96,
AddSpeedDelta = 64,
AddStrengthDelta = 64,
AddTechniqueDelta = 64,
Level = 4,
Star = 3,
},
{
AddCritDelta = 120,
AddCritFactorDelta = 120,
AddCritFactorResistDelta = 120,
AddCritResistDelta = 120,
AddDestroyDelta = 120,
AddParryDelta = 120,
AddPscPeneDelta = 120,
AddSpeedDelta = 80,
AddStrengthDelta = 80,
AddTechniqueDelta = 80,
Level = 5,
Star = 3,
},
MaxLevel = 5,
},
{
{
AddCritDelta = 36,
AddCritFactorDelta = 36,
AddCritFactorResistDelta = 36,
AddCritResistDelta = 36,
AddDestroyDelta = 36,
AddParryDelta = 36,
AddPscPeneDelta = 36,
AddSpeedDelta = 24,
AddStrengthDelta = 24,
AddTechniqueDelta = 24,
Level = 1,
Star = 4,
},
{
AddCritDelta = 72,
AddCritFactorDelta = 72,
AddCritFactorResistDelta = 72,
AddCritResistDelta = 72,
AddDestroyDelta = 72,
AddParryDelta = 72,
AddPscPeneDelta = 72,
AddSpeedDelta = 48,
AddStrengthDelta = 48,
AddTechniqueDelta = 48,
Level = 2,
Star = 4,
},
{
AddCritDelta = 108,
AddCritFactorDelta = 108,
AddCritFactorResistDelta = 108,
AddCritResistDelta = 108,
AddDestroyDelta = 108,
AddParryDelta = 108,
AddPscPeneDelta = 108,
AddSpeedDelta = 72,
AddStrengthDelta = 72,
AddTechniqueDelta = 72,
Level = 3,
Star = 4,
},
{
AddCritDelta = 144,
AddCritFactorDelta = 144,
AddCritFactorResistDelta = 144,
AddCritResistDelta = 144,
AddDestroyDelta = 144,
AddParryDelta = 144,
AddPscPeneDelta = 144,
AddSpeedDelta = 96,
AddStrengthDelta = 96,
AddTechniqueDelta = 96,
Level = 4,
Star = 4,
},
{
AddCritDelta = 180,
AddCritFactorDelta = 180,
AddCritFactorResistDelta = 180,
AddCritResistDelta = 180,
AddDestroyDelta = 180,
AddParryDelta = 180,
AddPscPeneDelta = 180,
AddSpeedDelta = 120,
AddStrengthDelta = 120,
AddTechniqueDelta = 120,
Level = 5,
Star = 4,
},
MaxLevel = 5,
},
{
{
AddCritDelta = 54,
AddCritFactorDelta = 54,
AddCritFactorResistDelta = 54,
AddCritResistDelta = 54,
AddDestroyDelta = 54,
AddParryDelta = 54,
AddPscPeneDelta = 54,
AddSpeedDelta = 36,
AddStrengthDelta = 36,
AddTechniqueDelta = 36,
Level = 1,
Star = 5,
},
{
AddCritDelta = 108,
AddCritFactorDelta = 108,
AddCritFactorResistDelta = 108,
AddCritResistDelta = 108,
AddDestroyDelta = 108,
AddParryDelta = 108,
AddPscPeneDelta = 108,
AddSpeedDelta = 72,
AddStrengthDelta = 72,
AddTechniqueDelta = 72,
Level = 2,
Star = 5,
},
{
AddCritDelta = 162,
AddCritFactorDelta = 162,
AddCritFactorResistDelta = 162,
AddCritResistDelta = 162,
AddDestroyDelta = 162,
AddParryDelta = 162,
AddPscPeneDelta = 162,
AddSpeedDelta = 108,
AddStrengthDelta = 108,
AddTechniqueDelta = 108,
Level = 3,
Star = 5,
},
{
AddCritDelta = 216,
AddCritFactorDelta = 216,
AddCritFactorResistDelta = 216,
AddCritResistDelta = 216,
AddDestroyDelta = 216,
AddParryDelta = 216,
AddPscPeneDelta = 216,
AddSpeedDelta = 144,
AddStrengthDelta = 144,
AddTechniqueDelta = 144,
Level = 4,
Star = 5,
},
{
AddCritDelta = 270,
AddCritFactorDelta = 270,
AddCritFactorResistDelta = 270,
AddCritResistDelta = 270,
AddDestroyDelta = 270,
AddParryDelta = 270,
AddPscPeneDelta = 270,
AddSpeedDelta = 180,
AddStrengthDelta = 180,
AddTechniqueDelta = 180,
Level = 5,
Star = 5,
},
MaxLevel = 5,
},
{
{
AddCritDelta = 90,
AddCritFactorDelta = 90,
AddCritFactorResistDelta = 90,
AddCritResistDelta = 90,
AddDestroyDelta = 90,
AddParryDelta = 90,
AddPscPeneDelta = 90,
AddSpeedDelta = 60,
AddStrengthDelta = 60,
AddTechniqueDelta = 60,
Level = 1,
Star = 6,
},
{
AddCritDelta = 180,
AddCritFactorDelta = 180,
AddCritFactorResistDelta = 180,
AddCritResistDelta = 180,
AddDestroyDelta = 180,
AddParryDelta = 180,
AddPscPeneDelta = 180,
AddSpeedDelta = 120,
AddStrengthDelta = 120,
AddTechniqueDelta = 120,
Level = 2,
Star = 6,
},
{
AddCritDelta = 270,
AddCritFactorDelta = 270,
AddCritFactorResistDelta = 270,
AddCritResistDelta = 270,
AddDestroyDelta = 270,
AddParryDelta = 270,
AddPscPeneDelta = 270,
AddSpeedDelta = 180,
AddStrengthDelta = 180,
AddTechniqueDelta = 180,
Level = 3,
Star = 6,
},
{
AddCritDelta = 360,
AddCritFactorDelta = 360,
AddCritFactorResistDelta = 360,
AddCritResistDelta = 360,
AddDestroyDelta = 360,
AddParryDelta = 360,
AddPscPeneDelta = 360,
AddSpeedDelta = 240,
AddStrengthDelta = 240,
AddTechniqueDelta = 240,
Level = 4,
Star = 6,
},
{
AddCritDelta = 450,
AddCritFactorDelta = 450,
AddCritFactorResistDelta = 450,
AddCritResistDelta = 450,
AddDestroyDelta = 450,
AddParryDelta = 450,
AddPscPeneDelta = 450,
AddSpeedDelta = 300,
AddStrengthDelta = 300,
AddTechniqueDelta = 300,
Level = 5,
Star = 6,
},
MaxLevel = 5,
},
},
RANDOM_ADD_ATTRIBUTE_GROUP = {
{ Id = 1, MaxNum = 3, RandomInfo = {
{ 1, 70 },
{ 2, 50 },
{ 3, 0 },
}, TotalWeight = 120 },
{ Id = 2, MaxNum = 3, RandomInfo = {
{ 1, 70 },
{ 2, 50 },
{ 3, 0 },
}, TotalWeight = 120 },
{ Id = 3, MaxNum = 3, RandomInfo = {
{ 1, 70 },
{ 2, 50 },
{ 3, 0 },
}, TotalWeight = 120 },
{ Id = 4, MaxNum = 3, RandomInfo = {
{ 2, 50 },
{ 3, 0 },
}, TotalWeight = 50 },
{ Id = 5, MaxNum = 4, RandomInfo = {
{ 2, 70 },
{ 3, 50 },
{ 4, 0 },
}, TotalWeight = 120 },
{ Id = 6, MaxNum = 4, RandomInfo = {
{ 3, 50 },
{ 4, 0 },
}, TotalWeight = 50 },
MaxLevel = 0,
},
RANDOM_ATTRIBUTE_LIST = {
{ CounterName = "AddPscPeneDelta", Desc = "τ⌐┐Θ\128Åσ\128\188", Id = 1 },
{ CounterName = "AddCritDelta", Desc = "µÜ┤σç╗σÇ\188", Id = 2 },
{ CounterName = "AddCritResistDelta", Desc = "µèùµÜ┤σÇ\188", Id = 3 },
{ CounterName = "AddDestroyDelta", Desc = "σó₧Σ╝ñσÇ\188", Id = 4 },
{ CounterName = "AddParryDelta", Desc = "σçÅσàìσÇ\188", Id = 5 },
{ CounterName = "AddCritFactorDelta", Desc = "µÜ┤Σ╝ñσÇ\188", Id = 6 },
{ CounterName = "AddCritFactorResistDelta", Desc = "Θƒºµ\128ºσ\128\188", Id = 7 },
{ CounterName = "AddStrengthDelta", Desc = "力量", Id = 8 },
{ CounterName = "AddTechniqueDelta", Desc = "µè\128σ╖\167", Id = 9 },
{ CounterName = "AddSpeedDelta", Desc = "速度", Id = 10 },
{ CounterName = "AddAtkDelta", Desc = "攻击", Id = 11 },
{ CounterName = "AddMaxHpDelta", Desc = "生命", Id = 12 },
{ CounterName = "AddDefDelta", Desc = "防御", Id = 13 },
},
RANDOM_ATTR_NUM = {
{ Id = 1, MaxNum = 1, RandomInfo = {
{ 1, 100 },
}, TotalWeight = 100 },
{ Id = 2, MaxNum = 2, RandomInfo = {
{ 1, 60 },
{ 2, 40 },
}, TotalWeight = 100 },
{ Id = 3, MaxNum = 3, RandomInfo = {
{ 1, 20 },
{ 2, 60 },
{ 3, 20 },
}, TotalWeight = 100 },
{ Id = 4, MaxNum = 3, RandomInfo = {
{ 2, 50 },
{ 3, 50 },
}, TotalWeight = 100 },
{ Id = 5, MaxNum = 4, RandomInfo = {
{ 2, 20 },
{ 3, 60 },
{ 4, 20 },
}, TotalWeight = 100 },
{ Id = 6, MaxNum = 4, RandomInfo = {
{ 3, 50 },
{ 4, 50 },
}, TotalWeight = 100 },
MaxLevel = 0,
},
SUIT = {
{
AttrDesc3 = "After the suit is activated, %s +%d",
BestQualityID = {},
Id = 1,
Name = "Storm",
Part3 = {
{
{ "AddBasAtkDelta", "50" },
},
{
{ "AddBasAtkDelta", "100" },
},
{
{ "AddBasAtkDelta", "150" },
},
{
{ "AddBasAtkDelta", "200" },
},
},
SuitOrientate = "General I",
},
{
AttrDesc3 = "After the suit is activated, %s +%d",
BestQualityID = {},
Id = 2,
Name = "HP",
Part3 = {
{
{ "AddBasMaxHpDelta", "300" },
},
{
{ "AddBasMaxHpDelta", "600" },
},
{
{ "AddBasMaxHpDelta", "900" },
},
{
{ "AddBasMaxHpDelta", "1200" },
},
},
SuitOrientate = "General II",
},
{
AttrDesc3 = "After the suit is activated, %s +%d",
BestQualityID = {},
Id = 3,
Name = "Destroyer",
Part3 = {
{
{ "AddDestroyDelta", "50" },
},
{
{ "AddDestroyDelta", "100" },
},
{
{ "AddDestroyDelta", "150" },
},
{
{ "AddDestroyDelta", "200" },
},
},
SuitOrientate = "General III",
},
{
AttrDesc3 = "After the suit is activated, %s +%d",
BestQualityID = {},
Id = 4,
Name = "Rage",
Part3 = {
{
{ "AddCritDelta", "50" },
},
{
{ "AddCritDelta", "100" },
},
{
{ "AddCritDelta", "150" },
},
{
{ "AddCritDelta", "200" },
},
},
SuitOrientate = "General IV",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 5,
Name = "Full Cowling",
Spec3 = 10130,
SuitOrientate = "Izuku Midoriya Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 6,
Name = "Fire Explosion",
Spec3 = 10230,
SuitOrientate = "Katsuki Bakugo Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 7,
Name = "Symbol of Peace",
Spec3 = 10331,
SuitOrientate = "All Might Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 8,
Name = "Uravity's Flexibility",
RuneCollectionSuit1 = "Phy. Crit [t28]+6%#n",
Spec3 = 10731,
SuitOrientate = "Ochaco Uraraka Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 9,
Name = "Bone-piercing Cold",
Spec3 = 10831,
SuitOrientate = "Shota Todoroki Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 10,
Name = "Onslaught",
Spec3 = 10931,
SuitOrientate = "Momo Yaoyorozu Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 11,
Name = "Irresistible Force",
Spec3 = 11031,
SuitOrientate = "Denki Kaminari Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 12,
Name = "Invincible Blade",
Spec3 = 11130,
SuitOrientate = "Stain Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 13,
Name = "Runaway Nightmare",
Spec3 = 12330,
SuitOrientate = "Fumikage Tokoyami Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 14,
Name = "Steel Body",
Spec3 = 11330,
SuitOrientate = "Eijiro Kirishima Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 15,
Name = "Blast",
Spec3 = 11231,
SuitOrientate = "Dabi Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 16,
Name = "Handsome Grape",
Spec3 = 12030,
SuitOrientate = "Minoru Mineta Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 17,
Name = "Best Fire-Wielder",
Spec3 = 12131,
SuitOrientate = "Endeavor Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 18,
Name = "Iida Family",
Spec3 = 10631,
SuitOrientate = "Tenya Iida Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 19,
Name = "Fate Breaker",
Spec3 = 12430,
SuitOrientate = "Izuku Midoriya Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 20,
Name = "Rainy Season",
Spec3 = 11430,
SuitOrientate = "Tsuyu Asui Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 21,
Name = "Target Lock",
Spec3 = 11530,
SuitOrientate = "Aizawa Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 22,
Name = "Martial Honor",
Spec3 = 11630,
SuitOrientate = "Ojiro Exclusive",
},
{
["3SuitFighting"] = { 140, 280, 560, 840 },
BestQualityID = {},
Desc3 = "Check the special effect details in the [T Talent Configuration Table]",
Id = 23,
Name = "Collapsed Zone",
Spec3 = 11930,
SuitOrientate = "Shigaraki Exclusive",
},
MaxLevel = 0,
},
SUIT_SHOW = {
{ 9000116, 9000126, 9000136 },
{ 9000216, 9000226, 9000236 },
{ 9000316, 9000326, 9000336 },
{ 9000416, 9000426, 9000436 },
[10] = { 9090116, 9090126, 9090136 },
[11] = { 9100116, 9100126, 9100136 },
[12] = { 9110316, 9110326, 9110336 },
[13] = { 9230116, 9230126, 9230136 },
[14] = { 9130116, 9130126, 9130136 },
[15] = { 9120116, 9120126, 9120136 },
[16] = { 9200116, 9200126, 9200136 },
[17] = { 9210116, 9210126, 9210136 },
[18] = { 9060116, 9060126, 9060136 },
[19] = { 9012416, 9012426, 9012436 },
[20] = { 9140116, 9140126, 9140136 },
[21] = { 9150116, 9150126, 9150136 },
[22] = { 9011616, 9011626, 9011636 },
[23] = { 9011916, 9011926, 9011936 },
[6] = { 9020116, 9020126, 9020136 },
[7] = { 9040116, 9040126, 9040136 },
[8] = { 9070116, 9070126, 9070136 },
[9] = { 9080116, 9080126, 9080136 },
},
VARIATION = {
{
Id = 1,
SpecialBuffRandom = { 100, 100 },
SpecialBuffScore = 100,
VariationDescribe = "After each use of [Q Skill], Crit DMG will be increased by 10% for 5s (stackable).",
VariationSpecId = 10130,
},
{
Id = 2,
SpecialBuffRandom = { 100, 100 },
SpecialBuffScore = 150,
VariationDescribe = "[W Skill] increases DMG by 50%, and the final is guaranteed to be a Crit.",
VariationSpecId = 10131,
},
{
Id = 3,
SpecialBuffRandom = { 100, 100 },
SpecialBuffScore = 200,
VariationDescribe = "After using this skill, Crit DMG will be increased by 10% for 10s (can be stacked 3 times).",
VariationSpecId = 10230,
},
{
Id = 4,
SpecialBuffRandom = { 100, 100 },
SpecialBuffScore = 250,
VariationDescribe = "[QTE] increases Crit rate by 50%, and Crit DMG by 25%.",
VariationSpecId = 10231,
},
MaxLevel = 0,
},
}
|
package.path = "?.lua;../?.lua"
local input = require "input"
function parse_claim(str)
-- Example: #1 @ 1,3: 4x4
local a, b, c, d, e = str:match('#(%d+) @ (%d+),(%d+): (%d+)x(%d+)')
return { id = a, x = b, y = c, width = d, height = e }
end
function add_coverage(claim, coverage)
local count = 0
-- Compute index of top left corner of the claim
local ix = claim.x + claim.y * 1000
for j = 0, claim.height - 1 do
for i = 0, claim.width - 1 do
-- Increment coverage by 1
local incremented = (coverage[ix] or 0) + 1
coverage[ix] = incremented
-- Count coverage that exceeds 1
if incremented == 2 then count = count + 1 end
ix = ix + 1
end
-- Next line and "carriage return"
ix = ix + 1000 - claim.width
end
return count
end
function solve(input)
-- Parse the claims
local claims = {}
for i = 1, #input do
claims[#claims + 1] = parse_claim(input[i])
end
-- #1 @ 1,3: 4x4
-- #2 @ 3,1: 4x4
-- #3 @ 5,5: 2x2
-- claims = { {x = 1, y = 3, width = 4, height = 4}, {x = 3, y = 1, width = 4, height = 4}, {x = 5, y = 5, width = 2, height = 2} }
local t0 = os.clock()
local count = 0
local coverage = {}
for i = 1, #claims do
local claim = claims[i]
count = count + add_coverage(claim, coverage)
end
local time = os.clock() - t0
print(string.format("elapsed time: %.4f", time))
return count
end
local input = input.read_file("input.txt")
print("Solution: " .. (solve(input) or "not found")) |
--[[
Copyright (C) 2014- Rochet2 <https://github.com/Rochet2>
This program is free software you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
]]
local gsub = gsub or string.gsub
local Encoder = {}
local DEFAULT_ENCODER = '$'
local coders = {
['<'] = '{',
['>'] = '{',
}
function Encoder.Encode(str, encoded, encoder)
encoder = ((encoder and coders[encoder]) or encoder) or DEFAULT_ENCODER
if encoded == encoder then return str end
local escaped_encoded = gsub(encoded, "[%(%)%.%%%+%-%*%?%[%]%^%$]", "%%%0")
local escaped_encoder = gsub(encoder, "[%(%)%.%%%+%-%*%?%[%]%^%$]", "%%%0")
return (gsub((gsub(str, '([<>])'..escaped_encoder, '%1>'..encoder)), escaped_encoded, '<'..encoder))
end
function Encoder.Decode(str, encoded, encoder)
encoder = ((encoder and coders[encoder]) or encoder) or DEFAULT_ENCODER
if encoded == encoder then return str end
local escaped_encoder = gsub(encoder, "[%(%)%.%%%+%-%*%?%[%]%^%$]", "%%%0")
return (gsub((gsub(str, '<'..escaped_encoder, encoded)), '>'..escaped_encoder, encoder))
end
return Encoder
|
slot0 = class("BattleGateDodgem")
ys.Battle.BattleGateDodgem = slot0
slot0.__name = "BattleGateDodgem"
slot0.Entrance = function (slot0, slot1)
slot1:sendNotification(GAME.BEGIN_STAGE_DONE, {
prefabFleet = ys.Battle.BattleDataFunction.GetDungeonTmpDataByID(slot3).fleet_prefab,
stageId = slot0.stageId,
system = SYSTEM_DODGEM
})
end
slot0.Exit = function (slot0, slot1)
slot1:sendNotification(GAME.ACTIVITY_OPERATION, {
cmd = 1,
activity_id = getProxy(ActivityProxy):getActivityByType(ActivityConst.ACTIVITY_TYPE_DODGEM) and slot3.id,
statistics = slot0.statistics,
arg1 = slot0.statistics._battleScore,
arg2 = slot0.statistics.dodgemResult.score
})
end
return slot0
|
---@class CS.FairyEditor.View.Document
---@field public panel CS.FairyGUI.GComponent
---@field public selectionLayer CS.FairyGUI.Container
---@field public inspectingTarget CS.FairyEditor.FObject
---@field public inspectingTargets CS.System.Collections.Generic.IList_CS.FairyEditor.FObject
---@field public inspectingObjectType string
---@field public packageItem CS.FairyEditor.FPackageItem
---@field public content CS.FairyEditor.FComponent
---@field public displayTitle string
---@field public displayIcon string
---@field public history CS.FairyEditor.View.ActionHistory
---@field public docURL string
---@field public isModified boolean
---@field public savedVersion number
---@field public openedGroup CS.FairyEditor.FObject
---@field public isPickingObject boolean
---@field public timelineMode boolean
---@field public editingTransition CS.FairyEditor.FTransition
---@field public head number
---@type CS.FairyEditor.View.Document
CS.FairyEditor.View.Document = { }
---@return CS.FairyEditor.View.Document
function CS.FairyEditor.View.Document.New() end
---@param pi CS.FairyEditor.FPackageItem
function CS.FairyEditor.View.Document:Open(pi) end
function CS.FairyEditor.View.Document:OnEnable() end
function CS.FairyEditor.View.Document:OnDisable() end
function CS.FairyEditor.View.Document:OnDestroy() end
function CS.FairyEditor.View.Document:OnValidate() end
---@param key string
---@param value CS.System.Object
function CS.FairyEditor.View.Document:SetMeta(key, value) end
function CS.FairyEditor.View.Document:OnUpdate() end
---@return number
---@param objectType string
function CS.FairyEditor.View.Document:GetInspectingTargetCount(objectType) end
---@param value boolean
function CS.FairyEditor.View.Document:SetModified(value) end
---@return CS.FairyGUI.Utils.XML
function CS.FairyEditor.View.Document:Serialize() end
function CS.FairyEditor.View.Document:Save() end
function CS.FairyEditor.View.Document:OnViewSizeChanged() end
function CS.FairyEditor.View.Document:OnViewScaleChanged() end
function CS.FairyEditor.View.Document:OnViewBackgroundChanged() end
---@param obj CS.FairyEditor.FObject
---@param scrollToView boolean
---@param allowOpenGroups boolean
function CS.FairyEditor.View.Document:SelectObject(obj, scrollToView, allowOpenGroups) end
function CS.FairyEditor.View.Document:SelectAll() end
---@return CS.System.Collections.Generic.IList_CS.FairyEditor.FObject
function CS.FairyEditor.View.Document:GetSelection() end
---@param obj CS.FairyEditor.FObject
function CS.FairyEditor.View.Document:UnselectObject(obj) end
function CS.FairyEditor.View.Document:UnselectAll() end
---@overload fun(obj:CS.FairyEditor.FObject): void
---@param objs CS.System.Collections.Generic.IList_CS.FairyEditor.FObject
function CS.FairyEditor.View.Document:SetSelection(objs) end
function CS.FairyEditor.View.Document:CopySelection() end
function CS.FairyEditor.View.Document:DeleteSelection() end
---@param group CS.FairyEditor.FGroup
function CS.FairyEditor.View.Document:DeleteGroupContent(group) end
---@param dx number
---@param dy number
function CS.FairyEditor.View.Document:MoveSelection(dx, dy) end
---@return CS.UnityEngine.Vector2
---@param stagePos CS.UnityEngine.Vector2
function CS.FairyEditor.View.Document:GlobalToCanvas(stagePos) end
---@return CS.UnityEngine.Vector2
function CS.FairyEditor.View.Document:GetCenterPos() end
---@param pos CS.System.Nullable_CS.UnityEngine.Vector2
---@param pasteToCenter boolean
function CS.FairyEditor.View.Document:Paste(pos, pasteToCenter) end
---@param url string
function CS.FairyEditor.View.Document:ReplaceSelection(url) end
---@param target CS.FairyEditor.FObject
function CS.FairyEditor.View.Document:OpenChild(target) end
---@param target CS.FairyEditor.FTextField
function CS.FairyEditor.View.Document:StartInlineEdit(target) end
function CS.FairyEditor.View.Document:ShowContextMenu() end
---@param editMeu CS.FairyEditor.Component.IMenu
function CS.FairyEditor.View.Document:UpdateEditMenu(editMeu) end
---@return CS.FairyEditor.FObject
---@param url string
---@param pos CS.System.Nullable_CS.UnityEngine.Vector2
---@param insertIndex number
function CS.FairyEditor.View.Document:InsertObject(url, pos, insertIndex) end
---@param obj CS.FairyEditor.FObject
function CS.FairyEditor.View.Document:RemoveObject(obj) end
---@param index number
function CS.FairyEditor.View.Document:AdjustDepth(index) end
function CS.FairyEditor.View.Document:CreateGroup() end
function CS.FairyEditor.View.Document:DestroyGroup() end
---@param group CS.FairyEditor.FObject
function CS.FairyEditor.View.Document:OpenGroup(group) end
---@param depth number
function CS.FairyEditor.View.Document:CloseGroup(depth) end
---@param group CS.FairyEditor.FGroup
function CS.FairyEditor.View.Document:NotifyGroupRemoved(group) end
---@param hotkeyId string
function CS.FairyEditor.View.Document:HandleHotkey(hotkeyId) end
---@param initValue CS.FairyEditor.FObject
---@param callback (fun(obj:CS.FairyEditor.FObject):void)
---@param validator (fun(arg:CS.FairyEditor.FObject):boolean)
---@param cancelCallback (fun():void)
function CS.FairyEditor.View.Document:PickObject(initValue, callback, validator, cancelCallback) end
function CS.FairyEditor.View.Document:CancelPickObject() end
---@param name string
function CS.FairyEditor.View.Document:EnterTimelineMode(name) end
function CS.FairyEditor.View.Document:ExitTimelineMode() end
function CS.FairyEditor.View.Document:RefreshTransition() end
---@param flag number
function CS.FairyEditor.View.Document:RefreshInspectors(flag) end
---@return number
---@param obj CS.FairyEditor.FObject
function CS.FairyEditor.View.Document:GetOutlineLocks(obj) end
---@param trans CS.FairyEditor.FTransition
---@param propName string
---@param propValue CS.System.Object
function CS.FairyEditor.View.Document:SetTransitionProperty(trans, propName, propValue) end
---@param item CS.FairyEditor.FTransitionItem
---@param propName string
---@param propValue CS.System.Object
function CS.FairyEditor.View.Document:SetKeyFrameProperty(item, propName, propValue) end
---@param item CS.FairyEditor.FTransitionItem
---@param values Object[]
function CS.FairyEditor.View.Document:SetKeyFrameValue(item, values) end
---@param item CS.FairyEditor.FTransitionItem
---@param pointIndex number
---@param x number
---@param y number
function CS.FairyEditor.View.Document:SetKeyFramePathPos(item, pointIndex, x, y) end
---@param item CS.FairyEditor.FTransitionItem
---@param pointIndex number
---@param controlIndex number
---@param x number
---@param y number
function CS.FairyEditor.View.Document:SetKeyFrameControlPointPos(item, pointIndex, controlIndex, x, y) end
---@param item CS.FairyEditor.FTransitionItem
---@param pointIndex number
---@param smooth boolean
function CS.FairyEditor.View.Document:SetKeyFrameControlPointSmooth(item, pointIndex, smooth) end
---@param targetId string
---@param t string
---@param frame number
function CS.FairyEditor.View.Document:SetKeyFrame(targetId, t, frame) end
---@param targetId string
---@param t string
---@param xml CS.FairyGUI.Utils.XML
function CS.FairyEditor.View.Document:SetKeyFrames(targetId, t, xml) end
---@overload fun(transType:string): void
---@param child CS.FairyEditor.FObject
---@param optional t string
function CS.FairyEditor.View.Document:CreateKeyFrame(child, t) end
---@param item CS.FairyEditor.FTransitionItem
function CS.FairyEditor.View.Document:AddKeyFrame(item) end
---@param items FTransitionItem[]
function CS.FairyEditor.View.Document:AddKeyFrames(items) end
---@param item CS.FairyEditor.FTransitionItem
function CS.FairyEditor.View.Document:RemoveKeyFrame(item) end
---@param targetId string
---@param t string
function CS.FairyEditor.View.Document:RemoveKeyFrames(targetId, t) end
---@param xml CS.FairyGUI.Utils.XML
function CS.FairyEditor.View.Document:UpdateTransition(xml) end
---@return CS.FairyEditor.FTransition
---@param name string
function CS.FairyEditor.View.Document:AddTransition(name) end
---@param name string
function CS.FairyEditor.View.Document:RemoveTransition(name) end
---@return CS.FairyEditor.FTransition
---@param name string
---@param newInstanceName string
function CS.FairyEditor.View.Document:DuplicateTransition(name, newInstanceName) end
---@param data CS.FairyGUI.Utils.XML
function CS.FairyEditor.View.Document:UpdateTransitions(data) end
---@param data CS.FairyGUI.Utils.XML
function CS.FairyEditor.View.Document:AddController(data) end
---@param controllerName string
---@param data CS.FairyGUI.Utils.XML
function CS.FairyEditor.View.Document:UpdateController(controllerName, data) end
---@param controllerName string
function CS.FairyEditor.View.Document:RemoveController(controllerName) end
---@return number
---@param controllerName string
---@param index number
function CS.FairyEditor.View.Document:SwitchPage(controllerName, index) end
return CS.FairyEditor.View.Document
|
--[[
This is a bare minimum S2E config file to demonstrate the use of libs2e with PyKVM.
Please refer to the S2E documentation for more details.
This file was automatically generated at {{ creation_time }}
]]--
s2e = {
logging = {
-- Possible values include "all", "debug", "info", "warn" and "none".
-- See Logging.h in libs2ecore.
console = "{{ loglevel }}",
logLevel = "{{ loglevel }}",
},
-- All the cl::opt options defined in the engine can be tweaked here.
-- This can be left empty most of the time.
-- Most of the options can be found in S2EExecutor.cpp and Executor.cpp.
kleeArgs = {
"--verbose-on-symbolic-address={{ klee_info }}",
"--verbose-state-switching={{ klee_info }}",
"--verbose-fork-info={{ klee_info }}",
"--print-mode-switch=false",
"--fork-on-symbolic-address=false",--no self-modifying code and load libs for IoT firmware
"--suppress-external-warnings=true"
},
}
--rom start should be equal to vtor
mem = {
rom = {
{% for ro in rom %} {{ '{' }}{{ ro }}{{ '}' }}, {% endfor %}
},
ram = {
{% for ra in ram %} {{ '{' }}{{ ra }}{{ '}' }}, {% endfor %}
},
}
init = {
vtor = {{ vtor }},
}
-- Declare empty plugin settings. They will be populated in the rest of
-- the configuration file.
plugins = {}
pluginsConfig = {}
-- Include various convenient functions
dofile('library.lua')
{% if loglevel == "debug" %}
-------------------------------------------------------------------------------
-- This is the main execution tracing plugin.
-- It generates the ExecutionTracer.dat file in the s2e-last folder.
-- That files contains trace information in a binary format. Other plugins can
-- hook into ExecutionTracer in order to insert custom tracing data.
--
-- This is a core plugin, you most likely always want to have it.
add_plugin("ExecutionTracer")
{% endif %}
add_plugin("ARMFunctionMonitor")
pluginsConfig.ARMFunctionMonitor = {
functionParameterNum = {{ t2_function_parameter_num }},
callerLevel = {{ t2_caller_level }},
}
add_plugin("PeripheralModelLearning")
pluginsConfig.PeripheralModelLearning = {
useKnowledgeBase = {{ mode }},
useFuzzer = {{ enable_fuzz }},
limitSymNum = {{ t3_max_symbolic_count }},
maxT2Size = {{ t2_max_context }},
{% if enable_fuzz == "true" %}allowNewPhs = {{ allow_new_phs }},
{% else %}allowNewPhs = true,{% endif %}
{% if mode == "true" %}autoModeSwitch = {{ allow_auto_mode_switch }},
{% else %}autoModeSwitch = false,{% endif %}
enableExtendedInterruptMode = "true",
cacheFileName = "{{ cache_file_name }}",
firmwareName = "{{ firmware_name }}",
}
add_plugin("InvalidStatesDetection")
pluginsConfig.InvalidStatesDetection = {
usePeripheralCache = {{ mode }},
bb_inv1 = {{ bb_inv1 }},
bb_inv2 = {{ bb_inv2 }},
bb_terminate = {{ bb_terminate }},
tbInterval = {{ irq_tb_break }},
killPoints = {
{% for k in kill_points %}
{{ k }},{% endfor %}
},
alivePoints = {
{% for a in alive_points %}
{{ a }},{% endfor %}
}
}
add_plugin("ExternalInterrupt")
pluginsConfig.ExternalInterrupt ={
BBScale= {{ bb_terminate }},
disableSystickInterrupt = {{ disable_systick }},
disableIrqs = {
{% for i in disable_irqs %}
{{ i }},{% endfor %}
},
tbInterval = {{ irq_tb_break }},
{% if disable_systick == "true" %}systickBeginPoint = {{ systick_begin_point }},{% endif %}
}
{% if mode == "true" %}
add_plugin("AFLFuzzer")
pluginsConfig.AFLFuzzer = {
useAFLFuzzer = {{ enable_fuzz }},
{% if enable_fuzz == "true" %}
inputPeripherals = {
{% for input_peripheral in input_peripherals %} {{ '{' }}{{ input_peripheral }}{{ '}' }}, {% endfor %}
},
writeRanges = {
{% for additional_writable_range in additional_writable_ranges %} {{ '{' }}{{ additional_writable_range }}{{ '}' }}, {% endfor %}
},
crashPoints = {
{% for k in crash_points %}
{{ k }},{% endfor %}
},
hangTimeout = {{ time_out }},
forkCount = {{ fork_count }},
{% endif %}
}
{% endif %}
|
local COMMAND = Clockwork.command:New("PGI");
COMMAND.tip = "Gets a player's IC name, OOC name and steam ID and optionally his health and armor.";
COMMAND.text = "[anything HP/Armor]"
COMMAND.flags = CMD_DEFAULT;
COMMAND.access = "o";
COMMAND.optionalArguments = 1;
-- Called when the command has been run.
function COMMAND:OnRun(player, arguments)
Clockwork.command:FindByID("PlyGetInfo"):OnRun(player, arguments);
end;
COMMAND:Register(); |
--[[
This script downloads all of the external dependencies and unzips them to the proper directory. You will need to have 7z in your path to run this, as well as the LuaSocket, UFS, and EX Lua modules.
]]
local io = require("io")
local http = require("socket.http")
local ltn12 = require("ltn12")
local lfs = require "lfs"
local externals =
{
{
"OpenGL SDK 0.5.2", --The name of the component.
"glsdk", --The output directory to copy the component's data.
"glsdk.7z", --The filename that will be created in the download director.
"glsdk_0_5_2", --If the zip file has a base directory, then name it here. If it doesn't, then just use ""
[==[https://netix.dl.sourceforge.net/project/glsdk/GLSDK%200.5.0/glsdk_0_5_2.7z]==],
--Files/ to delete, relative to the output directory of this component.
{
"docs",
"examples",
"glfw",
"freeglut/VisualStudio2008",
"freeglut/VisualStudio2008Static",
"glm/bench",
"glm/doc",
"glm/test",
"glm/util",
"README.html",
}
},
}
local zipFullName = "7zr"
local function RecursiveDelete(file)
print("deleting: ", file);
local attr = lfs.attributes(file);
if attr == nil then
print("warning: file doesn't exist; skipping");
return
end
if attr.mode == "file" then
os.remove(file);
end
if attr.mode == "directory" then
for entry in lfs.dir(file) do
if entry ~= "." and entry ~= ".." then
RecursiveDelete(file..'/'..entry);
end
end
lfs.rmdir(file);
end
end
local function RecursiveCopy(fromDir, toDir)
print(tostring(fromDir), tostring(toDir));
for entry in lfs.dir(fromDir) do
if entry ~= "." and entry ~= ".." then
local f = fromDir..'/'..entry;
local es = lfs.attributes(f)
local pathDestName = toDir..'/'..entry;
if (es.mode == "file") then
local i = io.open(f, "rb");
local o = io.open(pathDestName, "w+b");
o:write(i:read("*a"));
o:close();
i:close();
end
if (es.mode == "directory") then
lfs.mkdir(pathDestName);
RecursiveCopy(f, pathDestName);
end
end
end
end
local decompressDir = "./extract";
lfs.mkdir(decompressDir);
for i, ext in ipairs(externals) do
print("Downloading: " .. ext[1]);
local compressFile = decompressDir .. "/" .. ext[3];
local hFile = assert(io.open(compressFile, "wb"));
http.request {url = ext[5], sink = ltn12.sink.file(hFile)}
local unzipDir = decompressDir .. "/dir" .. i;
lfs.mkdir(unzipDir);
print("Extracting: " .. ext[1]);
if(ext[3]:match("%.tar%.gz$")) then
local s = zipFullName.." x -y -o" .. decompressDir .. compressFile;
print(s);
--local proc = os.execute(s);
local tarFile = compressFile:match("(.+)%.gz$");
--proc = os.execute(zipFullName, {
-- args={"x", "-y", "-o" .. unzipDir, tarFile},
-- });
else
local s = zipFullName.." x -y -o" .. unzipDir .. " " .. compressFile;
print(s)
proc = os.execute(s);
end
print("Copying: " .. ext[1]);
local pathSrc = unzipDir;
if(#ext[4] ~= 0) then
pathSrc = pathSrc..'/'..ext[4]
end
--Copy to final directory.
local pathOut = "./" .. ext[2];
lfs.mkdir(pathOut);
RecursiveCopy(pathSrc, pathOut);
--Remove extraneous files/directories
if(ext[6]) then
for i, filename in ipairs(ext[6]) do
local pathFile = pathOut..'/'..filename;
print("deleting:", pathFile);
RecursiveDelete(pathFile);
end
end
end
RecursiveDelete(decompressDir);
|
local about
local core = require("one.core")
local text = [[
Produced in 72 hours for the 28th Ludum Dare Game Jam
Code - Lucien Greathouse
Art - Cassie Scheirer
HOW TO PLAY
(scroll wheel or arrow keys to scroll)
In this game, you have one button and one button only. You can pick this button and it can be anything, from a mouse click, to a keyboard key, to a button on your game controller.
Tap your button to move in the direction of the arrow at your bottom corner of the screen. This arrow moves randomly, so watch it carefully!
Hold your button to charge your attack meter, which is below your health. When the meter is full, release your button to attack.
Each round lasts 90 seconds and the first player to three points wins! Good luck!
]]
about = {
position = 0,
font = core:get_font(20),
get_height = function(self)
local _, count = text:gsub("\n", "\n")
return (self.font:getHeight() * count)
end,
draw = function(self)
local w, h = core.screen_w, core.screen_h
love.graphics.setColor(80, 80, 80, 220)
love.graphics.rectangle("fill", w * 0.2, h * 0.2, w * 0.6, h * 0.6)
love.graphics.setColor(0, 0, 0, 220)
love.graphics.setLineWidth(4)
love.graphics.rectangle("line", w * 0.2, h * 0.2, w * 0.6, h * 0.6)
love.graphics.setScissor(w * 0.2, h * 0.2, w * 0.6, h * 0.6 - 4)
love.graphics.setFont(self.font)
love.graphics.setColor(255, 255, 255)
love.graphics.printf(text, w * 0.2, h * 0.2 + 4 - self.position, w * 0.6, "center")
love.graphics.setScissor()
end
}
return about |
--[===[DOC
= jsonishout
[source,lua]
----
function jsonishout( inputValue ) --> jsonStr
----
Generate the JSON-like string `jsonStr` from the lua value `inputValue`. Only
number or string keys are allowed in a table value. The value can be a table
itself; any other value will be converted to string.
If a table value contains only number key, a JSON array will be generated. If
it contains only string key a JSON object will be generated istead. Empty table
or mix table will produce an array.
Any table that has a metatable will always generate a JSON object, so you can
use an empty table with an empty metatable to generate an empty JSON obkec.
This access the tables with common lua `[]` operator, so metatable can be used
to hook into the generator behaviour.
== Example
[source,lua,example]
----
local jsonishout = require 'jsonishout'
assert( jsonishout{{a=1},{1,"b"}} == '[{"a":1},[1,"b"]]' )
----
]===]
local function quote_json_string(str)
return '"'
.. str:gsub('(["\\%c])',
function(c)
return string.format('\\x%02X', c:byte())
end)
.. '"'
end
local table_to_json
local function table_to_json_rec(result, t)
if 'number' == type(t) then
result[1+#result] = tostring(t)
return
end
if 'table' ~= type(t) then
result[1+#result] = quote_json_string(tostring(t))
return
end
local isarray = false
if not getmetatable(t) then
local hasindex, haskey = false, false
for _ in ipairs(t) do hasindex = true break end
for _ in pairs(t) do haskey = true break end
isarray = hasindex or not haskey
end
if isarray then
result[1+#result] = '['
local first = true
for _,v in ipairs(t) do
if not first then result[1+#result] = ',' end
first = false
table_to_json_rec(result, v)
end
result[1+#result] = ']'
else
result[1+#result] = '{'
local first = true
for k,v in pairs(t) do
if 'number' ~= type(k) or 0 ~= math.fmod(k) then -- skip integer keys
k = tostring(k)
if not first then result[1+#result] = ',' end
first = false
-- Key
result[1+#result] = quote_json_string(k)
result[1+#result] = ':'
-- Value
table_to_json_rec(result, v)
end
end
result[1+#result] = '}'
end
end
table_to_json = function(t)
local result = {}
table_to_json_rec(result, t)
return table.concat(result)
end
return table_to_json
|
-- Change_Posture-- Implements the change posture task.
-- The maximum modifier due to EW attack.
-- This number scales posture change time, so if a unit is
-- completely dependent on comms for operations, and comms
-- are 100% degraded by an EW attack, then posture change
-- times will be MAX_EW_MODIFIER x normal.
MAX_EW_MODIFIER = 2.0
-- Some basic VRF Utilities defined in a common module.
require "vrfutil"
mySubordinateTasks = {}
-- Global Variables. Global variables get saved when a scenario gets checkpointed.
-- They get re-initialized when a checkpointed scenario is loaded.
currentPosture = ""
timeStarted = 0
local transitionTimes = this:getParameterProperty("Posture-Transition-Times")
local baseEWVulnerability = this:getParameterProperty("Base-Comms-Dependence")
-- Maps the enumeration passed in via taskParameters.Posture to the posture name
local postureTable = { [0] = "Travel", [1] = "Reconnaissance",
[2] = "Hasty-Attack", [3] = "Deliberate-Attack",
[4] = "Hasty-Defense", [5] = "Deliberate-Defense" }
-- Task Parameters Available in Script
-- taskParameters.Posture Type: Integer (0 - choice limit) - The index of the new posture for the unit
-- taskParameters.PostureName Type: String - The name of the new posture for the unit
-- NOTE: Only one of Posture or PostureName should be used. PostureName will be used if available.
-- Calculate the EW effect modifier based on the base comms EW
-- dependence and the current Comms degradation percent.
-- The modifier ranges between 1.0 and MAX_EW_MODIFIER.
function calculateEWModifier ()
local modifier = 1.0
local degradationPercent = this:getStateProperty("EW-Comms-Degradation-Percent")
if degradationPercent ~= nil and
baseEWVulnerability ~= nil then
modifier = 1.0 + (MAX_EW_MODIFIER - 1.0) *
degradationPercent/ 100.0 * baseEWVulnerability
end
return modifier
end
-- Returns true if the posture name is valid
function validPostureName(postureName)
if postureName == nil then
return false
end
for index, validName in pairs(postureTable) do
if postureName == validName then
return true
end
end
return false
end
-- Called when the task first starts. Never called again.
function init()
-- Set the tick period for this script.
vrf:setTickPeriod(2)
local newPostureName = taskParameters.PostureName
if not validPostureName(newPostureName) then
newPostureName = postureTable[taskParameters.Posture]
end
if (this:isDisaggregatedUnit()) then
local currentSubordinates = this:getSubordinates(true)
for subIndex, subordinate in pairs(currentSubordinates) do
mySubordinateTasks[subordinate:getUUID()] = vrf:sendTask(subordinate, "Change_Posture", {PostureName = newPostureName})
end
else
-- Keep current transition info if transitioning to same posture we were already
-- transitioning to.
currentPosture = this:getStateProperty("Posture")
local postureTransition = this:getStateProperty("Posture-Transition")
if(currentPosture == "Rout") then
vrf:endTask(true)
printWarn("Cannot change postures. Unit is in a rout.")
elseif(postureTransition.IsTransitioning and
postureTransition.NewPosture == newPostureName) then
-- Keep current transition info if transitioning to same posture we were already
-- transitioning to. Just update the time started to record the fact that this
-- is a new task, even if its doing the same thing.
timeStarted = vrf:getSimulationTime()
postureTransition.TimeStarted = timeStarted
this:setStateProperty("Posture-Transition", postureTransition)
else
-- Start a new transition
local currentTime = vrf:getSimulationTime()
-- If a transition is already in progress, we can retain some of the time spent
-- transitioning. The rest is lost.
local timeCredit = 0
if(postureTransition.IsTransitioning) then
-- Transitioning to a new posture. Keep half of our current transition time.
timeCredit = (currentTime - postureTransition.TimeStarted) / 2
end
-- Determine transition time
local requiredTime = transitionTimes[currentPosture][newPostureName] *
calculateEWModifier ()
local transTime = math.max(0, requiredTime - timeCredit)
timeStarted = currentTime
postureTransition.IsTransitioning = true
postureTransition.NewPosture = newPostureName
postureTransition.TimeStarted = timeStarted
postureTransition.TimeFinished = postureTransition.TimeStarted + transTime
this:setStateProperty("Posture-Transition", postureTransition)
end
end
end
-- Checks the status of the subordinates to see if the still exist and are still in task mode. If not then the subordinates are removed from
-- the mySubordinatesList. Once the list is empty the the task is complete
function allSubordinatesComplete()
local currentSubordinates = this:getSubordinates(true)
local currentTable = mySubordinateTasks
local complete = true
mySubordinateTasks = {}
for subIndex, subordinate in pairs(currentSubordinates) do
local taskId = currentTable[subordinate:getUUID()]
if (taskId ~= nil) then
if (not vrf:isTaskComplete(taskId)) then
mySubordinateTasks[subordinate:getUUID()] = taskId
complete = false
end
end
end
return complete
end
-- Called each tick while this task is active.
function tick()
if (this:isDisaggregatedUnit()) then
if (allSubordinatesComplete()) then
vrf:endTask(true)
end
else
local postureTransition = this:getStateProperty("Posture-Transition")
local updatedPosture = this:getStateProperty("Posture")
if(currentPosture ~= updatedPosture) then
-- Someone has manually set the posture to a new value. Cancel our posture transition.
postureTransition.IsTransitioning = false
postureTransition.NewPosture = ""
postureTransition.TimeStarted = 0
postureTransition.TimeFinished = 0
this:setStateProperty("Posture-Transition", postureTransition)
vrf:endTask(true)
else
local currentTime = vrf:getSimulationTime()
if(postureTransition.TimeFinished <= currentTime) then
-- Transition finished
this:setStateProperty("Posture", postureTransition.NewPosture)
postureTransition.IsTransitioning = false
postureTransition.NewPosture = ""
postureTransition.TimeStarted = 0
postureTransition.TimeFinished = 0
this:setStateProperty("Posture-Transition", postureTransition)
vrf:endTask(true)
end
end
end
end
-- Called when this task is being suspended, likely by a reaction activating.
function suspend()
-- By default, halt all subtasks and other entity tasks started by this task when suspending.
vrf:stopAllSubtasks()
vrf:stopAllTasks()
end
-- Called when this task is being resumed after being suspended.
function resume()
-- By default, simply call init() to start the task over.
init()
end
-- Called immediately before a scenario checkpoint is saved when
-- this task is active.
-- It is typically not necessary to add code to this function.
function saveState()
end
-- Called immediately after a scenario checkpoint is loaded in which
-- this task is active.
-- It is typically not necessary to add code to this function.
function loadState()
end
-- Called when this task is ending, for any reason.
-- It is typically not necessary to add code to this function.
function shutdown()
local postureTransition = this:getStateProperty("Posture-Transition")
-- Only clear out the transition info if a new transition isn't already
-- in place. This can happen when one transition task is replaced by another.
if((postureTransition ~= nil) and (postureTransition.TimeStarted == timeStarted)) then
postureTransition.IsTransitioning = false
postureTransition.NewPosture = ""
postureTransition.TimeStarted = 0
postureTransition.TimeFinished = 0
this:setStateProperty("Posture-Transition", postureTransition)
end
end
-- Called whenever the entity receives a text report message while
-- this task is active.
-- message is the message text string.
-- sender is the SimObject which sent the message.
function receiveTextMessage(message, sender)
end
|
local class = require 'ext.class'
local table = require 'ext.table'
local InitCond = require 'init.init'
return table{
{
name = 'Brio-Wu',
initState = function(self, solver)
if solver.eqn.guiVars.heatCapacityRatio then
solver.eqn.guiVars.heatCapacityRatio.value = 2
end
return [[
ion_rho = lhs ? 1 : .125;
ion_P = lhs ? 1 : .1;
elec_rho = lhs ? 1 : .125;
elec_P = lhs ? 1 : .1;
B.x = .75;
B.y = lhs ? 1 : -1;
B.z = 0;
]]
end,
},
-- 2008 Johnson, "The Geospace Environmental Modeling (GEM) Magnetic Reconnection Challenge Problem"
-- section 2.4
-- electron pressure diverges in just a single point, then slowly moves to the south boundary, and creates a singularity
{
name = 'GEM Challenge',
mins = {-4*math.pi, -2*math.pi, -1},
maxs = {4*math.pi, 2*math.pi, 1},
initState = function(self, solver)
solver:setBoundaryMethods{
xmin = 'periodic',
xmax = 'periodic',
ymin = 'mirror', -- TODO boundary for zero derivative
ymax = 'mirror',
zmin = 'freeflow',
zmax = 'freeflow',
}
-- mi/me = 25
-- mu_0 = 1
-- c = 10 B_0 (B_0 = Alfven speed)
-- gyroradius of ion, Debye length, light speed, all are 1
return [[
const real L_x = 8. * M_PI; //should correspond with the boundary
const real L_y = 4. * M_PI; //should correspond with the boundary
const real lambda = .5;
const real B_0 = 1.;
const real n_0 = 1.;
const real phi_0 = B_0 / 10.;
B.x = B_0 * tanh(x.y / lambda);
phi = phi_0 * cos(2. * M_PI * x.x / L_x) * cos(2. * M_PI * x.y / L_y);
real dphi_dx = -2. * M_PI * phi_0 / L_x * sin(2. * M_PI / L_x * x.x) * cos(2. * M_PI / L_y * x.y);
real dphi_dy = -2. * M_PI * phi_0 / L_y * cos(2. * M_PI / L_x * x.x) * sin(2. * M_PI / L_y * x.y);
//delta B = -e_z cross nabla phi = [dphi/dy, -dphi/dx, 0]
B.x += dphi_dy;
B.y -= dphi_dx;
real n = n_0 * (.2 + sech(x.y/lambda) * sech(x.y/lambda));
ion_n = n_0;
elec_n = n_0;
//n = rho * dV ?
ion_rho = 1. / ion_n;
elec_rho = 1. / elec_n;
real P_ = B_0 * B_0 * n / (2 * n_0);
elec_P = P_ / 6.;
ion_P = P_ * 5. / 6.;
]]
end,
},
}:map(function(cl)
return class(InitCond, cl)
end)
|
local class = require "lib.lua-oop"
local Behavior = require "amour.stage.behavior"
local Lvl4 = class("Behavior-Lvl4", Behavior)
function Lvl4:constructor()
Behavior.constructor(self)
end
function Lvl4:init()
self.rectsGame = self:getCurrentStage().rectsGame
self.rectA = ObjectsBasic.RectangleObj:new(Geometry.Vector2:new(385, 500), Geometry.Rotation2.fromDegrees(40), Geometry.Vector2:new(50, 100), Color:new(0, 255, 127, 255))
self:getCurrentStage():addObject(self.rectA)
self.rectARigidBody = BehaviorsPhysics.RigidBody("dynamic", "rectangle", 0.4)
self.rectA:attachBehavior(self.rectARigidBody)
self.rectB = ObjectsBasic.RectangleObj:new(Geometry.Vector2:new(515, 500), Geometry.Rotation2.fromDegrees(-40), Geometry.Vector2:new(50, 100), Color:new(0, 255, 127, 255))
self:getCurrentStage():addObject(self.rectB)
self.rectBRigidBody = BehaviorsPhysics.RigidBody("dynamic", "rectangle", 0.4)
self.rectB:attachBehavior(self.rectBRigidBody)
self.rectC = ObjectsBasic.RectangleObj:new(Geometry.Vector2:new(450, 500), nil, Geometry.Vector2:new(50, 100), Color:new(0, 255, 127, 255))
self:getCurrentStage():addObject(self.rectC)
self.rectCRigidBody = BehaviorsPhysics.RigidBody("dynamic", "rectangle", 0.5)
self.rectC:attachBehavior(self.rectCRigidBody)
self.rectD = ObjectsBasic.RectangleObj:new(Geometry.Vector2:new(450, 450), Geometry.Rotation2.fromDegrees(90), Geometry.Vector2:new(50, 100), Color:new(0, 255, 127, 255))
self:getCurrentStage():addObject(self.rectD)
self.rectDRigidBody = BehaviorsPhysics.RigidBody("dynamic", "rectangle", 0.3)
self.rectD:attachBehavior(self.rectDRigidBody)
table.insert(self.rectsGame, self.rectA)
table.insert(self.rectsGame, self.rectB)
table.insert(self.rectsGame, self.rectC)
table.insert(self.rectsGame, self.rectD)
self:getCurrentStage():setNextLevel("game.levels.level_5")
end
return Lvl4 |
local m = tigris.player
-- Registered effects.
m.effects = {}
-- Sorted keys.
m.keys = {}
-- Status image elements.
m.huds = {}
-- Status text elements (player indexed).
m.sts = {}
local players = {}
-- Get/set effect.
function m.effect(player, name, set)
local t = players[player:get_player_name()]
local old = t[name]
if set ~= nil then
assert(m.effects[name])
t[name] = m.effects[name].set(player, t[name], set)
end
-- If remaining is -1, check on.
if t[name] and t[name].remaining == -1 then
return t[name].on and t[name] or nil
end
-- Check duration.
if t[name] and t[name].remaining > 0 then
return t[name]
end
-- If effect is no longer valid, but was valid before this call, run the stop callback.
if old and m.effects[name].stop then
m.effects[name].stop(player, old)
end
end
function m.register_effect(n, f)
m.effects[n] = f
table.insert(m.keys, n)
table.sort(m.keys)
end
minetest.register_on_joinplayer(function(player)
-- (Re-)set effects for player.
players[player:get_player_name()] = {}
-- Create status image element/
m.huds[player:get_player_name()] = player:hud_add({
hud_elem_type = "image",
position = {x = 0, y = 1},
name = "statuses",
scale = {x = 1, y = 1},
alignment = {x = 1, y = -1},
offset = {x = 4, y = -4},
text = "",
})
-- Create text elements.
m.sts[player:get_player_name()] = {}
for i=1,10 do
m.sts[i] = player:hud_add({
position = {x = 0, y = 1},
name = "sts_" .. i,
scale = {x = 100, y = 100},
alignment = {x = 1, y = -1},
offset = {x = 4 + ((i - 1) * 32), y = -36},
text = "",
number = 0xFFFFFF,
})
end
end)
-- Clear player data.
minetest.register_on_leaveplayer(function(player)
players[player:get_player_name()] = nil
m.huds[player:get_player_name()] = nil
m.sts[player:get_player_name()] = nil
end)
local old = {}
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer > 1 then
for _,player in pairs(minetest.get_connected_players()) do
local n = player:get_player_name()
local hud = m.huds[n]
local new = ""
local combine = {}
local texts = {}
for _,k in ipairs(m.keys) do
local v = m.effects[k]
local e = m.effect(player, k)
-- Subtract time delta.
if e and e.remaining > 0 then
e.remaining = math.max(0, e.remaining - timer)
end
-- Run apply function.
if v.apply and e then
v.apply(player, e, timer)
end
-- Test effect second time, apply may have stopped it.
e = m.effect(player, k)
-- Create status elements.
if v.status then
if e then
local tex = (e.status or v.status)
local escaped = tex:gsub("(^)", "\\^"):gsub(":", "\\:")
escaped = (#combine * 32) .. ",0=" .. escaped
table.insert(combine, escaped)
local text = (e.text or "")
if e.text and e.remaining > 0 then
text = text .. "\n"
end
if e.remaining > 0 then
text = text .. math.ceil(e.remaining)
end
texts[#combine] = text
end
end
end
-- Set status text.
for i,v in ipairs(m.sts) do
player:hud_change(v, "text", texts[i] or "")
end
-- Set status image.
if #combine > 0 then
new = "[combine:" .. (#combine * 32) .. "x32:" .. table.concat(combine, ":")
end
if new ~= old[n] then
player:hud_change(hud, "text", new)
old[n] = new
end
end
timer = 0
end
end)
-- Clear status effects upon death.
minetest.register_on_dieplayer(function(player)
local t = players[player:get_player_name()]
local d = {}
for k,v in pairs(t) do
-- If timed, set time expired.
if v.remaining > 0 then
v.remaining = 0
-- Else mark for deletion.
else
d[k] = true
end
end
-- Delete marked.
for k in pairs(d) do
t[k] = nil
end
end)
|
local function find_suitable_location(self, hint)
local size = Parameters.municipality_half_size
local max_variance = size / 2
local pos = MapData.get_surface_pos(MapData.random_point_near(hint, 10))
local min = vector.new(pos.x - size, pos.y, pos.z - size)
local max = vector.new(pos.x + size, pos.y, pos.z + size)
-- local variance, y_min, y_max = MapData.get_surface_variance(min, max)
-- if variance > max_variance then return nil end
self.pos = vector.new(pos.x, pos.y, pos.z)
self.min = vector.new(pos.x - size, pos.y - size, pos.z - size)
self.max = vector.new(pos.x + size, pos.y + size, pos.z + size)
return true
end
local function prepare_terrain(self)
local order = BuildOrder.from_generator(self.min, self.max, 'clearcut')
BuildOrder.register(order)
self:add_order(order)
end
local function create_initial_build_orders(self)
local fountain = Site.new()
fountain.type = 'fountain'
local found_space = self:request_space_randomly(fountain, stm.schematic_size('fountain'))
if found_space then
fountain:create_initial_build_orders()
Site.register(fountain)
end
local temple = Site.new()
temple.type = 'temple_human'
local found_space = self:request_space_randomly(temple, stm.schematic_size('temple_human'))
if found_space then
temple:create_initial_build_orders()
Site.register(temple)
end
end
return {
is_municipality = true,
find_suitable_location = find_suitable_location,
prepare_terrain = prepare_terrain,
create_initial_build_orders = create_initial_build_orders
} |
-- initialize Loader
local require = require(game:GetService('ReplicatedStorage'):WaitForChild('Loader'))
local Cache = {} -- keep track of the modules
local List = {'Manager','Roblox','DataSync','Interface','Network'} -- lets set up a list of modules to require
local function Boot() -- a simple function to load the modules
for index,module in pairs(List) do -- start up a loop
Cache[module] = require(module) -- require the module
end
return Cache
end
local Get = Boot() -- get the modules & boot em
for index,module in pairs(Get) do
print(module._Name) -- every module has a _Name
end
--[=[
create a new module, run this in the command bar:
local New = Instance.new('ModuleScript')
New.Name = 'WackyModule'
New.Source = 'return {}'
New.Parent = game:GetService('ReplicatedStorage')
]=]
local Name = 'WackyModule'
local Find = game:GetService('ReplicatedStorage'):FindFirstChild(Name)
local RequireByInstance = require(Find) -- require it by instance
local RequireByString = require(Name) -- require that same module
print(RequireByInstance == RequireByString) --> true, because their the same require table |
-- This is a comment
# This is another comment
print("passed # comment")
assert(10 != 10 == false)
assert(10 != 9 == true)
print("passed !=")
array = {1, 2, 3}
for i, v in array do
assert(i == v)
end
print("passed implicit pairs")
i = 0
k = 0
repeat
i = i + 1
if math.mod(i, 2) == 0 then
continue
end
k = k + 1
until i == 10
assert(k == 5)
print("passed continue in repeat")
k = 0
for i=1,10 do
if math.mod(i, 2) == 0 then
continue
end
k = k + 1
end
assert(k == 5)
print("passed continue in fornum")
array = {1, 2, 3, 4, 5, 6, 7, 8, 9}
k = 0
for _, i in array do
if math.mod(i, 2) == 0 then
continue
end
k = k + 1
end
assert(k == 5)
print("passed continue in forlist")
i = 0
k = 0
while i < 10 do
i = i + 1
if math.mod(i, 2) == 0 then
continue
end
k = k + 1
end
assert(k == 5)
print("passed continue in while")
assert(0x0 == 0)
assert(0x1234 == 4660)
assert(0x2p30 == 2147483648)
print("passed hex literal")
assert(1 & 2 == 0)
assert(0xF0 & 0x0F == 0x00)
assert(0x3C & 0xFF == 0x3C)
assert(1 | 2 == 3)
assert(0xF0 | 0x0F == 0xFF)
assert(0x3C | 0xFF == 0xFF)
-- Associativity
assert(8 | 3 & 4 == 0)
assert(2 & 2 * 3 == 6)
print("passed bitwise and/or")
assert(1 >> -3 == 0)
assert(1 << 3 == 8)
assert(2 >> -1 == 0)
assert(1 << 1 == 2)
print("passed bitwise shift")
assert(2 ^ 2 == 0)
assert(2 ^ 30 == 28)
assert(0xF0F0 ^ 0x0F0F == 0xFFFF)
assert(0xFFFF ^ 0x0F0F == 0xF0F0)
print("passed xor")
-- Supcom has some non-conventional operator precedence
assert(2 ^ 30 - 1 == 27)
assert((2 ^ 30) - (1 << 1) == 26)
assert(2 ^ 30 - 1 << 1 == 26)
assert(2 ^ 30 - 1 << 2 == 24)
assert(2 ^ 30 - 1 << 3 == 20)
-- NOTE: SupCom uses floats and therefore encounters rounding errors. Using
-- doubles the answer would actually be -268435428.
assert(2 ^ 30 - 1 << 2 ^ 30 == -268435424)
-- some special cases
-- Does not pass for 0xffffffff (too large)
local c = {0, 1, 2, 3, 10, 0x80000000, 0xaaaaaaaa, 0x55555555, 0x7fffffff}
for _, b in pairs(c) do
assert(b & 0 == 0)
assert(b & b == b)
assert(b & b & b == b)
assert(b & b & b & b == b)
assert(b | 0 == b)
assert(b | b == b)
assert(b | b | b == b)
assert(b ^ b == 0)
assert(b ^ b ^ b == b)
assert(b ^ b ^ b ^ b == 0)
assert(b ^ 0 == b)
print(" passed " .. b)
end
print("passed binary operators")
str = "abcdefghijklmnop"
assert(str:sub(-2) == "op")
assert(str:sub(2) == "bcdefghijklmnop")
assert(str:sub(2, -2) == "bcdefghijklmno")
assert(str:sub(2, 8) == "bcdefgh")
assert(str:lualex() == str)
local string_func_names = {}
local n=0
for k in string do
n=n+1
string_func_names[n]=k
end
assert(table.concat(string_func_names) == table.concat({
"sub",
"lualex",
"gfind",
"rep",
"gsub",
"char",
"dump",
"find",
"upper",
"len",
"format",
"byte",
"lower"
}))
print("passed string library")
|
aw_enable_noclip = false
local function is_in_world( pos )
local tr = { collisiongroup = COLLISION_GROUP_WORLD }
tr.start = pos
tr.endpos = pos
return util.TraceLine( tr ).HitWorld
end
function GM:Move( ply, mv )
if !aw_enable_noclip then return end
local speed = 0.0005 * FrameTime()
if ( mv:KeyDown( IN_SPEED ) ) then speed = 0.005 * FrameTime() end
local ang = mv:GetMoveAngles()
local pos = mv:GetOrigin()
local vel = mv:GetVelocity()
vel = vel + ang:Forward() * mv:GetForwardSpeed() * speed
vel = vel + ang:Right() * mv:GetSideSpeed() * speed
vel = vel + ang:Up() * mv:GetUpSpeed() * speed
if ( math.abs( mv:GetForwardSpeed() ) + math.abs( mv:GetSideSpeed() ) + math.abs( mv:GetUpSpeed() ) < 0.1 ) then
vel = vel * 0.90
else
vel = vel * 0.99
end
pos = pos + vel
mv:SetVelocity( vel )
mv:SetOrigin( pos )
return true
end
|
-- tostring replacement that assigns ids
local ts, id, nid, types = tostring, {}, 0, { table = 'tbl', thread = 'thr', userdata = 'uda', ['function'] = 'func' }
tostring = function(x)
if not x or not types[type(x)] then return ts(x) end
if not id[x] then nid = nid + 1; id[x] = types[type(x)] .. '.' .. nid end
return id[x]
end
-- test of common types of errors
-- local function c(f,...) return f(...) end
-- local function b(...) return c(...) end
--local function a(...) return (pcall(b,...)) end
local function a(...) local s, e = pcall(...) if s then return s, e else return false, type(e) end end
s = 'some string'
local t = {}
-- error message tests
print('a(error)', a(error))
print('a(error,"msg")', a(error, "msg"))
print('a(error,"msg",0)', a(error, "msg", 0))
print('a(error,"msg",1)', a(error, "msg", 1))
print('a(error,"msg",2)', a(error, "msg", 2))
print('a(error,"msg",3)', a(error, "msg", 3))
print('a(error,"msg",4)', a(error, "msg", 4))
print('a(error,"msg",5)', a(error, "msg", 5))
print('a(error,"msg",6)', a(error, "msg", 6))
-- call errors
print('a(nil())', a(function() return n() end))
print('a(t()) ', a(function() return t() end))
print('a(s()) ', a(function() return s() end))
print('a(true())', a(function() local b = true; return b() end))
-- arithmetic errors
print('a(nil+1)', a(function() return nil + 1 end))
print('a(a+1) ', a(function() return a + 1 end))
print('a(s+1) ', a(function() return s + 1 end))
print('a(true+1)', a(function() local b = true; return b + 1 end))
-- table errors
print('a(nil.x)', a(function() return n.x end))
print('a(a.x) ', a(function() return a.x end))
print('a(s.x) ', a(function() return s.x end))
print('a(true.x)', a(function() local b = true; return b.x end))
print('a(nil.x=5)', a(function() n.x = 5 end))
print('a(a.x=5) ', a(function() a.x = 5 end))
print('a(s.x=5) ', a(function() s.x = 5 end))
print('a(true.x=5)', a(function() local b = true; b.x = 5 end))
-- len operator
print('a(#nil) ', a(function() return #n end))
print('a(#t) ', a(function() return #t end))
print('a(#s) ', a(function() return #s end))
print('a(#a) ', a(function() return #a end))
print('a(#true)', a(function() local b = true; return #b end))
-- comparison errors
print('a(nil>1)', a(function() return nil > 1 end))
print('a(a>1) ', a(function() return a > 1 end))
print('a(s>1) ', a(function() return s > 1 end))
print('a(true>1)', a(function() local b = true; return b > 1 end))
-- unary minus errors
print('a(-nil)', a(function() return -n end))
print('a(-a) ', a(function() return -a end))
print('a(-s) ', a(function() return -s end))
print('a(-true)', a(function() local b = true; return -b end))
-- string concatenation
local function concatsuite(comparefunc)
print('"a".."b"', comparefunc("a", "b"))
print('"a"..nil', comparefunc("a", nil))
print('nil.."b"', comparefunc(nil, "b"))
print('"a"..{}', comparefunc("a", {}))
print('{}.."b"', comparefunc({}, "b"))
print('"a"..2', comparefunc("a", 2))
print('2.."b"', comparefunc(2, "b"))
print('"a"..print', comparefunc("a", print))
print('print.."b"', comparefunc(print, "b"))
print('"a"..true', comparefunc("a", true))
print('true.."b"', comparefunc(true, "b"))
print('nil..true', comparefunc(nil, true))
print('"a"..3.5', comparefunc("a", 3.5))
print('3.5.."b"', comparefunc(3.5, "b"))
end
local function strconcat(a, b)
return (pcall(function() return a .. b end))
end
local function tblconcat(a, b)
local t = { a, b }
return (pcall(function() return table.concat(t, '-', 1, 2) end))
end
print('-------- string concatenation')
concatsuite(strconcat)
print('-------- table concatenation')
concatsuite(tblconcat)
-- pairs
print('-------- pairs tests')
print('a(pairs(nil))', a(function() return pairs(nil, {}) end))
print('a(pairs(a)) ', a(function() return pairs(a, {}) end))
print('a(pairs(s)) ', a(function() return pairs(s, {}) end))
print('a(pairs(t)) ', a(function() return pairs(t, {}) end))
print('a(pairs(true))', a(function() local b = true; return pairs(b, {}) end))
-- setmetatable
print('-------- setmetatable tests')
function sm(...)
return tostring(setmetatable(...))
end
print('a(setmetatable(nil))', a(function() return sm(nil, {}) end))
print('a(setmetatable(a)) ', a(function() return sm(a, {}) end))
print('a(setmetatable(s)) ', a(function() return sm(s, {}) end))
print('a(setmetatable(true))', a(function() local b = true; return sm(b, {}) end))
print('a(setmetatable(t)) ', a(function() return sm(t, {}) end))
print('a(getmetatable(t)) ', a(function() return getmetatable(t), type(getmetatable(t)) end))
print('a(setmetatable(t*)) ', a(function() return sm(t, { __metatable = {} }) end))
print('a(getmetatable(t)) ', a(function() return getmetatable(t), type(getmetatable(t)) end))
print('a(setmetatable(t)) ', a(function() return sm(t, {}) end))
print('a(getmetatable(t)) ', a(function() return getmetatable(t), type(getmetatable(t)) end))
t = {}
print('a(setmetatable(t)) ', a(function() return sm(t, {}) end))
print('a(getmetatable(t)) ', a(function() return getmetatable(t), type(getmetatable(t)) end))
print('a(setmetatable(t*)) ', a(function() return sm(t, { __metatable = 'some string' }) end))
print('a(getmetatable(t)) ', a(function() return getmetatable(t), type(getmetatable(t)) end))
print('a(setmetatable(t)) ', a(function() return sm(t, {}) end))
print('a(getmetatable(t)) ', a(function() return getmetatable(t), type(getmetatable(t)) end))
print('a(setmetatable(t,nil)) ', a(function() return sm(t, nil) end))
print('a(setmetatable(t)) ', a(function() return sm(t) end))
print('a(setmetatable({},"abc")) ', a(function() return sm({}, 'abc') end))
-- bad args to error!
print('error("msg","arg")', a(function() error('some message', 'some bad arg') end))
-- loadfile, dofile on missing files
print('loadfile("bogus.txt")', a(function() return loadfile("bogus.txt") end))
print('dofile("bogus.txt")', a(function() return dofile("bogus.txt") end))
|
local Table = require('table')
local Path = {}
-- Split a filename into [root, dir, basename], unix version
-- 'root' is just a slash, or nothing.
local function split_path(filename)
local root, dit, basename
local i, j = filename:find("[^/]*$")
if filename:sub(1, 1) == "/" then
root = "/"
dir = filename:sub(2, i - 1)
else
root = ""
dir = filename:sub(1, i - 1)
end
local basename = filename:sub(i, j)
return root, dir, basename, ext
end
-- Modifies an array of path parts in place by interpreting "." and ".." segments
local function normalize_array(parts)
local skip = 0
for i = #parts, 1, -1 do
local part = parts[i]
if part == "." then
Table.remove(parts, i)
elseif part == ".." then
Table.remove(parts, i)
skip = skip + 1
elseif skip > 0 then
Table.remove(parts, i)
skip = skip - 1
end
end
end
function Path.normalize(path)
local is_absolute = path:sub(1, 1) == "/"
local trailing_slash = path:sub(#path) == "/"
local parts = {}
for part in path:gmatch("[^/]+") do
parts[#parts + 1] = part
end
normalize_array(parts)
path = Table.concat(parts, "/")
if #path == 0 then
if is_absolute then
return "/"
end
return "."
end
if trailing_slash then
path = path .. "/"
end
if is_absolute then
path = "/" .. path
end
return path
end
function Path.join(...)
return Path.normalize(Table.concat({...}, "/"))
end
function Path.resolve(root, path)
if path:sub(1, 1) == "/" then
return Path.normalize(path)
end
return Path.join(root, path)
end
function Path.dirname(path)
local root, dir = split_path(path)
if #dir > 0 then
dir = dir:sub(1, #dir - 1)
return root .. dir
end
if #root > 0 then
return root
end
return "."
end
function Path.basename(path, expected_ext)
return path:match("[^/]+$") or ""
end
function Path.extname(path)
return path:match(".[^.]+$") or ""
end
return Path
|
--- Wrapper for XCB $NAME
local ffi = require("ffi")
local xcbr = require("xcb.raw")
local index = {
}
ffi.metatype("$TYPE", {__index=index})
|
-- Invector, License MIT, Author Jordach
-- Disable the hand if in survival mode or play game mode, while
-- creative mode acts as the built in track editor
if not minetest.settings:get_bool("creative_mode") then
minetest.override_item("", {
wield_scale = {x=1,y=1,z=1},
wield_image = "transparent.png",
range = 1,
tool_capabilities = {
full_punch_interval = 1,
max_drop_level = 0,
groupcaps = {},
damage_groups = {},
}
})
else
minetest.override_item("", {
wield_scale = {x=1,y=1,z=1},
range = 5,
tool_capabilities = {
full_punch_interval = 1,
max_drop_level = 0,
groupcaps = {
debug = {times={[1]=0.125,[2]=0.125/2,[3]=0.125/4}, uses=0},
invector = {times={[1]=0.125,[2]=0.125/2,[3]=0.125/4}, uses=0},
},
damage_groups = {},
}
})
-- Unlimited node placement
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
if placer and placer:is_player() then
return minetest.is_creative_enabled(placer:get_player_name())
end
end)
function minetest.handle_node_drops(pos, drops, digger)
local inv = digger:get_inventory()
if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
end
end
end
end
invector = {}
invector.functions = {}
invector.path = minetest.get_modpath("invector")
local function exec(file)
dofile(invector.path.."/"..file..".lua")
end
exec("ai")
exec("blocks")
exec("eternity_blocks")
exec("item")
exec("game")
exec("kart")
exec("karts/kart")
exec("tracks/test_track") |
---------------------------------------------------------------------------------------------------
-- GetPolicyConfigurationData common module
---------------------------------------------------------------------------------------------------
--[[ General configuration parameters ]]
config.defaultProtocolVersion = 2
config.ValidateSchema = false
--[[ Required Shared libraries ]]
local actions = require("user_modules/sequences/actions")
local commonFunctions = require("user_modules/shared_testcases/commonFunctions")
local commonPreconditions = require('user_modules/shared_testcases/commonPreconditions')
local json = require("modules/json")
local utils = require('user_modules/utils')
--[[ Local Variables ]]
local common = {}
common.start = actions.start
common.getHMIConnection = actions.getHMIConnection
common.preconditions = actions.preconditions
common.postconditions = actions.postconditions
common.decode = json.decode
common.is_table_equal = commonFunctions.is_table_equal
common.GetPathToSDL = commonPreconditions.GetPathToSDL
common.read_parameter_from_smart_device_link_ini = commonFunctions.read_parameter_from_smart_device_link_ini
common.jsonFileToTable = utils.jsonFileToTable
common.tableToString = utils.tableToString
local preloadedTable = nil
function common.getPreloadedTable()
if not preloadedTable then
local preloadedFile = common:GetPathToSDL()
.. common:read_parameter_from_smart_device_link_ini("PreloadedPT")
preloadedTable = common.jsonFileToTable(preloadedFile)
end
return preloadedTable
end
function common.GetPolicyConfigurationData(pData)
local requestId = common.getHMIConnection():SendRequest("SDL.GetPolicyConfigurationData",pData.request)
common.getHMIConnection():ExpectResponse(requestId, pData.response)
:ValidIf(function(_, data)
if pData.validIf then
return pData.validIf(data)
end
return true
end)
end
return common
|
object_mobile_dressed_droid_enemy_05 = object_mobile_shared_dressed_droid_enemy_05:new {
}
ObjectTemplates:addTemplate(object_mobile_dressed_droid_enemy_05, "object/mobile/dressed_droid_enemy_05.iff")
|
-- Euph:TODO , roar movie to set combatcapable and proper blizzlikeness. Done for now.
function Roar_Frightened_Scream(Unit, event, miscUnit, misc)
Unit:FullCastSpellOnTarget(31013, Unit:GetRandomPlayer())
end
function Roar_OnKilledTarget(Unit, event, miscUnit, misc)
Unit:SendChatMessage(14, 0, "You didn't have to go and do that!")
end
function Roar(Unit, event, miscUnit, misc)
Unit:RegisterEvent("Roar_Frightened_Scream", 10000, 0)
Unit:SendChatMessage(14, 0, "I'm not afraid a' you! Do you wanna' fight? Huh, do ya'? C'mon! I'll fight ya' with both paws behind my back!")
end
function Roar_OnLeaveCombat(pUnit, event, miscUnit, misc)
Unit:RemoveEvents()
end
RegisterUnitEvent(17546, 1, "Roar")
RegisterUnitEvent(17546, 2, "Roar_OnLeaveCombat")
RegisterUnitEvent(17546, 3, "Roar_OnKilledTarget") |
FRAMED = {}
local RoundStarted = false
function FRAMED.UpdateRoundState()
RoundStarted = net.ReadBool()
print("Round Updated",RoundStarted)
end
function FRAMED.RoundStarted()
return RoundStarted or false
end
net.Receive("RoundState",FRAMED.UpdateRoundState) |
-- Validity check to prevent some sort of spam
local function IsDelayed(ply)
local lastTauntTime = ply:GetNWFloat("LastTauntTime")
local delayedTauntTime = lastTauntTime + GetConVar("ph_customtaunts_delay"):GetInt()
local currentTime = CurTime()
return delayedTauntTime > currentTime
end
net.Receive("CL2SV_PlayThisTaunt", function(len, ply)
local snd = net.ReadString()
if IsValid(ply) && !IsDelayed(ply) then
if file.Exists("sound/"..snd, "GAME") then
ply:EmitSound(snd, 100)
ply:SetNWFloat("LastTauntTime", CurTime())
else
ply:ChatPrint("[PH: Enhanced] - Warning: That taunt you selected does not exists on server!")
end
else
ply:ChatPrint("[PH: Enhanced] - Please wait in few seconds...!")
end
end)
|
local ffi = require("ffi")
local ffi_util = require("common.ffi_util")
ffi.cdef[[
typedef struct s_t {
int v, w;
} s_t;
typedef const s_t cs_t;
typedef enum en_t { EE } en_t;
typedef struct pcs_t {
int v;
const int w;
} pcs_t;
typedef struct foo_t {
static const int cc = 17;
enum { CC = -37 };
int i;
const int ci;
int bi:8;
const int cbi:8;
en_t e;
const en_t ce;
int a[10];
const int ca[10];
const char cac[10];
s_t s;
cs_t cs;
pcs_t pcs1, pcs2;
const struct {
int ni;
};
complex cx;
const complex ccx;
complex *cp;
const complex *ccp;
} foo_t;
]]
local foo_t = ffi.typeof("foo_t")
local x = foo_t()
do --- test-ffi-const-constval
assert(x.cc == 17)
ffi_util.fails(function(x) x.cc = 1 end, x)
assert(x.CC == -37)
ffi_util.fails(function(x) x.CC = 1 end, x)
end
do --- test-ffi-const-fields
x.i = 1
ffi_util.fails(function(x) x.ci = 1 end, x)
x.e = 1
ffi_util.fails(function(x) x.ce = 1 end, x)
end
do --- test-ffi-const-bitfields
x.bi = 1
ffi_util.fails(function(x) x.cbi = 1 end, x)
end
do --- test-ffi-const-arrays
do
local a = ffi.new("int[10]")
a[0] = 1
local ca = ffi.new("const int[10]")
ffi_util.fails(function(ca) ca[0] = 1 end, ca)
end
x.a[0] = 1
ffi_util.fails(function(x) x.ca[0] = 1 end, x)
ffi_util.fails(function(x) x.a = x.ca end, x) -- incompatible type
ffi_util.fails(function(x) x.ca = x.a end, x)
ffi_util.fails(function(x) x.ca = {} end, x)
ffi_util.fails(function(x) x.cac = "abc" end, x)
end
do --- test-ffi-const-structs
do
local s = ffi.new("s_t")
s.v = 1
local cs = ffi.new("cs_t")
ffi_util.fails(function(cs) cs.v = 1 end, cs)
end
x.s.v = 1
ffi_util.fails(function(x) x.cs.v = 1 end, x)
x.s = x.cs
ffi_util.fails(function(x) x.cs = x.s end, x)
ffi_util.fails(function(x) x.cs = {} end, x)
-- pseudo-const structs
x.pcs1.v = 1
ffi_util.fails(function(x) x.pcs1.w = 1 end, x)
ffi_util.fails(function(x) x.pcs1 = x.pcs2 end, x)
ffi_util.fails(function(x) x.pcs1 = {} end, x)
-- transparent structs
local y = x.ni
ffi_util.fails(function(x) x.ni = 1 end, x)
-- complex subtype is implicitly const and doesn't inherit const attribute
x.cx = 1
ffi_util.fails(function(x) x.ccx = 1 end, x)
do
local cxa = ffi.new("complex[1]")
local ccxa = ffi.new("const complex[1]")
x.cp = cxa
x.ccp = cxa
ffi_util.fails(function(x) x.cp = ccxa end, x)
x.ccp = ccxa
end
end
|
function love.conf( t )
t.console = true
t.window.width = 1080
t.window.height = 540
end
|
return { sharp = { 22, 9, 14 }, sharpp = { 22, 9, 16, 9 } } |
--[[
lang.lua
Copyright (C) 2019 Kano Computing Ltd.
License: http://www.gnu.org/licenses/gpl-2.0.txt GNU GPLv2
Generated translation from 'es_AR' locale po file
]]--
return {
["letsGo"] = "\194\161Vamos! [ENTER]",
["cPowerTitle"] = "Potencia",
["binaryborderArea"] = "La Frontera Binaria",
["mrInfoQuest4"] = "\194\161Choca los cinco! Si quieres descubrir m\195\161s sobre este mundo, deber\195\173as ir a la Escuela Puerta L\195\179gica.",
["terminalQuestTitle"] = "Descubre el Mistero de Folderton",
["jungleQuizOption1b"] = "El Sistema Operativo Linux",
["jungleQuizOption1a"] = "Lista de Archivos",
["cPixelsTitle"] = "P\195\173xeles",
["portetherHelp1b"] = "Vuelve al Alcalde en el Ayuntamiento del Puerto Ether.",
["portetherHelp1c"] = "Investiga las casas en la Villa Vector.",
["portetherHelp1a"] = "Busca una casa con p\195\169rdidas de datos en el Puerto Ether.",
["hdmiQuestHelp"] = "Busca al reportero en la colina HDMI.",
["portetherHelp1d"] = "Vuelve al Alcalde en el Ayuntamiento del Puerto Ether.",
["pixelHacker"] = "Hacker de P\195\173xeles",
["HDsoundguy"] = "Eco... eco... eco..",
["cafeBlocksCode"] = "Fan de Bloques de C\195\179digo",
["portetherLibrarian1"] = "Bienvenido a la biblioteca de Puerto Ether. Tenemos una colecci\195\179n excelente de datos. \194\191En qu\195\169 puedo ayudarle?",
["portetherLibrarian2"] = "Tenemos datos sobre las cuevas legendarias de RAM, USB, NET y m\195\161s. Si\195\169ntete libre de echar un vistazo!",
["portetherLibrarian3"] = "He o\195\173do unos rumores sobre un animal que est\195\161 dejando notas con huellas en Folderton. Puedes llegar all\195\173 desde la Estaci\195\179n c/ Puerto Ether.",
["HDMasterName"] = "Camar\195\179grafo HD",
["playPong"] = "Jugar a Pong",
["level"] = "Est\195\161s en el nivel $1 y has completado $2 desaf\195\173os",
["jungleTilde2"] = "Ve a la derecha para encontrar la prueba.",
["powerArea"] = "Puerto Potencia",
["portetherDancer2"] = "He o\195\173do que algo est\195\161 borrando archivos por aqu\195\173. \194\191Que opinas t\195\186?",
["cLEDTitle"] = "LED",
["chilledgirlDiag0"] = "\194\161Woah! \194\191De d\195\179nde has salido? \194\191Ese conejo extra\195\177o estaba contigo?",
["mrInfoQuestHelp1"] = "Habla con el Centro de Informaci\195\179n en la playa SD.",
["mrInfoQuestHelp2"] = "Escucha qu\195\169 m\195\161s tiene Sr. Info para decir.",
["mrInfoQuestHelp3"] = "Explora por lo menos el 50% del mundo.",
["mrInfoQuestHelp4"] = "Vuelve al Sr. Info en la Playa SD.",
["LogicLakeNerdQuestTitle"] = "\194\191C\195\179mo piensan las computadoras?",
["village_house02Computer"] = "Hay unos comandos de termianl en la pantalla.",
["plainsArea"] = "Llanuras de Fibra de Vidrio",
["codexDiscovered"] = "Art\195\173culos de C\195\179dice Descubiertos",
["what"] = "\194\191Qu\195\169 es esto?",
["pongQuestComplete"] = "B\195\161sicos completados para Crear Pong.",
["cEnergyTitle"] = "Energ\195\173a",
["portetherMayorDiag"] = "Bienvenido. Soy el Alcalde del Puerto Ether. Aqu\195\173 nos especializamos en Ethernet y puertos de Audio. Reciben la internet, y emiten sonidos.",
["minecraftQuestComplete"] = "",
["backCodex"] = "Volver al C\195\179dice",
["llFarmer"] = "Estos cables HDMI amarillos son de 'Alta-Definici\195\179n'. Env\195\173an 'Medios' - sonido e im\195\161genes. Esto los hace una 'Interfaz.'",
["villageSummercampGirl2"] = "\194\161Por vectores! Un vector nos dice la distancia entre un punto y otro. As\195\173 es como aplicaciones como HaciendoArte pueden dibujar formas usando c\195\179digo!",
["minecraftQuestHelp3"] = "Habla con Alexia en las Minas de Bloques.",
["minecraftQuestHelp2"] = "",
["minecraftQuestHelp1"] = "Habla con Alexia de las Minas de Bloques.",
["jungleAsterixHelp3"] = "Regresa a la Selva Python para informar a Asterix.",
["sine"] = "Sinusoidal",
["search"] = "buscar",
["painting1"] = "\194\191Abrir la creaci\195\179n en Kano World?",
["tempNoUpdatesCopy"] = "\194\161Genial! Todo est\195\161 actualizado. Regresa pronto para comprobar si hay actualizaciones.",
["LakeExitSign"] = "Salida a las Llanuras de Fibra de Vidrio ",
["cVoltage"] = "El voltaje, tambi\195\169n llamado fuerza electromotriz, es una expresi\195\179n cuantitativa de la diferencia de potencial de carga entre dos puntos en un campo el\195\169ctrico.",
["discoGirl"] = "\194\161Wow! Me encanta como la velocidad de la vibraci\195\179n afecta cu\195\161n altas o bajas sean las notas.",
["minecraft"] = "Hackear el juego",
["jungleScaredGirl"] = "\194\161Ah esa serpiente! Iba de camino a las Minas de Bloques pero ahora estoy demasiado asustada para moverme. ",
["Asterix"] = "Asterix",
["portetherQuest1b"] = "\194\191Qu\195\169? Una parte de ella se ha movido? \194\191Ese conejo molesto conoce comandos m\195\161gicos? He o\195\173do rumores en Villa Vector tambi\195\169n, \194\191puedes echar un ojo?",
["portetherQuest1c"] = "Ves que una secci\195\179n del mundo se ha eliminado. y una nota con las letras RM.",
["portetherQuest1d"] = "\194\191Eliminado? \194\191RM? Esto est\195\161 mal.. Ese conejo debe estar utilzando comandos para la Terminal para cambiar cosas. Habla con la tribu en la Selva Python, es gente sabia que conoce bien la Terminal. Pero ten cuidado.",
["Radu"] = "Radu",
["portetherMayorDiag4"] = "Gracias por tu ayuda. Parece que est\195\161s prepar\195\161ndote para ser un Maestro Poderoso de Kano.",
["portetherMayorDiag3"] = "Gracias por tu ayuda. Por favor av\195\173same si descubres algo m\195\161s sobre Folderton",
["portetherMayorDiag2"] = "Veo que has visitado Folderton. Vuelve a hablar conmigo si descubres algo interesante que est\195\161 pasando all\195\173. Hubo rumores raros en las noticias.",
["powerVoltage"] = "Esta computadora requiere 5 voltios, o 5V, para funcionar. La energ\195\173a entra por el Puerto Potencia",
["pongQuest1"] = "\194\161Hola! Puedes crear tu propio juego de Pong, \194\191sab\195\173as?",
["portetherScaredGirl"] = "\194\191Conoces comandos para la terminal? Algo est\195\161 utilizando la terminal para apoderarse del Pueblo de Folderton!",
["cMonoTitle"] = "Monof\195\179nico",
["cKilobyteTitle"] = "KiloByte",
["sharesQuestComplete"] = "Has descubierto que las creaciones en Hacer Arte se guardan en servidores.",
["devAlej"] = "Soy el arquitecto de software jefe, un veterano aqu\195\173. \195\137ste es el equipo central que construy\195\179 Kano OS.",
["momaSharesFanatic"] = "Los servidores en esa sala contienen todas las creaciones compartidas en Kano World. D\195\169jame ver c\195\186antas has compartido",
["portetherBuilder1"] = "\194\191Quieres ver el interior del Puerto de Sonido? Aqu\195\173 es donde se conecta el parlante!",
["portetherBuilder3"] = "\194\191Sabes cu\195\161l es el mejor tipo de sonido? El Surround! Puedes conseguirlo con est\195\169reo, en el que el sonido se env\195\173a a trav\195\169s de dos o m\195\161s parlantes.",
["portetherBuilder2"] = "El Ayuntamiento est\195\161 cerrado por qu\195\169 el alcalde est\195\161 preocupado por ese conejo raro. Lo mejor es subir de nivel y aprender m\195\161s hechizos.",
["pixelHackerHelp1"] = "Habla con el Hacker de los P\195\173xeles en la Villa Vector.",
["cInput"] = "Informaci\195\179n o datos que son enviados a una computadora, desde un aparato, para ser procesados. Eg: apretando una tecla en un teclado.",
["cCoordinatesTitle"] = "Coordinadas",
["portetherCheekyGirl"] = "Mi sue\195\177o es viajar en un tren de impulsos.",
["jungleTildeQuest1b"] = "\194\191Has hablado con Puntoycoma? Est\195\161 un poco m\195\161s abajo en la selva y tiene un desaf\195\173o para ti.",
["jungleTildeQuest1c"] = "\194\161Buen trabajo! Ahora conoces unos comandos m\195\161s para la terminal. Te recomiendo que vayas a Villa Vector si quieres investigar m\195\161s.",
["rabbit"] = "\194\191D\195\179nde est\195\161 el conejo?",
["jungleTildeQuest1a"] = "Hola. Entonces... \194\191has venido aqu\195\173 para aprender sobre los comandos para la terminal? Veamos si puedes superar el desaf\195\173o de mi amigo Puntoycoma.",
["portetherMayor"] = "Como en Folderton, parece que hay cosas raras que est\195\161n sucediendo por aqu\195\173. \194\191Puedes investigar lo que est\195\161 pasando?",
["playSnake"] = "Jugar a Snake",
["chilledgirlDiag"] = "\194\191Ya has completado todos los desaf\195\173os de Pong? He o\195\173do que consigues un distintivo si lo haces.",
["firstLoadingText"] = "Precargando datos\226\128\166",
["powerQuestComplete"] = "Has descubierto c\195\179mo se alimenta la computadora.",
["mrInfoQuestComplete"] = "Has aprendido a utilizar el mapa del mundo.",
["hdmiInterview3"] = "\194\161\194\191Vino de la Frontera Binaria?! Eso significa que podr\195\173a tener las habilidades de programaci\195\179n para remodelar el mundo que nos rodea. \010\194\161No se sabe lo que podr\195\173a hacer! La \195\186nica forma de pararle ser\195\173a descubrir los secretos de la computadora y dominar las habilidades de programaci\195\179n. \010\194\191Puedes ayudar?",
["hdmiInterview2"] = "\194\161Genial! Judoka vienen de todas partes para visitar el Puerto HDMI. Para echar un vistazo a los 18 billones de bits de datos que viajan desde el cerebro de la computadora a la pantalla! \010Pero tambi\195\169n era la \195\186ltima localizaci\195\179n registrada del misterioso Conejo Blanco. \010\194\191Lo has visto?",
["hdmiInterview1"] = "Y... \194\161ACCI\195\147N! \194\161Est\195\161n viendo las Noticias HD! Estamos informando en vivo desde el Puerto HDMI sobre las \195\186ltimas observaciones del Conejo Blanco. Estamos hablando con $1, \194\191Qu\195\169 te trae hoy por aqu\195\173?",
["makeArtQuiz1a"] = "yellow color",
["makeArtQuiz1b"] = "color yellow",
["hdmiInterview4"] = "\194\161Incre\195\173ble! Muchos Judoka han dominado un tipo de programaci\195\179n, pero pocos han dominado todas, s\195\179lo un verdadero Maestro de Kano podr\195\173a enfrentar al conejo.",
["cafeTextCode"] = "Fab del C\195\179digo de Texto",
["antlerBoy"] = "Puntoycoma",
["cPythonTitle"] = "Python",
["chiefPixelHackerQuest3"] = "\194\161Muy bien! Parece que has dominado esos comandos, completemos desaf\195\173os b\195\161sicos que quedan.",
["chiefPixelHackerQuest2"] = "\194\191Qu\195\169 tal si empiezas por tomar nuestra prueba sobre Hacer Arte? Puedes acceder a ella desde la computadora a mi lado.",
["jungleAsterix1"] = "Puedo ver que has venido de un lugar oscuro. Puedo ense\195\177arte m\195\161s comandos en la shell de la computadora, donde una serpiente aterradora reside.",
["chiefPixelHackerQuest7"] = "Bien hecho, est\195\161s en el buen camino para convertirte en un Hacker de P\195\173xeles experto. Puedes obtener unas recompensas geniales si haces el camino hasta el final de los desaf\195\173os de Pirateo de P\195\173xeles o de Campamento de Verano.",
["chiefPixelHackerQuest6"] = "\194\191Por qu\195\169 no intentas completar los desaf\195\173os intermedios en Hacer Arte?",
["chiefPixelHackerQuest5"] = "Est\195\161s pillando el truco a esto, lo divertido de programar en Hacer Arte es que puedes crear obras en minutos que tardar\195\173an horas crearlas a mano, mientras sepas las funciones correctas a utilizar. \194\191Por qu\195\169 no pruebas suerte en los desaf\195\173os intermedios en Hacer Arte? Aprender\195\161s a crear noches estrelladas y arcos iris con s\195\179lo unas cuantas l\195\173neas de c\195\179digo.",
["chiefPixelHackerQuest4"] = "\194\191Vas a completar los desaf\195\173os b\195\161sicos en Hacer Arte? Puedes hacerlos desde la computadora en la esquina.",
["makeMinecraft"] = "\194\191Est\195\161s listo para hackear Minecraft?",
["llCheerfulGirl"] = "Estos cables HDMI env\195\173an millones de peque\195\177os bloques de color llamados p\195\173xeles a una pantalla. \194\191Has intentado alguna vez conectar uno?",
["how"] = "\194\191C\195\179mo funciona?",
["devJames"] = "Tantos p\195\173xeles... tan cansado...",
["Jack"] = "Juan",
["map"] = "Mapa",
["jungleAsterix2"] = "\194\191Eres lo suficientemente valiente para pasar el nivel 2 en Hacer Snake?",
["flappyJudoka"] = "Jugar a Flappy Judoka",
["chiefPixelHackerQuest1"] = "Hola, bienvenido al Museo. Yo soy la curadora. \194\191Supongo que has venido a aprender m\195\161s cosas en Hacer Arte? Intenta con nuestra prueba!",
["jungleWildAntlerBoy3"] = "\194\161Muy bien! \194\191Sabes qu\195\169 significa el comando 'CD'?",
["jungleWildAntlerBoy2"] = "Mmm... es una respuesta interesante pero no es la correcta.",
["jungleWildAntlerBoy5"] = "\194\161Jaja tienes raz\195\179n! Bueno, la \195\186ltima pregunta: \194\191Qu\195\169 significa 'RM'?",
["jungleWildAntlerBoy4"] = "Bien hecho. Y \194\191qu\195\169 significa 'MV'?",
["jungleWildAntlerBoy6"] = "Ooooh felicitaciones, realmente conoces tus comandos de terminal. Bien hecho.",
["cCurrent"] = "Una corriente el\195\169ctrica es un flujo de carga el\195\169ctrica. En los circuitos el\195\169ctricos esta carga suele llevarse mediante el movimiento de electrones en un cable.",
["devAlbert"] = "\194\161Hola! Soy un gran fan de Linux, la computaci\195\179n empotrada, y me gusta colocar los bits en el orden correcto.",
["cIfStatement"] = "Le dice a la computadora que ejecute un bloque de c\195\179digo si se cumple una condici\195\179n determinada.",
["hdmiQuest2"] = "\194\191Tendr\195\161s una entrevista con nuestro reportero?",
["hdmiQuest3"] = "Muy bien. \194\161Este reportaje destapar\195\161 la historia del Conejo Blanco!\010Ahora s\195\179lo tenemos que dar seguimiento a las observaciones en el Puerto de Sonido.",
["momaProgrammer"] = "\194\191Sab\195\173as que HaciendoArte usa el lenguaje de programaci\195\179n llamado CoffeeScript? Es realmente incre\195\173ble.",
["cCodeTitle"] = "C\195\179digo",
["checkMap"] = "Consultar el mapa",
["cBinaryTitle"] = "Binario",
["enter"] = "Presiona Enter",
["newsWatcher"] = "Shhh, soy una gran admiradora del Equipo de Noticias HD.",
["hdmiQuest"] = "Hola. Est\195\161bamos haciendo una pel\195\173cula sobre c\195\179mo los cables amarillos transfieren im\195\161genes, video y sonido desde la computadora a la pantalla, cuando ese conejo extra\195\177o nos pas\195\179 corriendo.",
["audioQuestHelp2"] = "Habla con la gente bailando en la discoteca.",
["audioQuestHelp3"] = "Abre Sonic Pi y escribe una canci\195\179n.",
["audioQuestHelp4"] = "Escucha lo que Juan tiene que decir.",
["launchShareTemp"] = "Abrir",
["momaArtAdmirer2"] = "Wow mira esos p\195\173xeles!",
["momaArtAdmirer1"] = "\194\161Me encantan estas creaciones! Espero que expongan una de las m\195\173as alg\195\186n d\195\173a.",
["makeArtQuestHelp1"] = "Ve a la Villa Vector y habla con el Hacker de los P\195\173xeles.",
["makeArtQuestHelp3"] = "Habla con el Hacker de los P\195\173xeles en la Villa Vector.",
["makeArtQuestHelp2"] = "Completa los tres primeros desaf\195\173os b\195\161sicos en Hacer Arte.",
["cBit"] = "La unidad de datos m\195\161s peque\195\177a en una computadora. Tiene un s\195\179lo valor binario, el 0 o el 1.",
["portetherCafeGirl"] = "Creo que Python es el mejor lenguaje de programaci\195\179n. \194\191Quieres escuchar m\195\161s sobre Python?",
["jungleDaringBoy"] = "Hablo docenas de idiomas. Controlo Minecraft con Python. Y creo sitios web con Javascript.",
["makeArtTerminal2"] = "Regresa pronto...",
["makeArtTerminal1"] = "\194\191Quieres crear una obra maestra con HaciendoArte?",
["maps"] = "\194\191D\195\179nde estoy?",
["tempUpdatesAvailableCopy"] = "\194\161Se han encontrado actualizaciones! \194\191Quieres instalarlas ahora?",
["hdmiInterview31"] = "Hemos escuchado informes misteriosos de Folderton y del Puerto Ether, creemos que el conejo podr\195\173a tener habilidades de programaci\195\179n. \010\194\191Puedes ayudar?",
["portetherCafeBlocks"] = "Los bloques son mejor que el texto para la programaci\195\179n. Es mucho m\195\161s r\195\161pido porque no tengo que pasar tanto tiempo escribiendo.",
["discoSloSine"] = "La onda de seno emite un zumbido suave y se compone de una onda redondeada que se parece a un resorte estirado. Suena como soplar aire en una botella.",
["momaFloorSign2"] = "Museo de Hacer Arte Colecci\195\179n Permanente,\010Obras Hist\195\179ricas Basadas en C\195\179digo y Algoritmos",
["momaFloorSign1"] = "Colecci\195\179n elegida por el personal del museo,\010Las mejores y m\195\161s recientes de Kano World",
["bye"] = "Hasta luego",
["cFrequency"] = "Una medida de la cantidad de ondas que pasan por un punto en un per\195\173odo de tiempo determinado.",
["terminalQuestComplete"] = "Has descubierto las misteriosas desapariciones de gente en Folderton. Learned the spells LS, CAT and CD.",
["llNerd4"] = "Puedes intentar averiguar c\195\179mo funcionan los programas? Aparentemente hay un libro en la biblioteca Puerto Ether que tiene esta informaci\195\179n.",
["llNerd5"] = "\194\161Incre\195\173ble! As\195\173 que les digo a las computadoras qu\195\169 hacer a trav\195\169s de c\195\179digo. Much\195\173simas gracias por tu ayuda.",
["jungleTildeQuestComplete"] = "Has aprendido los hechizos para la terminal LS, CD, MV y RM mediante la prueba de la Selva Python.",
["llNerd3"] = "\194\161Lo encontraste! As\195\173 que el c\195\179digo convierte palabras humanas en binario. Las computadoras piensan en binario. \194\161Tengo que saber m\195\161s!",
["sharesQuestServer4"] = "El servidor est\195\161 parpadeando.",
["powerQuestHelp3"] = "Descubre m\195\161s al hablar con la Sra. Watts.",
["powerQuestHelp2"] = "Examina el LED en el faro.",
["hdmiQuestTitle"] = "Investigar el HDMI",
["etherstationPatientBoy"] = "Hay dos trenes que salen de la Estaci\195\179n c/ Ether. El TCP va y viene recogiendo a viajeros perdidos. El UDP s\195\179lo viaja en una direcci\195\179n, as\195\173 que \194\161no te lo pierdas!",
["lakeSchoolArea"] = "Escuela Puerta L\195\179gica",
["powerGuardName"] = "Guarda de Potencia",
["rivalKidQuestComplete"] = "Anotaste 30 o m\195\161s en Flappy Judoka.",
["discoSloNoise"] = "La onda de ruido se compone de ruido completamente aleatorio, suena como la est\195\161tica televisiva y visualmente se asemeja a una pared puntiaguda. Si se la reproduce, incluso durante un per\195\173odo de tiempo acotado, emite un sonido similar al de instrumentos de percusi\195\179n tales como los tambores o platillos.",
["sharesQuestTitle"] = "\194\191C\195\179mo se almacenan datos en Villa Vector?",
["hdmiInterview3a"] = "Yo tengo habilidades de programaci\195\179n",
["hdmiInterview3b"] = "Maestro de Kano",
["powerPerson1"] = "La energ\195\173a es la capacidad de realizar un trabajo y puede adoptar muchas formas. En el Puerto Potencia la energ\195\173a se transforma en electricidad y luz.",
["powerPerson2"] = "No tengo mucha energ\195\173a. Estoy en modo de espera... Zzzzzz...",
["powerPerson3"] = "\194\161Oye! La potencia es la velocidad en la que la energ\195\173a el\195\169ctrica se transfiere. El Puerto de Energ\195\173a transfiere la energ\195\173a a todos los componentes en la computadora.",
["rivalKidHelp2"] = "Consigue un puntaje de 20 o m\195\161s puntos en Flappy Judoka.",
["rivalKidHelp3"] = "Habla con el rival en Lago L\195\179gica.",
["rivalKidHelp1"] = "Habla con el rival en Lago L\195\179gica.",
["devRadu"] = "El mundo en el que est\195\161s se mantiene unido por el c\195\179digo que yo escrib\195\173. Puedes imaginar el c\195\179digo como una ciudad con edificios altos y peque\195\177os, cada uno con su propia responsabilidad y conectados con los dem\195\161s. Por ejemplo, uno de estos edificios est\195\161 escribiendo este cuadro de di\195\161logo y mis palabras dentro de el. Y tambi\195\169n esta palabra.. y \195\169sta, y \195\169sa.. y todas las palabras que vendr\195\161n..",
["rivalKidDiag"] = "\194\161Hola! Soy un profesional volando en Flappy Judoka. Veamos tus habilidades",
["tellMe"] = "Cu\195\169ntame m\195\161s",
["challenges"] = "\194\191Qu\195\169 es Pong?",
["pongQuestHelp1"] = "Habla con Gregorio en la playa.",
["pongQuestHelp3"] = "Escucha los consejos de Gregorio acerca de Pong.",
["Caroline"] = "Carolina",
["HDMIreporter"] = "Me encanta filmar en el Puerto HDMI y ver como las im\195\161genes, el video y el sonido llegan a la pantalla desde aqu\195\173.",
["plainsFarmer"] = "Sabes que tu computadora puede hacer cosas incre\195\173bles, pero es s\195\179lo un enorme mont\195\179n de interruptores.",
["cHex"] = "Un sistema de numeraci\195\179n que tiene como base el 16.",
["LogicLakeNerd"] = "Alumno Curioso",
["lakeArea"] = "Lago L\195\179gica",
["portetherDoor3"] = "404 - No Encontrado",
["sharesHelp1"] = "Busca a DevOps en el Museo de Hacer Arte.",
["sharesHelp2"] = "Observa los servidores ubicados en el s\195\179tano de Hacer Arte.",
["sharesHelp3"] = "Habla con DevOps.",
["sharesHelp4"] = "Comparte 3 creaciones de Hacer Arte.",
["sharesHelp5"] = "Habla con DevOps.",
["powerQuest2"] = "\194\191Por qu\195\169 no le echas un vistazo a ese LED de all\195\161?",
["powerQuest3"] = "Bastante brillante \194\191no? Por cierto, pas\195\179 un conejo muy activo brincando por aqu\195\173. No creo que haya hecho nada, pero parece travieso. Creo que se dirig\195\173a hacia el Puerto HDMI",
["cSDCardTitle"] = "Tarjeta SD",
["cCoffeeScriptTitle"] = "CoffeeScript",
["House01Boy"] = "\194\161Hola! Si\195\169ntete libre de echar un vistazo a nuestra estanter\195\173a. Tenemos una buena colecci\195\179n.",
["House02Boy"] = "Mi hermana est\195\161 relaj\195\161ndose en la Playa SD. Sigo dici\195\169ndole que HaciendoArte es mucho mejor que Pong, pero no me escucha. \194\191Alguna vez has dibujado algo usando c\195\179digo?",
["rivalKid"] = "Rival",
["devTom"] = "Soy un matem\195\161tico reconvertido en programador con una pasi\195\179n por el Python y una compulsi\195\179n por el C.",
["minesentranceArea"] = "Entrada a las Minas de Bloques",
["rivalKidDiag3"] = "\194\161Oh! Tu puntaje alto es $1. Eso es bastante impresionante.",
["makeArtQuestComplete2"] = "Has completado los desaf\195\173os b\195\161sicos e intermedios en Hacer Arte.",
["rivalKidDiag4"] = "\194\161WOW! Tu puntaje m\195\161s alto es $1. T\195\186 realmente sabes c\195\179mo volar, con total tranquilidad.",
["Tilde"] = "Tilde",
["cOSTitle"] = "SO (Sistema Operativo)",
["powerCurrent"] = "Ves dibujos del flujo de electricidad que circula dentro de la computadora, y una nota que dice: La corriente es la cantidad de carga el\195\169ctrica que se transfiere por unidad de tiempo ",
["makeArtQuiz2"] = "\194\161Muy bien! \194\191C\195\179mo se codifica un rectangulo con una anchura de 20 y una altura de 40?",
["makeArtQuiz3"] = "\194\161Excelente trabajo! \195\154ltima pregunta: Quiero mover un objeto en relaci\195\179n a otro. \194\191Qu\195\169 comando deber\195\173a utilizar?",
["makeArtQuiz1"] = "\194\191C\195\179mo se codifica un objeto para que sea amarillo?",
["cPower"] = "La potencia es la cantidad de energ\195\173a que se convierte en otra forma por unidad de tiempo, tal como movimento, calor, o electricidad. Se mide en Vatios",
["coming"] = "En preparaci\195\179n...",
["completedQuests"] = "Misiones Completadas",
["jungleTildeQuestTitle"] = "Hechizos en la Selva Python",
["blank"] = " ",
["minesDojoWoman"] = "Mi habilidad favorita en Hackear Minecraft es El Topo Loco. \194\161Me encanta cavar hoyos rapid\195\173simo!",
["mrPongDiag2"] = "\194\161Bu! Quiz\195\161s en cambio deber\195\173as ir a buscar el Museo de Arte.",
["minesArea"] = "Minas de Bloques",
["tempLaunchUpdater"] = "Abrir Actualizador",
["mrPongDiag1"] = "Pong. Pong. Pong. Me encanta el Pong. \194\191Te gustar\195\173a jugarlo? O mejor a\195\186n, \194\191crear tu propia versi\195\179n?",
["makeMusicTerminal1"] = "\194\191Programar una canci\195\179n con Sonic Pi?",
["llPupil"] = "Puedes utilizar los lenguajes de programaci\195\179n para cambiar las reglas de la computadora.",
["powerQuestTitle"] = "El Puerto Potencia",
["audioJack"] = "Hola, bienvenido al Puerto de Sonido. \194\191De qu\195\169 quieres hablar?",
["portetherMayorQuestTitle"] = "Corrupci\195\179n de datos",
["cSoundWaveTitle"] = "Onda de sonido",
["portetherDancer"] = "\194\191Viste a un conejo brincando por aqu\195\173?",
["square"] = "Cuadrado",
["completed"] = "completada",
["sunburntDiag0"] = "Tambi\195\169n es la primera vez que estoy en la Playa SD. Bajo nuestros pies se encuentra la memoria de la computadora.",
["momaArtCritic2"] = "Ah... este obra se llama Ruido Perlin. Est\195\161 hecha de un algoritmo. Igual al usado para crear patrones en los bloques de Minecraft.",
["mines01Sign"] = "Minas de Bloques - s\195\179lo para maestros de obras ",
["wasFun"] = "\194\161Eso fue divertido!",
["cVector"] = "El uso de pol\195\173gonos como representaci\195\179n de im\195\161genes en los gr\195\161ficos por computadora.",
["jungleWildBoy"] = "Las Minas de Bloques est\195\161n a la derecha. Expl\195\179ralas para encontrar a la Maestra de Minecraft.",
["cPixels"] = "La unidad b\195\161sica de color en una pantalla de computadoras. Los colores se componen de valores diferentes de rojo, verde y azul.",
["vertex1"] = "Usa la computadora para seguir con Hacer Arte! Veo que est\195\161s en el nivel $1 de los desaf\195\173os intermedios.",
["makeArtQuiz2a"] = "rectangle 20, 40",
["makeArtQuiz2b"] = "rectangle 40, 20",
["villageArea"] = "Villa Vector",
["cCoffeeScript"] = "CoffeeScript es un lenguaje que se compila a JavaScript. Fue dise\195\177ado para tomar lo bueno de JavaScript y hacerlo m\195\161s f\195\161cil de utilizar.",
["hdmiInterviewWelcome"] = "Hola, \194\191estar\195\173as dispuesto a dar una entrevisa sobre los acontecimientos recientes?",
["codexDiscovery"] = "DESCUBRIMIENTO DE C\195\147DICE:",
["etherstationArea"] = "Estaci\195\179n c/ Ether",
["portetherLargeDoor"] = "404 - Alcalde No Encontrado",
["momaUpstairsPlaque5"] = "AARON Inteligencia Artificial (1990),\010Harold Cohen",
["cEnergy"] = "",
["cOutput"] = "Informaci\195\179n que ha sido procesada y enviada desde una computadora. P.ej. viendo algo en tu pantalla.",
["cIfStatementTitle"] = "Sentencia IF",
["portetherWiseGuy"] = "Esa chica est\195\161 corriendo en un bucle infinito alrededor de la fuente.",
["hdmicuriousDiag"] = "\194\191Has visto los cables HDMI amarillos? Toman los 2.073.600 p\195\173xeles del cerebro de la computadora y los traen a la vida en la pantalla.",
["momaUpstairsPlaque3"] = "Tetera de Utah, (1975),\010Martin Newell",
["chilledGirl"] = "Muchacha Relajada",
["jungleTildeHelp1a"] = "Habla con Tilde en la Selva Python.",
["jungleTildeHelp1b"] = "Termina la prueba sobre la terminal en la Selva Python.",
["jungleTildeHelp1c"] = "Informa a Tilde en la Selva Python que has completado la Prueba.",
["momaArtCritic"] = "Hmmm... me pregunto c\195\179mo se puede dibujar una tetera con funciones?",
["playterminalquest"] = "Ir a Folderton",
["play"] = "Jugar",
["audioQuest4"] = "\194\161Incre\195\173ble! Gracias por tu ayuda. Sigue explorando el mundo y seguramente atrapar\195\161s ese conejo travieso.",
["terminalquest1"] = "Bienvenido a la Estaci\195\179n c/ Puerto Ether. \194\191Quieres Jugar Terminal Quest?",
["terminalquest2"] = "Apagando el equipo...",
["audioQuestTitle"] = "Investigar audio",
["who"] = "\194\191Qui\195\169n eres?",
["jungleMakeSnake1"] = "\194\191Jugar a Hacer Snake?",
["makeArtQuizEnd"] = "\194\161Felicitaciones! Eres un verdadero experto. Deber\195\173as intentar compartir tus creaciones en l\195\173nea!",
["jungleQuizOption4a"] = "Memoria Aleatoria",
["portetherArea"] = "Estaci\195\179n c/ Ether",
["cLogicGate"] = "Una puerta l\195\179gica es un componente b\195\161sico de un circuito digital. La mayor\195\173a de las puertas l\195\179gicas tiene dos entradas y una salida. En un momento dado, cada terminal est\195\161 en uno de los dos estados binarios (0) o alto (1), representados por diferentes niveles de voltaje.",
["jungleQuizOption4b"] = "Quitar",
["Gregory"] = "Gregorio",
["why"] = "\194\191Por qu\195\169?",
["cMono"] = "Todos los sonidos se mezclan y se env\195\173an a trav\195\169s de un solo parlante.",
["jungleQuizOption2b"] = "Disco Compacto",
["pixelHackerDiag1"] = "Revisa la computadora para seguir con HaciendoArte! Veo que est\195\161s en el nivel $1 de los Desaf\195\173os B\195\161sicos.",
["pixelHackerHelp3"] = "Habla con el Hacker de los P\195\173xeles en la Villa Vector.",
["pixelHackerHelp2"] = "Supera los dos primeros Niveles B\195\161sicos en Hacer Arte.",
["rivalKidQuest4"] = "\194\191Vas a intentar conseguir 30 puntos en Flappy Judoka?",
["rivalKidQuest5"] = "\194\161Wow eso es incre\195\173ble! Realmente entiendes la l\195\179gica simple. Habla con el maestro de la Escuela de la L\195\179gica para aprender m\195\161s.",
["cSpeaker"] = "Un dispositivo conectado a una computadora que produce ondas sonoras.",
["rivalKidQuest1"] = "\194\161Hola! \194\191Has probado Flappy Judoka? Nadie vuela mejor que yo.",
["rivalKidQuest2"] = "\194\191Puedes conseguir 20 puntos en Flappy Judoka? Para jugar debes hablar con el tipo cerca de la valla.",
["rivalKidQuest3"] = "\194\161Wow! Bien hecho. \194\191Qu\195\169 te parece conseguir 30 puntos? \195\137se es mi puntaje m\195\161s alto.",
["momaUpstairsFan2"] = "Esta tetera es un objeto famoso de los gr\195\161ficos 3D iniciales, por entonces trazar las curvas de la tetera era un desaf\195\173o as\195\173 que esta tetera en particular se usaba a menudo para probar el c\195\179digo del rendering 3D. Algunos software incluyen la tetera como un objeto b\195\161sico junto con cubos y esferas, y por eso aparece como broma en muchas pel\195\173culas 3D",
["momaUpstairsFan3"] = "AARON fue el primer artista de inteligencia artifical, al usar algoritmos complejos construidos de comandos simples como los que usamos en Hacer Arte, pod\195\173a crear obras de arte convincentes que pod\195\173an confundirse con la obra de un artista humano. Aunque Cohen ten\195\173a que programar sus estilos a mano, era capaz de crear un n\195\186mero infinito de obras de arte en esos estilos.",
["momaUpstairsFan1"] = "El Conjunto de Mandelbrot es un fractal, que es un ejemplo de algo llamado recursi\195\179n. Los trazos se dibujan a partir pautas que se repiten sobre s\195\173 mismas, esto produce bellas im\195\161genes que se parecen a plantas o galaxias.",
["questComplete"] = "Misi\195\179n Completada",
["activeQuests"] = "Misiones en Progreso",
["mrInfoQuest3"] = "Sigue explorando este mundo. Vuelve a buscarme cuando hayas descubierto m\195\161s de la mitad de la isla.",
["mrInfoQuest2"] = "Para vencer al Conejo Blanco, tendr\195\161s que subir de nivel. Descubre los secretos de la computadora y supera desaf\195\173os de programaci\195\179n para convertirte en un Maestro de Kano. Vi al Conejo Blanco brincando hacia la derecha, en direcci\195\179n al Puerto Potencia. Ser\195\173a prudente seguirlo y ver qu\195\169 est\195\161 tramando.",
["mrInfoQuest1"] = "Hola $1. Bienvenido a tu computadora. Cuanto m\195\161s explores y crees, m\195\161s poderoso llegar\195\161s a ser. Abre tu mapa para ver el mundo.",
["audioQuestComplete"] = "Has aprendido sobre el parlante, las ondas sonoras y la m\195\186sica.",
["newsboard"] = "- - - \195\154LTIMAS NOTICIAS - - -\010\194\161Se ha construido el Puerto de Potencia! Sigue el Sendero de la Potencia hacia el sur para ver el LED. \010La Colina HD se acaba de abrir. Ve hacia el este del Lago L\195\179gica y sigue los cables para ver las vistas. \010\010El Puerto Ether tambi\195\169n acaba de abrir su Puerto de Sonido. Visita la discoteca y \195\186nete a la fiesta.",
["portether03houseTetra"] = "Estoy buscando informaci\195\179n sobre Minas de Memoria. Al aparecer tiene 1GB RAM - eso es un total de 8.589.934.592 de bits de datos. Una locura, \194\191no?",
["discovered"] = "Descubierto",
["plainsProfessor"] = "Oh, hola. Estoy en una expedici\195\179n para investigar la placa de circuito. Estoy planeando excavar la fibra de vidrio para encontrar el n\195\186cleo de cobre!",
["llNerd"] = "\194\191Me puedes ayudar? Estoy estudiando para convertirme en un Maestro de Kano pero hay algunos pergaminos secretos que necesito para subir de nivel.",
["powerOutside"] = "\194\191Has venido a visitar el Puerto Potencia tambi\195\169n? \194\191Sab\195\173as que toda la computadora se alimenta a trav\195\169s de la energ\195\173a tra\195\173da por el cable rojo?",
["coveArea"] = "Sendero de la Potencia",
["jungleAsterixHelp1"] = "Habla con Asterix en la Selva Python.",
["jungleAsterixHelp2"] = "Completa el desaf\195\173o 2 en Hacer Snake.",
["audioQuestHelp"] = "Busca a Juan en el Puerto Ether",
["powerOutside3"] = "Porque los datos pueden da\195\177arse y causar que la computadora pierda sus memorias. \194\161Definitivamente vale la pena apagarla correctamente!",
["powerOutside2"] = "Escuch\195\169 que nunca debes desconectar el cable de alimentaci\195\179n sin apagar la computadora antes.",
["Vertex"] = "Curadora",
["pongQuest3"] = "Buen trabajo. Est\195\161s en camino a convertirte en un Maestro de Kano. Has intentado compartir tu incre\195\173ble creaci\195\179n de Pong?",
["minesFrightenedBoy"] = "Wow, \194\191sab\195\173as que puedes construir un refugio en Minecraft con s\195\179lo apretar una tecla?",
["hdmiInterviewFinal"] = "\194\161OK! Gracias por tu tiempo $1. A continuaci\195\179n: \194\161C\195\179mo los datos viajan por el cable amarillo casi a la velocidad de la luz! Mant\195\169nganse en sinton\195\173a.",
["hdmiInterview2b"] = "No",
["termsitionTerminal1"] = "\194\161Llegaste! Aqu\195\173, el binario se convierte en p\195\173xeles. As\195\173, podemos crear un personaje, en forma de p\195\173xeles.",
["hdmiInterview2a"] = "La Frontera Binaria",
["interested"] = "Me interesa",
["portether03houseLazyBoy"] = "Si el binario sirve para hacer dibujos y sonido, seguro que puedes hacer comida con ello, estoy hambriento. \194\191Qu\195\169? \194\191No puedes? Oh.",
["triangle"] = "Tri\195\161ngulo",
["MissWatts"] = "Se\195\177orita Vatios",
["etherstationWorriedBoy"] = "Puedes enviar paquetes en el tren UDP. Estoy enviando uno a mi amiga Eleonor. Espero que lo reciba...",
["caroline2"] = "Por favor investiga lo que est\195\161 pasando en Folderton. Puedes entrar conect\195\161ndote con SSH desde esa computadora.",
["gregory2"] = "Mmm \194\191no has terminado Crear Pong? Es una muy buena forma de subir de nivel y obtener m\195\161s habilidades de programaci\195\179n! Vas a necesitarlas.",
["gregory1"] = "Pong puede parecer sencillo, pero si dominas su c\195\179digo, nada te detendr\195\161. Habla con Alan en la caseta naranja para probar Crear Pong",
["makeArtQuizWelcome"] = "\194\191Quieres tomar la prueba de HacinedoArte?",
["tempNoInternetCopy"] = "No se pudo encontrar la conexi\195\179n a internet. \194\191Conectar ahora?",
["hdmiInterview21"] = "T\195\186 est\195\161s investig\195\161ndolo tambi\195\169n? A\195\186n estamos tratando de averiguar qu\195\169 est\195\161 pasando, as\195\173 que cualquier informaci\195\179n que tengas podr\195\173a ser valiosa para nuestros espectadores. \010\194\191Sabes de d\195\179nde viene?",
["villageSummercampBoy2"] = "Me encanta el Museo de HaciendoArte. Realmente espero que el equipo elija una de mis creaciones y la enmarque en la pared.",
["stepComplete"] = "Paso $1/$2 completado",
["plains01Sign"] = "Colina HD por delante",
["terminalQuestHelp3"] = "Habla con Carolina en la Estaci\195\179n c/ Ether.",
["terminalQuestHelp2"] = "Completa el desaf\195\173o ocho en Terminal Quest.",
["terminalQuestHelp1"] = "Habla con Carolina en la Estaci\195\179n c/ Ether.",
["tempLaunchWifiConfig"] = "Abrir Ajustes",
["LogicLakeNerdQuest2"] = "Encuentras un libro sobre Algoritmos. Dice: Usamos c\195\179digo para dar a las computadoras instrucciones paso a paso.",
["LogicLakeNerdQuest1"] = "Encuentras un pergamino secreto sobre c\195\179digo: Dice: un programa convierte palabras humanas en unos y ceros. Esto se llama c\195\179digo.",
["close"] = "Cerrar",
["cOS"] = "El software de bajo nivel que soporta la computadora para que realice instrucciones y controle otros dispositivos.",
["sunburntDiag"] = "\194\161Acabo de regresar de las Minas de Bloques donde aprend\195\173 nuevos superpoderes que controlan Minecraft!",
["powerQuestHelp"] = "Sigue al conejo blanco por el Sendero de la Potencia.",
["jungleQuizOption3a"] = "V\195\173deo en Movimiento",
["jungleQuizOption3b"] = "Mover",
["powerQuest"] = "\194\161WOW llegaste! Estoy a CARGO de controlar los niveles de potencia. Cuando la luz roja est\195\161 encendida, sabemos que la energ\195\173a est\195\161 circulando dentro de la computadora.",
["powerMissWatts"] = "Yo estoy a CARGO de controlar los niveles de potencia. Cuando la luz roja est\195\161 encendida, sabemos que la energ\195\173a est\195\161 fluyendo dentro de la computadora. \194\161Echa un vistazo a la luz!",
["jungleWildAntlerBoy"] = "Normalmente la gente no es lo suficiente valiente para venir aqu\195\173. \194\191Sabes qu\195\169 significa LS en la terminal?",
["cOutputTitle"] = "Salida",
["llMaster"] = "Soy Mosfet, Maestro de L\195\179gica. \194\191Qu\195\169 son las puertas l\195\179gicas? S\195\179lo los componentes b\195\161sicos de las computadoras digitales!",
["makeArt"] = "Hacer Arte",
["cFrequencyTitle"] = "Frecuencia",
["devEmily"] = "Soy la base de sabots de Kano que est\195\161 obsesionada con la creaci\195\179n de personajes. Tambi\195\169n expido muchas cosas.",
["llMaster3"] = "Buena suerte en tu viaje. Sigue explorando y subiendo de nivel.",
["llMaster2"] = "Las puertas l\195\179gicas toman unos y ceros y generan un solo uno o cero. Si conectas muchas puertas l\195\179gicas, obtendr\195\161s una serie de instrucciones para cualquier cosa.",
["mehTemp"] = "No, gracias",
["pongQuestTitle"] = "Introducci\195\179n a Crear Pong",
["logic"] = "\194\191Qu\195\169 son las Puertas L\195\179gicas?",
["Yes"] = "S\195\173",
["minecraftQuestTitle"] = "Descubrir nuevas habilidades.",
["portetherMayorQuestComplete"] = "Has descubierto dos casas que ten\195\173an corrupci\195\179n de datos. Has encontrado notas que ten\195\173an los comandos MV y RM.",
["cInputTitle"] = "Entrada",
["village02DoorSign"] = "Museo de HaciendoArte - CERRADO - Esperando m\195\161s creaciones de HacinedoArte",
["mrInfoDiag1"] = "Sab\195\173as que la Playa SD est\195\161 construida sobre una tarjeta Micro SD? Dentro de ella hay chips electr\195\179nicos muy peque\195\177itos que recuerdan tus obras maestras, aun cuando tu computadora est\195\161 apagada. Consulta el mapa para ver otras partes de la computadora.",
["cVectorTitle"] = "Vector",
["cTerminalTitle"] = "Terminal",
["portetherCafeBoy"] = "Me pregunto si el CoffeeScript va reemplazar al Javascript...",
["letsMake"] = "Hag\195\161moslo!",
["plainsBuilder"] = "Uf, estoy d\195\169bil despu\195\169s de trabajar duro en la actualizaci\195\179n. \194\161Las profundidades de la RAM pronto estar\195\161n abiertas al p\195\186blico!",
["LogicLakeMaster"] = "Mosfet",
["makeArtQuiz3b"] = "moveTo",
["makeArtQuiz3a"] = "move",
["backToDashboard"] = "Volver al Tablero",
["carolineTerminalQuest3"] = "Wow, un grupo de personas de Folderton ha desaparecido? Eso es una locura! \194\191A lo mejor deber\195\173as avisar al Alcalde en Puerto Ether?",
["carolineTerminalQuest2"] = "Por favor visita Folderton, y aseg\195\186rate de aprender unos hechizos \195\186tiles.",
["carolineTerminalQuest1"] = "\194\161Hola! \194\191Has o\195\173do lo que est\195\161 pasando en Folderton? Por favor usa la computadora a mi lado para viajar all\195\173.",
["createArt"] = "Crear una obra maestra",
["makePong"] = "Hacer Pong",
["cStereoTitle"] = "Estereof\195\179nico",
["jungleTildeDiag2"] = "Todav\195\173a tienes mucho camino por recorrer antes de que seas tan bueno como nosotros. Habla con el jefe para jugar al Snake.",
["jungleTildeDiag3"] = "\194\161Oh! No est\195\161 mal - est\195\161s en el nivel $1. Muy bien.",
["jungleTildeDiag1"] = "Nos gusta jugar con serpientes y par\195\161metros. Veamos qu\195\169 tan bueno eres con esos... Hmmm desaf\195\173o $1.",
["momaFloorSign0"] = "Laboratorio del Hacker de P\195\173xeles",
["portether03houseNote"] = "Encuentras una nota. Tiene garabatos que dicen: Folderton Biblioteca > Biblioteca de Puerto Ether",
["discoSlo"] = "Cuando las computadoras generan audio de un principio, normalmente combinan cuatro tipos de ondas de sonido distintas.",
["portether03houseCurious"] = "El Maestro de la L\195\179gica dijo que mientras m\195\161s practique, m\195\161s poderosa me volver\195\169.",
["cVoltageTitle"] = "Voltaje",
["audioQuest"] = "\194\191Est\195\161s persiguiendo a un conejo? Pues, uno acaba de borrar nuestra colecci\195\179n de canciones! \194\191Puedes programar una canci\195\179n para nosotros?",
["llRunnerGirl"] = "La l\195\179gica es genial. Puedes utilizarla para crear juegos incre\195\173bles!",
["momaArea"] = "Museo de HaciendoArte",
["house03PotNote"] = "\194\161Oh! Hay una nota en la maceta. Dice: 'Conejo estuvo aqu\195\173. Por qu\195\169 est\195\161s hablando con una planta, eh?'",
["mrInfo"] = "Sr. Info",
["newArea"] = "NUEVA ZONA:",
["portetherSignLibrary"] = "Biblioteca de Puerto Ether",
["cResolution"] = "El n\195\186mero de p\195\173xeles en el eje horizontal y el vertical que pueden mostrarse en una pantalla.",
["llNerd2"] = "He escuchado que hay unos gemelos en la Villa Vector que podr\195\173an tener lo que necesito. \194\191Lo puedes encontrar y ense\195\177arme?",
["minesExplorer"] = "Adelante una nueva dimensi\195\179n te espera - un lugar de bloques y habilidades m\195\161gicas",
["discoRunner"] = "Puedo sentir vibrar los parlantes. \194\191Qu\195\169 quieres saber?",
["newsReporter"] = "Reportero de Noticias HD",
["portetherTourist"] = "\194\161Mis ondas preferidas son las sonoras! Todos los sonidos se mezclan y se env\195\173an por un s\195\179lo parlante. Esto se llama Mono.",
["LogicLakeNerdQuestComplete"] = "Has descubierto que las instrucciones paso a paso llamadas algoritmos mandan las computadoras.",
["quests"] = "Misiones",
["termsitionSign2"] = "\194\161Bienvenidos!",
["termsitionSign1"] = "01010111 01100101 01101100 01100011 01101111 01101101 01100101 00100001",
["plainsRAMProfessor"] = "Actualizaciones de software agregan nuevas funciones y abren nuevas zonas, tales como las Minas de Memoria. \194\161Aseg\195\186rate de consultar tu tablero y actualiza tu Kano cuando puedas!",
["hdmiInterview1b"] = "Estoy persiguiendo al conejo",
["hdmiInterview1a"] = "Estoy investigando la computadora",
["cHDMI"] = "Un est\195\161ndar que se usa para conectar dispositivos de v\195\173deo de alta definici\195\179n. p.ej. una pantalla de computadora, un televisor.",
["minesSleepingGirl"] = "Zzzzzz s\195\179lo estoy tomando un breve descanso... he estado todo el d\195\173a programando. Zzzzzz...",
["beachArea"] = "Playa SD",
["newQuest"] = "Nueva Misi\195\179n:",
["mrFlappy2"] = "Vuelve cuando quieras.",
["mrFlappy1"] = "Los grandes juegos se basan en una l\195\179gica simple. Aletea hacia arriba o te caer\195\161s. Tu puntaje alto es $1. \194\161Veamos cu\195\161n lejos vuelas!",
["portetherDemonBoy"] = "Hubo un tiempo en el que el Alcalde daba fiestas aqu\195\173. Ya no...",
["jungleAsterixQuestTitle"] = "Descubriendo la Terminal con Snake",
["cSpeakerTitle"] = "Parlante",
["cPython"] = "Python es un lenguaje de programaci\195\179n de alto nivel. Es f\195\161cil de aprender debido a su sintaxis simple, y f\195\161cil de leer gracias a los espacios en blanco.",
["gregory3"] = "\194\161Vaya! Has alcanzado el nivel $1! \194\191Has intentado compartir una creaci\195\179n?",
["discoSloSquare"] = "La onda cuadrada puede ser demasiado estridente si se la escucha sin filtrar - suena como un bip fuerte y enojado.",
["HDmaster"] = "1080p. \194\191Un nombre extra\195\177o? Pero tambi\195\169n la altura de p\195\173xeles de la imagen en la pantalla. A continuaci\195\179n, m\195\161s reportajes en las noticias HD.",
["powerLED"] = "Ves una brillante luz roja con las letras PWR debajo de ella.",
["portetherRunningGirl"] = "Me encanta correr en bucles.",
["mrPong"] = "Alan",
["makeMusic"] = "Abrir Sonic Pi",
["loading"] = "Cargando",
["cBinary"] = "Un sistema de numeraci\195\179n con s\195\179lo dos valores para cada d\195\173gito: 0 y 1.",
["chiefPixelHackerHelp7"] = "Habla con la curadora del Museo de Hacer Arte.",
["chiefPixelHackerHelp6"] = "Completa los desaf\195\173os intermedios en Hacer Arte.",
["chiefPixelHackerHelp5"] = "Habla con la curadora del Museo de Hacer Arte.",
["chiefPixelHackerHelp4"] = "Completa los desaf\195\173os b\195\161sicos en Hacer Arte.",
["chiefPixelHackerHelp3"] = "Habla con la curadora del Museo de Hacer Arte.",
["chiefPixelHackerHelp2"] = "Completa la Prueba de Hacer Arte.",
["chiefPixelHackerHelp1"] = "Habla con la curadora del Museo de Hacer Arte.",
["portetherQuest1a"] = "Ves parte de la casa que ha desaparecido. Casi como si hubiero sido movida. Y una nota con las letras MV ~/.",
["portetherCafeGirl2"] = "Python es un lenguaje de programaci\195\179n. \194\161Es muy popular! Prueba Hacer Snake para observar Python en acci\195\179n",
["portetherCafeGirl3"] = "Bien, es una l\195\161stima.",
["audioJack3"] = "El Alcalde es de la vieja escuela. Yo opino que cambiemos el nombre de este pueblo al Puerto de Sonido y que estemos de fiesta todo el d\195\173a!",
["audioJack2"] = "Tus o\195\173dos oyen al detectar vibraciones de ondas de sonido.",
["pongQuest2"] = "\194\191Qu\195\169 te parece crear el juego m\195\161s impresionante de Pong? Habla con Alan en la caseta naranja e intenta superar dos desaf\195\173os.",
["maybeLater"] = "Quiz\195\161s m\195\161s tarde",
["jungleAsterix3"] = "Bien hecho por llegar hasta aqu\195\173 en Hacer Snake. \194\191Por qu\195\169 no visitas las Minas de Bloques ahora?",
["mrInfoQuestTitle"] = "Explorar el Mundo",
["powerGuard3"] = "Ah bueno, pues bienvenido al Puerto Potencia. Si subes a lo m\195\161s alto del faro puedes ver si est\195\161 funcionado el LED.",
["powerGuard2"] = "\194\191De verdad? Pues estaba corriendo por el faro. Aqu\195\173 es donde recibimos energ\195\173a el\195\169ctrica que alimenta a la computadora.",
["HDMIgirl"] = "Wow, El Puerto HDMI es incre\195\173ble. \194\191Sab\195\173as que puede transferir 162.000.000 de p\195\173xeles por segundo?",
["portetherLockedDoor"] = "404 - No Encontrado",
["minecraftAlex1"] = "Has avanzado mucho. La mayor\195\173a s\195\179lo puede jugar Minecraft. Aqu\195\173 puedes crear tus propias habilidades y remodelar el mundo. \194\191Est\195\161s listo?",
["minecraftAlex3"] = "",
["minecraftAlex2"] = "",
["cBitTitle"] = "Bit",
["codexEmpty"] = "No Se Ha Encontrado Ning\195\186n Art\195\173culo de C\195\179dice",
["makeArtQuestComplete"] = "Has completado los tres primeros desaf\195\173os b\195\161sicos en Hacer Arte.",
["jungleAsterix"] = "En este reino usamos palabras m\195\161gicas para hablar con la computadora y controlar serpientes. Pru\195\169balo - Veo que est\195\161s en el desaf\195\173o $1.",
["cLogicGateTitle"] = "Puerta L\195\179gica",
["portetherProfessorNet"] = "WiFi y Ethernet son dos formas de conectarse a Internet. WiFi env\195\173a informaci\195\179n por el aire. Mientras que Ethernet es un cable que se conecta a tu computadora.",
["discoSloTriangle"] = "La onda triangular se parece a una cordillera con agudos picos y rectas pendientes. Produce un sonido m\195\161s grave si se la compara con la onda de seno.",
["cStereo"] = "Sonido que se env\195\173a a trav\195\169s de dos o m\195\161s parlantes para que parezca rodear al oyente y proceder de m\195\161s de una direcci\195\179n.",
["cCurrentTitle"] = "Corriente",
["cCoordinates"] = "Una cuadra 3D tiene un eje x, un eje y, adem\195\161s de un eje z. Un punto en el espacio 3D utiliza 3 n\195\186meros de cada eje para identificar su posici\195\179n. Estos n\195\186meros son las coordenadas del punto.",
["DevOps"] = "DevOps",
["exit"] = "\194\191Volver al Tablero?",
["minecraftAlexDiag"] = "Consulta la computadora a mi lado para programar tus propios superpoderes en Minecraft.",
["rivalKidQuestTitle"] = "Nadie vuela mejor que yo",
["rivalKidDiag2"] = "Tu puntaje m\195\161s alto actualmente es $1. Seguro que puedes hacerlo mejor.",
["noise"] = "Ruido",
["cSoundWave"] = "Una onda sonora se produce por una vibraci\195\179n p.ej. un campo electromagn\195\169tico estimulado por un voltaje.",
["ok"] = "Ok",
["devAlexB"] = "Soy el ingeniero de software jefe que sabe sacar el m\195\161ximo provecho de la Raspberry Pi.",
["hdmiQuestHelp3"] = "Habla con el reportero de noticias",
["hdmiQuestHelp2"] = "Completa una entrevista con el Equipo de Noticias HD.",
["cKilobyte"] = "Una unidad de datos que tiene 8.192 bits.",
["makeArtQuestTitle"] = "Hacer Arte con C\195\179digo",
["minesProfessor"] = "Nuestro grupo de investigaci\195\179n est\195\161 trabajando aqu\195\173. Estamos excavando hondo en el USB.",
["villageSummercampBoy"] = "Las cataratas est\195\161n tibias porque \194\161el procesador al Norte se calienta mucho cuando est\195\161 pensando!",
["powerGuard"] = "\194\191Es tuyo ese conejo?",
["hdmiInterview41"] = "\194\191Est\195\161s entrenando para ser un Maestro de Kano? \194\161Wow! Pero tendr\195\161s que descubrir m\195\161s sobre las computadoras y aprender diferentes tipos de habilidades de programaci\195\179n para subir de nivel, convertirte en un Maestro de Kano y tener al conejo bajo control.",
["No"] = "No",
["chilledBoy"] = "Chico Relajado",
["hdmiQuestComplete"] = "Has aprendido sobre HDMI y c\195\179mo funciona.",
["rivalKidHelp4"] = "Consigue un puntaje de 20 o m\195\161s puntos en Flappy Judoka.",
["rivalKidHelp5"] = "Habla con el rival en Lago L\195\179gica.",
["discoRunner2"] = "El parlante convierte energ\195\173a en vibraciones. Estas son ondas sonoras, como el patr\195\179n en la pared. Espero que eso ayude.",
["portetherHelp"] = "Encuentra al Alcalde de Puerto Ether.",
["undiscovered"] = "No Descubierta",
["llComputer"] = "PUERTAS L\195\147GICAS:\010Una puerta l\195\179gica es un componente b\195\161sico de un circuito digital. La mayor\195\173a de las puertas l\195\179gicas tiene dos entradas y una salida. En un momento dado, cada terminal est\195\161 en uno de los dos estados binarios (0) o alto (1).",
["questsCompleted"] = "Misiones Completadas",
["portetherReceptionist"] = "Hola, bienvenido al Ayuntamiento del Puerto Ether. La oficina del Alcalde est\195\161 justo detr\195\161s de m\195\173.",
["sharesQuest4"] = "Almacenamos los datos en las computadoras.",
["sharesQuest5"] = "\194\191Qu\195\169 opinas?",
["sharesQuest2"] = "\194\191Has intentado compartir una creaci\195\179n de Hacer Arte?",
["sharesQuest3"] = "\194\161Buen\195\173simo! Ahora creo que deber\195\173as descubrir d\195\179nde guardamos todas nuestras creaciones. Echa un vistazo a una de esas m\195\161quinas en esa sala.",
["sharesQuest1"] = "\194\161Hola! Entonces, \194\191quieres descubrir c\195\179mo la Villa Vector almacena datos? \194\191Por qu\195\169 no compartes una creaci\195\179n de Hacer Arte en l\195\173nea?",
["cHDMITitle"] = "HDMI",
["plainsAdventureGirl"] = "Este camino lleva a la Selva Python, un lugar oscuro. Dicen que s\195\179lo se respetan a los que saben usar los comandos para la terminal.",
["momaUpstairsPlaque4"] = "MOUVNT Sculpture Programme (1972),\010Jos\195\169 Luis Alexanco",
["llScaredSon"] = "Si te pierdes explorando puedes viajar r\195\161pidamente a los lugares que ya has descubierto! Abre el mapa apretando [ESC] y haz clic en el sitio ad\195\179nde quieres ir.",
["momaUpstairsPlaque2"] = "Conjunto de Mandelbrot (1980),\010Benoit Mandelbrot",
["complete"] = "Misi\195\179n Completada",
["momaUpstairsPlaque1"] = "Ruido Perlin (1983),\010Ken Perlin",
["jungleWildGirl"] = "\194\191Cu\195\161ntas manzanas puedes comer? Apuesto que no puedes comer m\195\161s de 100.",
["audioQuest3"] = "Ahora, abre Sonic Pi desde la computadora a mi lado. Puedes utilzarlo para escribir canciones con c\195\179digo.",
["audioQuest2"] = "Para hacer la mejor canci\195\179n, tienes que saber m\195\161s sobre el sonido. Habla con algunos de los bailarines.",
["devMegan"] = "Soy alpinista y fot\195\179grafa que asegura que el software que despachamos sea de alta calidad.",
["cHexTitle"] = "Hexadecimal",
["jungleQuizOption2a"] = "Cambiar Directorio",
["letsHack"] = "\194\161Hackeemos!",
["caroline1"] = "Hola soy Carolina, la Maestra de la Terminal. \194\191Puedes investigar qu\195\169 est\195\161 pasando en Folderton por favor? Accede a Terminal Quest en esa computadora! Actualmente est\195\161s en el desaf\195\173o $1.",
["llNerdDiag"] = "Estudio aqu\195\173. Mi puerta l\195\179gica preferida es la puerta NOT. Has hablado ya con el Maestro de L\195\179gica?",
["caroline3"] = "Gracias. No s\195\169 por qu\195\169 pero pareces m\195\161s... poderoso. \194\191Aprendiste unos hechizos?",
["beachSignPost"] = "Salida al Sendero de la Potencia",
["temp"] = "Esperando la copia..",
["cResolutionTitle"] = "Resoluci\195\179n",
["villageSummercampGirl"] = "\194\191Sabes por qu\195\169 se llama as\195\173 esta villa?",
["cTerminal"] = "Una interfaz que se usa para introducir comandos directamente en la computadora.",
["cLED"] = "Un dispositivo electr\195\179nico que emite luz cuando se aplica una corriente.",
["portetherCafeText"] = "El texto es mejor que los Bloques para la programaci\195\179n. Me permite editar n\195\186meros mucho m\195\161s rapidamente.",
["pixelHacker2"] = "\194\191Por qu\195\169 no usas la computadora a mi lado para completar los tres primeros desaf\195\173os b\195\161sicos de Hacer Arte?",
["pixelHacker3"] = "\194\161Muy bien! Por qu\195\169 no visitas el Museo de Hacer Arte hacia el oeste? La Curadora est\195\161 all\195\173 en el s\195\179tano. Sabe mucho sobre Hacer Arte.",
["pixelHacker1"] = "Hola, bienvenido a la Villa Vector! \195\137ste es el hogar del famoso Museo de Hacer Arte. Si has venido a aprender a hacer arte con c\195\179digo has venido al lugar indicado.",
["LogicLakeNerdHelp3"] = "Vuelve a hablar con el estudiante en la Escuela Puerta L\195\179gica.",
["jungleArea"] = "Selva Python ",
["hdmiArea"] = "Colina HD",
["portetherSleepingGirl"] = "Zzzzzz no me voy de aqu\195\173 hasta que sepa que Edith, Eduardo y Eleonor est\195\169n seguros. Zzzzzz.",
["pongQuestHelp2"] = "Completa el segundo desaf\195\173o en Pong.",
["portetherMayorName"] = "Alcalde de Puerto Ether",
["codex"] = "C\195\179dice",
["cSDCard"] = "Una tarjeta de memoria flash que es capaz de almacenar muchos datos en un peque\195\177o tama\195\177o. Se usa popularmente en c\195\161maras digitales, tel\195\169fonos celulares y el Kit de Computadora Kano.",
["secondLoadingText"] = "Entrando en la computadora...",
["you"] = "T\195\186",
["momaSharesFanatic4"] = "Wow has hecho $1 creaciones. Buen trabajo - sigue programando!",
["momaSharesFanatic5"] = "\194\161Woah! $1 creaciones hechas en total. Trabajo impresionante, \194\161sigue as\195\173!",
["momaSharesFanatic6"] = "WOW. $1 creaciones compartidas! \194\161Eso es incre\195\173ble! Est\195\161s en el buen camino para ser un gur\195\186 de HacerArte.",
["portetherCafeHost"] = "Hola, bienvenido a .Coffee, un lugar para programadores.",
["Alex"] = "Alexia",
["momaSharesFanatic2"] = "Ay, no... eres un artista con mucho talento y no has compartido nada. \194\191Por qu\195\169 no compartes una obra maestra ahora?",
["momaSharesFanatic3"] = "Bien hecho. Has compartido 1 creaci\195\179n en l\195\173nea. \194\161Sigue creando!",
["underConstruction"] = "En construcci\195\179n",
["makeArtQuestTitle2"] = "Hacer Arte: Intermedio",
["llSignpost"] = "Lago L\195\179gica - Hogar de los L\195\179gicos",
["Twin2"] = "El",
["Twin1"] = "Pix",
["makeArtQuizIncorrect"] = "Incorrecto. Prueba HaciendoArte para encontrar la respuesta correcta.",
["portetherMayor1"] = "Un conejo extra\195\177o se avist\195\179 saliendo de una casa cerca del edifico de Salida de Audio.",
["portetherMayor2"] = "Creo que vi al conejo yendo hacia Villa Vector.",
["cCode"] = "El software de bajo nivel que soporta la computadora a programar las instrucciones y controlar perif\195\169ricos.",
["portetherSeriousGirl"] = "La internet conecta tu computadora a billones de otras computadoras por todo el mundo!",
["LogicLakeNerdHelp5"] = "Vuelve a hablar con el estudiante en la Escuela Puerta L\195\179gica.",
["LogicLakeNerdHelp4"] = "Ve a la biblioteca Puerto Ether para investigar algoritmos.",
["jungleAsterixQuestComplete"] = "Par\195\161metros de terminal descubiertos en Hacer Snake.",
["LogicLakeNerdHelp2"] = "Busca un libro en la casa de los gemelos en la Villa Vector.",
["LogicLakeNerdHelp1"] = "Habla con el estudiante en la Escuela Puerta L\195\179gica.",
["momaReception"] = "Bienvenido al Museo de HaciendoArte. Echa un vistazo a los dibujos recientemente elegidos por el equipo.",
["cafeHostess"] = "Aficionada de CoffeeScript",
["House01Girl"] = "\194\191Sab\195\173as que los p\195\173xeles son las unidades b\195\161sicas de colour en una pantalla de computadora? Cada p\195\173xel se compone de tres colores: Rojo, verde y Azul.",
} |
-- Generated By protoc-gen-lua Do not Edit
local protobuf = require "protobuf"
module('BseFinishAchievement_pb', package.seeall)
local BSEFINISHACHIEVEMENT = protobuf.Descriptor();
local BSEFINISHACHIEVEMENT_ID_FIELD = protobuf.FieldDescriptor();
local BSEFINISHACHIEVEMENT_PERCENT_FIELD = protobuf.FieldDescriptor();
BSEFINISHACHIEVEMENT_ID_FIELD.name = "id"
BSEFINISHACHIEVEMENT_ID_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BseFinishAchievement.id"
BSEFINISHACHIEVEMENT_ID_FIELD.number = 1
BSEFINISHACHIEVEMENT_ID_FIELD.index = 0
BSEFINISHACHIEVEMENT_ID_FIELD.label = 2
BSEFINISHACHIEVEMENT_ID_FIELD.has_default_value = false
BSEFINISHACHIEVEMENT_ID_FIELD.default_value = ""
BSEFINISHACHIEVEMENT_ID_FIELD.type = 9
BSEFINISHACHIEVEMENT_ID_FIELD.cpp_type = 9
BSEFINISHACHIEVEMENT_PERCENT_FIELD.name = "percent"
BSEFINISHACHIEVEMENT_PERCENT_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BseFinishAchievement.percent"
BSEFINISHACHIEVEMENT_PERCENT_FIELD.number = 2
BSEFINISHACHIEVEMENT_PERCENT_FIELD.index = 1
BSEFINISHACHIEVEMENT_PERCENT_FIELD.label = 2
BSEFINISHACHIEVEMENT_PERCENT_FIELD.has_default_value = false
BSEFINISHACHIEVEMENT_PERCENT_FIELD.default_value = 0
BSEFINISHACHIEVEMENT_PERCENT_FIELD.type = 5
BSEFINISHACHIEVEMENT_PERCENT_FIELD.cpp_type = 1
BSEFINISHACHIEVEMENT.name = "BseFinishAchievement"
BSEFINISHACHIEVEMENT.full_name = ".com.xinqihd.sns.gameserver.proto.BseFinishAchievement"
BSEFINISHACHIEVEMENT.nested_types = {}
BSEFINISHACHIEVEMENT.enum_types = {}
BSEFINISHACHIEVEMENT.fields = {BSEFINISHACHIEVEMENT_ID_FIELD, BSEFINISHACHIEVEMENT_PERCENT_FIELD}
BSEFINISHACHIEVEMENT.is_extendable = false
BSEFINISHACHIEVEMENT.extensions = {}
BseFinishAchievement = protobuf.Message(BSEFINISHACHIEVEMENT)
_G.BSEFINISHACHIEVEMENT_PB_BSEFINISHACHIEVEMENT = BSEFINISHACHIEVEMENT
|
savedata = function(name)
local playerInfos = players[name]
if not playerInfos.dataLoaded then return end
if ROOM.name ~= '*#fofinho' and ROOM.name ~= '*#fofinho1' then
if string.find(ROOM.name:sub(1,1), '*') then
TFM.chatMessage('<R>Stats are not saved in rooms with "*".', name)
return
elseif ROOM.uniquePlayers < room.requiredPlayers then
TFM.chatMessage('<R>Stats are not saved if the room have less than 6 players.', name)
return
elseif ROOM.passwordProtected then
TFM.chatMessage('<R>Stats are not saved if the room is protected with a password.', name)
return
elseif not table.contains(mainAssets.supportedCommunity, ROOM.community) then
TFM.chatMessage('<R>Data save is not available in this community.', name)
return
end
else
--return TFM.chatMessage('ops! failed to save your data.', name)
end
playerData:set(name, 'coins', playerInfos.coins)
playerData:set(name, 'spentCoins', playerInfos.spentCoins)
playerData:set(name, 'bagStorage', playerInfos.bagLimit)
local lifeStats = {}
for i = 1, 2 do
lifeStats[#lifeStats+1] = playerInfos.lifeStats[i]
end
playerData:set(name, 'lifeStats', lifeStats)
local houses = playerData:get(name, 'houses')
for i, v in next, playerInfos.casas do
houses[i] = v
end
local housesTerrains = playerData:get(name, 'housesTerrains')
for i, v in next, playerInfos.houseTerrain do
housesTerrains[i] = v
end
local housesTerrainsAdd = playerData:get(name, 'housesTerrainsAdd')
for i, v in next, playerInfos.houseTerrainAdd do
housesTerrainsAdd[i] = v
end
local housesTerrainsPlants = playerData:get(name, 'housesTerrainsPlants')
for i, v in next, playerInfos.houseTerrainPlants do
housesTerrainsPlants[i] = v
end
local vehicles = playerData:get(name, 'cars')
for i, v in next, playerInfos.cars do
vehicles[i] = v
end
local quest = playerData:get(name, 'quests')
for i, v in next, playerInfos.questStep do
quest[i] = v
end
local item = {}
local quanty = {}
local amount = 0
for i, v in next, playerInfos.bag do
if amount > playerInfos.bagLimit then break end
if v.qt > 0 then
amount = amount + v.qt
item[#item+1] = bagItems[v.name].id
quanty[#quanty+1] = v.qt
end
end
playerData:set(name, 'bagItem', item)
playerData:set(name, 'bagQuant', quanty)
local chestStorage = {{}, {}}
local chestStorageQuanty = {{}, {}}
for counter = 1, 2 do
for i, v in next, playerInfos.houseData.chests.storage[counter] do
chestStorage[counter][i] = bagItems[v.name].id
chestStorageQuanty[counter][i] = v.qt
end
end
playerData:set(name, 'chestStorage', chestStorage)
playerData:set(name, 'chestStorageQuanty', chestStorageQuanty)
----------------------------- FURNITURES -----------------------------
local furnitures, furnitureCounter, storedFurnitures = {}, 0, {}
do
for _, v in next, playerInfos.houseData.furnitures.placed do
furnitureCounter = furnitureCounter + 1
if furnitureCounter > maxFurnitureStorage then break end
furnitures[#furnitures+1] = {v.type, v.x, v.y}
end
playerData:set(name, 'houseObjects', furnitures)
for _, v in next, playerInfos.houseData.furnitures.stored do
for i = 1, v.quanty do
storedFurnitures[#storedFurnitures+1] = v.type
end
end
playerData:set(name, 'storedFurnitures', storedFurnitures)
end
----------------------------------------------------------------------
local code = playerData:get(name, 'codes')
for i, v in next, playerInfos.receivedCodes do
code[i] = v
end
local sidequest = playerData:get(name, 'sideQuests')
for i, v in next, playerInfos.sideQuests do
sidequest[i] = v
end
local levelStats = playerData:get(name, 'level')
for i, v in next, playerInfos.level do
levelStats[i] = v
end
local jobStats = playerData:get(name, 'jobStats')
for i, v in next, playerInfos.jobs do
jobStats[i] = v
end
local bdg = playerData:get(name, 'badges')
for i, v in next, playerInfos.badges do
bdg[i] = v
end
local newLuckiness = {{}, {}}
local fishingRarity = {'normal', 'rare', 'mythical', 'legendary'}
for i = 1, 4 do
newLuckiness[1][#newLuckiness[1]+1] = playerInfos.lucky[1][fishingRarity[i]]
end
playerData:set(name, 'luckiness', newLuckiness)
local playerLogs = {{mainAssets.season, playerInfos.seasonStats[1][2]}, {}, version, playerInfos.favoriteCars}
playerLogs[2][1] = playerInfos.settings.mirroredMode
for id, v in next, langIDS do
if v == playerInfos.lang then
playerLogs[2][2] = id
break
end
end
playerData:set(name, 'playerLog', playerLogs)
table.concat(playerData:get(name, 'badges'), '.')
playerData:save(name)
end |
local petstore_client = require "petstore.api.pet_api"
local petstore_client_pet = require "petstore.model.pet"
local my_pet_http_api = petstore_client.new("petstore.swagger.io", "/v2", {"http"})
local my_pet = my_pet_http_api:get_pet_by_id(5)
for k,v in pairs(my_pet) do
print(k,v)
end
local my_new_pet = petstore_client_pet.new("Mr. Barks")
my_pet_http_api:add_pet(my_new_pet)
|
function toEmblem(amount)
for i = 1, amount do
MerchantItem4ItemButton:Click("Right")
StaticPopup1Button1:Click()
end
end |
furious_ronto = Creature:new {
objectName = "@mob/creature_names:ronto_furious",
socialGroup = "ronto",
faction = "",
level = 60,
chanceHit = 0.55,
damageMin = 470,
damageMax = 650,
baseXp = 5830,
baseHAM = 11000,
baseHAMmax = 14000,
armor = 3,
resists = {165,165,140,160,140,130,135,140,140},
meatType = "meat_herbivore",
meatAmount = 930,
hideType = "hide_leathery",
hideAmount = 640,
boneType = "bone_mammal",
boneAmount = 400,
milk = 0,
tamingChance = 0.25,
ferocity = 1,
pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY,
creatureBitmask = PACK,
optionsBitmask = AIENABLED,
diet = CARNIVORE,
templates = {"object/mobile/ronto_hue.iff"},
controlDeviceTemplate = "object/intangible/pet/ronto_hue.iff",
scale = 1.25,
lootGroups = {},
weapons = {},
conversationTemplate = "",
attacks = {
{"posturedownattack","stateAccuracyBonus=100"},
{"stunattack","stateAccuracyBonus=100"}
}
}
CreatureTemplates:addCreatureTemplate(furious_ronto, "furious_ronto")
|
vehicle_generator "airtug" { -54.26639938354492, -1679.548828125, 28.4414, heading = 228.2736053466797 }
spawnpoint 'mp_m_freemode_01' { x = -1045.3986816406, y = -2751.0119628906, z = 21.363430023193 }
|
--[[
© 2020 TERRANOVA do not share, re-distribute or modify
without permission of its author.
--]]
ITEM.name = "Canned Tomato";
ITEM.model = "models/kek1ch/dev_tomato.mdl";
ITEM.width = 1;
ITEM.height = 1;
ITEM.description = "An aluminium can filled with diced tomato. You could eat these from the can, if you're desperate enough.";
ITEM.permit = "consumables";
ITEM.category = "Civil-Approved Food";
ITEM.price = 12;
ITEM.restoreHealth = 15;
ITEM.flag = "f"
ITEM.dropSound = {
"terranova/ui/cannedfood1.wav",
"terranova/ui/cannedfood2.wav",
"terranova/ui/cannedfood3.wav",
} |
require 'torch'
require 'xlua'
require 'optim'
require 'pl'
require 'trepl'
require 'nn'
----------------------------------------------------------------------
local cmd = torch.CmdLine()
cmd:addTime()
cmd:text()
cmd:text('Training a convolutional network for visual classification')
cmd:text()
cmd:text('==>Options')
cmd:text('===>Model And Training Regime')
cmd:option('-modelsFolder', './Models/', 'Models Folder')
cmd:option('-network', 'Model.lua', 'Model file - must return valid network.')
cmd:option('-LR', 0.1, 'learning rate')
cmd:option('-LRDecay', 0, 'learning rate decay (in # samples)')
cmd:option('-weightDecay', 1e-4, 'L2 penalty on the weights')
cmd:option('-momentum', 0.9, 'momentum')
cmd:option('-batchSize', 128, 'batch size')
cmd:option('-optimization', 'sgd', 'optimization method')
cmd:option('-epoch', -1, 'number of epochs to train, -1 for unbounded')
cmd:text('===>Platform Optimization')
cmd:option('-threads', 8, 'number of threads')
cmd:option('-type', 'cuda', 'cuda/cl/float/double')
cmd:option('-devid', 1, 'device ID (if using CUDA)')
cmd:option('-nGPU', 1, 'num of gpu devices used')
cmd:option('-constBatchSize', false, 'do not allow varying batch sizes - e.g for ccn2 kernel')
cmd:text('===>Save/Load Options')
cmd:option('-load', '', 'load existing net weights')
cmd:option('-save', os.date():gsub(' ',''), 'save directory')
cmd:text('===>Data Options')
cmd:option('-dataset', 'Cifar10', 'Dataset - Cifar10, Cifar100, STL10, SVHN, MNIST')
cmd:option('-normalization', 'simple', 'simple - whole sample, channel - by image channel, image - mean and std images')
cmd:option('-format', 'rgb', 'rgb or yuv')
cmd:option('-whiten', false, 'whiten data')
cmd:option('-augment', false, 'Augment training data')
cmd:option('-preProcDir', './PreProcData/', 'Data for pre-processing (means,P,invP)')
cmd:text('===>Misc')
cmd:option('-visualize', 1, 'visualizing results')
opt = cmd:parse(arg or {})
opt.network = opt.modelsFolder .. paths.basename(opt.network, '.lua')
opt.save = paths.concat('./Results', opt.save)
opt.preProcDir = paths.concat(opt.preProcDir, opt.dataset .. '/')
os.execute('mkdir -p ' .. opt.preProcDir)
torch.setnumthreads(opt.threads)
torch.setdefaulttensortype('torch.FloatTensor')
if opt.augment then
require 'image'
end
----------------------------------------------------------------------
-- Model + Loss:
local model
if paths.filep(opt.load) then
pcall(require , 'cunn')
pcall(require , 'cudnn')
model = torch.load(opt.load)
else
model = require(opt.network)
end
local loss = nn.ClassNLLCriterion()
-- classes
local data = require 'Data'
local classes = data.Classes
----------------------------------------------------------------------
-- This matrix records the current confusion across classes
local confusion = optim.ConfusionMatrix(classes)
local AllowVarBatch = not opt.constBatchSize
----------------------------------------------------------------------
-- Output files configuration
os.execute('mkdir -p ' .. opt.save)
cmd:log(opt.save .. '/Log.txt', opt)
local netFilename = paths.concat(opt.save, 'Net')
local logFilename = paths.concat(opt.save,'ErrorRate.log')
local optStateFilename = paths.concat(opt.save,'optState')
local Log = optim.Logger(logFilename)
----------------------------------------------------------------------
local types = {
cuda = 'torch.CudaTensor',
float = 'torch.FloatTensor',
cl = 'torch.ClTensor',
double = 'torch.DoubleTensor'
}
local TensorType = types[opt.type] or 'torch.FloatTensor'
if opt.type == 'cuda' then
require 'cutorch'
require 'cunn'
cutorch.setDevice(opt.devid)
local cudnnAvailable = pcall(require , 'cudnn')
if cudnnAvailable then
model = cudnn.convert(model, cudnn)
end
elseif opt.type == 'cl' then
require 'cltorch'
require 'clnn'
cltorch.setDevice(opt.devid)
end
model:type(TensorType)
loss = loss:type(TensorType)
---Support for multiple GPUs - currently data parallel scheme
if opt.nGPU > 1 then
local net = model
model = nn.DataParallelTable(1)
for i = 1, opt.nGPU do
cutorch.setDevice(i)
model:add(net:clone():cuda(), i) -- Use the ith GPU
end
cutorch.setDevice(opt.devid)
end
-- Optimization configuration
local Weights,Gradients = model:getParameters()
----------------------------------------------------------------------
print '==> Network'
print(model)
print('==>' .. Weights:nElement() .. ' Parameters')
print '==> Loss'
print(loss)
------------------Optimization Configuration--------------------------
local optimState = {
learningRate = opt.LR,
momentum = opt.momentum,
dampening = 0,
weightDecay = opt.weightDecay,
learningRateDecay = opt.LRDecay
}
----------------------------------------------------------------------
local function SampleImages(images,labels)
if not opt.augment then
return images,labels
else
local sampled_imgs = images:clone()
for i=1,images:size(1) do
local sz = math.random(9) - 1
local hflip = math.random(2)==1
local startx = math.random(sz)
local starty = math.random(sz)
local img = images[i]:narrow(2,starty,32-sz):narrow(3,startx,32-sz)
if hflip then
img = image.hflip(img)
end
img = image.scale(img,32,32)
sampled_imgs[i]:copy(img)
end
return sampled_imgs,labels
end
end
------------------------------
local function Forward(Data, train)
local MiniBatch = DataProvider.Container{
Name = 'GPU_Batch',
MaxNumItems = opt.batchSize,
Source = Data,
ExtractFunction = SampleImages,
TensorType = TensorType
}
local yt = MiniBatch.Labels
local x = MiniBatch.Data
local SizeData = Data:size()
if not AllowVarBatch then SizeData = math.floor(SizeData/opt.batchSize)*opt.batchSize end
local NumSamples = 0
local NumBatches = 0
local lossVal = 0
while NumSamples < SizeData do
MiniBatch:getNextBatch()
local y, currLoss
NumSamples = NumSamples + x:size(1)
NumBatches = NumBatches + 1
y = model:forward(x)
currLoss = loss:forward(y,yt)
if train then
local function feval()
model:zeroGradParameters()
local dE_dy = loss:backward(y, yt)
model:backward(x, dE_dy)
return currLoss, Gradients
end
_G.optim[opt.optimization](feval, Weights, optimState)
if opt.nGPU > 1 then
model:syncParameters()
end
end
lossVal = currLoss + lossVal
if type(y) == 'table' then --table results - always take first prediction
y = y[1]
end
confusion:batchAdd(y,yt)
xlua.progress(NumSamples, SizeData)
if math.fmod(NumBatches,100)==0 then
collectgarbage()
end
end
return(lossVal/math.ceil(SizeData/opt.batchSize))
end
------------------------------
local function Train(Data)
model:training()
return Forward(Data, true)
end
local function Test(Data)
model:evaluate()
return Forward(Data, false)
end
------------------------------
local epoch = 1
print '\n==> Starting Training\n'
while epoch ~= opt.epoch do
data.TrainData:shuffleItems()
print('Epoch ' .. epoch)
--Train
confusion:zero()
local LossTrain = Train(data.TrainData)
torch.save(netFilename, model:clearState())
confusion:updateValids()
local ErrTrain = (1-confusion.totalValid)
if #classes <= 10 then
print(confusion)
end
print('Training Error = ' .. ErrTrain)
print('Training Loss = ' .. LossTrain)
--Test
confusion:zero()
local LossTest = Test(data.TestData)
confusion:updateValids()
local ErrTest = (1-confusion.totalValid)
if #classes <= 10 then
print(confusion)
end
print('Test Error = ' .. ErrTest)
print('Test Loss = ' .. LossTest)
Log:add{['Training Error']= ErrTrain, ['Test Error'] = ErrTest}
if opt.visualize == 1 then
Log:style{['Training Error'] = '-', ['Test Error'] = '-'}
Log:plot()
end
epoch = epoch + 1
end
|
Player=game:GetService("Players").LocalPlayer
Character=Player.Character
PlayerGui=Player.PlayerGui
Backpack=Player.Backpack
Torso=Character.Torso
Head=Character.Head
Humanoid=Character.Humanoid
m=Instance.new('Model',Character)
LeftArm=Character["Left Arm"]
LeftLeg=Character["Left Leg"]
RightArm=Character["Right Arm"]
RightLeg=Character["Right Leg"]
LS=Torso["Left Shoulder"]
LH=Torso["Left Hip"]
RS=Torso["Right Shoulder"]
RH=Torso["Right Hip"]
Face = Head.face
Neck=Torso.Neck
it=Instance.new
attacktype=1
vt=Vector3.new
cf=CFrame.new
euler=CFrame.fromEulerAnglesXYZ
angles=CFrame.Angles
cloaked=false
necko=cf(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
necko2=cf(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
LHC0=cf(-1,-1,0,-0,-0,-1,0,1,0,1,0,0)
LHC1=cf(-0.5,1,0,-0,-0,-1,0,1,0,1,0,0)
RHC0=cf(1,-1,0,0,0,1,0,1,0,-1,-0,-0)
RHC1=cf(0.5,1,0,0,0,1,0,1,0,-1,-0,-0)
RootPart=Character.HumanoidRootPart
RootJoint=RootPart.RootJoint
RootCF=euler(-1.57,0,3.14)
attack = false
attackdebounce = false
deb=false
equipped=true
hand=false
MMouse=nil
combo=0
mana=0
trispeed=1
pathtrans=.7
attackmode='none'
local idle=0
local Anim="Idle"
local Effects={}
local gun=false
local shoot=false
player=nil
cloak=false
lightcolor='Really black'
local Color1=Torso.BrickColor
local fengui=it("GuiMain")
fengui.Parent=Player.PlayerGui
fengui.Name="WeaponGUI"
local fenframe=it("Frame")
fenframe.Parent=fengui
fenframe.BackgroundColor3=Color3.new(88,1,228)
fenframe.BackgroundTransparency=1
fenframe.BorderColor3=Color3.new(88,1,228)
fenframe.Size=UDim2.new(0.0500000007, 0, 0.100000001, 0)
fenframe.Position=UDim2.new(0.4,0,0.1,0)
local fenbarmana1=it("TextLabel")
fenbarmana1.Parent=fenframe
fenbarmana1.Text=" "
fenbarmana1.BackgroundTransparency=0
fenbarmana1.BackgroundColor3=Color3.new(0,0,0)
fenbarmana1.SizeConstraint="RelativeXY"
fenbarmana1.TextXAlignment="Center"
fenbarmana1.TextYAlignment="Center"
fenbarmana1.Position=UDim2.new(0,0,0,0)
fenbarmana1.Size=UDim2.new(4,0,0.2,0)
local fenbarmana2=it("TextLabel")
fenbarmana2.Parent=fenframe
fenbarmana2.Text=" "
fenbarmana2.BackgroundTransparency=0
fenbarmana2.BackgroundColor3=Torso.Color
fenbarmana2.SizeConstraint="RelativeXY"
fenbarmana2.TextXAlignment="Center"
fenbarmana2.TextYAlignment="Center"
fenbarmana2.Position=UDim2.new(0,0,0,0)
fenbarmana2.Size=UDim2.new(4*mana/100,0,0.2,0)
local fenbarmana3=it("TextLabel")
fenbarmana3.Parent=fenframe
fenbarmana3.Text=" "
fenbarmana3.BackgroundTransparency=0
fenbarmana3.BackgroundColor3=Color3.new(Col1,Col2,Col3)
fenbarmana3.SizeConstraint="RelativeXY"
fenbarmana3.TextXAlignment="Center"
fenbarmana3.TextYAlignment="Center"
fenbarmana3.Position=UDim2.new(0,0,0,0)
fenbarmana3.Size=UDim2.new(0,0,0.2,0)
local fenbarmana4=it("TextLabel")
fenbarmana4.Parent=fenframe
fenbarmana4.Text="Energy("..mana..")"
fenbarmana4.BackgroundTransparency=1
fenbarmana4.BackgroundColor3=Color3.new(0,0,0)
fenbarmana4.SizeConstraint="RelativeXY"
fenbarmana4.TextXAlignment="Center"
fenbarmana4.TextYAlignment="Center"
fenbarmana4.Position=UDim2.new(0,0,-0.3,0)
fenbarmana4.Size=UDim2.new(4,0,0.2,0)
fenbarmana4.FontSize="Size9"
fenbarmana4.TextStrokeTransparency=0
fenbarmana4.TextColor=BrickColor.new("White")
mouse=Player:GetMouse()
--save shoulders
RSH, LSH=nil, nil
--welds
RW, LW=Instance.new("Weld"), Instance.new("Weld")
RW.Name="Right Shoulder" LW.Name="Left Shoulder"
LH=Torso["Left Hip"]
RH=Torso["Right Hip"]
TorsoColor=Torso.BrickColor
function NoOutline(Part)
Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10
end
player=Player
ch=Character
RSH=ch.Torso["Right Shoulder"]
LSH=ch.Torso["Left Shoulder"]
--
RSH.Parent=nil
LSH.Parent=nil
--
RW.Name="Right Shoulder"
RW.Part0=ch.Torso
RW.C0=cf(1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5)
RW.C1=cf(0, 0.5, 0)
RW.Part1=ch["Right Arm"]
RW.Parent=ch.Torso
--
LW.Name="Left Shoulder"
LW.Part0=ch.Torso
LW.C0=cf(-1.5, 0.5, 0) --* CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8)
LW.C1=cf(0, 0.5, 0)
LW.Part1=ch["Left Arm"]
LW.Parent=ch.Torso
function part(formfactor,parent,reflectance,transparency,brickcolor,name,size)
local fp=it("Part")
fp.formFactor=formfactor
fp.Parent=parent
fp.Reflectance=reflectance
fp.Transparency=transparency
fp.CanCollide=false
fp.Locked=true
fp.BrickColor=brickcolor
fp.Name=name
fp.Size=size
fp.Position=Torso.Position
NoOutline(fp)
fp.Material="Neon"
fp:BreakJoints()
return fp
end
function mesh(Mesh,part,meshtype,meshid,offset,scale)
local mesh=it(Mesh)
mesh.Parent=part
if Mesh=="SpecialMesh" then
mesh.MeshType=meshtype
if meshid~="nil" then
mesh.MeshId="http://www.roblox.com/asset/?id="..meshid
end
end
mesh.Offset=offset
mesh.Scale=scale
return mesh
end
function weld(parent,part0,part1,c0)
local weld=it("Weld")
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
return weld
end
local Color1=Torso.BrickColor
local bodvel=Instance.new("BodyVelocity")
local bg=Instance.new("BodyGyro")
function swait(num)
if num==0 or num==nil then
game:service'RunService'.Stepped:wait(0)
else
for i=0,num do
game:service'RunService'.Stepped:wait(0)
end
end
end
so = function(id,par,vol,pit)
coroutine.resume(coroutine.create(function()
local sou = Instance.new("Sound",par or workspace)
sou.Volume=vol
sou.Pitch=pit or 1
sou.SoundId=id
swait()
sou:play()
game:GetService("Debris"):AddItem(sou,6)
end))
end
function clerp(a,b,t)
local qa = {QuaternionFromCFrame(a)}
local qb = {QuaternionFromCFrame(b)}
local ax, ay, az = a.x, a.y, a.z
local bx, by, bz = b.x, b.y, b.z
local _t = 1-t
return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
end
function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = math.sqrt(1 + trace)
local recip = 0.5/s
return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00-m11-m22+1)
local recip = 0.5/s
return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
elseif i == 1 then
local s = math.sqrt(m11-m22-m00+1)
local recip = 0.5/s
return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
elseif i == 2 then
local s = math.sqrt(m22-m00-m11+1)
local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
end
end
end
function QuaternionToCFrame(px, py, pz, x, y, z, w)
local xs, ys, zs = x + x, y + y, z + z
local wx, wy, wz = w*xs, w*ys, w*zs
local xx = x*xs
local xy = x*ys
local xz = x*zs
local yy = y*ys
local yz = y*zs
local zz = z*zs
return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = math.acos(cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((1-t)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = 1-t
finishInterp = t
end
else
if (1+cosTheta) > 0.0001 then
local theta = math.acos(-cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((t-1)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = t-1
finishInterp = t
end
end
return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
end
function rayCast(Pos, Dir, Max, Ignore) -- Origin Position , Direction, MaxDistance , IgnoreDescendants
return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
end
function SkullEffect(brickcolor,cframe,x1,y1,z1,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=4770583",vt(0,0,0),vt(x1,y1,z1))
--http://www.roblox.com/asset/?id=4770560
game:GetService("Debris"):AddItem(prt,2)
CF=prt.CFrame
coroutine.resume(coroutine.create(function(Part,Mesh,TehCF)
for i=0,1,0.2 do
wait()
Part.CFrame=CF*cf(0,0,-0.4)
end
for i=0,1,delay do
wait()
--Part.CFrame=CF*cf((math.random(-1,0)+math.random())/5,(math.random(-1,0)+math.random())/5,(math.random(-1,0)+math.random())/5)
Mesh.Scale=Mesh.Scale
end
for i=0,1,0.1 do
wait()
Part.Transparency=i
end
Part.Parent=nil
end),prt,msh,CF)
end
function MagicBlock(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=true
prt.CFrame=cframe
msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,5)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function MagicBlock2(brickcolor,cframe,Parent,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=false
prt.CFrame=cframe
msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
local wld=weld(prt,prt,Parent,cframe)
game:GetService("Debris"):AddItem(prt,5)
coroutine.resume(coroutine.create(function(Part,Mesh,Weld)
for i=0,1,delay do
wait()
Weld.C0=euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))*cframe
--Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh,wld)
end
function MagicBlock3(brickcolor,cframe,Parent,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=false
prt.CFrame=cframe
msh=mesh("BlockMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
local wld=weld(prt,prt,Parent,euler(0,0,0)*cf(0,0,0))
game:GetService("Debris"):AddItem(prt,5)
coroutine.resume(coroutine.create(function(Part,Mesh,Weld)
for i=0,1,delay do
wait()
Weld.C0=euler(i*20,0,0)
--Part.CFrame=Part.CFrame*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh,wld)
end
function MagicCircle2(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("CylinderMesh",prt,"","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
local prt2=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt2.Anchored=true
prt2.CFrame=cframe*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
local msh2=mesh("SpecialMesh",prt2,"Sphere","",vt(0,0,0),vt(0.5,0.5,0.5))
game:GetService("Debris"):AddItem(prt2,2)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,0.1 do
wait()
Part.CFrame=Part.CFrame*cf(0,0.5,0)
end
Part.Parent=nil
end),prt2,msh2)
end
for i=0,1,delay*2 do
wait()
Part.CFrame=Part.CFrame
Mesh.Scale=vt((x1+x3)-(x1+x3)*i,(y1+y3)-(y1+y3)*i,(z1+z3)-(z1+z3)*i)
end
Part.Parent=nil
end),prt,msh)
end
function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function MagicRing(brickcolor,cframe,x1,y1,z1,x2,y2,z2,x3,y3,z3)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=true
prt.CFrame=cframe*euler(x2,y2,z2)
--"http://www.roblox.com/asset/?id=168892465"
local msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=3270017",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,0.03 do
wait()
Part.CFrame=Part.CFrame
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function BreakEffect(brickcolor,cframe,x1,y1,z1)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=true
prt.CFrame=cframe*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
coroutine.resume(coroutine.create(function(Part,CF,Numbb,randnumb)
CF=Part.CFrame
Numbb=0
randnumb=math.random()/10
rand1=math.random()/10
for i=0,1,rand1 do
wait()
CF=CF*cf(0,math.random()/2,0)
--Part.CFrame=Part.CFrame*euler(0.5,0,0)*cf(0,1,0)
Part.CFrame=CF*euler(Numbb,0,0)
Part.Transparency=i
Numbb=Numbb+randnumb
end
Part.Parent=nil
end),prt,CF,Numbb,randnumb)
end
function MagicWaveThing(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=true
prt.CFrame=cframe
msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=1051557",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,5)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame*euler(0,0.7,0)
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function WaveEffect(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=true
prt.CFrame=cframe
msh=mesh("SpecialMesh",prt,"FileMesh","http://www.roblox.com/asset/?id=20329976",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame*cf(0,y3/2,0)
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
function StravEffect(brickcolor,cframe,x,y,z,x1,y1,z1,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=true
prt.CFrame=cframe*cf(x,y,z)
msh=mesh("SpecialMesh",prt,"FileMesh","rbxassetid://168892363",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,5)
coroutine.resume(coroutine.create(function(Part,Mesh,ex,why,zee)
local num=math.random()
local num2=math.random(-3,2)+math.random()
local numm=0
for i=0,1,delay*2 do
swait()
Part.CFrame=cframe*euler(0,numm*num*10,0)*cf(ex,why,zee)*cf(-i*10,num2,0)
Part.Transparency=i
numm=numm+0.01
end
Part.Parent=nil
Mesh.Parent=nil
end),prt,msh,x,y,z)
end
Damagefunc=function(hit,minim,maxim,knockback,Type,Property,Delay,KnockbackType,decreaseblock)
if hit.Parent==nil then
return
end
h=hit.Parent:FindFirstChild("Humanoid")
for _,v in pairs(hit.Parent:children()) do
if v:IsA("Humanoid") then
h=v
end
end
if hit.Parent.Parent:FindFirstChild("Torso")~=nil then
h=hit.Parent.Parent:FindFirstChild("Humanoid")
end
if hit.Parent.className=="Hat" then
hit=hit.Parent.Parent:findFirstChild("Head")
end
if h~=nil and hit.Parent.Name~=Character.Name and hit.Parent:FindFirstChild("Torso")~=nil then
if hit.Parent:findFirstChild("DebounceHit")~=nil then if hit.Parent.DebounceHit.Value==true then return end end
--[[ if game.Players:GetPlayerFromCharacter(hit.Parent)~=nil then
return
end]]
-- hs(hit,1.2)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=game:service("Players").LocalPlayer
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
Damage=math.random(minim,maxim)
-- h:TakeDamage(Damage)
blocked=false
block=hit.Parent:findFirstChild("Block")
if block~=nil then
print(block.className)
if block.className=="NumberValue" then
if block.Value>0 then
blocked=true
if decreaseblock==nil then
block.Value=block.Value-1
end
end
end
if block.className=="IntValue" then
if block.Value>0 then
blocked=true
if decreaseblock~=nil then
block.Value=block.Value-1
end
end
end
end
if blocked==false then
-- h:TakeDamage(Damage)
h.Health=h.Health-Damage
showDamage(hit.Parent,Damage,.5,TorsoColor)
else
h.Health=h.Health-(Damage/2)
showDamage(hit.Parent,Damage/2,.5,BrickColor.new("Really black"))
end
if Type=="Knockdown" then
hum=hit.Parent.Humanoid
hum.PlatformStand=true
coroutine.resume(coroutine.create(function(HHumanoid)
swait(1)
HHumanoid.PlatformStand=false
end),hum)
local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit
--hit.CFrame=CFrame.new(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0)
local bodvol=Instance.new("BodyVelocity")
bodvol.velocity=angle*knockback
bodvol.P=5000
bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003)
bodvol.Parent=hit
rl=Instance.new("BodyAngularVelocity")
rl.P=3000
rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
rl.angularvelocity=Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
rl.Parent=hit
game:GetService("Debris"):AddItem(bodvol,.5)
game:GetService("Debris"):AddItem(rl,.5)
elseif Type=="Normal" then
vp=Instance.new("BodyVelocity")
vp.P=500
vp.maxForce=Vector3.new(math.huge,0,math.huge)
-- vp.velocity=Character.Torso.CFrame.lookVector*Knockback
if KnockbackType==1 then
vp.velocity=Property.CFrame.lookVector*knockback+Property.Velocity/1.05
elseif KnockbackType==2 then
vp.velocity=Property.CFrame.lookVector*knockback
end
if knockback>0 then
vp.Parent=hit.Parent.Torso
end
game:GetService("Debris"):AddItem(vp,.5)
elseif Type=="Up" then
local bodyVelocity=Instance.new("BodyVelocity")
bodyVelocity.velocity=vt(0,10,0)
bodyVelocity.P=1000
bodyVelocity.maxForce=Vector3.new(1e+009, 1e+009, 1e+009)
bodyVelocity.Parent=hit
game:GetService("Debris"):AddItem(bodyVelocity,1)
rl=Instance.new("BodyAngularVelocity")
rl.P=3000
rl.maxTorque=Vector3.new(500000,500000,500000)*50000000000000
rl.angularvelocity=Vector3.new(math.random(-20,20),math.random(-20,20),math.random(-20,20))
rl.Parent=hit
game:GetService("Debris"):AddItem(rl,.5)
elseif Type=="Snare" then
bp=Instance.new("BodyPosition")
bp.P=2000
bp.D=100
bp.maxForce=Vector3.new(math.huge,math.huge,math.huge)
bp.position=hit.Parent.Torso.Position
bp.Parent=hit.Parent.Torso
game:GetService("Debris"):AddItem(bp,1)
elseif Type=="Target" then
if Targetting==false then
ZTarget=hit.Parent.Torso
coroutine.resume(coroutine.create(function(Part)
so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5)
swait(5)
so("http://www.roblox.com/asset/?id=15666462",Part,1,1.5)
end),ZTarget)
TargHum=ZTarget.Parent:findFirstChild("Humanoid")
targetgui=Instance.new("BillboardGui")
targetgui.Parent=ZTarget
targetgui.Size=UDim2.new(10,100,10,100)
targ=Instance.new("ImageLabel")
targ.Parent=targetgui
targ.BackgroundTransparency=1
targ.Image="rbxassetid://4834067"
targ.Size=UDim2.new(1,0,1,0)
cam.CameraType="Scriptable"
cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)
workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
Targetting=true
RocketTarget=ZTarget
for i=1,Property do
--while Targetting==true and Humanoid.Health>0 and Character.Parent~=nil do
if Humanoid.Health>0 and Character.Parent~=nil and TargHum.Health>0 and TargHum.Parent~=nil and Targetting==true then
swait()
end
--workspace.CurrentCamera.CoordinateFrame=CFrame.new(Head.CFrame.p,Head.CFrame.p+rmdir*100)
cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)
dir=Vector3.new(cam.CoordinateFrame.lookVector.x,0,cam.CoordinateFrame.lookVector.z)
cam.CoordinateFrame=CFrame.new(Head.CFrame.p,ZTarget.Position)*cf(0,5,10)*euler(-0.3,0,0)
end
Targetting=false
RocketTarget=nil
targetgui.Parent=nil
cam.CameraType="Custom"
end
end
debounce=Instance.new("BoolValue")
debounce.Name="DebounceHit"
debounce.Parent=hit.Parent
debounce.Value=true
game:GetService("Debris"):AddItem(debounce,Delay)
c=Instance.new("ObjectValue")
c.Name="creator"
c.Value=Player
c.Parent=h
game:GetService("Debris"):AddItem(c,.5)
CRIT=false
hitDeb=true
AttackPos=6
end
end
showDamage=function(Char,Dealt,du,Color)
m=Instance.new("Model")
m.Name=tostring(Dealt)
h=Instance.new("Humanoid")
h.Health=0
h.MaxHealth=0
h.Parent=m
c=Instance.new("Part")
c.Transparency=0
c.BrickColor=TorsoColor
c.Name="Head"
c.TopSurface=0
c.BottomSurface=0
c.formFactor="Plate"
c.Size=Vector3.new(1,.4,1)
ms=Instance.new("CylinderMesh")
ms.Scale=Vector3.new(.8,.8,.8)
so("http://www.roblox.com/asset/?id=199149269",c,1,1)
if CRIT==true then
ms.Scale=Vector3.new(1,1.25,1)
end
ms.Parent=c
c.Reflectance=0
Instance.new("BodyGyro").Parent=c
c.Parent=m
if Char:findFirstChild("Head")~=nil then
c.CFrame=CFrame.new(Char["Head"].CFrame.p+Vector3.new(0,1.5,0))
elseif Char.Parent:findFirstChild("Head")~=nil then
c.CFrame=CFrame.new(Char.Parent["Head"].CFrame.p+Vector3.new(0,1.5,0))
end
f=Instance.new("BodyPosition")
f.P=2000
f.D=100
f.maxForce=Vector3.new(math.huge,math.huge,math.huge)
f.position=c.Position+Vector3.new(0,3,0)
f.Parent=c
game:GetService("Debris"):AddItem(m,.5+du)
c.CanCollide=false
m.Parent=workspace
c.CanCollide=false
end
Player=game:GetService('Players').LocalPlayer
Character=Player.Character
Mouse=Player:GetMouse()
m=Instance.new('Model',Character)
local function weldBetween(a, b)
local weldd = Instance.new("ManualWeld")
weldd.Part0 = a
weldd.Part1 = b
weldd.C0 = CFrame.new()
weldd.C1 = b.CFrame:inverse() * a.CFrame
weldd.Parent = a
return weldd
end
it=Instance.new
function nooutline(part)
part.TopSurface,part.BottomSurface,part.LeftSurface,part.RightSurface,part.FrontSurface,part.BackSurface = 10,10,10,10,10,10
end
function part(formfactor,parent,material,reflectance,transparency,brickcolor,name,size)
local fp=it("Part")
fp.formFactor=formfactor
fp.Parent=parent
fp.Reflectance=reflectance
fp.Transparency=transparency
fp.CanCollide=false
fp.Locked=true
fp.BrickColor=BrickColor.new(tostring(brickcolor))
fp.Name=name
fp.Size=size
fp.Position=Character.Torso.Position
nooutline(fp)
fp.Material=material
fp:BreakJoints()
return fp
end
function mesh(Mesh,part,meshtype,meshid,offset,scale)
local mesh=it(Mesh)
mesh.Parent=part
if Mesh=="SpecialMesh" then
mesh.MeshType=meshtype
mesh.MeshId=meshid
end
mesh.Offset=offset
mesh.Scale=scale
return mesh
end
function weld(parent,part0,part1,c0,c1)
local weld=it("Weld")
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
weld.C1=c1
return weld
end
local modelzorz=Instance.new("Model")
modelzorz.Parent=Character
modelzorz.Name="Claw1"
Handle=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Handle",Vector3.new(1.20000005, 1.20000005, 1))
Handleweld=weld(m,Character["Torso"],Handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-6.74455023, 0.843135834, 3.31332064, 0.866820872, 0.000393055088, -0.498619556, 0.129048944, -0.966104209, 0.223582461, -0.481630623, -0.258152217, -0.837489963))
mesh("SpecialMesh",Handle,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.89693689, 0.0205960274, 1.83752108, 0.00084605813, 0.865680099, -0.500597, -0.999998748, 2.925843e-005, -0.00163948536, -0.00140464306, 0.500597715, 0.865678906))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Part",Vector3.new(1, 0.400000006, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.0205993652, 3.97038841, -4.62090921, -0.999998689, 2.810359e-005, -0.00163501501, 0.00158691406, 0.25815019, -0.966103554, 0.0003949448, -0.966104805, -0.258149862))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1, 2.92400002, 1.18400002))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.18639517, -0.292996764, 3.91572571, -0.407002717, 0.123095758, -0.905094743, -0.483149111, -0.869928718, 0.098949343, -0.775187671, 0.477568328, 0.413536996))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.62196398, -0.29297936, 1.11572647, -0.835932732, 0.424737811, -0.347583354, -0.483153641, -0.869926155, 0.0989501327, -0.260344028, 0.250651836, 0.932413459))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.55920649, -0.210347176, 1.642519, -0.865201712, -0.000320911407, -0.501423895, -2.98991799e-005, -0.999999881, 0.000691637397, -0.501424074, 0.000613339245, 0.865201592))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(2.931638, -0.0751047134, 4.50077248, -0.352038473, 0.176153034, -0.919260144, -0.86644727, -0.432817101, 0.248874903, -0.354031444, 0.884103954, 0.304995537))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.34771347, -0.763819337, 1.31078529, 0.484322906, -0.259408951, -0.835546851, 0.129806682, 0.965767562, -0.224595979, 0.865206063, 0.000317394733, 0.501416266))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.85524988, -0.0749192238, 1.7092638, -0.499263257, 0.749717236, -0.434350491, -0.866449237, -0.432811975, 0.248876765, -0.00140497088, 0.500597596, 0.865678906))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(2.76954031, -0.210381031, 4.2438035, -0.257231236, -0.00066010654, -0.966349661, -3.04505229e-005, -0.999999762, 0.000691249967, -0.966350019, 0.000207226723, 0.257231265))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(2.87043977, 0.020611763, 4.62094831, 0.00159165263, 0.258152187, -0.966103137, -0.999998748, 2.89455056e-005, -0.00163969398, -0.000395349402, 0.966104329, 0.258151829))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Part",Vector3.new(1, 0.400000006, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.292981744, 4.28636312, -3.9157095, -0.48314926, -0.869928479, 0.0989517197, -0.407004297, 0.123094313, -0.905094087, 0.775186777, -0.477569282, -0.413537562))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1, 2.92400002, 1.18400002))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(2.85442352, -0.763632059, 3.85966015, -0.269319534, -0.183654502, -0.945377231, 0.129806384, 0.96576786, -0.22459501, 0.954262853, -0.183203816, -0.236260682))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Part",Vector3.new(1, 0.400000006, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.0751276016, 4.03159618, -4.50067854, -0.866445661, -0.432817698, 0.248879611, -0.352042913, 0.176151246, -0.919258773, 0.354030937, -0.884103894, -0.304995805))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1, 2.92400002, 1.18400002))
Gear=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(4.29999971, 4.30000019, 1))
Gearweld=weld(m,Handle,Gear,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.0552597046, -0.0398271084, -0.0363032818, 0.999988854, -3.23429704e-005, 0.00164097548, 3.37436795e-005, 0.999994695, -0.000689953566, -0.00164103508, 0.000689953566, 0.999993086))
mesh("SpecialMesh",Gear,Enum.MeshType.FileMesh,"http://www.roblox.com/asset?id=156292343",Vector3.new(0, 0, 0),Vector3.new(5, 5, 15))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Part",Vector3.new(1, 0.400000006, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.210398674, 3.86948943, -4.24380398, -3.15159559e-005, -0.999999881, 0.00069090724, -0.257231474, -0.000659480691, -0.966349721, 0.966349959, -0.000208158046, -0.257231474))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1, 2.92400002, 1.18400002))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Part",Vector3.new(1, 0.400000006, 1))
Partweld=weld(m,Handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.763661504, 3.95439076, 3.85964441, -0.129806131, -0.965767682, 0.224596098, -0.269319892, -0.1836555, -0.945376873, 0.954262733, -0.183203891, -0.236260891))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1, 2.92400002, 1.18400002))
local modelzorz2=Instance.new("Model")
modelzorz2.Parent=Character
modelzorz2.Name="Claw2"
Handle2=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Handle",Vector3.new(1.20000005, 1.20000005, 1))
Handle2weld=weld(m,Character["Torso"],Handle2,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(6.65693045, 1.66835713, 2.9684639, 0.866025746, 0.129405379, 0.482963592, -3.67555799e-006, -0.965926409, 0.258817136, 0.499999553, -0.224144042, -0.836516559))
mesh("SpecialMesh",Handle2,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.66774845, 0.445008755, 1.50737095, 0.749997497, 0.500002265, -0.433014721, -0.433012635, 0.866024196, 0.250004709, 0.500004232, -2.02655792e-006, 0.866023183))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.70916891, 0.288796425, 1.12511444, 0.424947768, 0.836517453, -0.34591651, -0.870010257, 0.482961774, 0.0991482884, 0.250003695, 0.25881803, 0.933012009))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.24143982, 0.288818121, 3.98402214, 0.123706907, 0.408494055, -0.904339194, -0.870007515, 0.482966691, 0.0991476029, 0.477266878, 0.774516642, 0.415139139))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Part",Vector3.new(1, 0.400000006, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.288883209, 4.34139919, -3.98407936, -0.870006502, 0.482969046, 0.099145025, 0.123710275, 0.408492953, -0.904339135, -0.477267861, -0.774515808, -0.415139765))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1, 2.92400002, 1.18400002))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Part",Vector3.new(1, 0.400000006, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.377311707, 3.81443644, -4.17874861, 1.43051147e-006, 1.00000012, 5.58793545e-006, 0.258813858, 5.02169132e-006, -0.965927303, -0.965927362, 2.82377005e-006, -0.258813858))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1, 2.92400002, 1.18400002))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.11095357, 0.452475548, 3.33581829, 0.214266971, -0.258726388, -0.941886604, 0.124996454, -0.949091196, 0.289140463, -0.968744338, -0.179685742, -0.171018958))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Part",Vector3.new(1, 0.400000006, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.445028067, 4.04179811, -4.22505188, -0.433007121, 0.86602807, 0.250001073, 0.176776409, 0.353552371, -0.918559194, -0.883886516, -0.353548348, -0.306183964))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1, 2.92400002, 1.18400002))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(2.71447492, 0.377288342, 4.1787672, 0.258815825, 7.89761543e-007, -0.965926647, 2.11596489e-006, 1.00000012, 1.35600567e-006, 0.965926886, -2.41398811e-006, 0.258815885))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Part",Vector3.new(1, 0.400000006, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.452456236, 4.21090841, 3.33576679, -0.124996543, 0.949091196, -0.289140046, 0.214267105, -0.25872606, -0.941886783, -0.968744338, -0.179685771, -0.171019137))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1, 2.92400002, 1.18400002))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(2.94182658, 0.445016861, 4.22507095, 0.176774979, 0.353554398, -0.918558657, -0.433007926, 0.866026998, 0.250003278, 0.883886337, 0.353548825, 0.306183696))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Part",Vector3.new(1, 0.400000006, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.256506443, 3.92671657, -4.59811449, -1.00000024, 2.62260437e-006, 1.4603138e-006, -7.4505806e-007, 0.258819073, -0.965925872, -2.89268792e-006, -0.965925932, -0.258819073))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1, 2.92400002, 1.18400002))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.4743073, 0.377253056, 1.63544273, 0.866023183, -4.61935997e-007, -0.500004172, 1.52736902e-006, 1.00000012, 1.65402889e-006, 0.500004232, -2.21282244e-006, 0.866023183))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.15870619, 0.452619314, 0.758959055, -0.533491194, -0.310006529, -0.786945462, 0.124997422, -0.949090362, 0.289142251, -0.836518347, 0.0558886975, 0.545081377))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(3.84976673, 0.256440639, 1.85214663, 6.2584877e-007, 0.866025329, -0.500000298, -1.00000024, 1.72108412e-006, 1.7285347e-006, 2.38418579e-006, 0.500000298, 0.866025329))
Gear2=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(4.29999971, 4.30000019, 1))
Gear2weld=weld(m,Handle2,Gear2,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.049841404, 0.049908638, 2.78949738e-005, 0.999990344, -5.01424074e-006, -1.49011612e-007, 5.28991222e-006, 0.999994934, 2.98023224e-008, 2.38418579e-007, -1.63912773e-007, 0.999994636))
mesh("SpecialMesh",Gear2,Enum.MeshType.FileMesh,"http://www.roblox.com/asset?id=156292343",Vector3.new(0, 0, 0),Vector3.new(5, 5, 15))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(2.20000005, 1, 1))
Partweld=weld(m,Handle2,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(2.82676554, 0.256523609, 4.598104, -1.1920929e-006, 0.258818835, -0.965925872, -1.00000012, 1.46776438e-006, 1.63912773e-006, 1.83098018e-006, 0.965925872, 0.258818835))
local modelzorz3=Instance.new("Model")
modelzorz3.Parent=Character
modelzorz3.Name="Eye"
handle=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Handle",Vector3.new(1.20000005, 1.20000005, 1.20000005))
handleweld=weld(m,Character["Torso"],handle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-2.22326851, -3.5562191, -0.038143158, 0, 0, 1, 0, 1, 0, -1, 0, 0))
mesh("SpecialMesh",handle,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1, 3, 1))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(1.20000005, 1.20000005, 1.20000005))
Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, 1.09672546e-005, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1.102, 0.950000048, 1.16999996))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(1.20000005, 1.20000005, 1.20000005))
Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, 1.09672546e-005, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/Asset/?id=9756362",Vector3.new(0, 0, 0),Vector3.new(1.102, 3, 0.863999963))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Part",Vector3.new(3.79999995, 4, 1.39999998))
Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.0999984741, 0, -0.100000381, 0, -1, 0, 0, 0, 1, -1, -0, 0))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/asset/?id=3270017",Vector3.new(0, 0, 0),Vector3.new(4.77400017, 4.96199989, 4.73800039))
Part=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,TorsoColor,"Part",Vector3.new(3.79999995, 4, 1.39999998))
Partweld=weld(m,handle,Part,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.0999984741, 0, -0.100000381, 0, -1, 0, 0, 0, 1, -1, -0, 0))
mesh("SpecialMesh",Part,Enum.MeshType.FileMesh,"http://www.roblox.com/asset/?id=3270017",Vector3.new(0, 0, 0),Vector3.new(4.4920001, 4.70400047, 4.73800039))
Wedge=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Wedge",Vector3.new(0.600000024, 2.5999999, 0.599999964))
Wedgeweld=weld(m,handle,Wedge,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.100013733, -3.48671532, -1.09328079, 1, -2.52891718e-012, -6.81310423e-013, 2.53075664e-012, 0.866021812, 0.500005603, -6.74442273e-013, -0.500005603, 0.866021752))
Wedge=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Wedge",Vector3.new(0.600000024, 2.5999999, 0.599999964))
Wedgeweld=weld(m,handle,Wedge,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.100009918, -3.09970522, 1.40989685, 1, 0, 0, 0, 1, 0, 0, 0, 1))
Wedge=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Wedge",Vector3.new(0.600000024, 2.5999999, 0.599999964))
Wedgeweld=weld(m,handle,Wedge,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.100009918, -3.09970522, 1.39007568, -0.999999702, 0, 5.96046448e-008, 0, 1, 0, -5.96046448e-008, 0, -0.999999702))
Wedge=part(Enum.FormFactor.Custom,m,Enum.Material.Neon,0,0,"Really black","Wedge",Vector3.new(0.600000024, 2.5999999, 0.599999964))
Wedgeweld=weld(m,handle,Wedge,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0.100013733, -3.61302567, 0.360752106, 1, -3.69486299e-012, 1.70532143e-012, 3.81851625e-012, 0.707111537, -0.707102001, 1.40679254e-012, 0.70710206, 0.707111537))
local moosick = it("Sound",Character)
moosick.SoundId = "rbxassetid://142653441"
--142653441, 175067863
moosick.Looped = true
moosick.Pitch = 1
moosick.Volume = 0
moosick:Play()
anim = Character:findFirstChild("Animate")
if anim then
anim:Destroy()
end
local particleemitter = Instance.new("ParticleEmitter", Handle)
particleemitter.VelocitySpread = 180
particleemitter.Lifetime = NumberRange.new(0.1)
particleemitter.Speed = NumberRange.new(2)
particleemitter.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(1, 5.563)})
particleemitter.RotSpeed = NumberRange.new(-45, 45)
particleemitter.Rate = 100
particleemitter.Rotation = NumberRange.new(-45, 45)
particleemitter.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0.701, 0), NumberSequenceKeypoint.new(1, 1)})
particleemitter.LightEmission = 0
particleemitter.Color = ColorSequence.new(Color3.new(0, 0, 0), Color3.new(0, 0, 0))
local particleemitter = Instance.new("ParticleEmitter", Handle2)
particleemitter.VelocitySpread = 180
particleemitter.Lifetime = NumberRange.new(0.1)
particleemitter.Speed = NumberRange.new(2)
particleemitter.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(1, 5.563)})
particleemitter.RotSpeed = NumberRange.new(-45, 45)
particleemitter.Rate = 100
particleemitter.Rotation = NumberRange.new(-45, 45)
particleemitter.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0.701, 0), NumberSequenceKeypoint.new(1, 1)})
particleemitter.LightEmission = 0
particleemitter.Color = ColorSequence.new(Color3.new(0, 0, 0), Color3.new(0, 0, 0))
local particleemitter = Instance.new("ParticleEmitter", handle)
particleemitter.VelocitySpread = 180
particleemitter.Lifetime = NumberRange.new(0.1)
particleemitter.Speed = NumberRange.new(2)
particleemitter.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(1, 7.563)})
particleemitter.RotSpeed = NumberRange.new(-45, 45)
particleemitter.Rate = 100
particleemitter.Rotation = NumberRange.new(-45, 45)
particleemitter.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0.701, 0), NumberSequenceKeypoint.new(1, 1)})
particleemitter.LightEmission = 0.8
particleemitter.Color = ColorSequence.new(Color3.new(0, 0, 0), Color3.new(0, 0, 0))
local light = Instance.new("PointLight", Character.Torso)
light.Color = Color3.new(255,255,255)
light.Brightness = 5
light.Range = 15
particleemitter.Enabled = true
local Footsteps = it("Sound",Character.Torso)
Footsteps.SoundId = "rbxassetid://142665235"
Footsteps.Looped = true
Footsteps.Pitch = 0.8
Footsteps.Volume = 0.3
local Footsteps2 = it("Sound",Character.Torso)
Footsteps2.SoundId = "rbxassetid://142665235"
Footsteps2.Looped = true
Footsteps2.Pitch = 1
Footsteps2.Volume = 0.4
local cam = game.Workspace.CurrentCamera
--cam.CameraSubject = Character
for i,v in pairs(Head:children()) do
if v:IsA("Sound") then
v:Destroy()
end
end
mouse.Button1Down:connect(function()
if attack==false and attacktype==1 then
attacktype=2
attackone()
elseif attack==false and attacktype==2 then
attacktype=3
attacktwo()
elseif attack==false and attacktype==3 then
attacktype=4
attackthree()
elseif attack==false and attacktype==4 then
attacktype=1
attackfour()
end
end)
mouse.KeyDown:connect(function(k)
k=k:lower()
if k=='e' then
if attack==false and mana>=20 then
Push()
end
elseif k=='g' then
if attack==false and mana>=50 then
Twirl()
end
elseif k=='v' then
if attack==false and mana>=25 then
MagicJump()
end
elseif k=='q' then
if attack==false then
idle=1000
end
elseif k=='h' then
if attack==false then
mana=100
end
elseif k=='y' then
if attack==false and mana>=100 then
Shred()
end
elseif k=='f' then
if attack==false and mana>=40 then
Spin()
end
elseif k=='r' then
if attack==false and mana>=20 then
Clap()
end
elseif k=='t' then
if attack==false then
Hai()
end
elseif k=='0' then
if attack==false then
Humanoid.WalkSpeed=(40)
end
elseif k=='j' then
if attack==false then
Humanoid.Health = 10
print("Congrats, you commited suicide.")
end
end
end)
function MagicCircle(brickcolor,cframe,x1,y1,z1,x3,y3,z3,delay)
local prt=part(3,workspace,0,0,brickcolor,"Effect",vt(0.5,0.5,0.5))
prt.Anchored=true
prt.CFrame=cframe
local msh=mesh("SpecialMesh",prt,"Sphere","",vt(0,0,0),vt(x1,y1,z1))
game:GetService("Debris"):AddItem(prt,2)
coroutine.resume(coroutine.create(function(Part,Mesh)
for i=0,1,delay do
wait()
Part.CFrame=Part.CFrame
Part.Transparency=i
Mesh.Scale=Mesh.Scale+vt(x3,y3,z3)
end
Part.Parent=nil
end),prt,msh)
end
TrailDeb = false
function equipanim()
attack=true
Humanoid.WalkSpeed = 0
if TrailDeb == false then
TrailDeb = true
end
coroutine.wrap(function()
local Old = handle.CFrame.p
while wait()do
if not TrailDeb then break end
local New = handle.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
coroutine.wrap(function()
local Old = Handle.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
coroutine.wrap(function()
local Old = Handle2.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle2.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
so("http://www.roblox.com/asset/?id=200632370",Torso,1,0.5)
for i=0,1,0.005 do
swait()
moosick.Volume = 0+1*i
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,100-100*i)*euler(0,0,0+90*i),.2)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.1,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),0.05)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),0.05)
Handleweld.C0=clerp(Handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),0.05)
LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*angles(math.rad(90),math.rad(0),math.rad(40)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*angles(math.rad(90),math.rad(0),math.rad(-40)),.2)
end
for i=0,1,0.005 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,2.5)*euler(0,0,0+90*i),.2)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0.1,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),0.05)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),0.05)
Handleweld.C0=clerp(Handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),0.05)
LW.C0=clerp(LW.C0,cf(-1,0.5,-0.5)*angles(math.rad(90),math.rad(0),math.rad(40)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*angles(math.rad(90),math.rad(0),math.rad(-40)),.2)
end
so("http://www.roblox.com/asset/?id=150829983",Character,1,0.9)
so("http://www.roblox.com/asset/?id=150829983",Character,1,0.9)
for i=0,1,0.005 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,5+1*i)*angles(math.rad(-15),math.rad(0),math.rad(0)),0.1)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-25),math.rad(0),math.rad(0)),0.1)
handleweld.C0=clerp(handleweld.C0,cf(0,0+1*i,0)*angles(math.rad(0),math.rad(0),math.rad(0)),0.1)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0-1*i,0,0)*angles(math.rad(90),math.rad(15),math.rad(0)),0.1)
Handleweld.C0=clerp(Handleweld.C0,cf(0+1*i,0,0)*angles(math.rad(90),math.rad(-15),math.rad(0)),0.1)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(-30),math.rad(0),math.rad(-30)),0.1)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-30),math.rad(0),math.rad(30)),0.1)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-30),math.rad(0),math.rad(-30)),0.1)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-30),math.rad(0),math.rad(30)),0.1)
end
for i=0,1,0.04 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1)*angles(math.rad(40),math.rad(0),math.rad(-40)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(1.5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-1.5,3,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-40),math.rad(0),math.rad(40)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(70),math.rad(0),math.rad(-45)),.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*angles(math.rad(0),math.rad(0),math.rad(-20)),.3)
LH.C0=clerp(LH.C0,cf(-1,0.5,0)*euler(0,-1.57,0)*angles(math.rad(-10),math.rad(30),math.rad(-40)),.3)
end
--dmgstop()
attack=false
Humanoid.WalkSpeed = 40
if TrailDeb == true then
TrailDeb = false
end
end
function attackone()
attack=true
if TrailDeb == false then
TrailDeb = true
end
coroutine.wrap(function()
local Old = Handle.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
con1=Gear.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(20,40),"Normal",RootPart,.2,1) end)
for i=0,1,0.08 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(-5),math.rad(0),math.rad(-10)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(5),math.rad(0),math.rad(10)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(-3,1,2)*angles(math.rad(90),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(.5,1.8,1.5),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(2),math.rad(25),math.rad(-15)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",Handle,1,.9)
so("http://www.roblox.com/asset/?id=159972643",Torso,1,1)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(20)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(0),math.rad(0),math.rad(-20)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(-4,1,-8)*angles(math.rad(-85),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,-0.5)*euler(80,1.8,1.5),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(2),math.rad(25),math.rad(-15)),.3)
end
--dmgstop()
attack=false
con1:disconnect()
if TrailDeb == true then
TrailDeb = false
end
end
function attacktwo()
attack=true
if TrailDeb == false then
TrailDeb = true
end
coroutine.wrap(function()
local Old = Handle2.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle2.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
con1=Gear2.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(20,40),"Normal",RootPart,.2,1) end)
for i=0,1,0.08 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(20)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(0),math.rad(0),math.rad(-20)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,1,-5)*angles(math.rad(0),math.rad(0),math.rad(20)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-30,0,-20),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-2),math.rad(-25),math.rad(15)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",Handle2,1,.8)
so("http://www.roblox.com/asset/?id=159972627",Torso,1,1)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(-20)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(0),math.rad(0),math.rad(20)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(10,1,-5)*angles(math.rad(0),math.rad(-80),math.rad(20)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
LW.C0=clerp(LW.C0,cf(-1,0.5,-1)*euler(-30,0,20),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-2),math.rad(-25),math.rad(15)),.3)
end
--dmgstop()
attack=false
con1:disconnect()
if TrailDeb == true then
TrailDeb = false
end
end
function attackthree()
attack=true
if TrailDeb == false then
TrailDeb = true
end
coroutine.wrap(function()
local Old = Handle.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
con1=Gear.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(20,40),"Up",RootPart,.2,1) end)
for i=0,1,0.08 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(10),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(3,7,-1)*angles(math.rad(20),math.rad(0),math.rad(-120)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,-0.5)*euler(0.5,-1.3,-0.1),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(2),math.rad(25),math.rad(-15)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",Handle,1,1)
so("http://www.roblox.com/asset/?id=159882477",Torso,1,1)
for i=0,1,0.05 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(5),math.rad(0),math.rad(0)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(2,4,-3)*angles(math.rad(120),math.rad(0),math.rad(-120)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,-0.5)*euler(2,-1.3,0.1),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(2),math.rad(25),math.rad(-15)),.3)
end
--dmgstop()
attack=false
con1:disconnect()
if TrailDeb == true then
TrailDeb = false
end
end
function attackfour()
attack=true
if TrailDeb == false then
TrailDeb = true
end
coroutine.wrap(function()
local Old = Handle2.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle2.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
coroutine.wrap(function()
local Old = Handle.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
con1=Gear2.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(20,40),"Normal",RootPart,.2,1) end)
con2=Gear.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(20,40),"Normal",RootPart,.2,1) end)
for i=0,1,0.08 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1)*angles(math.rad(40),math.rad(0),math.rad(-40)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(1.5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-1.5,3,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-40),math.rad(0),math.rad(40)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(70),math.rad(0),math.rad(-45)),.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*angles(math.rad(0),math.rad(0),math.rad(-20)),.3)
LH.C0=clerp(LH.C0,cf(-1,0.5,0)*euler(0,-1.57,0)*angles(math.rad(-10),math.rad(30),math.rad(-40)),.3)
end
if anim then
anim.Disabled=true
end
so("http://www.roblox.com/asset/?id=231917758",Torso,1,0.7)
so("http://www.roblox.com/asset/?id=159882584",Torso,1,1)
for i=0,1,0.04 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*50
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,1)*angles(math.rad(-5),math.rad(0),math.rad(0+360*i)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(3,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-3,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1.2,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1.2,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0,1.57,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(0,-1.57,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
end
--dmgstop()
attack=false
con1:disconnect()
con2:disconnect()
if anim then
anim.Disabled=false
end
if TrailDeb == true then
TrailDeb = false
end
end
function BlastEffect(brickcolor, cframe, x1, y1, z1, x2, y2, z2)
local prt = part(3, workspace, "Neon", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "http://www.roblox.com/asset/?id=20329976", vt(0, 0, 0), vt(x1, y1, z1))
coroutine.resume(coroutine.create(function()
for i = 0, 1, 0.05 do
wait()
prt.Transparency = i
msh.Scale = msh.Scale + vt(x2, y2, z2)
end
prt.Parent = nil
end))
end
function MagniDamage(Hit, Part, magni, mindam, maxdam, knock, Type)
for _, c in pairs(workspace:children()) do
local hum = c:findFirstChild("Humanoid")
if hum ~= nil then
local head = c:findFirstChild("Torso")
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if mag <= magni and c.Name ~= Player.Name then
Damagefunc(Hit, head, mindam, maxdam, knock, Type, RootPart, .2, 1, 3)
end
end
end
end
end
function MagicCircle(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, "Neon", 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "Sphere", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 2)
coroutine.resume(coroutine.create(function(Part, Mesh)
for i = 0, 1, delay do
swait()
Part.CFrame = Part.CFrame
Part.Transparency = i
Mesh.Scale = Mesh.Scale + vt(x3, y3, z3)
end
Part.Parent = nil
end), prt, msh)
end
function MagicJump()
if Anim == "Idle" or Anim == "Walk" or Anim == "Run" then
attack=true
mana=mana-25
--[[ Humanoid.WalkSpeed = 0
for i=0,1,0.01 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-1.2)*angles(math.rad(45),math.rad(0),math.rad(45)),.1)
Neck.C0=clerp(Neck.C0,necko*angles(math.rad(-15),math.rad(15),math.rad(-45)),.1)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.1)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(60),math.rad(0),math.rad(45)),.1)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(-15),math.rad(15),math.rad(-30)),.1)
RH.C0=clerp(RH.C0,cf(0.5,-1.25,0.75)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(15),math.rad(-60),math.rad(-15)),.1)
LH.C0=clerp(LH.C0,cf(-1,0.1,-0.8)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(40),math.rad(0),math.rad(-30)),.1)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(45)),.1)
Handleweld.C0=clerp(Handleweld.C0,cf(0,0,-6)*angles(math.rad(-15),math.rad(-60),math.rad(45)),.1)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(60),math.rad(45)),.1)
end]]--
Humanoid.Jump = true
Torso.Velocity = vt(0, 150, 0)
Humanoid.WalkSpeed = 64
so("http://www.roblox.com/asset/?id=199145497",Torso,1,0.8)
so("http://www.roblox.com/asset/?id=199145497",Torso,1,0.8)
for i=0,1,0.05 do
swait()
Neck.C0=clerp(Neck.C0,necko*euler(0.5,0,0),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*euler(0+8*i,0,0),.3)
LW.C0=clerp(LW.C0,cf(-1,0.5,-1)*euler(-30,0,20),.3)
RW.C0=clerp(RW.C0,cf(1,0.5,-1)*euler(-30,0,-20),.3)
RH.C0=clerp(RH.C0,cf(1,0,-1)*euler(-0.5,1.57,0)*euler(0,0,0),.2)
LH.C0=clerp(LH.C0,cf(-1,0,-1)*euler(-0.5,-1.57,0)*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,-5,0)*angles(math.rad(60),math.rad(60),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,-5,0)*angles(math.rad(60),math.rad(-60),math.rad(0)),.2)
end
for i=0,1,0.02 do
swait()
Neck.C0=clerp(Neck.C0,necko*euler(0.3,0,0),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0.1,0,1),.3)
RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0.1,0,-1),.3)
LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.6,1.57,0)*euler(0,0,0),.2)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.8,-1.57,0)*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,-1)*angles(math.rad(-20),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,-1,0)*angles(math.rad(-20),math.rad(-10),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,-1,0)*angles(math.rad(-20),math.rad(10),math.rad(0)),.2)
end
Humanoid.WalkSpeed = 0
swait(8)
so("http://www.roblox.com/asset/?id=199145477",Torso,1,1)
so("http://www.roblox.com/asset/?id=199145477",Torso,1,1)
local hit,pos=rayCast(Torso.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,100,Character)
if hit~=nil then
swait(2)
local ref=part(3,workspace,"Neon",0,1,BrickColor.new("Really black"),"Effect",vt())
ref.Anchored=true
ref.CFrame=cf(pos)
game:GetService("Debris"):AddItem(ref,3)
for i=1,10 do
local Col=BrickColor.new("Really black")
local groundpart=part(3,Character,"Neon",0,0,Col,"Ground",vt(math.random(50,200)/100,math.random(50,200)/100,math.random(50,200)/100))
groundpart.Anchored=true
groundpart.CanCollide=false
groundpart.CFrame=cf(pos)*cf(math.random(-500,500)/100,0,math.random(-500,500)/100)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
local Col2=TorsoColor
local groundpart2=part(3,Character,"Neon",0,0,Col2,"Ground",vt(math.random(50,200)/100,math.random(50,200)/100,math.random(50,200)/100))
groundpart2.Anchored=true
groundpart2.CanCollide=false
groundpart2.CFrame=cf(pos)*cf(math.random(-500,500)/100,0,math.random(-500,500)/100)*euler(math.random(-50,50),math.random(-50,50),math.random(-50,50))
game:GetService("Debris"):AddItem(groundpart,5)
game:GetService("Debris"):AddItem(groundpart2,5)
end
BlastEffect(TorsoColor,cf(pos),1,1,1,1.4,1.4,1.4)
BlastEffect(BrickColor.new("Really black"),cf(pos),.9,.9,.9,1.2,1.2,1.2)
MagicCircle(BrickColor.new("Really black"),cf(pos),5,5,5,5,5,5,0.05)
MagicCircle(TorsoColor,cf(pos),6,6,6,6,6,6,0.05)
for i=0,1,0.06 do
swait()
Neck.C0=clerp(Neck.C0,necko*angles(math.rad(-20),math.rad(0),math.rad(0)),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,-0.5)*angles(math.rad(50),math.rad(0),math.rad(0)),.3)
RW.C0=clerp(RW.C0,cf(1, 0.3, -.7)*angles(math.rad(50),math.rad(0),math.rad(-30)),.3)
LW.C0=clerp(LW.C0,cf(-1, 0.3, -.7)*angles(math.rad(50),math.rad(0),math.rad(30)),.3)
RH.C0=clerp(RH.C0,cf(1, -.5, -.5)*angles(math.rad(50),math.rad(90),math.rad(0))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1, -1, -.5)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-3),math.rad(0),math.rad(0)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,-1)*angles(math.rad(-20),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,-1,0)*angles(math.rad(-20),math.rad(-10),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,-1,0)*angles(math.rad(-20),math.rad(10),math.rad(0)),.2)
end
end
swait(20)
Humanoid.WalkSpeed = 12
--dmgstop()
attack=false
end
end
function Spin()
attack=true
mana=mana-40
if TrailDeb == false then
TrailDeb = true
end
coroutine.wrap(function()
local Old = Handle2.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle2.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
coroutine.wrap(function()
local Old = Handle.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
Footsteps:Stop()
Footsteps2:Stop()
con1=Gear2.Touched:connect(function(hit) Damagefunc(hit,20,30,math.random(20,40),"Normal",RootPart,.2,1) end)
con2=Gear.Touched:connect(function(hit) Damagefunc(hit,20,30,math.random(20,40),"Normal",RootPart,.2,1) end)
so("http://www.roblox.com/asset/?id=159882497",Torso,1,1)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,10)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
if anim then
anim.Disabled=true
end
so("http://www.roblox.com/asset/?id=231917758",LeftArm,1,1.2)
so("http://www.roblox.com/asset/?id=231917758",RightArm,1,1)
for i=0,1,0.05 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*100
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,10)*angles(math.rad(0),math.rad(90),math.rad(0+360*i)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",LeftArm,1,1.2)
so("http://www.roblox.com/asset/?id=231917758",RightArm,1,1)
for i=0,1,0.05 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*100
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,10)*angles(math.rad(0),math.rad(90),math.rad(0+360*i)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",LeftArm,1,1.2)
so("http://www.roblox.com/asset/?id=231917758",RightArm,1,1)
for i=0,1,0.05 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*100
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,10)*angles(math.rad(0),math.rad(90),math.rad(0+360*i)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
--dmgstop()
Humanoid.WalkSpeed=12
attack=false
con1:disconnect()
con2:disconnect()
if anim then
anim.Disabled=false
end
if TrailDeb == true then
TrailDeb = false
end
end
function Twirl()
mana=mana-50
attack=true
if TrailDeb == false then
TrailDeb = true
end
coroutine.wrap(function()
local Old = Handle2.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle2.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
coroutine.wrap(function()
local Old = Handle.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
Footsteps:Stop()
Footsteps2:Stop()
con1=Gear2.Touched:connect(function(hit) Damagefunc(hit,20,30,math.random(20,40),"Normal",RootPart,.2,1) end)
con2=Gear.Touched:connect(function(hit) Damagefunc(hit,20,30,math.random(20,40),"Normal",RootPart,.2,1) end)
so("http://www.roblox.com/asset/?id=159882598",Torso,1,1)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,10)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
if anim then
anim.Disabled=true
end
so("http://www.roblox.com/asset/?id=231917758",LeftArm,1,1)
so("http://www.roblox.com/asset/?id=231917758",RightArm,1,0.8)
for i=0,1,0.05 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*80
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,10)*angles(math.rad(90),math.rad(0),math.rad(0+360*i)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",LeftArm,1,1)
so("http://www.roblox.com/asset/?id=231917758",RightArm,1,0.8)
for i=0,1,0.05 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*80
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,10)*angles(math.rad(90),math.rad(0),math.rad(0+360*i)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",LeftArm,1,1)
so("http://www.roblox.com/asset/?id=231917758",RightArm,1,0.8)
for i=0,1,0.05 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*80
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,10)*angles(math.rad(90),math.rad(0),math.rad(0+360*i)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",LeftArm,1,1)
so("http://www.roblox.com/asset/?id=231917758",RightArm,1,0.8)
for i=0,1,0.05 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*80
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,10)*angles(math.rad(90),math.rad(0),math.rad(0+360*i)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
--dmgstop()
Humanoid.WalkSpeed=12
attack=false
con1:disconnect()
con2:disconnect()
if anim then
anim.Disabled=false
end
if TrailDeb == true then
TrailDeb = false
end
end
function Shred()
attack=true
mana=mana-100
if TrailDeb == false then
TrailDeb = true
end
coroutine.wrap(function()
local Old = Handle2.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle2.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
coroutine.wrap(function()
local Old = Handle.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
Footsteps:Stop()
Footsteps2:Stop()
con1=Gear2.Touched:connect(function(hit) Damagefunc(hit,30,40,math.random(20,40),"Normal",RootPart,.2,1) end)
con2=Gear.Touched:connect(function(hit) Damagefunc(hit,30,40,math.random(20,40),"Normal",RootPart,.2,1) end)
so("http://www.roblox.com/asset/?id=159882578",Torso,1,1)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,3)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
if anim then
anim.Disabled=true
end
for i=0,1,0.05 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*20
so("http://www.roblox.com/asset/?id=231917758",LeftArm,0.2,1.2)
so("http://www.roblox.com/asset/?id=231917758",RightArm,0.2,1)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,3)*angles(math.rad(0),math.rad(0),math.rad(0+40*i)),.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
for i=0,1,0.05 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*40
so("http://www.roblox.com/asset/?id=231917758",LeftArm,0.2,1.2)
so("http://www.roblox.com/asset/?id=231917758",RightArm,0.2,1)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,3)*angles(math.rad(0),math.rad(0),math.rad(41+80*i)),.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
for i=0,1,0.05 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*60
so("http://www.roblox.com/asset/?id=231917758",LeftArm,0.2,1.2)
so("http://www.roblox.com/asset/?id=231917758",RightArm,0.2,1)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,3)*angles(math.rad(0),math.rad(0),math.rad(82+120*i)),.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
so("http://www.roblox.com/asset/?id=159882625",Torso,1,1)
so("http://www.roblox.com/asset/?id=231917758",Torso,1,0.1)
so("http://www.roblox.com/asset/?id=231917758",Torso,1,0.1)
so("http://www.roblox.com/asset/?id=231917758",Torso,1,0.1)
so("http://www.roblox.com/asset/?id=231917758",Torso,1,0.1)
for i=0,1,0.05 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*80
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,3)*angles(math.rad(0),math.rad(0),math.rad(124+160*i)),.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
for i=0,1,0.005 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*100
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,3)*angles(math.rad(0),math.rad(0),math.rad(168+4200*i)),.5)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,0,0)*angles(math.rad(0),math.rad(180),math.rad(180)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(90)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-90)),.3)
end
--dmgstop()
Humanoid.WalkSpeed=12
attack=false
con1:disconnect()
con2:disconnect()
if anim then
anim.Disabled=false
end
if TrailDeb == true then
TrailDeb = false
end
end
function Push()
attack=true
mana=mana-20
if TrailDeb == false then
TrailDeb = true
end
coroutine.wrap(function()
local Old = Handle2.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle2.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
coroutine.wrap(function()
local Old = Handle.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
con1=Gear2.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(20,40),"Normal",RootPart,.2,1) end)
con2=Gear.Touched:connect(function(hit) Damagefunc(hit,10,20,math.random(20,40),"Normal",RootPart,.2,1) end)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(-5,0,-10)*angles(math.rad(20),math.rad(-20),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(5,0,-10)*angles(math.rad(20),math.rad(20),math.rad(0)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(-20)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(20)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",Handle2,1,.8)
so("http://www.roblox.com/asset/?id=231917758",Handle,1,1)
so("http://www.roblox.com/asset/?id=159882481",Torso,1,1)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(-4,0,-20)*angles(math.rad(20),math.rad(-20),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(4,0,-20)*angles(math.rad(20),math.rad(20),math.rad(0)),.2)
RW.C0=clerp(RW.C0,cf(1,0.5,-1)*angles(math.rad(90),math.rad(0),math.rad(-20)),.3)
LW.C0=clerp(LW.C0,cf(-1,0.5,-1)*angles(math.rad(90),math.rad(0),math.rad(20)),.3)
end
--dmgstop()
attack=false
con1:disconnect()
con2:disconnect()
if TrailDeb == true then
TrailDeb = false
end
end
function Clap()
attack=true
mana=mana-20
if TrailDeb == false then
TrailDeb = true
end
coroutine.wrap(function()
local Old = Handle2.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle2.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
coroutine.wrap(function()
local Old = Handle.CFrame.p
while wait()do
if not TrailDeb then break end
local New = Handle.CFrame.p
local Mag =(Old -New).magnitude
local Dis =(Old +New)/2
local Trail = Instance.new("Part",Character)
Trail.Material = "Neon"
Trail.Anchored = true
Trail.CanCollide = false
Trail.BrickColor = TorsoColor
Trail.Size = Vector3.new(0.2,Mag,0.2)
Trail.TopSurface = 0
Trail.BottomSurface = 0
Trail.formFactor = "Custom"
Trail.CFrame = CFrame.new(Dis,New)* CFrame.Angles(math.pi/2,0,0)
local ms = Instance.new("BlockMesh",Trail)
ms.Scale = Vector3.new(1,1,1)
local TM = Instance.new("CylinderMesh",Trail)
TM.Scale = Vector3.new(1,1,1)
Old = New
coroutine.wrap(function()
for i = 1,0,-0.1 do
wait()
TM.Scale = TM.Scale * Vector3.new(i,1,i)
end
Trail:remove()
end)()
coroutine.wrap(function()
for i = 1,10 do
wait()
Trail.Transparency = Trail.Transparency +0.1
end end)()end end)()
con1=Gear2.Touched:connect(function(hit) Damagefunc(hit,20,30,math.random(20,40),"Normal",RootPart,.2,1) end)
con2=Gear.Touched:connect(function(hit) Damagefunc(hit,20,30,math.random(20,40),"Normal",RootPart,.2,1) end)
so("http://www.roblox.com/asset/?id=159882584",Torso,1,0.9)
for i=0,1,0.08 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(-5,1,-5)*angles(math.rad(0),math.rad(-40),math.rad(20)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(5,1,-5)*angles(math.rad(0),math.rad(40),math.rad(-20)),.2)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-30,0,-20),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-30,0,20),.3)
end
so("http://www.roblox.com/asset/?id=231917758",Handle2,1,.8)
so("http://www.roblox.com/asset/?id=231917758",Handle,1,1)
for i=0,1,0.08 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(4,1,-5)*angles(math.rad(0),math.rad(-43),math.rad(20)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(-4,1,-5)*angles(math.rad(0),math.rad(43),math.rad(-20)),.2)
LW.C0=clerp(LW.C0,cf(-1,0.5,-1)*euler(-30,0,20),.3)
RW.C0=clerp(RW.C0,cf(1,0.5,-1)*euler(-30,0,-20),.3)
end
--dmgstop()
attack=false
con1:disconnect()
con2:disconnect()
if TrailDeb == true then
TrailDeb = false
end
end
function Hai()
attack=true
Humanoid.WalkSpeed=0
so("http://www.roblox.com/asset/?id=159882567",Torso,1,1)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,5,3)*angles(math.rad(20),math.rad(-20),math.rad(20)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(0)),.2)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(170),math.rad(0),math.rad(0)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(10),math.rad(0),math.rad(-16)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",Handle,1,.8)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(3,8,0)*angles(math.rad(0),math.rad(-20),math.rad(-30)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0.5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(170),math.rad(0),math.rad(50)),.5)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(10),math.rad(0),math.rad(-16)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",Handle,1,1)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,5,3)*angles(math.rad(20),math.rad(-20),math.rad(20)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(0)),.2)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(170),math.rad(0),math.rad(0)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(10),math.rad(0),math.rad(-16)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",Handle,1,.8)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(3,8,0)*angles(math.rad(0),math.rad(-20),math.rad(-30)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0.5,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(170),math.rad(0),math.rad(50)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(10),math.rad(0),math.rad(-16)),.3)
end
so("http://www.roblox.com/asset/?id=231917758",Handle,1,1)
for i=0,1,0.1 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,5,3)*angles(math.rad(20),math.rad(-20),math.rad(20)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(5),math.rad(0),math.rad(0)),.2)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0)),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(170),math.rad(0),math.rad(0)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(10),math.rad(0),math.rad(-16)),.3)
end
--dmgstop()
Humanoid.WalkSpeed=12
attack=false
end
function Die()
attack=true
Footsteps:Stop()
Footsteps2:Stop()
local Fire = it("Sound",Character.Torso)
Fire.SoundId = "rbxassetid://192104941"
Fire.Looped = true
Fire.Pitch = 1
Fire.Volume = 1
local Fire2 = it("Sound",Handle2)
Fire2.SoundId = "rbxassetid://192104941"
Fire2.Looped = true
Fire2.Pitch = 1
Fire2.Volume = 1
local Fire3 = it("Sound",Handle)
Fire3.SoundId = "rbxassetid://192104941"
Fire3.Looped = true
Fire3.Pitch = 1
Fire3.Volume = 1
local Fire4 = it("Sound",handle)
Fire4.SoundId = "rbxassetid://192104941"
Fire4.Looped = true
Fire4.Pitch = 1
Fire4.Volume = 1
local fire = Instance.new("ParticleEmitter", Character.Torso)
fire.Lifetime = NumberRange.new(0.5)
fire.Speed = NumberRange.new(1, 3)
fire.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 3.564, 2.521), NumberSequenceKeypoint.new(1, 3.534, 2.521)})
fire.Rate = 0
fire.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0.627, 0.587), NumberSequenceKeypoint.new(1, 1)})
fire.LightEmission = 0.6
fire.Texture = "http://www.roblox.com/asset/?id=242911609"
fire.Color = ColorSequence.new(Color3.new(1, 0, 0), Color3.new(1, 0.666667, 0))
local fire2 = Instance.new("ParticleEmitter", Handle)
fire2.Lifetime = NumberRange.new(0.5)
fire2.Speed = NumberRange.new(1, 3)
fire2.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 6.564, 5.521), NumberSequenceKeypoint.new(1, 6.534, 5.521)})
fire2.Rate = 0
fire2.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0.627, 0.587), NumberSequenceKeypoint.new(1, 1)})
fire2.LightEmission = 0.6
fire2.Texture = "http://www.roblox.com/asset/?id=242911609"
fire2.Color = ColorSequence.new(Color3.new(1, 0, 0), Color3.new(1, 0.666667, 0))
local fire3 = Instance.new("ParticleEmitter", Handle2)
fire3.Lifetime = NumberRange.new(0.5)
fire3.Speed = NumberRange.new(1, 3)
fire3.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 6.564, 5.521), NumberSequenceKeypoint.new(1, 6.534, 5.521)})
fire3.Rate = 0
fire3.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0.627, 0.587), NumberSequenceKeypoint.new(1, 1)})
fire3.LightEmission = 0.6
fire3.Texture = "http://www.roblox.com/asset/?id=242911609"
fire3.Color = ColorSequence.new(Color3.new(1, 0, 0), Color3.new(1, 0.666667, 0))
local fire4 = Instance.new("ParticleEmitter", handle)
fire4.Lifetime = NumberRange.new(0.5)
fire4.Speed = NumberRange.new(1, 3)
fire4.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 3.564, 2.521), NumberSequenceKeypoint.new(1, 3.534, 2.521)})
fire4.Rate = 0
fire4.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0.627, 0.587), NumberSequenceKeypoint.new(1, 1)})
fire4.LightEmission = 0.6
fire4.Texture = "http://www.roblox.com/asset/?id=242911609"
fire4.Color = ColorSequence.new(Color3.new(1, 0, 0), Color3.new(1, 0.666667, 0))
Humanoid.WalkSpeed = 0
so("http://www.roblox.com/asset/?id=199149297",Head,1,1)
so("http://www.roblox.com/asset/?id=209527203",Head,1,1)
for i=0,1,0.08 do
swait()
Torso.Velocity=RootPart.CFrame.lookVector*-30
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,1,0)*angles(math.rad(-45),math.rad(0),math.rad(90)),.2)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(0),math.rad(0),math.rad(45)),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,5,0)*angles(math.rad(45),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,5,0)*angles(math.rad(45),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,5,0)*angles(math.rad(45),math.rad(0),math.rad(0)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(90),math.rad(0),math.rad(45)),.2)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(-45)),.2)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-10),math.rad(0),math.rad(0)),.2)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-10),math.rad(0),math.rad(0)),.2)
end
for i=0,1,0.005 do
swait()
moosick.Volume=1-2*i
light.Range=15-10*i
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,1,-2.5)*angles(math.rad(-90),math.rad(0),math.rad(180)),.2)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(0),math.rad(0),math.rad(90)),.4)
handleweld.C0=clerp(handleweld.C0,cf(0,10,-5)*angles(math.rad(60),math.rad(30),math.rad(30)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,20,-5)*angles(math.rad(150),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,20,-5)*angles(math.rad(90),math.rad(0),math.rad(0)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(180),math.rad(0),math.rad(90)),.2)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(-90)),.2)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-20),math.rad(0),math.rad(0)),.2)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-20),math.rad(0),math.rad(0)),.2)
end
light.Range=0
for i=0,1,0.01 do
swait()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,1,-2.5)*angles(math.rad(-90),math.rad(0),math.rad(180)),.2)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(0),math.rad(0),math.rad(90)),.4)
handleweld.C0=clerp(handleweld.C0,cf(0,10,-5)*angles(math.rad(60),math.rad(30),math.rad(30)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,20,-5)*angles(math.rad(150),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,20,-5)*angles(math.rad(90),math.rad(0),math.rad(0)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(180),math.rad(0),math.rad(90)),.2)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(-90)),.2)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-20),math.rad(0),math.rad(0)),.2)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-20),math.rad(0),math.rad(0)),.2)
end
so("http://www.roblox.com/asset/?id=209527175",Head,1,0.9)
fire.Rate = 1000
fire2.Rate = 1000
fire3.Rate = 1000
fire4.Rate = 1000
Fire:Play()
Fire2:Play()
Fire3:Play()
Fire4:Play()
for i=0,1,0.005 do
swait()
Character.Head.face.Transparency = 0+1*i
LeftArm.Transparency=0+1*i
RightArm.Transparency=0+1*i
LeftLeg.Transparency=0+1*i
RightLeg.Transparency=0+1*i
Head.Transparency=0+1*i
Torso.Transparency=0+1*i
for _,v in pairs(Character:children()) do
if v:IsA("Hat") then
v.Handle.Transparency = 0+1*i
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,1,-2.5)*angles(math.rad(-90),math.rad(0),math.rad(180)),.2)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(0),math.rad(0),math.rad(90)),.4)
handleweld.C0=clerp(handleweld.C0,cf(0,10,-5)*angles(math.rad(60),math.rad(30),math.rad(30)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,20,-5)*angles(math.rad(150),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,20,-5)*angles(math.rad(90),math.rad(0),math.rad(0)),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(180),math.rad(0),math.rad(90)),.2)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(0),math.rad(0),math.rad(-90)),.2)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-20),math.rad(0),math.rad(0)),.2)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-20),math.rad(0),math.rad(0)),.2)
end
end
--dmgstop()
end
Humanoid.Health = 0
end
equipanim()
local sine = 0
local change = 1
local val = 0
local mananum=0
while true do
swait()
sine = sine + change
local torvel=(RootPart.Velocity*Vector3.new(1,0,1)).magnitude
local velderp=RootPart.Velocity.y
hitfloor,posfloor=rayCast(RootPart.Position,(CFrame.new(RootPart.Position,RootPart.Position - Vector3.new(0,1,0))).lookVector,4,Character)
if equipped==true or equipped==false then
if Anim=="Idle" and attack==false then
idle=idle+1
else
idle=0
end
if Humanoid.Health <=20 then
if attack == false then
Humanoid.Health = math.huge
Die()
end
end
if idle>=1000 then
if attack==false then
--Sheath()
end
end
if RootPart.Velocity.y > 1 and hitfloor==nil then
Anim="Jump"
if attack==false then
Footsteps:Stop()
Footsteps2:Stop()
Neck.C0=clerp(Neck.C0,necko*euler(-0.2,0,0),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-.25,0,0.5),.3)
RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(-.25,0,-0.5),.3)
LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
RH.C0=clerp(RH.C0,cf(1,0,-.75)*euler(-0.5,1.57,0)*euler(0,0,0),.2)
LH.C0=clerp(LH.C0,cf(-1,-1,-.3)*euler(-0.5,-1.57,0)*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(20),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,0,0)*angles(math.rad(20),math.rad(20),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(20),math.rad(-20),math.rad(0)),.2)
end
elseif RootPart.Velocity.y < -1 and hitfloor==nil then
Anim="Fall"
if attack==false then
Footsteps:Stop()
Footsteps2:Stop()
Neck.C0=clerp(Neck.C0,necko*euler(0.3,0,0),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(0.1,0,1),.3)
RW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*euler(0.1,0,-1),.3)
LW.C1=clerp(LW.C1,cf(0,0.5,0)*euler(0,0,0),.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*euler(0.6,1.57,0)*euler(0,0,0),.2)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*euler(-0.8,-1.57,0)*euler(0,0,0),.2)
handleweld.C0=clerp(handleweld.C0,cf(0,0,-1)*angles(math.rad(-20),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0,-1,0)*angles(math.rad(-20),math.rad(-10),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,-1,0)*angles(math.rad(-20),math.rad(10),math.rad(0)),.2)
end
elseif torvel<1 and hitfloor~=nil then
Anim="Idle"
change=0.5
if idle>=1000 then
if attack==false then
Footsteps:Stop()
Footsteps2:Stop()
Humanoid.WalkSpeed=12
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,6-0.25*math.cos(sine/5))*angles(math.rad(0),math.rad(0),math.rad(50)),.1)
Neck.C0=clerp(Neck.C0,necko*angles(math.rad(5+2*math.cos(sine/5.5)),math.rad(-5-2*math.cos(sine/5.5)),math.rad(-50)),.1)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.1)
RW.C0=clerp(RW.C0,cf(0.8,0.3,-0.5)*angles(math.rad(70),math.rad(0),math.rad(-85)),.5)
LW.C0=clerp(LW.C0,cf(-0.6,0.5,-0.7)*angles(math.rad(70),math.rad(0),math.rad(85)),.5)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.1)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(0),math.rad(0),math.rad(0)),.1)
handleweld.C0=clerp(handleweld.C0,cf(3.2,-1,-2)*angles(math.rad(90),math.rad(0),math.rad(60)),.3)
Handleweld.C0=clerp(Handleweld.C0,cf(-2,-1.5+1*math.cos(sine/50),6)*angles(math.rad(60),math.rad(-25),math.rad(-90)),.4)
Handle2weld.C0=clerp(Handle2weld.C0,cf(5,1.5-0.5*math.cos(sine/50),-5)*angles(math.rad(-110),math.rad(25),math.rad(60)),.3)
end
else
if attack==false then
Footsteps:Stop()
Footsteps2:Stop()
Humanoid.WalkSpeed=12
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(6),math.rad(0),math.rad(0)),.3)
Neck.C0=clerp(Neck.C0,necko*angles(math.rad(3+3*math.cos(sine/36)),math.rad(0),math.rad(0)),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(10),math.rad(0),math.rad(16-6*math.cos(sine/28))),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(10),math.rad(0),math.rad(-16+6*math.cos(sine/28))),.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(16)),.3)
LH.C0=clerp(LH.C0,cf(-1,-1.1,0)*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(24)),.3)
handleweld.C0=clerp(handleweld.C0,cf(0-1*math.cos(sine/40),0-0.5*math.cos(sine/20),0)*angles(math.rad(-5+5*math.cos(sine/20)),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0-1*math.cos(sine/30),0,0-1*math.cos(sine/30))*angles(math.rad(0+8*math.cos(sine/30)),math.rad(0),math.rad(0-8*math.cos(sine/30))),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0+1*math.cos(sine/36),0,0+1*math.cos(sine/36))*angles(math.rad(0-12*math.cos(sine/36)),math.rad(0),math.rad(0-12*math.cos(sine/36))),.2)
end
end
elseif torvel>2 and torvel<22 and hitfloor~=nil then
Anim="Walk"
if attack==false then
change=0.8
--[[RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0)*angles(math.rad(35),math.rad(0),math.rad(15*math.cos(sine/10))),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*angles(math.rad(-30),math.rad(0),math.rad(0)),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-135*math.cos(sine/9)),math.rad(0),math.rad(0)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(135*math.cos(sine/9)),math.rad(0),math.rad(0)),.3)
RH.C0=clerp(RH.C0,cf(1,-1,0)*angles(math.rad(0),math.rad(90),math.rad(0)),.3)
LH.C0=clerp(LH.C0,cf(-1,-1,0)*angles(math.rad(0),math.rad(-90),math.rad(0)),.3)
--Handleweld.C0=clerp(--Handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.3)
Torso.Neck.C0=clerp(Torso.Neck.C0,necko*euler(0,0,0),.2)
RootJoint.C0=clerp(RootJoint.C0,RootCF*euler(0.1,0,0),.2)
--RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*euler(-0.1,0,0.2),.2)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-5),math.rad(-25),math.rad(20)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(5),math.rad(25),math.rad(-20)),.3)
RH.C0=clerp(RH.C0,RHC0,.3)
LH.C0=clerp(LH.C0,LHC0,.3)
Handleweld.C0=clerp(Handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
]]--
Footsteps:Play()
Footsteps2:Stop()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0+0.1*math.cos(sine/2.5))*angles(math.rad(10+1*math.cos(sine/2.5)),math.rad(0),math.rad(1-5*math.cos(sine/5))),.3)
Neck.C0=clerp(Neck.C0,necko*euler(0+0.075*math.cos(sine/2.5),0,0)*angles(math.rad(0),math.rad(0),math.rad(1+5*math.cos(sine/5))),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.4+0.25*math.cos(sine/5),0.5+0.25*math.cos(sine/5),-0.2+0.5*math.cos(sine/5))*angles(math.rad(20-60*math.cos(sine/5)),math.rad(0),math.rad(-4+30*math.cos(sine/5))),.3)
LW.C0=clerp(LW.C0,cf(-1.4+0.25*math.cos(sine/5),0.5-0.25*math.cos(sine/5),-0.2-0.5*math.cos(sine/5))*angles(math.rad(20+60*math.cos(sine/5)),math.rad(0),math.rad(4+30*math.cos(sine/5))),.3)
RH.C0=clerp(RH.C0,cf(1,-1-0.1*math.cos(sine/5),0-0.25*math.cos(sine/5))*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0+50*math.cos(sine/5))),.3)
LH.C0=clerp(LH.C0,cf(-1,-1+0.1*math.cos(sine/5),0+0.25*math.cos(sine/5))*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-2.5),math.rad(0),math.rad(0+50*math.cos(sine/5))),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0-.5*math.cos(sine/30),0,0-.5*math.cos(sine/30))*angles(math.rad(0+1*math.cos(sine/30)),math.rad(-30),math.rad(0-1*math.cos(sine/30))),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0+.5*math.cos(sine/36),0,0+.5*math.cos(sine/36))*angles(math.rad(0-3*math.cos(sine/36)),math.rad(30),math.rad(0-3*math.cos(sine/36))),.2)
end
elseif torvel>=22 and hitfloor~=nil then
Anim="Run"
change=1
if attack==false then
Footsteps:Stop()
Footsteps2:Play()
RootJoint.C0=clerp(RootJoint.C0,RootCF*cf(0,0,0+0.1*math.cos(sine/2.5))*angles(math.rad(20+1*math.cos(sine/2.5)),math.rad(0),math.rad(0)),.3)
Neck.C0=clerp(Neck.C0,necko*euler(-0.2+0.075*math.cos(sine/2.5),0,0),.3)
Neck.C1=clerp(Neck.C1,necko2*euler(0,0,0),.3)
RW.C0=clerp(RW.C0,cf(1.5,0.5,0)*angles(math.rad(-40),math.rad(0),math.rad(24)),.3)
LW.C0=clerp(LW.C0,cf(-1.5,0.5,0)*angles(math.rad(-40),math.rad(0),math.rad(-24)),.3)
RH.C0=clerp(RH.C0,cf(1,-1-0.1*math.cos(sine/5),0-0.5*math.cos(sine/5))*angles(math.rad(0),math.rad(90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0+70*math.cos(sine/5))),.3)
LH.C0=clerp(LH.C0,cf(-1,-1+0.1*math.cos(sine/5),0+0.5*math.cos(sine/5))*angles(math.rad(0),math.rad(-90),math.rad(0))*angles(math.rad(-5),math.rad(0),math.rad(0+70*math.cos(sine/5))),.3)
handleweld.C0=clerp(handleweld.C0,cf(0,0,0)*angles(math.rad(0),math.rad(0),math.rad(0)),.2)
Handleweld.C0=clerp(Handleweld.C0,cf(0-.5*math.cos(sine/30),0,0-.5*math.cos(sine/30))*angles(math.rad(0+1*math.cos(sine/30)),math.rad(-60),math.rad(0-1*math.cos(sine/30))),.2)
Handle2weld.C0=clerp(Handle2weld.C0,cf(0+.5*math.cos(sine/36),0,0+.5*math.cos(sine/36))*angles(math.rad(0-3*math.cos(sine/36)),math.rad(60),math.rad(0-3*math.cos(sine/36))),.2)
end
end
end
fenbarmana2:TweenSize(UDim2.new(4*mana/100,0,0.2,0),nil,1,0.4,true)
fenbarmana4.Text="[Energy] <{[ "..mana.." ]}> [Energy]"
if mana>=1 then
mana=100
else
if mananum<=8 then
mananum=mananum+1
else
mananum=0
mana=mana+1
end
end
end |
--[[
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
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 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.
For more information, please refer to <http://unlicense.org/>
]]
_addon.name = 'Crystal Trader - Deprecated'
_addon.author = 'Valok@Asura'
_addon.version = '1.1.3'
_addon.command = 'ctr'
exampleOnly = false
textSkipTimer = 1
windower.register_event('addon command', function(...)
-- Table of the elemental crystals/clusters, their itemIDs, quantities, and stack count in the player inventory
local crystalIDs = {
{4096, 'fire crystal', 0, 0},
{4097, 'ice crystal', 0, 0},
{4098, 'wind crystal', 0, 0},
{4099, 'earth crystal', 0, 0},
{4100, 'lightning crystal', 0, 0},
{4101, 'water crystal', 0, 0},
{4102, 'light crystal', 0, 0},
{4103, 'dark crystal', 0, 0},
{4104, 'fire cluster', 0, 0},
{4105, 'ice cluster', 0, 0},
{4106, 'wind cluster', 0, 0},
{4107, 'earth cluster', 0, 0},
{4108, 'lightning cluster', 0, 0},
{4109, 'water cluster', 0, 0},
{4110, 'light cluster', 0, 0},
{4111, 'dark cluster', 0, 0},
}
local sealIDs = {
{1126, "beastmen's seal", 0, 0},
{1127, "kindred's seal", 0, 0},
{2955, "kindred's crest", 0, 0},
{2956, "high kindred's crest", 0, 0},
{2957, "sacred kindred's crest", 0, 0},
}
local moatCarpIDs = {
{4401, 'moat carp', 0, 0},
}
local copperVoucherIDs = {
{8711, 'copper voucher', 0, 0},
}
local idTable = {}
local tableType = ''
local stackSize = 12
local target = windower.ffxi.get_mob_by_target('t')
if not target then
print('CrystalTrader: No target selected')
return
end
if target.name == 'Shami' then
local zone = windower.ffxi.get_info()['zone']
if zone == 246 then
idTable = sealIDs
tableType = 'Seals'
else
print('CrystalTrader: Must target Shami in Port Jeuno')
return
end
elseif target.name == 'Ephemeral Moogle' or target.name == 'Waypoint' then
idTable = crystalIDs
tableType = 'Crystals'
elseif target.name == 'Joulet' or target.name == 'Gallijaux' then
idTable = moatCarpIDs
tableType = 'Moat Carp'
elseif target.name == 'Isakoth' or target.name == 'Rolandienne' or target.name == 'Fhelm Jobeizat' or target.name == 'Eternal Flame' then
idTable = copperVoucherIDs
tableType = 'Copper Vouchers'
else
print('CrystalTrader: Invalid Target')
return
end
-- Read the player inventory
local inventory = windower.ffxi.get_items(0)
if not inventory then
print('CrystalTrader: Unable to read inventory')
return
end
-- Scan the inventory for each type of crystal and cluster
for i = 1, #idTable do
for k, v in ipairs(inventory) do
if v.id == idTable[i][1] then
idTable[i][3] = idTable[i][3] + v.count -- Updates the total number of items of each type
idTable[i][4] = idTable[i][4] + 1 -- Updates the total number of stacks of each type
end
end
end
local numTrades = 0 -- Number of times //ctr needs to be run to empty the player inventory
local availableTradeSlots = 8
if tableType == 'Crystals' then
for i = 1, 8 do
if idTable[i][4] > 0 or idTable[i + 8][4] > 0 then
numTrades = numTrades + math.ceil((idTable[i][4] + idTable[i + 8][4]) / 8)
end
end
elseif tableType == 'Seals' or tableType == 'Moat Carp' or tableType == 'Copper Vouchers' then
for i = 1, #idTable do
if idTable[i][4] > 0 then
numTrades = numTrades + math.ceil(idTable[i][4] / 8)
end
end
end
-- Prepare and send command through TradeNPC if there are trades to be made
if numTrades > 0 then
local tradeString = ''
availableTradeSlots = 8
--numTrades = numTrades - 1
if tableType == 'Crystals' then
stackSize = 12
for i = 1, 8 do
-- Build the string that will be used as the command
tradeString = '//tradenpc '
availableTradeSlots = 8
if idTable[i][3] > 0 then
tradeString = tradeString..math.min(availableTradeSlots * stackSize, idTable[i][3])..' "'..idTable[i][2]..'"'
availableTradeSlots = math.max(0, availableTradeSlots - idTable[i][4])
end
if availableTradeSlots > 0 and idTable[i + 8][3] > 0 then
tradeString = tradeString..' '..math.min(availableTradeSlots * stackSize, idTable[i + 8][3])..' "'..idTable[i + 8][2]..'"'
end
if tradeString ~= '//tradenpc ' then
if exampleOnly then
print(tradeString)
windower.add_to_chat(8, 'Crystal Trader: '..(numTrades - 1)..' trades remaining')
break
else
windower.send_command('input '..tradeString)
windower.add_to_chat(8, 'Crystal Trader: '..(numTrades - 1)..' trades remaining')
textSkipTimer = os.time()
break
end
end
end
elseif tableType == 'Seals' or tableType == 'Moat Carp' or tableType == 'Copper Vouchers' then
if tableType == 'Seals' or tableType == 'Copper Vouchers' then
stackSize = 99
elseif tableType == 'Moat Carp' then
stackSize = 12
end
for i = 1, #idTable do
tradeString = '//tradenpc '
availableTradeSlots = 8
if idTable[i][3] > 0 then
availableTradeSlots = math.max(1, availableTradeSlots - idTable[i][4])
tradeString = tradeString..math.min(availableTradeSlots * stackSize, idTable[i][3])..' "'..idTable[i][2]..'"'
end
if tradeString ~= '//tradenpc ' then
if exampleOnly then
print(tradeString)
windower.add_to_chat(8, 'Crystal Trader: '..(numTrades - 1)..' trades remaining')
break
else
windower.send_command('input '..tradeString)
windower.add_to_chat(8, 'Crystal Trader: '..(numTrades - 1)..' trades remaining')
textSkipTimer = os.time()
break
end
end
end
end
else
windower.add_to_chat(8, "Crystal Trader - No "..tableType.." in inventory")
end
end)
windower.register_event('incoming text', function(original, modified, mode)
-- Allow the addon to skip the conversation text for up to 10 seconds after the trade
if os.time() - textSkipTimer > 10 then
return
end
local target = windower.ffxi.get_mob_by_target('t')
if not target then return
false
end
if mode == 150 or mode == 151 then
modified = modified:gsub(string.char(0x7F, 0x31), '')
end
return modified
end) |
local CorePackages = game:GetService("CorePackages")
local CoreGui = game:GetService("CoreGui")
local Roact = require(CorePackages.Roact)
local RoactRodux = require(CorePackages.RoactRodux)
local t = require(CorePackages.Packages.t)
local UIBlox = require(CorePackages.UIBlox)
local withStyle = UIBlox.Style.withStyle
local Components = script.Parent.Parent
local Connection = Components.Connection
local LayoutValues = require(Connection.LayoutValues)
local WithLayoutValues = LayoutValues.WithLayoutValues
local RobloxGui = CoreGui:WaitForChild("RobloxGui")
local GameTranslator = require(RobloxGui.Modules.GameTranslator)
local RobloxTranslator = require(RobloxGui.Modules.RobloxTranslator)
local TitleBar = Roact.PureComponent:extend("TitleBar")
TitleBar.validateProps = t.strictInterface({
Size = t.UDim2,
LayoutOrder = t.integer,
entrySize = t.integer,
contentsVisible = t.boolean,
backgroundTransparency = t.union(t.number, t.table),
isSmallTouchDevice = t.boolean,
gameStats = t.array(t.strictInterface({
name = t.string,
text = t.string,
addId = t.integer,
isPrimary = t.boolean,
priority = t.number,
})),
})
function TitleBar:render()
return WithLayoutValues(function(layoutValues)
return withStyle(function(style)
local children = {}
children.layout = Roact.createElement("UIListLayout", {
SortOrder = Enum.SortOrder.LayoutOrder,
FillDirection = Enum.FillDirection.Horizontal,
VerticalAlignment = Enum.VerticalAlignment.Center,
})
local entrySizeX = self.props.entrySize
children.playersHeader = Roact.createElement("TextLabel", {
LayoutOrder = 1,
Size = UDim2.new(0, entrySizeX, 1, 0),
Text = RobloxTranslator:FormatByKey("InGame.PlayerList.Players"),
BackgroundTransparency = 1,
TextXAlignment = Enum.TextXAlignment.Left,
TextYAlignment = Enum.TextYAlignment.Center,
Font = style.Font.Footer.Font,
TextSize = style.Font.BaseSize * style.Font.Footer.RelativeSize,
TextTransparency = style.Theme.TextMuted.Transparency,
TextColor3 = style.Theme.TextMuted.Color,
}, {
Padding = Roact.createElement("UIPadding", {
PaddingLeft = UDim.new(0, 15),
})
})
local maxLeaderstats = layoutValues.MaxLeaderstats
if self.props.isSmallTouchDevice then
maxLeaderstats = layoutValues.MaxLeaderstatsSmallScreen
end
for i, gameStat in ipairs(self.props.gameStats) do
if i > maxLeaderstats then
break
end
local statName = GameTranslator:TranslateGameText(CoreGui, gameStat.name)
children["stat_" .. gameStat.name] = Roact.createElement("TextLabel", {
LayoutOrder = i + 1,
Size = UDim2.new(0, layoutValues.StatEntrySizeX, 1, 0),
Text = statName,
BackgroundTransparency = 1,
TextXAlignment = Enum.TextXAlignment.Center,
TextYAlignment = Enum.TextYAlignment.Center,
Font = style.Font.Footer.Font,
TextSize = style.Font.BaseSize * style.Font.Footer.RelativeSize,
TextTransparency = style.Theme.TextMuted.Transparency,
TextColor3 = style.Theme.TextMuted.Color,
TextTruncate = Enum.TextTruncate.AtEnd,
})
end
return Roact.createElement("Frame", {
Size = self.props.Size,
LayoutOrder = self.props.LayoutOrder,
BackgroundTransparency = self.props.backgroundTransparency,
BackgroundColor3 = style.Theme.BackgroundContrast.Color,
BorderSizePixel = 0,
}, {
Divider = Roact.createElement("Frame", {
Visible = self.props.contentsVisible,
Size = UDim2.new(1, 0, 0, 1),
Position = UDim2.new(0, 0, 1, 0),
AnchorPoint = Vector2.new(0, 1),
BackgroundTransparency = style.Theme.Divider.Transparency,
BackgroundColor3 = style.Theme.Divider.Color,
BorderSizePixel = 0,
}),
ChildrenFrame = Roact.createElement("Frame", {
Visible = self.props.contentsVisible,
BackgroundTransparency = 1,
Position = UDim2.new(0, 0, 0, -2), -- 2 pixel text offset due to 4 pixel rounded top.
Size = UDim2.new(1, 0, 1, 0),
}, children),
})
end)
end)
end
local function mapStateToProps(state)
return {
isSmallTouchDevice = state.displayOptions.isSmallTouchDevice,
}
end
return RoactRodux.UNSTABLE_connect2(mapStateToProps, nil)(TitleBar) |
local json = require("JSON")
local gears = require("gears")
local lain = require("lain")
local awful = require("awful")
local naughty = require("naughty")
local wibox = require("wibox")
local brightness = require("widgets.brightness")
local network_menu = require("widgets.damn.network")
local notifier = require('widgets.damn.notifier')
local tasklist_widget = require('widgets.tasklist.widget')
local string, os = string, os
-- Helpers
local my_table = awful.util.table or gears.table
local margin = wibox.container.margin
local background = wibox.container.background
local markup = lain.util.markup
local text = wibox.widget.textbox
local theme = awful.util.theme
awful.util.variables.is_network_connected = false
-- System Tray - Systray
local systray_widget = wibox.widget.systray(true)
systray_widget:set_horizontal(true)
systray_widget:set_base_size(22)
local systray = margin(wibox.container.place(systray_widget), 10, 10, 12, 0)
local keyboard = require("widgets.damn.bar-widgets.keyboard")()
local bat = require("widgets.damn.bar-widgets.battery")()
local volume = require("widgets.damn.bar-widgets.volume")()
local is_online = require("widgets.damn.bar-widgets.is-online")()
local clock = require("widgets.damn.clock")(theme)
local layoutbox = require("widgets.damn.bar-widgets.layout")
local menus = require("widgets.damn.bar-widgets.menus")
local function create_button(w, action, higher_color, color)
local bg_normal = color and color or theme.widget_bg .. (higher_color and "ee" or "00")
local bg_hover = (higher_color and theme.widget_bg .. "ff" or theme.widget_bg .. "ff")
w = background(w, bg_normal)
w:connect_signal(
"mouse::enter",
function()
w.bg = bg_hover
end
)
w:connect_signal(
"mouse::leave",
function()
w.bg = bg_normal
end
)
if type(action) == "function" then
w:buttons(my_table.join(awful.button({}, 1, action)))
end
return w
end
function set_wallpaper()
awful.spawn.easy_async_with_shell(
"cat " .. os.getenv("HOME") .. "/.cache/wallpaper",
function(stdout)
gears.wallpaper.maximized(string.gsub(stdout, "^%s*(.-)%s*$", "%1"), nil, true)
end
)
end
theme.set_wallpaper = set_wallpaper
awesome.connect_signal(
"awesome::update_wallpaper",
function()
set_wallpaper()
end
)
function theme.at_screen_connect(s)
local screen_width = s.geometry.width
local screen_height = s.geometry.height
notifier()
local network_menu_widget =
network_menu {
layout = {
layout = wibox.layout.fixed.vertical
},
margins = {
right = 100,
bottom = 50
},
update_function = require("widgets/damn/network/update_function")
}
-- If wallpaper is a function, call it with the screen
set_wallpaper()
s.mytaglist = require("widgets.taglist")(s)
-- Task List
s.mytasklist =
tasklist_widget {
screen = s,
filter = tasklist_widget.filter.allscreen,
buttons = awful.util.tasklist_buttons,
layout = {layout = wibox.layout.fixed.horizontal},
update_function = require("widgets.tasklist.update")
}
local notification_count_text = text(markup("#ffffff", font(string.format("%d", #naughty.active))))
local notification_count =
create_button(
wibox.widget {
{
{
{
{
{
widget = notification_count_text
},
widget = wibox.container.place
},
widget = wibox.container.constraint,
strategy = "exact",
width = 20,
height = 20
},
widget = wibox.container.background,
bg = theme.primary,
shape = function(cb, width, height)
return gears.shape.circle(cb, width, height)
end
},
widget = wibox.container.constraint,
strategy = "exact",
width = 20
},
widget = margin,
left = 15,
right = 15
},
notification_screen_show,
theme.sidebar_bg,
theme.sidebar_bg
)
notification_count.visible = #naughty.active > 0
naughty.connect_signal(
"property::active",
function()
notification_count_text:set_markup(markup("#ffffff", font(string.format("%d", #naughty.active))))
notification_count.visible = #naughty.active > 0
end
)
s.tags_list_widgets =
wibox.widget {
widget = wibox.container.background,
bg = theme.sidebar_bg,
shape = function(cr, width, height)
gears.shape.rectangle(cr, width, height)
end,
{
layout = wibox.layout.align.horizontal,
{
{
menus,
wibox.container.background(wibox.container.margin(wibox.widget {}, 1), theme.separator),
margin(s.mytaglist, 10),
layout = wibox.layout.align.horizontal
},
layout = wibox.layout.align.horizontal
},
margin(
background(
{
wibox.container.background(wibox.container.margin(wibox.widget {}, 1), theme.separator),
wibox.container.place(margin(s.mytasklist, 0, 10)),
wibox.container.background(wibox.container.margin(wibox.widget {}, 1), theme.separator),
layout = wibox.layout.align.horizontal
},
"#1f1f1f"
),
10,
10
),
{
layout = wibox.layout.fixed.horizontal,
{
systray,
layoutbox,
volume,
bat,
keyboard,
network_menu_widget.indicator_widget,
clock,
notification_count,
is_online,
layout = wibox.layout.fixed.horizontal
}
}
}
}
-- Bar
s.tags_list = awful.wibar({position = "bottom", screen = s, type = "dock", height = 50, bg = "#ffffff00"})
s.tags_list:setup {
layout = wibox.layout.align.vertical,
s.tags_list_widgets
}
s.main_bar = awful.wibar({position = "bottom", screen = s, height = 45, bg = theme.wibar_bg, visible = false})
end
return theme
|
-----------------------------------
-- Area: Bastok Markets
-- NPC: Salimah
-- Notes: Start & Finishes Quest: Gourmet
-- !pos -31.687 -6.824 -73.282 235
-----------------------------------
require("scripts/globals/quests")
require("scripts/globals/titles")
local ID = require("scripts/zones/Bastok_Markets/IDs")
require("scripts/globals/settings")
-----------------------------------
function onTrade(player, npc, trade)
local Gourmet = player:getQuestStatus(BASTOK, tpz.quest.id.bastok.GOURMET)
if (Gourmet ~= QUEST_AVAILABLE and player:needToZone() == false) then
local count = trade:getItemCount()
local hasSleepshroom = trade:hasItemQty(4374, 1)
local hasTreantBulb = trade:hasItemQty(953, 1)
local hasWildOnion = trade:hasItemQty(4387, 1)
if (hasSleepshroom or hasTreantBulb or hasWildOnion) then
if (count == 1) then
local vanatime = VanadielHour()
local item = 0
local event = 203
if (hasSleepshroom) then
item = 4374
if (vanatime>=18 or vanatime<6) then
event = 201
end
elseif (hasTreantBulb) then
item = 953
if (vanatime>=6 and vanatime<12) then
event = 201
end
elseif (hasWildOnion) then
item = 4387
if (vanatime>=12 and vanatime<18) then
event = 202
end
end
player:startEvent(event, item)
end
end
end
end
function onTrigger(player, npc)
if (player:getQuestStatus(BASTOK, tpz.quest.id.bastok.GOURMET) ~= QUEST_AVAILABLE and player:needToZone()) then
player:startEvent(121)
else
player:startEvent(200)
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
local Gourmet = player:getQuestStatus(BASTOK, tpz.quest.id.bastok.GOURMET)
if (csid == 200) then
if (Gourmet == QUEST_AVAILABLE) then
player:addQuest(BASTOK, tpz.quest.id.bastok.GOURMET)
end
elseif (csid ~= 121) then
player:tradeComplete()
if (Gourmet == QUEST_ACCEPTED) then
player:completeQuest(BASTOK, tpz.quest.id.bastok.GOURMET)
end
local gil=350
local fame=120
if (csid == 201) then
gil=200
elseif (csid == 203) then
gil=100
fame=60
end
player:addGil(gil*GIL_RATE)
player:messageSpecial(ID.text.GIL_OBTAINED, gil*GIL_RATE)
player:addFame(BASTOK, fame)
player:addTitle(tpz.title.MOMMYS_HELPER)
player:needToZone(true)
end
end
|
----------------------------------------------
--Com
----------------------------------------------
local Com = class("Com")
function Com:ctor()
self.name = name
end
function Com:match(req, res)
end
function Com:get_name()
if not self.name then
return self.__cname
end
end
function Com:get_node()
return self._node
end
function Com:set_node(node)
self._node = node
self._meiru = node:get_meiru()
end
function Com:set_meiru(meiru)
self._meiru = meiru
end
return Com
|
Locales['en'] = {
-- Global
['custom_kick'] = 'INPUT CUSTOM KICK MESSAGE',
['blip_garage'] = 'Garage | Public',
['blip_garage_private'] = 'Garage | Private',
['blip_pound'] = 'Garage | Pound',
['blip_police_pound'] = 'Garage | Policing Pound',
['blip_ambulance_pound'] = 'Garage | Ambulance Pound',
['garage'] = 'Garage',
['loc_garage'] = 'Parked in Garage',
['loc_pound'] = 'At the Impound',
['return'] = 'Return',
['store_vehicles'] = 'Store Vehicle in Garage.',
['press_to_enter'] = 'Press ~INPUT_PICKUP~ to take Vehicle out of Garage.',
['press_to_delete'] = 'Press ~INPUT_PICKUP~ to store Vehicle in the Garage.',
['press_to_impound'] = 'Press ~INPUT_PICKUP~ to access the Impound.',
['spacer1'] = 'If Vehicle is NOT here Check Impound!!!',
['spacer2'] = '| Plate | Vehicle Name | Location |',
['spacer3'] = '| Plate | Vehicle Name |',
['you_paid'] = 'You paid $',
['not_enough_money'] = 'You do not have enough money!',
['return_vehicle'] = 'Store Vehicle.',
['see_mechanic'] = 'Visit Mechanic.',
['damaged_vehicle'] = 'Vehicle Damaged!',
['visit_mechanic'] = 'Visit the Mechanic or Repair yourself.',
['cannot_store_vehicle'] = 'You can not store this Vehicle!',
['no_vehicle_to_enter'] = 'There is no Vehicle to store in the Garage.',
['vehicle_in_garage'] = 'Your Vehicle is stored in the Garage.',
-- Cars
['garage_cars'] = 'Car Garage',
['pound_cars'] = 'Car Pound',
['list_owned_cars'] = 'List Owned Cars.',
['store_owned_cars'] = 'Store Owned Car in Garage.',
['return_owned_cars'] = 'Return Owned Cars.',
['garage_nocars'] = 'You dont own any Cars!',
['car_is_impounded'] = 'Your Car is at the Impound.',
-- Boats
['garage_boats'] = 'Boat Garage',
['pound_boats'] = 'Boat Pound',
['list_owned_boats'] = 'List Owned Boats.',
['store_owned_boats'] = 'Store Owned Boat in Garage.',
['return_owned_boats'] = 'Return Owned Boat.',
['garage_noboats'] = 'You dont own any Boats!',
['boat_is_impounded'] = 'Your Boat is at the Impound.',
-- Aircrafts
['garage_aircrafts'] = 'Aircraft Garage',
['pound_aircrafts'] = 'Aircraft Pound',
['list_owned_aircrafts'] = 'List Owned Aircrafts.',
['store_owned_aircrafts'] = 'Store Owned Aircraft in Garage.',
['return_owned_aircrafts'] = 'Return Owned Aircraft.',
['garage_noaircrafts'] = 'You dont own any Aircrafts!',
['aircraft_is_impounded'] = 'Your Aircraft is at the Impound.',
-- Jobs
['pound_police'] = 'Police Pound',
['pound_ambulance'] = 'Ambulance Pound',
['return_owned_policing'] = 'Return Owned Policing Vehicles.',
['return_owned_ambulance'] = 'Return Owned Ambulance Vehicles.',
} |
--[[------------------------------------------------------------------
NUMBERS
Draw image based numbers
]]--------------------------------------------------------------------
if CLIENT then
-- Declare fonts
surface.CreateFont("ds9hud_label", {
font = "Helvetica Ultra Compressed",
size = 13 * DS9HUD:GetHUDScale(),
weight = 0,
antialias = true,
additive = true
});
surface.CreateFont("ds9hud_weapon", {
font = "Helvetica Ultra Compressed",
size = 17 * DS9HUD:GetHUDScale(),
weight = 0,
antialias = true,
additive = true
});
-- Parameters
local NUMBERS_TEXTURE = surface.GetTextureID("ds9hud/numbers");
local FILE_W, FILE_H = 128, 16;
local NUM_W, NUM_H = 7, 14;
--[[
Draws a number at the given position
@param {number} x
@param {number} y
@param {number} number
@param {boolean|nil} should it be centered
]]
function DS9HUD:DrawNumber(x, y, number, centered)
if (centered) then
x = x - NUM_W * DS9HUD:GetHUDScale() * string.len(tostring(number)) * 0.5;
else
x = x - NUM_W * DS9HUD:GetHUDScale() * string.len(tostring(number));
end
y = y - NUM_H * DS9HUD:GetHUDScale();
surface.SetTexture(NUMBERS_TEXTURE);
surface.SetDrawColor(Color(255, 255, 255));
local w, h = NUM_W * DS9HUD:GetHUDScale(), NUM_H * DS9HUD:GetHUDScale();
for i, num in pairs(string.Explode("", tostring(number))) do
local u1, v1, u2, v2 = (NUM_W * tonumber(num)) / FILE_W, 0, (NUM_W * (tonumber(num) + 1)) / FILE_W, 1;
surface.DrawTexturedRectUV(x + math.Round(NUM_W * i * DS9HUD:GetHUDScale()) - math.Round(w * 0.5), y, math.Round(w), math.Round(h), u1, v1, u2, v2);
end
end
end
|
return function (Data)
local TmpTable = {}
local ArrayString, ErrMsg = Split(tostring(Data), ";")
if not ArrayString then
return nil, ErrMsg
end
for i,TmpData in pairs(ArrayString) do
local TableString, ErrMsg = Split(tostring(TmpData), "|")
if not TableString then
return nil, ErrMsg
end
assert(#TableString==2,"参数个数错误,应为数字|数字")
table.insert(TmpTable,{tonumber(TableString[1]),tonumber(TableString[2])})
end
return TmpTable
end |
---@class Browser
C_Browser = {}
|
#!/usr/bin/env luajit
package.path = "../?.lua"
local procfs = require("lj2procfs.procfs")
print(arg[1]..': ', procfs.sys.kernel[arg[1]])
|
local fs = require('filesystem')
local term = require('term')
local shell = require('shell')
local repoName = "OC"
local repoAuthor = "IdleAway"
local repoBranch = "main"
local url = "https://raw.githubusercontent.com/"..repoAuthor..'/'..repoName..'/'..repoBranch
local targetPath = "/home/"..repoName
local subFolders = { "lib" }
local binaries = { 'makeDoc.lua', 'reactorControl.lua','voidMinerControl.lua'}
local libaries = { 'fslib.lua', 'loglib.lua'}
term.clear()
print('Updateing repo '..repoName..' by '..repoAuthor)
print('Marked '..#binaries..' binaries :')
for k,v in pairs(binaries) do
print('\t'..v)
end
print('Marked '..#subFolders..' subFolders :')
for k,v in pairs(subFolders) do
print('\t'..v)
fs.makeDirectory(targetPath..'/'..v)
end
print('Marked '..#libaries..' libaries :')
for k,v in pairs(libaries) do
print('\t'..v)
end
print('Starting')
for k,v in pairs(binaries) do
local cmd = 'wget -f '..url..'/'..v..' '..targetPath..'/'..v
--print(cmd)
shell.execute(cmd)
end
for k,v in pairs(libaries) do
local cmd = 'wget -f '..url..'/lib/'..v..' '..targetPath..'/lib/'..v
--print(cmd)
shell.execute(cmd)
end
print('finished') |
require "import"
import "android.app.*"
import "android.os.*"
import "android.widget.*"
import "android.view.*"
import 'android.support.*'
import "com.androlua.LuaAdapter"
import "org.w3c.dom.Text"
import "android.view.WindowManager"
import "android.widget.TextView"
import "com.androlua.LuaAdapter"
import "android.widget.ImageView"
import "android.widget.ListView"
import "android.support.v7.widget.*"
import "android.widget.GridLayout"
import "android.support.v4.app.*"
import "com.tencent.smtt.sdk.*"
import "android.widget.PopupMenu"
fltBtncolor='#607D8B'--悬浮窗颜色
fltBtncolor2='#efefef'--悬浮窗图标颜色
color1='#E64A19'--页面一背景颜色
image1='image1.png'--页面一图片路径
title1='软件分享'--页面一标题文字
text1="把我最好的资源都给你"--页面一说明文字
textcolor1='#efefef'--页面一文字颜色
--下面的同上
color2='#E64Aff'
image2='image2.png'
title2='全新主页'
text2="一个新的,更简洁的页面。让你有跟舒畅的体验!"
textcolor2='#00efef'
color3='#E60019'
image3='image3.png'
title3='新版优化'
text3="优化了所有链接需要粘贴的问题,我将调用浏览器打开页面。"
textcolor3='#efef00'
color4='#004A19'
image4='image4.png'
title4='搜索一下'
text4="闲来无事,搜索一下。只搜自己喜欢的!"
textcolor4='#ef00ef'
local viewlayout={
RelativeLayout,
layout_height="match_parent",
layout_width="match_parent",
{
LinearLayout,
id='back',
orientation="vertical",
layout_width="match_parent",
layout_height="match_parent",
{
PageView,
layout_width="match_parent",
id="hd",
layout_height="match_parent",
pages={
{
RelativeLayout,
background=color1,
layout_width="match_parent",
layout_height="match_parent",
{
ImageView,
id='image1',
elevation='2dp',
layout_centerInParent="true",
background='#ffefefef',
src=image1,
layout_width="65%w",
layout_height="115.55%w",
},
{
TextView,
layout_above="image1",
textSize='30sp',
textColor=textcolor1,
text=title1,
gravity='center',
layout_width='match_parent',
layout_height="wrap_content",
padding='10sp',
},
{
TextView,
layout_below="image1",
--textSize='30sp',
textColor=textcolor1,
Alpha='0.87',
text=text1,
gravity='center',
layout_width='match_parent',
layout_height="wrap_content",
padding='5sp',
},
},
{
RelativeLayout,
background=color2,
layout_width="match_parent",
layout_height="match_parent",
{
ImageView,
id='image2',
elevation='2dp',
layout_centerInParent="true",
background='#ffefefef',
src=image2,
layout_width="65%w",
layout_height="115.55%w",
},
{
TextView,
layout_above="image2",
textSize='30sp',
textColor=textcolor2,
text=title2,
gravity='center',
layout_width='match_parent',
layout_height="wrap_content",
padding='10sp',
},
{
TextView,
layout_below="image2",
--textSize='30sp',
textColor=textcolor2,
Alpha='0.87',
text=text2,
gravity='center',
layout_width='match_parent',
layout_height="wrap_content",
padding='5sp',
},
},
{
RelativeLayout,
background=color3,
layout_width="match_parent",
layout_height="match_parent",
{
ImageView,
id='image3',
elevation='2dp',
layout_centerInParent="true",
background='#ffefefef',
src=image3,
layout_width="65%w",
layout_height="115.55%w",
},
{
TextView,
layout_above="image3",
textSize='30sp',
textColor=textcolor3,
text=title3,
gravity='center',
layout_width='match_parent',
layout_height="wrap_content",
padding='10sp',
},
{
TextView,
layout_below="image3",
--textSize='30sp',
textColor=textcolor3,
Alpha='0.87',
text=text3,
gravity='center',
layout_width='match_parent',
layout_height="wrap_content",
padding='5sp',
},
},
{
RelativeLayout,
background=color4,
layout_width="match_parent",
layout_height="match_parent",
{
ImageView,
id='image4',
elevation='2dp',
layout_centerInParent="true",
background='#ffefefef',
src=image4,
layout_width="65%w",
layout_height="115.55%w",
},
{
TextView,
layout_above="image4",
textSize='30sp',
textColor=textcolor4,
text=title4,
gravity='center',
layout_width='match_parent',
layout_height="wrap_content",
padding='10sp',
},
{
TextView,
layout_below="image4",
--textSize='30sp',
textColor=textcolor4,
Alpha='0.87',
text=text4,
gravity='center',
layout_width='match_parent',
layout_height="wrap_content",
padding='5sp',
},
},
},
},
},
{
LinearLayout,
id='tt',
layout_height="56dp",
background="#00000000",
layout_centerHorizontal="true",
layout_alignBottom="back",
layout_width="match_parent",
layout_height="70dp",
gravity='center',
{
LinearLayout;
layout_width="12.5%w";
background="#50000000",
{
TextView;
layout_width="3.125%w";
layout_height="2dp";
background="#FFFFFF",
id="hua",
},
},
},
{
CardView,
id='button',
layout_column='1',
layout_width='60dp',
CardElevation="3dp",
CardBackgroundColor=fltBtncolor,
layout_height='60dp',
Radius='30dp',
layout_alignRight="tt",
layout_alignTop="tt",
layout_marginRight="20dp",
layout_marginTop="-20dp",
{
ImageView,
id='imageview',
src='right.png',
ColorFilter=fltBtncolor2,
layout_width="wrap_content",
layout_height="wrap_content",
layout_gravity="center",
adjustViewBounds='true',
maxWidth='30dp',
maxHeight='30dp',
},
},
}
activity.requestWindowFeature(Window.FEATURE_NO_TITLE)
activity.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN)
activity.setContentView(loadlayout(viewlayout))
local pag=0
local ppg=0
hd.addOnPageChangeListener{
onPageScrolled=function(p,pO,pp)
pag=p
ppg=pO
if pO~=0 then
hua.setX(activity.getWidth()/32*pO+p*activity.getWidth()/32)
end
if (pag==2 and tonumber(pO)>=0.1 or pag==3)then
imageview.setImageBitmap(loadbitmap('true.png'))
else
imageview.setImageBitmap(loadbitmap('right.png'))
end
end,
}
button.onClick=function()
if (pag==2 and tonumber(ppg)>=0.1 or pag==3)then
activity.finish()
end
hd.showPage(pag+1)
pag=pag+1
end |
function HSLToRGB(h,s,l)
local c = s * (1 - math.abs((2 * l) - 1));
local h6 = h * 6;
--local hRem = h6 - math.floor(h6);
local hRem = math.abs((h6 % 2) - 1);
local x = c * (1 - hRem);
local r,g,b = 0,0,0;
if h6 <= 1 then
r=c; g=x; b=0;
elseif h6 <= 2 then
r=x; g=c; b=0;
elseif h6 <= 3 then
r=0; g=c; b=x;
elseif h6 <= 4 then
r=0; g=x; b=c;
elseif h6 <= 5 then
r=x; g=0; b=c;
elseif h6 <= 6 then
r=c; g=0; b=x;
end
local m = l - (c/2);
return r+m,g+m,b+m;
end
|
local status_ok, nvim_tree = pcall(require, "nvim-tree")
if not status_ok then
return
end
local config_status_ok, nvim_tree_config = pcall(require, "nvim-tree.config")
if not config_status_ok then
return
end
local tree_cb = nvim_tree_config.nvim_tree_callback
nvim_tree.setup {
renderer = {
root_folder_modifier = ":t",
icons = {
glyphs = {
default = "",
symlink = "",
folder = {
arrow_open = "",
arrow_closed = "",
default = "",
open = "",
empty = "",
empty_open = "",
symlink = "",
symlink_open = "",
},
git = {
unstaged = "",
staged = "S",
unmerged = "",
renamed = "➜",
untracked = "",
deleted = "",
ignored = "◌",
},
},
},
},
diagnostics = {
enable = true,
show_on_dirs = true,
icons = {
hint = "",
info = "",
warning = "",
error = "",
},
},
view = {
width = 30,
height = 30,
side = "left",
mappings = {
list = {
{ key = { "l", "<CR>", "o" }, cb = tree_cb "edit" },
{ key = "h", cb = tree_cb "close_node" },
{ key = "v", cb = tree_cb "vsplit" },
},
},
},
}
|
object_tangible_tcg_series7_garage_display_vehicles_podracer_anakin = object_tangible_tcg_series7_garage_display_vehicles_shared_podracer_anakin:new {
}
ObjectTemplates:addTemplate(object_tangible_tcg_series7_garage_display_vehicles_podracer_anakin, "object/tangible/tcg/series7/garage_display_vehicles/podracer_anakin.iff") |
--[[
Copyright (C) 2012-2014 Spacebuild Development Team
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
]]
-- Created by IntelliJ IDEA.
-- User: Sam Elmer (Selekton99)
-- Date: 26/11/12
-- Time: 12:45 PM
-- Last Updated :
--
--Contains the Behind the scenes stuff for the menu
net.Receive( "Requesting SBEP Version Info", function (len, ply )
--Send the Table to server
net.Start("Send SV SBEP Info")
net.WriteString(SBEP.Version)
net.Send(ply)
end)
--Precache Net Strings
function CacheNetStrings()
util.AddNetworkString("Send SV SBEP Info")
util.AddNetworkString("Requesting SBEP Version Info")
end
hook.Add( "Initialize" , "Precache Net Strings for SBEP", CacheNetStrings )
|
-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/LandMode/SellTacticalStructure.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
-- * * *
-- * * *
-- * * * *
-- **** * *
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/LandMode/SellTacticalStructure.lua $
--
-- Original Author: Steve_Copeland
--
-- $Author: Andre_Arsenault $
--
-- $Change: 37816 $
--
-- $DateTime: 2006/02/15 15:33:33 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
-- Sell a tactical structure if we no longer want it
-- and the build pad is badly needed for something else.
function Definitions()
Category = "Sell_Tactical_Structure"
TaskForce = {
{
"MainForce"
,"TaskForceRequired"
}
}
structure = nil
end
function MainForce_Thread()
MainForce.Set_As_Goal_System_Removable(false)
structure = Target.Get_Build_Pad_Contents()
if structure then
DebugMessage("%s -- Selling tactical structure: %s.", tostring(Script), tostring(structure))
structure.Sell()
-- Give some time for the open build pad and available funds
-- perceptions to update before letting another sell plan be proposed.
-- Also, just keep the AI from selling too often.
Sleep(60)
end
end
|
describe('stringstrong.startsWith() #search #startsWith', function()
local strongstring
lazy_setup(function()
strongstring = require('src/strongstring')
end)
it('string starts with a given search string', function()
local str = 'Some string to search in.'
local search_str = 'Some'
assert.are.equals(true, strongstring.startsWith(str, search_str))
end)
it('search is case sensitive', function()
local str = 'Some string to search in.'
local search_str = 'some'
assert.are.equals(false, strongstring.startsWith(str, search_str))
end)
it('string does not start with a given search string', function()
local str = 'Some string to search in.'
local search_str = 'a'
assert.are.equals(false, strongstring.startsWith(str, search_str))
end)
it('spaces in search string', function()
local str = 'Some string to search in.'
local search_str = 'Some string'
assert.are.equals(true, strongstring.startsWith(str, search_str))
end)
it('search string not given', function()
local str = 'Some string to search in.'
local search_str = 'Some string'
assert.are.equals(nil, strongstring.startsWith(str))
end)
it('search string is not a string', function()
local str = 'Some string to search in.'
local search_str = 5
assert.are.equals(nil, strongstring.startsWith(str, search_str))
end)
it('string is nil', function()
local search_str = 'Some string'
assert.are.equals(nil, strongstring.startsWith(nil, search_str))
end)
it('string is not string data type', function()
local str = 5
local search_str = 'Some string'
assert.are.equals(nil, strongstring.startsWith(str, search_str))
end)
it('search string contains a special character for regex', function()
local str = '[ciao]'
local search_str = '['
assert.are.equals(true, strongstring.startsWith(str, search_str))
end)
end) |
PLUGIN.name = "Vortigaunt Faction"
PLUGIN.author = "JohnyReaper | Voicelines: sQubany"
PLUGIN.description = "Adds some features for vortigaunts."
ix.util.Include("sh_voices.lua")
ix.config.Add("VortHealMin", 5, "Minimum health value that can be healed by vortigaunt" , nil, {
data = {min = 1, max = 100},
category = "Vortigaunt Healing Swep"
})
ix.config.Add("VortHealMax", 20, "Maximum health value that can be healed by vortigaunt" , nil, {
data = {min = 1, max = 100},
category = "Vortigaunt Healing Swep"
})
-- Fix default vortigaunt animations
ix.anim.vort = {
normal = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_ANGRY},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN},
[ACT_MP_CROUCHWALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK},
["attack"] = ACT_MELEE_ATTACK1
},
melee = {
["attack"] = ACT_MELEE_ATTACK1,
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_ANGRY},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN_AIM},
[ACT_MP_CROUCHWALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK},
},
grenade = {
["attack"] = ACT_MELEE_ATTACK1,
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_ANGRY},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN},
[ACT_MP_CROUCHWALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK}
},
pistol = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, "TCidlecombat"},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
["reload"] = ACT_IDLE,
[ACT_MP_RUN] = {ACT_RUN, "run_all_TC"},
[ACT_MP_CROUCHWALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_WALK] = {ACT_WALK, "Walk_all_TC"}
},
shotgun = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, "TCidlecombat"},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
["reload"] = ACT_IDLE,
[ACT_MP_RUN] = {ACT_RUN, "run_all_TC"},
[ACT_MP_CROUCHWALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_WALK] = {ACT_WALK, "Walk_all_TC"}
},
smg = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, "TCidlecombat"},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
["reload"] = ACT_IDLE,
[ACT_MP_RUN] = {ACT_RUN, "run_all_TC"},
[ACT_MP_CROUCHWALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_WALK] = {ACT_WALK, "Walk_all_TC"}
},
beam = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_ANGRY},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN},
[ACT_MP_CROUCHWALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK},
attack = ACT_GESTURE_RANGE_ATTACK1,
["reload"] = ACT_IDLE,
["glide"] = {ACT_RUN, ACT_RUN}
},
sweep = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, "sweep_idle"},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN},
[ACT_MP_CROUCHWALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_WALK] = {"Walk_all_HoldBroom", "Walk_all_HoldBroom"},
-- attack = "sweep",
},
heal = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN},
[ACT_MP_CROUCHWALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK},
},
glide = ACT_GLIDE
}
//Default vorts
ix.anim.SetModelClass("models/vortigaunt.mdl", "vort")
ix.anim.SetModelClass("models/vortigaunt_slave.mdl", "vort")
ix.anim.SetModelClass("models/vortigaunt_blue.mdl", "vort")
ix.anim.SetModelClass("models/vortigaunt_doctor.mdl", "vort")
//Ozaxi's vortigaunt
ix.anim.SetModelClass("models/vortigaunt_ozaxi.mdl", "vort")
//Better Vortigaunts addon
ix.anim.SetModelClass("models/kw/kw_vortigaunt.mdl", "vort")
ix.anim.SetModelClass("models/kw/vortigaunt_nobgslave.mdl", "vort")
ALWAYS_RAISED["swep_vortigaunt_sweep"] = true
ALWAYS_RAISED["swep_vortigaunt_heal"] = true
local CHAR = ix.meta.character
function CHAR:IsVortigaunt()
local faction = self:GetFaction()
return faction == FACTION_VORTIGAUNT or faction == FACTION_ENSLAVEDVORTIGAUNT
end
function PLUGIN:GetPlayerPainSound(client)
if (client:GetCharacter():IsVortigaunt()) then
local PainVort = {
"vo/npc/vortigaunt/vortigese11.wav",
"vo/npc/vortigaunt/vortigese07.wav",
"vo/npc/vortigaunt/vortigese03.wav",
}
local vort_pain = table.Random(PainVort)
return vort_pain
end
end
function PLUGIN:GetPlayerDeathSound(client)
if (client:GetCharacter():IsVortigaunt()) then
return false
end
end
if CLIENT then
randomVortWords = {"ahglah", "ahhhr", "alla", "allu", "baah", "beh", "bim", "buu", "chaa", "chackt", "churr", "dan", "darr", "dee", "eeya", "ge", "ga", "gaharra",
"gaka", "galih", "gallalam", "gerr", "gog", "gram", "gu", "gunn", "gurrah", "ha", "hallam", "harra", "hen", "hi", "jah", "jurr", "kallah", "keh", "kih",
"kurr", "lalli", "llam", "lih", "ley", "lillmah", "lurh", "mah", "min", "nach", "nahh", "neh", "nohaa", "nuy", "raa", "ruhh", "rum", "saa", "seh", "sennah",
"shaa", "shuu", "surr", "taa", "tan", "tsah", "turr", "uhn", "ula", "vahh", "vech", "veh", "vin", "voo", "vouch", "vurr", "xkah", "xih", "zurr"}
end
ix.chat.Register("Vortigese", {
format = "%s says in vortigese \"%s\"",
GetColor = function(self, speaker, text)
-- If you are looking at the speaker, make it greener to easier identify who is talking.
if (LocalPlayer():GetEyeTrace().Entity == speaker) then
return ix.config.Get("chatListenColor")
end
-- Otherwise, use the normal chat color.
return ix.config.Get("chatColor")
end,
CanHear = ix.config.Get("chatRange", 280),
CanSay = function(self, speaker,text)
if (speaker:GetCharacter():IsVortigaunt()) then
return true
else
speaker:NotifyLocalized("You don't know Vortigese!")
return false
end
end,
OnChatAdd = function(self,speaker, text, anonymous, info)
local color = self:GetColor(speaker, text, info)
local name = anonymous and
L"someone" or hook.Run("GetCharacterName", speaker, chatType) or
(IsValid(speaker) and speaker:Name() or "Console")
if (!LocalPlayer():GetCharacter():IsVortigaunt()) then
local splitedText = string.Split(text, " ")
local vortigese = {}
for k, v in pairs(splitedText) do
local word = table.Random(randomVortWords)
table.insert( vortigese, word )
end
PrintTable(vortigese)
text = table.concat( vortigese, " " )
end
chat.AddText(color, string.format(self.format, name, text))
end,
prefix = {"/v", "/vort"},
description = "Says in vortigaunt language",
indicator = "Vortigesing",
deadCanChat = false
})
|
function uploadAll()
require('getFirstLog')
local first = getFirstLog()
package.loaded['getFirstLog'] = nil
getFirstLog = nil
if (not first) then
require('sleepWifi')
sleepWifi()
package.loaded['sleepWifi'] = nil
sleepWifi = nil
print('No more logs to upload')
first = nil
return
end
print('Unuploaded logs exist...')
require('upload')
upload(first, function(data)
package.loaded['gql'] = nil
package.loaded['upload'] = nil
upload = nil
print('uploaded', node.heap())
require('deleteLogFromDb')
deleteLogFromDb(first)
package.loaded['deleteLogFromDb'] = nil
deleteLogFromDb = nil
print('Uploaded log', sjson.encode(data))
first = nil
data = nil
uploadAll()
end)
package.loaded['upload'] = nil
upload = nil
end |
-----------------------------------
-- Ability: Chocobo jig
-- Increases Movement Speed.
-- Obtained: Dancer Level 55
-- TP Required: 0
-- Recast Time: 1:00
-- Duration: 2:00
-----------------------------------
require("scripts/globals/settings")
require("scripts/globals/status")
-----------------------------------
function onAbilityCheck(player,target,ability)
return 0,0
end
function onUseAbility(player,target,ability)
local baseDuration = 120
local durationMultiplier = 1.0 + utils.clamp(player:getMod(tpz.mod.JIG_DURATION), 0, 50) / 100
local finalDuration = math.floor(baseDuration * durationMultiplier)
player:addStatusEffect(tpz.effect.QUICKENING,20,0,finalDuration)
end |
object_tangible_item_som_blistmok_rug = object_tangible_item_som_shared_blistmok_rug:new {
}
ObjectTemplates:addTemplate(object_tangible_item_som_blistmok_rug, "object/tangible/item/som/blistmok_rug.iff")
|
require "lua/tools"
header("Dna/Dnaa")
local PI = 3.14159265358979323846
local E = 2.7182818284590452354
-- Create a new Dna
local da = Dna()
print(pad("da = Dna()"), da)
-- Add some numbers
da:AddNumber(PI)
da:AddNumber(E)
da:InsertNumber(2, 10.999999999999)
da:AddNumber(PI*PI)
da:AddNumber(E^(1/PI))
print("... after adding some numbers")
print(pad("#da"), #da)
print(pad("da"), da)
print(pad("da:GetParameters()"), da:GetParameters())
-- As array of numbers
print("da:GetDArray()")
tbl(da:GetDArray())
-- Create a new Dnaa
local daa = Dnaa(1)
print(pad("daa = Dnaa(1)"), daa)
local count = 5
for i = 1, count do daa:AddDna(da) end
print("... after " .. count .. " times daa:AddDna(da)")
print(pad("#daa"), #daa)
print(pad("daa"), daa)
for i = 1, count do print(pad("daa:GetDnaCount(" .. i .. ")"), daa:GetDnaCount(i)) end
print(pad("daa:GetNumberCount()"), daa:GetNumberCount())
local da = daa:FlattenToDna()
print("... after da = daa:FlattenToDna()")
print(pad("#da"), #da)
print(pad("da"), da)
local t = da:GetDArray()
print("da:GetDArray():", t)
tbl(t)
local filename = tmpdir .. "/test.daa"
local ok = daa:Write(filename)
print(pad("daa:Write('"..filename.."')"), ok)
daa = Dnaa(filename)
print(pad("daa = Dnaa('"..filename.."')"), daa)
local da = daa:FlattenToDna()
print("... after da = daa:FlattenToDna()")
print(pad("#da"), #da)
print(pad("da"), da)
local t = da:GetIArray()
print("da:GetIArray()", #t, t, tbl(t))
|
local data = {}
data.Dataset = require('onmt.data.Dataset')
data.Batch = require('onmt.data.Batch')
data.Vocabulary = require('onmt.data.Vocabulary')
return data
|
--[[
3p8
Uses: Required for the gamemode to work.
Initializes all the global variables.
Spawns plants
Spawns planets
Spawns cities
cities spawn shops
and teleporters
Todo:
]]
AddCSLuaFile()
ENT.Type = "anim"
ENT.Model = "models/props_combine/breenglobe.mdl"
--need a list of ENT. variables for city/shop positions
--ENT.OasisCityPos = Vector(2373, -802, 0)
--Hillfort Version
ENT.OasisShopPos = Vector(0, 0, 0)
--Edgewood version
--ENT.OasisShopPos = Vector(1097, 3475, 48)
--ENT.BlkLbCityPos = Vector(2533, -959, 0)
ENT.BlkLbShopPos = Vector(-5444, 1544, 92)
ENT.oblcmShopPos = Vector(-3765, 6125, -448)
ENT.wggShopPos = Vector(1188, 7649, -123)
OW_CITY_POS = {
Vector(535, 60, 1488), --OasisCityPos
Vector(958, 571, 1488), --BlkLbCityPos
Vector(100, 604, 1488), --oblcomp
Vector(1029, -348, 1488) --Western GG wgg
}
--ENT.TeleOffset = Vector(0,0,64)
--not really in the overworld OW
OW_CITY_TELE_POS = {
Vector(2454, 900, 128) + Vector(0,0,60), --Oasis
Vector(-5212, 1233, 92) + Vector(0,0,60), --BlkLb
Vector(-4698, 6323, -448) + Vector(0,0,60), --oblcm
Vector(804, 8757, -139) + Vector(0,0,60) --Western GG wgg
}
ENT.sunPos = Vector(0,0,2208)
ENT.Tower1Pos = Vector(309, 624, 1495)
ENT.Tower2Pos = Vector(55, 439, 1495)
--has the following format
--name="what it will show up as in the shop",
--desc="the description of the item in the shop",
--cost=1 --cost of the item in the shop
--pv="models/hunter/misc/sphere025x025.mdl" --the preview model in the shop
--ent="the_ent_name"
--soundSell="ambient/levels/labs/coinslot1.wav" --noise to make when sold
--The array all buyable and sellable items
ENT.ItemList = {
{
name="Coconut",
desc="In some tribal societies the more coconuts you have, the more powerful you are.",
cost=200,
pv="models/hunter/misc/sphere025x025.mdl",
ent="3p8_kookospahkina_puu",
soundSell="ambient/levels/labs/coinslot1.wav"
--softcap=50, --would be used for the shop/villager AI to signal a sell order
},
{
name="Potato",
desc="Might be a beautiful french fry some day.",
cost=200,
pv="models/props_phx/misc/potato.mdl",
ent="3p8_potato_ent",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Potato Head",
desc="Is somebody coming back to life? A new species? Good for science. Thanks.",
cost=1000,
--consider changing pv to a cheaple or something?
pv="models/props_phx/misc/potato.mdl",
ent="3p8_potato_head",
soundSell="vo/eli_lab/al_minefield.wav"
},
{
name="Pizza",
desc="Yea, of course we have it!",
cost=240,
--SET PV
pv="models/props_docks/channelmarker_gib01.mdl",
ent="3p8_pizza",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Log",
desc="Put it in the sawmill to make a wall.",
cost=200,
pv="models/props_docks/channelmarker_gib01.mdl",
ent="micro_item_salainen_puulle",
soundSell="ambient/machines/hydraulic_1.wav"
},
{
name="Rock",
desc="Found all over. Exhaustible though.",
cost=500,
pv="models/props_wasteland/rockgranite03c.mdl",
ent="3p8_rock_s",
soundSell="ambient/machines/hydraulic_1.wav"
},
{
name="Metal",
desc="Refined. Like my humor.",
cost=1000,
pv="models/props_c17/oildrumchunk01a.mdl",
ent="3p8_metal",
soundSell="ambient/materials/platedrop1.wav"
},
{
name="Med Kit",
desc="100 units of HP.",
cost=100,
pv="models/items/healthkit.mdl",
ent="micro_item_medkit",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Armor Kit",
desc="100 units of body armor.",
cost=1000,
pv="models/items/battery.mdl",
ent="micro_item_armorkit",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Pizza Kit",
desc="3 units of pizza to ate. INSTRUCTIONS: Put in oven. Pizza come out. Cool. We love 3p8!",
cost=500,
--SET DAT PV
pv="models/items/battery.mdl",
ent="3p8_pizzakit",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Coconut Collector",
desc="Can carry and preserve 5 coconuts.",
cost=250,
pv="models/props_junk/cardboard_box001a.mdl",
ent="3p8_collector_puu",
soundSell="items/ammocrate_open.wav"
},
{
name="Log Collector",
desc="Can carry and preserve 5 logs.",
cost=250,
pv="models/props_junk/wood_crate002a.mdl",
ent="3p8_collector_puulle",
soundSell="items/ammocrate_open.wav"
},
{
name="Rock Collector",
desc="Can carry and preserve 5 rocks.",
cost=250,
pv="models/props_wasteland/laundry_washer001a.mdl",
ent="3p8_collector_rock",
soundSell="items/ammocrate_open.wav"
},
{
name="Metal Collector",
desc="Can carry and preserve 5 metal pieces.",
cost=250,
pv="models/props_lab/filecabinet02.mdl",
ent="3p8_collector_metal",
soundSell="items/ammocrate_open.wav"
},
{
name="Pizza Box",
desc="Can carry and preserve 3 pizzas!",
cost=100,
pv="models/props_c17/consolebox01a.mdl",
ent="3p8_collector_pizza",
soundSell="items/ammocrate_open.wav"
},
{
name="Collectable Food",
desc="Exotic food that restores health! It's 1 of 11 collectable foods. Collect them all!",
cost=500,
pv="models/slyfo_2/acc_food_meatsandwich.mdl",
ent="micro_item_collectable_food",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Collectable Toy",
desc="A ball, a doll, or something special. Contains 1 of 5. Collect them all!",
cost=1000,
pv="models/props/de_tides/vending_turtle.mdl",
ent="micro_item_collectable_toys",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Collectable Decoration",
desc="Show off loot in your richie-rich spaceship! Contains 1 of 11. Collect them all!",
cost=5000,
pv="models/maxofs2d/gm_painting.mdl",
ent="micro_item_collectable_deco",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Fixer Tool",
desc="Allows you to repair things... like your vehicle!",
cost=10000,
pv="models/weapons/w_toolgun.mdl",
ent="micro_fixer",
soundSell="weapons/physcannon/superphys_small_zap1.wav"
},
{
name="Fixer Fuel",
desc="Reloads 100 units of fixer fuel.",
cost=1000,
pv="models/items/car_battery01.mdl",
ent="micro_item_fixerfuel",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Standard Cannon Shells",
desc="Reloads 200 standard cannon shells.",
cost=1000,
pv="models/items/ar2_grenade.mdl",
ent="micro_item_shell_1",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Hook Cannon Shells",
desc="Reloads 4 hook cannon shells.",
cost=500,
pv="models/props_junk/meathook001a.mdl",
ent="micro_item_shell_2",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Use Cannon Shells",
desc="Reloads 8 use cannon shells.",
cost=500,
pv="models/dav0r/buttons/button.mdl",
ent="micro_item_shell_3",
soundSell="ambient/levels/labs/coinslot1.wav"
},
{
name="Spinny Ball",
desc="Slightly-used ball that has spinny parts in it. Looks cool. Might be useful.",
cost=3000,
pv="models/maxofs2d/hover_rings.mdl",
ent="3p8_hate",
soundSell="ambient/levels/labs/coinslot1.wav"
}
--models/weapons/w_package.mdl --the package from the citizen at the trainstation
}
--controls if the potatos should automatically plant themselves or not.
GLOBAL_potato = 0
GLOBAL_potato_max = 50
--controls if the coconuts should automatically plant themselves or not.
GLOBAL_coconut = 0
GLOBAL_coconut_max = 75
--controls if grass should automatically plant themselves or not.
GLOBAL_grass = 0
GLOBAL_grass_max = 150
function ENT:Initialize()
self.distanceToGround = -68
self.fuckNature = false
self:SetModel(self.Model)
self:SetMaterial("models/effects/splodeglass_sheet") --make invis
self:SetCollisionGroup(COLLISION_GROUP_DEBRIS_TRIGGER) --make nocollide
self:SetModelScale(0.01, 0) --make super small
THREEPATE_ENT_ID = self:EntIndex()
if SERVER then
if !self.fuckNature then
for i = 1,10 do
--print("making coconut again")
newFruit = ents.Create("3p8_kookospahkina_puu")
if ( !IsValid( newFruit ) ) then return end
newFruit:SetPos(self:GetPos() + Vector(math.random(-512,512),math.random(-512,512),128+math.random(0,25)))
--might spawn coconuts off map...
newFruit:Spawn()
newFruit:GetPhysicsObject():Wake()
end
for i = 1,10 do
newFruit = ents.Create("3p8_potato_ent")
if ( !IsValid( newFruit ) ) then return end
newFruit:SetPos(self:GetPos() + Vector(math.random(-512,512),math.random(-512,512),math.random(0,25)))
--might spawn off map...
newFruit:Spawn()
newFruit:GetPhysicsObject():Wake()
end
--for j = -16,16 do
for i = 1,15 do
newFruit = ents.Create("3p8_grass")
if ( !IsValid( newFruit ) ) then return end
newFruit:SetPos(self:GetPos() + Vector(math.random(-512,512),math.random(-512,512),math.random(0,25)))
--might spawn off map...
newFruit:Spawn()
--print(j+self.distanceToGround)
end
--end]]
end
oasis = ents.Create("3p8_ow_city")
if ( !IsValid( oasis ) ) then return end
oasis.CityNum = 1
oasis.CityName = "Paradise Oasis"
oasis.Model = "models/props_lab/cactus.mdl"
oasis:SetNWEntity("ParentEnt", self)
oasis.ParentEnt = oasis:GetNWEntity("ParentEnt", "error")
oasis:SetPos(OW_CITY_POS[oasis.CityNum])
oasis.ShopPos = self.OasisShopPos
oasis.TelePos = OW_CITY_TELE_POS[oasis.CityNum]
--set angles here too
--will set the city's shop stock here
--stock is only used to initialize, otherwise it is just a list of ent names
local oasisStocks = {
{
ent = "3p8_kookospahkina_puu",
stock = 50
},
{
ent = "3p8_potato_ent",
stock = 25
},
{
ent = "3p8_pizza",
stock = 3
},
{
ent = "3p8_metal",
stock = 10
},
{
ent = "micro_item_medkit",
stock = 10
},
{
ent = "micro_item_armorkit",
stock = 10
},
{
ent = "3p8_pizzakit",
stock = 100
},
{
ent = "3p8_collector_puu",
stock = 100
},
{
ent = "3p8_collector_puulle",
stock = 100
},
{
ent = "3p8_collector_rock",
stock = 100
},
{
ent = "3p8_collector_metal",
stock = 100
},
{
ent = "3p8_collector_pizza",
stock = 150
},
{
ent = "micro_item_collectable_food",
stock = 100
},
{
ent = "micro_item_collectable_toys",
stock = 50
},
{
ent = "micro_item_collectable_deco",
stock = 25
},
{
ent = "3p8_hate",
stock = 1
}
}
oasis.StockArray = oasisStocks
oasis:Spawn()
blacklabs = ents.Create("3p8_ow_city")
if ( !IsValid( blacklabs ) ) then return end
blacklabs.CityNum = 2
blacklabs.CityName = "Black Labs"
blacklabs.Model = "models/props_c17/suitcase001a.mdl"
blacklabs:SetNWEntity("ParentEnt", self)
blacklabs.ParentEnt = blacklabs:GetNWEntity("ParentEnt", "error")
blacklabs:SetPos(OW_CITY_POS[blacklabs.CityNum])
blacklabs.ShopPos = self.BlkLbShopPos
blacklabs.TelePos = OW_CITY_TELE_POS[blacklabs.CityNum]
--set angles here too
--will set the city's shop stock here
--stock is only used to initialize, otherwise it is just a list of ent names
local blacklabsStocks = {
{
ent = "3p8_rock_s",
stock = 50
},
{
ent = "3p8_metal",
stock = 15
},
{
ent = "micro_item_medkit",
stock = 100
},
{
ent = "micro_item_armorkit",
stock = 100
},
{
ent = "3p8_collector_rock",
stock = 100
},
{
ent = "3p8_collector_metal",
stock = 100
},
{
ent="micro_item_shell_1",
stock = 10
},
{
ent="micro_fixer",
stock = 50
},
{
ent="micro_item_fixerfuel",
stock = 150
}
}
blacklabs.StockArray = blacklabsStocks
blacklabs:Spawn()
oblcomp = ents.Create("3p8_ow_city")
if ( !IsValid( oblcomp ) ) then return end
oblcomp.CityNum = 3
oblcomp.CityName = "TBD Compound"
oblcomp.Model = "models/props_wasteland/prison_padlock001a.mdl"
oblcomp:SetNWEntity("ParentEnt", self)
oblcomp.ParentEnt = oblcomp:GetNWEntity("ParentEnt", "error")
oblcomp:SetPos(OW_CITY_POS[oblcomp.CityNum])
oblcomp.ShopPos = self.oblcmShopPos
oblcomp.TelePos = OW_CITY_TELE_POS[oblcomp.CityNum]
--set angles here too
--will set the city's shop stock here
--stock is only used to initialize, otherwise it is just a list of ent names
local oblcompStocks = {
{
ent="micro_item_collectable_food",
stock = 150
},
{
ent = "3p8_rock_s",
stock = 10
},
{
ent = "3p8_kookospahkina_puu",
stock = 15
},
{
ent = "3p8_potato_ent",
stock = 25
}
}
oblcomp.StockArray = oblcompStocks
oblcomp:Spawn()
wgg = ents.Create("3p8_ow_city")
if ( !IsValid( wgg ) ) then return end
wgg.CityNum = 4
wgg.CityName = "gg"
wgg.Model = "models/props_combine/breenglobe.mdl"
wgg:SetNWEntity("ParentEnt", self)
wgg.ParentEnt = wgg:GetNWEntity("ParentEnt", "error")
wgg:SetPos(OW_CITY_POS[wgg.CityNum])
wgg.ShopPos = self.wggShopPos
wgg.TelePos = OW_CITY_TELE_POS[wgg.CityNum]
--set angles here too
--will set the city's shop stock here
--stock is only used to initialize, otherwise it is just a list of ent names
local wggStocks = {
{
ent="micro_item_collectable_food",
stock = 5
},
{
ent = "3p8_rock_s",
stock = 1
}
}
wgg.StockArray = wggStocks
wgg:Spawn()
--space
--sun = ents.Create("3p8_sky_sun")
--if ( !IsValid( sun ) ) then return end
--sun:SetPos(self.sunPos)
--sun:Spawn()
--microcosm car
--done in shared.lua
--a tower
tower1 = ents.Create("ow_tower")
if ( !IsValid( tower1 ) ) then return end
tower1:SetPos(self.Tower1Pos)
tower1:SetModel("models/props_c17/lamp001a.mdl")
tower1:SetMaterial("models/props_combine/com_shield001a")
tower1:Spawn()
tower2 = ents.Create("ow_tower")
if ( !IsValid( tower2 ) ) then return end
tower2:SetPos(self.Tower2Pos)
tower2:SetModel("models/props_c17/lamp001a.mdl")
tower2:SetMaterial("models/props_combine/com_shield001a")
tower2:Spawn()
jet1 = ents.Create("ow_jet")
if ( !IsValid( jet1 ) ) then return end
jet1:SetPos(Vector(500, 1200, 2000))
jet1:SetModel("models/xqm/jetbody3.mdl")
jet1.Home = OW_CITY_POS[oblcomp.CityNum]
jet1:Spawn()
jet2 = ents.Create("ow_jet")
if ( !IsValid( jet2 ) ) then return end
jet2:SetPos(Vector(700, 1400, 2200))
jet2:SetModel("models/xqm/jetbody3.mdl")
jet2.Home = OW_CITY_POS[oblcomp.CityNum]
jet2:Spawn()
jet3 = ents.Create("ow_jet")
if ( !IsValid( jet3 ) ) then return end
jet3:SetPos(Vector(900, 1600, 2400))
jet3:SetModel("models/xqm/jetbody3.mdl")
jet3.Home = OW_CITY_POS[oblcomp.CityNum]
jet3:Spawn()
end
end
|
-- credit to atom0s for help with decompiling
-- Decompiled using luadec 2.2 rev: for Lua 5.1 from https://github.com/viruscamp/luadec
return {
AreaEvent = {
[102] = {
[104] = {
{ Msg = "I will surpass you and become the strongest hero!" },
{ Msg = "Haahaha! Then let's try you out!" },
},
[106] = {
{ Msg = "Not bad, four eyes." },
{ Msg = "Mind your language, Bakugo!" },
},
[107] = {
{ Msg = "Too slow, Pink Cheeks." },
{ Msg = 'Don\'t call me "Pink Cheeks"!' },
},
[108] = {
{ Msg = "Hey, don't let it slip this time, icy-hot bastard!" },
{ Msg = "I'm very serious." },
},
[109] = {
{ Msg = "Get out of my way, you trash!" },
{ Msg = "Such a rude thing to say..." },
},
[110] = {
{ Msg = "Why are you following me?!" },
{ Msg = "But I'm lonely all by myself..." },
},
[113] = {
{ Msg = "Don't hold me back, Dumb Hair!" },
{ Msg = "That's what I was going to say!" },
},
[114] = {
{ Msg = "Get out of my way, you trash!" },
{ Msg = "No one will like that, Bakugo." },
},
[116] = {
{ Msg = "Just me is enough! Don't drag me down!" },
{ Msg = "Bakugo, we gotta work together..." },
},
[118] = {
{ Msg = "Hey Earphone Jack-ass, heard anything?" },
{ Msg = 'Not yet.H-Hold on, did you just call me "Earphone Jack-ass"?' },
},
[119] = {
{ Msg = "Don't lump me in with the likes of you!" },
{ Msg = "I thought we could come to an understanding... I was wrong." },
},
[120] = {
{ Msg = "Get out of my way, you trash!" },
{ Msg = "What you said was outrageous, Bakugo!" },
},
[123] = {
{ Msg = "You are the support, bird brain!" },
{ Msg = "I can't agree with that." },
},
[124] = {
{ Msg = "Dammit..." },
{ Msg = "Kacchan, wait for me!" },
},
},
[104] = {
[102] = {
{ Msg = "Don't get too cocky, young Bakugo!" },
{ Msg = "Dammit..." },
},
[106] = {
{ Msg = "Haahaha, pick up the pace, young Iida!" },
{ Msg = "Urgh!" },
},
[107] = {
{ Msg = "Haahaha! I am here!" },
{ Msg = "A-All Might!" },
},
[108] = {
{ Msg = "Is it for surpassing... me...?" },
{ Msg = "......" },
},
[109] = {
{ Msg = "Haahaha! I am here!" },
{ Msg = "The high spirits! How reassuring." },
},
[110] = {
{ Msg = "Class, it's time to show your prowess!" },
{ Msg = "I'm going to make a show of it!" },
},
[113] = {
{ Msg = "Haahaha! I am here!" },
{ Msg = "It's All Might! It'll be so easy!" },
},
[114] = {
{ Msg = "Class, it's time to show your prowess!" },
{ Msg = "Ribbit." },
},
[115] = {
{ Msg = "You're still the same as ever, Aizawa." },
{ Msg = "Same to you." },
},
[116] = {
{ Msg = "Haahaha! Nice work, young Mashirao!" },
{ Msg = "T-Thank you! I'll keep working on it!" },
},
[118] = {
{ Msg = "Be cautious when you're on the move!" },
{ Msg = "Alright, I'll handle the support." },
},
[119] = {
{ Msg = "Shigaraki?! I'll stop you!" },
{ Msg = "Symbol of Peace? I'll kill you!" },
},
[120] = {
{ Msg = "Be cautious when you're on the move!" },
{ Msg = "Look at the cute girls!" },
},
[121] = {
{ Msg = "Haahaha. It's been a while, Endeavor." },
{ Msg = "You can go if you're done saying hello." },
},
[123] = {
{ Msg = "Haahaha! I am here!" },
{ Msg = "Can we catch up with All Might, Dark Shadow?" },
},
[124] = {
{ Msg = "You have become a reliable hero, young Midoriya." },
},
},
[106] = {
[102] = {
{ Msg = "Bakugo, don't take rush in on your own!" },
{ Msg = "Too noisy!" },
},
[104] = {
{ Msg = "I have to try to keep up with All Might." },
{ Msg = "Don't get distracted, young Iida!" },
},
[107] = {
{ Msg = "Is it okay that we split up, Uraraka?" },
{ Msg = "Yeah, no problem at all!" },
},
[108] = {
{ Msg = "Todoroki, let's work together." },
{ Msg = "Sure." },
},
[109] = {
{ Msg = "I'll leave the other side to you, Yaoyorozu." },
{ Msg = "Sure, no problem." },
},
[110] = {
{ Msg = "Be safe with electricity, Kaminari!" },
{ Msg = "I've got it under control!" },
},
[111] = {
{ Msg = "Oh! You're..." },
{ Msg = "......" },
},
[113] = {
{ Msg = "Kirishima, that villain over there!" },
{ Msg = "Yeah! Leave it to me!" },
},
[114] = {
{ Msg = "How are you feeling, Asui?" },
{ Msg = "Not bad." },
},
[115] = {
{ Msg = "That's the prowess of Pro Heroes." },
{ Msg = "Stop looking around." },
},
[116] = {
{ Msg = "Are you keeping up, Mashirao?" },
{ Msg = "I think so..." },
},
[118] = {
{ Msg = "Jiro, can you be our support?" },
{ Msg = "No problem. Don't worry about it." },
},
[119] = {
{ Msg = "It's Shigaraki?! I have to tell the Pro Heroes!" },
{ Msg = "So many brats from U.A. High..." },
},
[120] = {
{ Msg = "Focus, Mineta!" },
{ Msg = "I'm very focused!" },
},
[123] = {
{ Msg = "I'm counting on you, Tokoyami!" },
{ Msg = "Leave it to Dark Shadow and I!" },
},
[124] = {
{ Msg = "Let's work together, Midoriya!" },
{ Msg = "Yes!" },
},
},
[107] = {
[102] = {
{ Msg = "I won't lose to you again, Bakugo!" },
{ Msg = "Come and try me if you have the guts." },
},
[104] = {
{ Msg = "It's All Might... I'm getting nervous." },
{ Msg = "Don't let up yet. Come on!" },
},
[106] = {
{ Msg = "Iida! You are running too fast!" },
},
[108] = {
{ Msg = "Todoroki is so strong!" },
},
[109] = {
{ Msg = "The tea Yaoyorozu made last time was great." },
{ Msg = "How about a drink after this?" },
},
[110] = {
{ Msg = "Something is crackling..." },
{ Msg = "Chill! You'll be fine!" },
},
[113] = {
{ Msg = "Arghhh!! Kirishima shut up!" },
{ Msg = "*War Cry*" },
},
[114] = {
{ Msg = "Tsu, let's work together!" },
{ Msg = "Let's work together. Ribbit." },
},
[115] = {
{ Msg = "Alright, now pay close attention to Mr. Aizawa's moves." },
{ Msg = "Don't get distracted." },
},
[116] = {
{ Msg = "Let's have a duel, Mashirao!" },
{ Msg = "Sure thing! You look ready to fight!" },
},
[118] = {
{ Msg = "I heard Jiro has been working on a new song?" },
{ Msg = "W-What?! How did you find out?" },
},
[119] = {
{ Msg = "Y-You're Shigaraki!" },
{ Msg = "You're that brat I saw with Deku..." },
},
[120] = {
{ Msg = "Stop darting your eyes around, Mineta!" },
{ Msg = "I-I'm keeping an eye on the villains!" },
},
[121] = {
{ Msg = "The fire... It's so hot..." },
},
[123] = {
{ Msg = "Let me assist you, Tokoyami!" },
{ Msg = "Thanks." },
},
[124] = {
{ Msg = "Awesome! I'm on the same team with Deku again!" },
{ Msg = "U-Uraraka!" },
},
},
[108] = {
[102] = {
{ Msg = "Bakugo is in good spirits today." },
{ Msg = "Cut the crap and get behind me, Icy-hot!" },
},
[104] = {
{ Msg = "That's the strongest hero..." },
},
[106] = {
{ Msg = "That was quick." },
{ Msg = "I won't lose when it comes to speed." },
},
[107] = {
{ Msg = "Your support would be appreciated." },
{ Msg = "Nice!" },
},
[109] = {
{ Msg = "You decide the tactics." },
{ Msg = "Leave it to me!" },
},
[110] = {
{ Msg = "I can leave it to you over there." },
{ Msg = "No problem at all!" },
},
[111] = {
{ Msg = "......" },
{ Msg = "You're the..." },
},
[113] = {
{ Msg = "I can leave it to you over there." },
{ Msg = "Don't worry about it!" },
},
[114] = {
{ Msg = "I can leave it to you over there." },
{ Msg = "Ribbit." },
},
[115] = {
{ Msg = "Mr. Aizawa..." },
{ Msg = "Show me what you got." },
},
[116] = {
{ Msg = "Let's split up." },
{ Msg = "Alright, good luck then!" },
},
[118] = {
{ Msg = "Your support would be appreciated." },
{ Msg = "Leave it to me!" },
},
[119] = {
{ Msg = "Shigaraki..." },
{ Msg = "Endeavor's little brat..." },
},
[123] = {
{ Msg = "I can leave it to you over there." },
{ Msg = "Of course." },
},
[124] = {
{ Msg = "Can we work together well?" },
{ Msg = "Yeah! I'll try!" },
},
},
[109] = {
[102] = {
{ Msg = "Bakugo, what areΓÇ\148" },
{ Msg = "Cut the crap, Ponytail!" },
},
[104] = {
{ Msg = "That's the No. 1 Pro Hero..." },
},
[106] = {
{ Msg = "Iida, the rest is up to you!" },
{ Msg = "You can count on me!" },
},
[107] = {
{ Msg = "Do you want some candy, Uraraka?" },
{ Msg = "Yes! Thank you, Yaoyorozu!" },
},
[108] = {
{ Msg = "I'm counting on you, Todoroki!" },
{ Msg = "Sure." },
},
[110] = {
{ Msg = "May I help you with anything, Kaminari?" },
{ Msg = "Keep an eye on the cute girls for me!" },
},
[113] = {
{ Msg = "Will I get stronger too if I shout like Kirishima?" },
{ Msg = "Yeah for sure!" },
},
[114] = {
{ Msg = "Why don't we hang out at my place after this?" },
{ Msg = "Okay, join Jiro and the others." },
},
[115] = {
{ Msg = "Mr. Aizawa, I..." },
{ Msg = "Be confident." },
},
[116] = {
{ Msg = "Let's work together, Mashirao." },
{ Msg = "Yeah, let's do our best." },
},
[118] = {
{ Msg = "Was Jiro practicing last night, too?" },
{ Msg = "Did I disturb you? I-I'm sorry!" },
},
[119] = {
{ Msg = "Shigaraki! Why is he here?!" },
{ Msg = "Another brat from U.A. High..." },
},
[120] = {
{ Msg = "Where are you looking at, Mineta?" },
{ Msg = "Y-Yaoyorozu!" },
},
[123] = {
{ Msg = "Please take care of the villains over there, Tokoyami." },
{ Msg = "Leave it to Dark Shadow and I!" },
},
[124] = {
{ Msg = "Midoriya, let me know if you need help." },
{ Msg = "Okay, thanks a lot!" },
},
},
[110] = {
[102] = {
{ Msg = "Bakugo! Which side do you want to go?" },
{ Msg = "Quit following me! What are you? Gum?!" },
},
[104] = {
{ Msg = "It's All Might... I'm a bit nervous." },
},
[106] = {
{ Msg = "C'mon Iida, why the long face?" },
{ Msg = "Kaminari, be serious!" },
},
[107] = {
{ Msg = "So how about some coffee after this Uraraka?" },
{ Msg = "No thanks, I have a date with Yaoyorozu and others." },
},
[108] = {
{ Msg = "I'm as attractive as Todoroki, right?" },
{ Msg = "...?" },
},
[109] = {
{ Msg = "Yaoyorozu is a beautiful and powerful girl." },
{ Msg = "Thanks, but let's deal with the villains first." },
},
[113] = {
{ Msg = "Kirishima! Let's make it a contest!" },
{ Msg = "Not a bad idea! I'm not going to lose!" },
},
[114] = {
{ Msg = "Asui, the other side is all yours!" },
{ Msg = "Ribbit!" },
},
[115] = {
{ Msg = "So that's how good Mr. Aizawa can fight..." },
{ Msg = "Stop looking around." },
},
[116] = {
{ Msg = "Wanna grab a bite later?" },
{ Msg = "That sounds good." },
},
[118] = {
{ Msg = "We are on the same team again, Jiro!" },
{ Msg = "Don't drop the ball on this." },
},
[119] = {
{ Msg = "T-That guy looks dangerous..." },
{ Msg = "So many brats from U.A. High..." },
},
[120] = {
{ Msg = "You found any cute girls around?" },
{ Msg = "No, but I saw a super hot villain over there!" },
},
[123] = {
{ Msg = "Would Dark Shadow be affected by the electric light?" },
{ Msg = "It's no big deal. Don't worry about it." },
},
[124] = {
{ Msg = "Hey Midoriya, watch out for my moves!" },
{ Msg = "You should be careful not to hurt the others!" },
},
},
[111] = {
[104] = {
{ Msg = "Only All Might is the worthy..." },
},
[106] = {
{ Msg = "Oh? You're the..." },
{ Msg = "ΓÇ\148!" },
},
[108] = {
{ Msg = "Oh? You're the..." },
{ Msg = "......" },
},
[119] = {
{ Msg = "We may have the same mission, but you're missing convictions..." },
{ Msg = "You talk too much..." },
},
[121] = {
{ Msg = "Fake heroes..." },
},
[124] = {
{ Msg = "Oh? You're the..." },
{ Msg = "......" },
},
},
[113] = {
[102] = {
{ Msg = "Hey, Bakugo, what's with that scary face?" },
{ Msg = "What do you care?!" },
},
[104] = {
{ Msg = "That's the strongest hero... So much power!" },
},
[106] = {
{ Msg = "Wow! Iida's speed is incredible!!" },
{ Msg = "Keep up with me, Kirishima!" },
},
[107] = {
{ Msg = "Uraraka? You okay? You don't seem to well." },
{ Msg = "N-No, it's fine!" },
},
[108] = {
{ Msg = "Wow! That's so cool, Todoroki!!" },
},
[109] = {
{ Msg = "Yaoyorozu's Quirk is really handy." },
{ Msg = "Kirishima is pretty strong too." },
},
[110] = {
{ Msg = "Kaminari! Have you seen Bakugo?" },
{ Msg = "Nope." },
},
[114] = {
{ Msg = "Asui, I'll leave the other side to you!" },
{ Msg = "Ribbit!" },
},
[115] = {
{ Msg = "Mr. Aizawa is also here... I'm getting nervous." },
{ Msg = "Show me what you got." },
},
[116] = {
{ Msg = "Nice work, Mashirao!" },
{ Msg = "Thanks!" },
},
[118] = {
{ Msg = "Your support would be appreciated, Jiro!" },
{ Msg = "Leave it to me!" },
},
[119] = {
{ Msg = "Why is there a villain here?!" },
{ Msg = "So many brats from U.A. High..." },
},
[120] = {
{ Msg = "Mineta! Mineta? Can you hear me?" },
{ Msg = "Oh no...!" },
},
[123] = {
{ Msg = "Tokoyami, the rest is up to you!" },
{ Msg = "Leave it to Dark Shadow and I!" },
},
[124] = {
{ Msg = "Wow! That's awesome, Midoriya!" },
{ Msg = "You're not bad, Kirishima!" },
},
},
[114] = {
[102] = {
{ Msg = "Bakugo's face looks just like those villains." },
{ Msg = "Cut the crap! You talk too much!" },
},
[104] = {
{ Msg = "I must keep up with All Might." },
},
[106] = {
{ Msg = "I know our class rep can handle it." },
{ Msg = "Okay, leave it to me." },
},
[107] = {
{ Msg = "What is Ochaco thinking about?" },
{ Msg = "Dessert... No, now is not the time to think about that!" },
},
[108] = {
{ Msg = "Todoroki is very strong." },
{ Msg = "......" },
},
[109] = {
{ Msg = "Yaoyorozu's presence is reassuring." },
{ Msg = "Let's work together!" },
},
[110] = {
{ Msg = "Hey Kaminari, mind charging my phone?" },
{ Msg = "I guess it's fine..." },
},
[113] = {
{ Msg = "Don't Kirishima get a sore throat from all that yelling?" },
},
[115] = {
{ Msg = "So this is Mr. Aizawa's power..." },
{ Msg = "Show me what you got." },
},
[116] = {
{ Msg = "Mashirao, you always seem focused." },
{ Msg = "Thank you." },
},
[118] = {
{ Msg = "Jiro is really always working hard." },
{ Msg = "W-Why did you say that all of a sudden?" },
},
[123] = {
{ Msg = "We are on the same team again, Tokoyami, Dark Shadow!" },
{ Msg = "Okay, get it done quickly." },
},
[124] = {
{ Msg = 'I told you to call me "Tsu."' },
{ Msg = "T-Tsu..." },
},
},
[115] = {
[102] = {
{ Msg = "Bakugo, try not to be too impulsive." },
{ Msg = "... Yes..." },
},
[104] = {
{ Msg = "All Might... You haven't changed at all." },
{ Msg = "Haahaha, you're pretty much the same, Aizawa." },
},
[106] = {
{ Msg = "Hey class rep, keep it up!" },
{ Msg = "Yes!" },
},
[107] = {
{ Msg = "Show your potential as a hero." },
{ Msg = "Nice!" },
},
[108] = {
{ Msg = "Show your potential as a hero." },
{ Msg = "Yes." },
},
[109] = {
{ Msg = "You should be more confident in yourself this time." },
{ Msg = "Yes! I'll try!" },
},
[110] = {
{ Msg = "Be rational when overcoming the challenges." },
{ Msg = "Bring it on, villains!" },
},
[113] = {
{ Msg = "Be rational when overcoming the challenges." },
{ Msg = "Yeah! The heat is on!" },
},
[114] = {
{ Msg = "Show your potential as a hero." },
{ Msg = "Ribbit!" },
},
[116] = {
{ Msg = "Show your potential as a hero." },
{ Msg = "Yessir, Mr. Aizawa!" },
},
[118] = {
{ Msg = "Be rational when overcoming the challenges." },
{ Msg = "Yes!" },
},
[119] = {
{ Msg = "I won't let you lay a finger on my students!" },
{ Msg = "How nice, Eraser Head. This will be your last moment..." },
},
[120] = {
{ Msg = "Be rational when overcoming the challenges." },
{ Msg = "Oh!" },
},
[123] = {
{ Msg = "Be rational when overcoming the challenges." },
{ Msg = "Too easy for me." },
},
[124] = {
{ Msg = "Show your potential as a hero." },
{ Msg = "Y-Yes!" },
},
},
[116] = {
[102] = {
{ Msg = "Working with Bakugo, huh?" },
{ Msg = "Don't be a drag on me!" },
},
[104] = {
{ Msg = "So this is the No. 1 Hero..." },
},
[106] = {
{ Msg = "Iida's hard to keep up with..." },
{ Msg = "Nice one! Mashirao!" },
},
[107] = {
{ Msg = "Uraraka, let's do our best!" },
{ Msg = "Alright! Let's do our best!" },
},
[108] = {
{ Msg = "You're good at everything, Shoto." },
},
[109] = {
{ Msg = "It's up to you, Yaoyorozu." },
{ Msg = "Leave it to me." },
},
[110] = {
{ Msg = "You got this, Kaminari?" },
{ Msg = "You bet! I got this!" },
},
[113] = {
{ Msg = "Nice to work with you, Kirishima." },
{ Msg = "Oh! You too, Mashirao!" },
},
[114] = {
{ Msg = "You're pretty agile, Asui." },
{ Msg = "You're not bad either, ribbit." },
},
[115] = {
{ Msg = "So this is Mr. Aizawa's power..." },
{ Msg = "Show me what you got." },
},
[118] = {
{ Msg = "Heard anything from the villains?" },
{ Msg = "Nothing yet, for now." },
},
[120] = {
{ Msg = "Mineta, you shouldn't stare at the girls like that..." },
{ Msg = "E-Enough!" },
},
[121] = {
{ Msg = "So this is what a Pro Hero is like..." },
},
[123] = {
{ Msg = "Tokoyami, I'm counting on you!" },
{ Msg = "A pleasure to work with you." },
},
[124] = {
{ Msg = "Deku, your Quirk is pretty strong!" },
{ Msg = "Oh! H-Hahaha..." },
},
},
[118] = {
[102] = {
{ Msg = "Bakugo, the other side is all yours." },
{ Msg = "I'll blast them away!" },
},
[104] = {
{ Msg = "It's All Might... I'm getting a little nervous." },
{ Msg = "Stay focused and don't underestimate the villains!" },
},
[106] = {
{ Msg = "Iida, I'll go this way!" },
{ Msg = "No problem. I'll take care of the other side." },
},
[107] = {
{ Msg = "Is everything alright, Ochaco?" },
{ Msg = "Yeah, no problem at all!" },
},
[108] = {
{ Msg = "Todoroki, I'll leave it to you here." },
{ Msg = "Sure." },
},
[109] = {
{ Msg = "I'm getting a bit tired..." },
{ Msg = "Let's have some tea after this." },
},
[110] = {
{ Msg = "Here's the head-up; don't drop the ball on this." },
{ Msg = "You can trust me a little more!" },
},
[113] = {
{ Msg = "I'm here to help you, Kirishima!" },
{ Msg = "Thanks!" },
},
[114] = {
{ Msg = "I'm heading over there now, Tsu!" },
{ Msg = "Okay, I'll catch up with you later." },
},
[115] = {
{ Msg = "That's Mr. Aizawa's prowess..." },
},
[116] = {
{ Msg = "The villains should be over there." },
{ Msg = "Alright, let's go." },
},
[120] = {
{ Msg = "Damn..." },
{ Msg = "What's with that tone?!" },
},
[121] = {
{ Msg = "So that's the No. 2 Hero..." },
},
[123] = {
{ Msg = "Can you do me a favor, Tokoyami?" },
{ Msg = "Whatever you wish." },
},
[124] = {
{ Msg = "Midoriya, let me support you!" },
{ Msg = "Okay, I'll leave it to you!" },
},
},
[119] = {
[102] = {
{ Msg = "I thought we could come to an understanding... I was wrong." },
{ Msg = "I won't even lie about something I don't want to do!" },
},
[104] = {
{ Msg = "Let's create a world without All Might..." },
{ Msg = "Shigaraki?! I'll stop you!" },
},
[106] = {
{ Msg = "So many brats from U.A. High..." },
{ Msg = "It's Shigaraki?! I have to tell the Pro Heroes!" },
},
[107] = {
{ Msg = "You're that brat I saw with Deku..." },
{ Msg = "What? Shigaraki? How are you here?" },
},
[108] = {
{ Msg = "Endeavor's little brat..." },
{ Msg = "Tsk..." },
},
[109] = {
{ Msg = "Another brat from U.A. High..." },
{ Msg = "Why is there a villain here?" },
},
[110] = {
{ Msg = "So many brats from U.A. High..." },
{ Msg = "Woah! A villain!" },
},
[111] = {
{ Msg = "You are but a stepping stones for me..." },
{ Msg = "Don't you have real convictions?" },
},
[113] = {
{ Msg = "So many brats from U.A. High..." },
{ Msg = "Get away from us!" },
},
[115] = {
{ Msg = "Don't try so hard, Eraser Head..." },
{ Msg = "I won't let you touch my students..." },
},
[124] = {
{ Msg = "Why are you here?" },
{ Msg = "Shigaraki... I won't let you escape...!" },
},
},
[120] = {
[102] = {
{ Msg = "Can't tell who's scarier, Bakugo or the villains..." },
{ Msg = "You there! Shut it!" },
},
[104] = {
{ Msg = "It's probably safer to follow All Might..." },
},
[106] = {
{ Msg = "Class rep! You gotta help others like me!" },
{ Msg = "Can't Mineta keep up?" },
},
[107] = {
{ Msg = "You'll protect me, right, Uraraka?" },
{ Msg = "Why are you even enrolled in U.A. High...?" },
},
[108] = {
{ Msg = "Dammit! I want to be as cool as Todoroki..." },
},
[109] = {
{ Msg = "Yaoyorozu! Please let meΓÇ\148" },
{ Msg = "I can't agree with that." },
},
[110] = {
{ Msg = "Kaminari, did you see any cute girls around?" },
{ Msg = "You are not scared anymore, huh?" },
},
[113] = {
{ Msg = "Why Kirishima can be so brave?" },
{ Msg = "Join me in the path of manliness, Mineta!" },
},
[114] = {
{ Msg = "That body is too much for a frog..." },
{ Msg = "Better think before you speak, Mineta." },
},
[115] = {
{ Msg = "It's probably safer to follow Mr. Aizawa..." },
{ Msg = "Remember your duty as heroes." },
},
[116] = {
{ Msg = "I want to go watch Mt. Lady's interview..." },
{ Msg = "Concentrate, Mineta!" },
},
[118] = {
{ Msg = "Jiro's giving me the stares again..." },
{ Msg = "Cut the crap and deal with the villains." },
},
[121] = {
{ Msg = "It's probably safer to follow Endeavor..." },
{ Msg = "... Huh?" },
},
[123] = {
{ Msg = "Found him!" },
{ Msg = "......" },
},
[124] = {
{ Msg = "D-Don't leave me behind!!" },
{ Msg = "Calm down, Mineta. We won't leave you behind!" },
},
},
[121] = {
[102] = {
{ Msg = "You are strong, but not as good as Shoto." },
{ Msg = "What?!" },
},
[104] = {
{ Msg = "I will surpass you one day." },
{ Msg = "I'm looking forward to it, young Shoto!" },
},
[108] = {
{ Msg = "Shoto, show me your strength!" },
{ Msg = "......" },
},
[116] = {
{ Msg = "A classmate of Shoto's? That's all you got?" },
{ Msg = "(I should keep quiet...)" },
},
[124] = {
{ Msg = "Your Quirk is a lot like that of All Might..." },
{ Msg = "I-Is that so?" },
},
},
[123] = {
[102] = {
{ Msg = "Let's split up, Bakugo." },
{ Msg = "That's what I want!" },
},
[104] = {
{ Msg = "So that's All Might's prowess." },
{ Msg = "Stay focused and don't underestimate the villains!" },
},
[106] = {
{ Msg = "Iida, I'll go over there." },
{ Msg = "Alright, I'll leave it to you!" },
},
[107] = {
{ Msg = "I hope you got my back, Uraraka." },
{ Msg = "Roger!" },
},
[108] = {
{ Msg = "I need to stay away from Todoroki when he uses fire..." },
},
[109] = {
{ Msg = "Yaoyorozu, can you do me a favor?" },
{ Msg = "No problem!" },
},
[110] = {
{ Msg = "Electric light... It's not too bad." },
{ Msg = "Huh? Did I hit you?" },
},
[113] = {
{ Msg = "Kirishima, let's split up." },
{ Msg = "Yeah, no problem!" },
},
[114] = {
{ Msg = "Do you have any ideas, Asui?" },
{ Msg = "If we can work together..." },
},
[115] = {
{ Msg = "Look carefully at Mr. Aizawa's movement..." },
},
[116] = {
{ Msg = "Let's get to work." },
{ Msg = "Yup, I'll do my best." },
},
[118] = {
{ Msg = "Jiro, have you heard anything?" },
{ Msg = "Oh... Let me check again." },
},
[120] = {
{ Msg = "Stop hiding behind Dark Shadow, Mineta." },
{ Msg = "*Crying*" },
},
[124] = {
{ Msg = "Midoriya, I'll go over there." },
{ Msg = "Then I'll take care of this side!" },
},
},
[124] = {
[102] = {
{ Msg = "L-Let's do our best, Kacchan!" },
{ Msg = "Shut it, Deku." },
},
[104] = {
{ Msg = "Gotta do my best in front of All Might!" },
},
[106] = {
{ Msg = "We are on the same side again, Iida!" },
{ Msg = "Let's defeat the villains together this time too!" },
},
[107] = {
{ Msg = "Is everything alright, Uraraka?" },
{ Msg = "No problem at all!" },
},
[108] = {
{ Msg = "Todoroki, I'll leave it to you over there!" },
{ Msg = "Sure." },
},
[109] = {
{ Msg = "Yaoyorozu is really reliable." },
{ Msg = "Midoriya, don't get distracted." },
},
[110] = {
{ Msg = "Is that buzzing sound from you, Kaminari?" },
{ Msg = "How about that? Pretty cool, huh?" },
},
[111] = {
{ Msg = "You're..." },
{ Msg = "... Humph." },
},
[113] = {
{ Msg = "Kirishima is in high spirits!" },
{ Msg = "*Roar*" },
},
[114] = {
{ Msg = "Thanks for the support! Asu... I mean, T-Tsu..." },
{ Msg = "Just stick to whatever you are used to." },
},
[115] = {
{ Msg = "Mr. Aizawa can really fight!" },
},
[116] = {
{ Msg = "Your tail looks pretty nifty!" },
{ Msg = "Thanks, although sometimes it can be an issue..." },
},
[118] = {
{ Msg = "Have you heard anything, Jiro?" },
{ Msg = "Unfortunately, nothing particularly useful." },
},
[119] = {
{ Msg = "Shigaraki... Why are you here?!" },
{ Msg = "Unpleasant kid..." },
},
[120] = {
{ Msg = "Don't just focus on the female villains, Mineta!" },
{ Msg = "Ha... Hahaha..." },
},
[121] = {
{ Msg = "That's the No. 2 Hero, Endeavor..." },
},
[123] = {
{ Msg = "What is Tokoyami muttering about? I can't hear him..." },
{ Msg = "... Hey! Don't eavesdrop!" },
},
},
},
ConstCfg = {
AREAEVENT_AOIAREA = 17,
AREAEVENT_STOP_DELAY = 0.3,
KEEP_SHOWMSG_TIME = 0.8,
SHOW_SPACE_TIME = 1,
TRIGGER_CD_TIME = 10,
TRIGGER_MAX_HEIGHT = 140,
TRIGGER_SPACE_TIME = 10,
},
RoleCfg = {
[102] = { HeroCId = 102, IconName = "新情景对话英雄头像_爆豪" },
[104] = {
HeroCId = 104,
IconName = "新情景对话英雄头像_欧尔麦特",
},
[106] = { HeroCId = 106, IconName = "新情景对话英雄头像_饭田" },
[107] = {
HeroCId = 107,
IconName = "µû░µâàµÖ»σ»╣Φ»¥Φï▒Θ¢äσñ┤σâÅ_σ╛íΦî╢σ¡\144",
},
[108] = { HeroCId = 108, IconName = "µû░µâàµÖ»σ»╣Φ»¥Φï▒Θ¢äσñ┤σâÅ_Φ╜\176" },
[109] = {
HeroCId = 109,
IconName = "µû░µâàµÖ»σ»╣Φ»¥Φï▒Θ¢äσñ┤σâÅ_σà½τÖ╛Σ╕\135",
},
[110] = {
HeroCId = 110,
IconName = "新情景对话英雄头像_上鸣电气",
},
[111] = {
HeroCId = 111,
IconName = "µû░µâàµÖ»σ»╣Φ»¥Φï▒Θ¢äσñ┤σâÅ_µû»σ¥ªσ¢\160",
},
[113] = { HeroCId = 113, IconName = "新情景对话英雄头像_切岛" },
[114] = { HeroCId = 114, IconName = "新情景对话英雄头像_蛙吹" },
[115] = { HeroCId = 115, IconName = "新情景对话英雄头像_相泽" },
[116] = { HeroCId = 116, IconName = "新情景对话英雄头像_尾白" },
[118] = { HeroCId = 118, IconName = "新情景对话英雄头像_耳郎" },
[119] = {
HeroCId = 119,
IconName = "µû░µâàµÖ»σ»╣Φ»¥Φï▒Θ¢äσñ┤σâÅ_µ¡╗µƒäµ£\168",
},
[120] = { HeroCId = 120, IconName = "新情景对话英雄头像_葡萄" },
[121] = {
HeroCId = 121,
IconName = "µû░µâàµÖ»σ»╣Φ»¥Φï▒Θ¢äσñ┤σâÅ_σ«ëσ╛╖τô\166",
},
[123] = { HeroCId = 123, IconName = "新情景对话英雄头像_常暗" },
[124] = { HeroCId = 124, IconName = "新情景对话英雄头像_绿谷" },
},
}
|
-- Prosody IM
-- Copyright (C) 2008-2010 Matthew Wild
-- Copyright (C) 2008-2010 Waqas Hussain
--
-- This project is MIT/X11 licensed. Please see the
-- COPYING file in the source package for more information.
--
local usermanager = require "core.usermanager";
local new_sasl = require "util.sasl".new;
local log = module._log;
local host = module.host;
local accounts = module:open_store("accounts");
-- define auth provider
local provider = {};
function provider.test_password(username, password)
log("debug", "test password for user '%s'", username);
local credentials = accounts:get(username) or {};
if password == credentials.password then
return true;
else
return nil, "Auth failed. Invalid username or password.";
end
end
function provider.get_password(username)
log("debug", "get_password for username '%s'", username);
return (accounts:get(username) or {}).password;
end
function provider.set_password(username, password)
log("debug", "set_password for username '%s'", username);
local account = accounts:get(username);
if account then
account.password = password;
return accounts:set(username, account);
end
return nil, "Account not available.";
end
function provider.user_exists(username)
local account = accounts:get(username);
if not account then
log("debug", "account not found for username '%s'", username);
return nil, "Auth failed. Invalid username";
end
return true;
end
function provider.users()
return accounts:users();
end
function provider.create_user(username, password)
return accounts:set(username, {password = password});
end
function provider.delete_user(username)
return accounts:set(username, nil);
end
function provider.get_sasl_handler()
local getpass_authentication_profile = {
plain = function(_, username, realm)
local password = usermanager.get_password(username, realm);
if not password then
return "", nil;
end
return password, true;
end
};
return new_sasl(host, getpass_authentication_profile);
end
module:provides("auth", provider);
|
local Dungeon_PATH =({...})[1]:gsub("[%.\\/]dungeon$", "") .. '/'
local class =require (Dungeon_PATH .. 'vendor/30log')
local Dungeon = ROT.Map:extends { _rooms, _corridors }
function Dungeon:__init(width, height)
Dungeon.super.__init(self, width, height)
self._rooms ={}
self._corridors={}
end
function Dungeon:getRooms() return self._rooms end
function Dungeon:getCorridors() return self._corridors end
return Dungeon
|
local cachedGamemodeList
local recacheInterval = 5000 --ms
local lastRecacheTime = 0
function getCachedGamemodeList()
if getTickCount() - lastRecacheTime > recacheInterval then
cachedGamemodeList = getGamemodes()
lastRecacheTime = getTickCount()
end
return cachedGamemodeList
end
|
DarkRP.storeJailPos = DarkRP.stub{
name = "storeJailPos",
description = "Store a jailposition from a player's location.",
parameters = {
{
name = "ply",
description = "The player of whom to get the location.",
type = "Player",
optional = false
},
{
name = "addingPos",
description = "Whether to reset all jailpositions and to create a new one here or to add it to the existing jailpos.",
type = "boolean",
optional = true
}
},
returns = {
},
metatable = DarkRP
}
DarkRP.setJailPos = DarkRP.stub{
name = "setJailPos",
description = "Remove all jail positions in this map and create a new one. To add a jailpos without removing previous ones use DarkRP.addJailPos. This jail position will be saved in the database.",
parameters = {
{
name = "pos",
description = "The position to set as jailpos.",
type = "Vector",
optional = false
}
},
returns = {
},
metatable = DarkRP
}
DarkRP.addJailPos = DarkRP.stub{
name = "addJailPos",
description = "Add a jail position to the map. This jail position will be saved in the database.",
parameters = {
{
name = "pos",
description = "The position to add as jailpos.",
type = "Vector",
optional = false
}
},
returns = {
},
metatable = DarkRP
}
DarkRP.retrieveJailPos = DarkRP.stub{
name = "retrieveJailPos",
description = "Retrieve a jail position.",
parameters = {
},
returns = {
{
name = "pos",
description = "A random jail position.",
type = "Vector"
}
},
metatable = DarkRP
}
DarkRP.jailPosCount = DarkRP.stub{
name = "jailPosCount",
description = "The amount of jail positions in the current map.",
parameters = {
},
returns = {
{
name = "count",
description = "The amount of jail positions in the current map.",
type = "number"
}
},
metatable = DarkRP
}
DarkRP.storeTeamSpawnPos = DarkRP.stub{
name = "storeTeamSpawnPos",
description = "Store a spawn position of a job in the database (replaces all other spawn positions).",
parameters = {
{
name = "team",
description = "The job to store the spawn position of.",
type = "number",
optional = false
},
{
name = "pos",
description = "The position to store.",
type = "Vector",
optional = false
}
},
returns = {
},
metatable = DarkRP
}
DarkRP.addTeamSpawnPos = DarkRP.stub{
name = "addTeamSpawnPos",
description = "Add a spawn position to the database. The position will not replace other spawn positions.",
parameters = {
{
name = "team",
description = "The job to store the spawn position of.",
type = "number",
optional = false
},
{
name = "pos",
description = "The position to store.",
type = "Vector",
optional = false
}
},
returns = {
},
metatable = DarkRP
}
DarkRP.removeTeamSpawnPos = DarkRP.stub{
name = "removeTeamSpawnPos",
description = "Remove a single spawn position.",
parameters = {
{
name = "team",
description = "The job to remove the spawn position of.",
type = "number",
optional = false
},
{
name = "pos",
description = "The position to remove.",
type = "Vector",
optional = false
}
},
returns = {
},
metatable = DarkRP
}
DarkRP.retrieveTeamSpawnPos = DarkRP.stub{
name = "retrieveTeamSpawnPos",
description = "Retrieve a random spawn position for a job.",
parameters = {
{
name = "team",
description = "The job to get a spawn position for.",
type = "number",
optional = false
}
},
returns = {
{
name = "pos",
description = "A nice spawn position.",
type = "Vector"
}
},
metatable = DarkRP
}
|
function Vocation.getBase(self)
local base = self
while base:getDemotion() do
base = base:getDemotion()
end
return base
end
|
Core = nil
CreateThread(function()
while Core == nil do
TriggerEvent('RLCore:GetObject', function(obj) Core = obj end)
Wait(0)
end
while not Core.Functions.GetPlayerData().job do Wait(0) end
TriggerServerEvent('bb-banking:server:setNui')
end)
local createdBlips = {}
isPopup = false
isATMPopup = false
BBBankingCore['functions'] = {
CreateBlips = function()
for k, v in pairs(BBBankingCore['config']['banks']) do
local newBlip = AddBlipForCoord(tonumber(v.x), tonumber(v.y), tonumber(v.z))
SetBlipSprite(newBlip, BBBankingCore['config']['blip']['blipType'])
SetBlipDisplay(newBlip, 4)
SetBlipScale(newBlip, BBBankingCore['config']['blip']['blipScale'])
SetBlipColour(newBlip, BBBankingCore['config']['blip']['blipColor'])
SetBlipAsShortRange(newBlip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(BBBankingCore['config']['blip']['blipName'])
EndTextCommandSetBlipName(newBlip)
table.insert(createdBlips, newBlip)
end
return true
end,
DeleteBlips = function()
for k, v in pairs(createdBlips) do
RemoveBlip(v)
end
createdBlips = {}
return true
end,
GetClosestBank = function(pos)
local closestBank, closestDst = 0, 999999.9
for k, v in pairs(BBBankingCore['config']['banks']) do
local dst = #(pos - v)
if dst < closestDst then
closestDst, closestBank = dst, k
end
end
return closestBank, closestDst
end,
OpenNui = function(message, cb)
Core.Functions.TriggerCallback('bb-banking:server:getPlayerData', function(playerData, atmCards, nui)
while not playerData do Wait(0) end
SetNuiFocus(true, true)
SendNUIMessage({
type = 'create',
data = playerData,
message = message,
fees = playerData.fees,
nui = nui,
})
if cb ~= nil then
cb()
end
end)
end,
RefreshNui = function(isATM, message)
Core.Functions.TriggerCallback('bb-banking:server:getPlayerData', function(playerData, atmCards, nui)
while not playerData do Wait(0) end
--print(json.encode(playerData))
if isATM then
SendNUIMessage({
type = 'refresh',
data = playerData,
atmCards = atmCards,
fees = playerData.fees,
nui = nui,
message = message,
})
else
SendNUIMessage({
type = 'refresh',
data = playerData,
fees = playerData.fees,
nui = nui,
message = message,
})
end
end)
end,
PopupText = function(enable, type, key)
if type == 'bank' then
isPopup = enable
SendNUIMessage({
type = 'popup',
popupTrigger = enable,
popupType = type,
popupKey = key
})
elseif type == 'atm' then
isATMPopup = enable
SendNUIMessage({
type = 'popup',
popupTrigger = enable,
popupType = type,
popupKey = key
})
end
end,
Notify = function(txt, typ)
-- Your noticiation trigger
-- Args:
-- - txt: String - Notification content
-- - typ: String['error', 'success'] - Notification type
TriggerEvent('notification', txt, typ)
end
} |
local assets =
{
Asset("ANIM", "anim/sch_scythe.zip"),
Asset("ANIM", "anim/sch_swap_scythe.zip"),
Asset("ATLAS", "images/inventoryimages/sch_scythe.xml"),
Asset("IMAGE", "images/inventoryimages/sch_scythe.tex"),
}
local prefabs = {
"sch_shadowtentacle_ice",
"sch_shadowtentacle_fire",
}
local SHIELD_DURATION = 10 * FRAMES
local MAIN_SHIELD_CD = 1.2
local RESISTANCES =
{
"_combat",
"explosive",
"quakedebris",
"caveindebris",
"trapdamage",
}
local function PickShield(inst)
local t = GetTime()
local flipoffset = math.random() < .5 and 3 or 0
local dt = t - inst.lastmainshield
if dt >= MAIN_SHIELD_CD then
inst.lastmainshield = t
return flipoffset + 3
end
local rnd = math.random()
if rnd < dt / MAIN_SHIELD_CD then
inst.lastmainshield = t
return flipoffset + 3
end
return flipoffset + (rnd < dt / (MAIN_SHIELD_CD * 2) + .5 and 2 or 1)
end
local function OnShieldOver(inst, OnResistDamage)
inst.task = nil
for i, v in ipairs(RESISTANCES) do
inst.components.resistance:RemoveResistance(v)
end
inst.components.resistance:SetOnResistDamageFn(OnResistDamage)
end
local function OnResistDamage(inst)--, damage)
local owner = inst.components.inventoryitem:GetGrandOwner() or inst
local fx = SpawnPrefab("sch_stalker_shield_mod") PickShield(inst)
fx.Transform:SetScale(0.30, 0.30, 0.30)
if fx then
if fx:IsValid() then
fx.entity:SetParent(owner.entity)
end
end
if inst.task ~= nil then
inst.task:Cancel()
end
inst.task = inst:DoTaskInTime(SHIELD_DURATION, OnShieldOver, OnResistDamage)
inst.components.resistance:SetOnResistDamageFn(nil)
inst.components.fueled:DoDelta(-10)
if inst.components.cooldown.onchargedfn ~= nil then
inst.components.cooldown:StartCharging()
end
end
local function ShouldResistFn(inst)
if not inst.components.equippable:IsEquipped() then
return false
end
local owner = inst.components.inventoryitem.owner
return owner ~= nil
and not (owner.components.inventory ~= nil and
owner.components.inventory:EquipHasTag("forcefield"))
end
local function OnChargedFn(inst)
if inst.task ~= nil then
inst.task:Cancel()
inst.task = nil
inst.components.resistance:SetOnResistDamageFn(OnResistDamage)
end
for i, v in ipairs(RESISTANCES) do
inst.components.resistance:AddResistance(v)
end
end
local function levelexp(inst, data)
local max_exp = 1000
local exp = math.min(inst.scythe_level, max_exp)
--[[
if inst.scythe_level >= 1000 then
inst.components.talker:Say("[Scythe Exp]".. (inst.scythe_level))
end
]]
if inst.scythe_level >= 0 and inst.scythe_level < 100 then
inst.components.talker:Say("[ Scythe Level ] : [ 1 ]\n[ Damage ] : [ 30 ]\n[ Level Exp ] : ".. (inst.scythe_level))
elseif inst.scythe_level >= 100 and inst.scythe_level < 200 then
inst.components.talker:Say("[ Scythe Level ] : [ 2 ]\n[ Damage ] : [ 35 ]\n[ Level Exp ] : ".. (inst.scythe_level))
elseif inst.scythe_level >= 200 and inst.scythe_level < 300 then
inst.components.talker:Say("[ Scythe Level ] : [ 3 ]\n[ Damage ] : [ 40 ]\n[ Level Exp ] : ".. (inst.scythe_level))
elseif inst.scythe_level >= 300 and inst.scythe_level < 400 then
inst.components.talker:Say("[ Scythe Level ] : [ 4 ]\n[ Damage ] : [ 45 ]\n[ Level Exp ] : ".. (inst.scythe_level))
elseif inst.scythe_level >= 400 and inst.scythe_level < 500 then
inst.components.talker:Say("[ Scythe Level ] : [ 5 ]\n[ Damage ] : [ 50 ]\n[ Level Exp ] : ".. (inst.scythe_level))
elseif inst.scythe_level >= 500 and inst.scythe_level < 600 then
inst.components.talker:Say("[ Scythe Level ] : [ 6 ]\n[ Damage ] : [ 55 ]\n[ Level Exp ] : ".. (inst.scythe_level))
elseif inst.scythe_level >= 600 and inst.scythe_level < 700 then
inst.components.talker:Say("[ Scythe Level ] : [ 7 ]\n[ Damage ] : [ 60 ]\n[ Level Exp ] : ".. (inst.scythe_level))
elseif inst.scythe_level >= 700 and inst.scythe_level < 800 then
inst.components.talker:Say("[ Scythe Level ] : [ 8 ]\n[ Damage ] : [ 65 ]\n[ Level Exp ] : ".. (inst.scythe_level))
elseif inst.scythe_level >= 800 and inst.scythe_level < 900 then
inst.components.talker:Say("[ Scythe Level ] : [ 9 ]\n[ Damage ] : [ 70 ]\n[ Level Exp ] : ".. (inst.scythe_level))
elseif inst.scythe_level >= 900 then
inst.components.talker:Say("[ Scythe Level ] : [ MAX ]\n[ Damage ] : [ 85 ]")
end
end
local function CheckDamage(inst, data)
if not inst.NoPower then
if inst.scythe_level >= 0 and inst.scythe_level < 100 then
inst.components.weapon:SetDamage(30)
elseif inst.scythe_level >= 100 and inst.scythe_level < 200 then
inst.components.weapon:SetDamage(35)
elseif inst.scythe_level >= 200 and inst.scythe_level < 300 then
inst.components.weapon:SetDamage(40)
elseif inst.scythe_level >= 300 and inst.scythe_level < 400 then
inst.components.weapon:SetDamage(45)
elseif inst.scythe_level >= 400 and inst.scythe_level < 500 then
inst.components.weapon:SetDamage(50)
elseif inst.scythe_level >= 500 and inst.scythe_level < 600 then
inst.components.weapon:SetDamage(55)
elseif inst.scythe_level >= 600 and inst.scythe_level < 700 then
inst.components.weapon:SetDamage(60)
elseif inst.scythe_level >= 700 and inst.scythe_level < 800 then
inst.components.weapon:SetDamage(65)
elseif inst.scythe_level >= 800 and inst.scythe_level < 900 then
inst.components.weapon:SetDamage(70)
elseif inst.scythe_level >= 900 and inst.scythe_level < 940 then
inst.components.weapon:SetDamage(85)
elseif inst.scythe_level >= 940 then -----
inst.components.weapon:SetDamage(85)
inst.scythe_level = inst.scythe_level - 35
end
end
end
local function NoHoles(pt)
return not TheWorld.Map:IsPointNearHole(pt)
end
local LUCK_1 = 0.4
local LUCK_2 = 0.3
local LUCK_3 = 0.25
local function OnAttack(inst, owner, target)
if math.random() < LUCK_3 then
local pt
if target ~= nil and target:IsValid() then
pt = target:GetPosition()
else
pt = owner:GetPosition()
target = nil
end
local offset = FindWalkableOffset(pt, math.random() * 2 * PI, 2, 3, false, true, NoHoles)
if offset ~= nil then
inst.SoundEmitter:PlaySound("dontstarve/common/shadowTentacleAttack_1")
inst.SoundEmitter:PlaySound("dontstarve/common/shadowTentacleAttack_2")
local tentacle = SpawnPrefab("sch_shadowtentacle_ice")
if tentacle ~= nil then
tentacle.Transform:SetPosition(pt.x + offset.x, 0, pt.z + offset.z)
tentacle.components.combat:SetTarget(target)
end
end
end
if math.random() < LUCK_3 then
local pt
if target ~= nil and target:IsValid() then
pt = target:GetPosition()
else
pt = owner:GetPosition()
target = nil
end
local offset = FindWalkableOffset(pt, math.random() * 2 * PI, 2, 3, false, true, NoHoles)
if offset ~= nil then
inst.SoundEmitter:PlaySound("dontstarve/common/shadowTentacleAttack_1")
inst.SoundEmitter:PlaySound("dontstarve/common/shadowTentacleAttack_2")
local tentacle = SpawnPrefab("sch_shadowtentacle_fire")
if tentacle ~= nil then
tentacle.Transform:SetPosition(pt.x + offset.x, 0, pt.z + offset.z)
tentacle.components.combat:SetTarget(target)
end
end
end
if math.random() < LUCK_1 then
if target ~= nil and target:IsValid() then
if owner.components.health ~= nil and
owner.components.health:GetPercent() < 1 and not (target:HasTag("wall") or target:HasTag("engineering")) then
owner.components.health:DoDelta(15, 2, true, nil, false)
if owner.components.sanity then
owner.components.sanity:DoDelta(-.2 * 1.2)
end
if owner.components.hunger then
owner.components.hunger:DoDelta(-.5 * 1.5)
end
end
end
end
if math.random() < LUCK_2 then
inst.components.talker:Say("[ Scythe Exp Point ] : [ +3 ] ")
inst.scythe_level = inst.scythe_level + 3
CheckDamage(inst)
end
if not inst.components.fueled:IsEmpty() then
inst.components.fueled:DoDelta(-0.25)
else
inst.components.talker:Say("[ Scythe need Fuel ] \n[ Damage ] : [ 15 ] ")
end
--- Hit effects
if target ~= nil and target:IsValid() then
local x, y, z = target.Transform:GetWorldPosition()
if not inst.ActiveWeapon then
local fx1 = SpawnPrefab("sch_weaponsparks")
local fx2 = SpawnPrefab("sch_weaponsparks_bounce")
local pos = Vector3(target.Transform:GetWorldPosition())
fx1.Transform:SetScale(1.25, 1.25, 1.25) -- (0.3, 0.3, 0.3) --- groundpoundring_fx
fx2.Transform:SetScale(1.5, 1.5, 1.5) -- (0.45, 0.45, 0.45) --- groundpoundring_fx
fx1.Transform:SetPosition(pos:Get())
TheWorld:DoTaskInTime(0.2, function() fx2.Transform:SetPosition(pos:Get()) end)
elseif inst.ActiveWeapon then
local fx_1 = SpawnPrefab("hammer_mjolnir_crackle")
local fx_2 = SpawnPrefab("hammer_mjolnir_cracklebase")
local pos_0 = Vector3(target.Transform:GetWorldPosition())
-- fx_1.Transform:SetPosition(x, y, z)
fx_1.Transform:SetPosition(pos_0:Get())
fx_1.Transform:SetScale(0.7, 0.7, 0.7)
-- fx_2.Transform:SetPosition(x, y, z)
fx_2.Transform:SetPosition(pos_0:Get())
fx_1.Transform:SetScale(0.7, 0.7, 0.7)
target.components.health:DoDelta(-20)
if owner.components.sanity then
owner.components.sanity:DoDelta(-2)
end
end
end
end
local function OnUseItem(inst)
if not inst.ActiveWeapon then
inst.ActiveWeapon = true
inst.components.useableitem:StopUsingItem()
-- inst.components.weapon.stimuli = "electric"
-- inst.components.talker:Say("[ Bonus Damage & Stimult : On ]\n[ Sanity Cost/hit : -2 ]")
inst.components.talker:Say("[ Bonus Damage ]\n[ Sanity Cost/hit : -2 ]")
elseif inst.ActiveWeapon then
inst.ActiveWeapon = false
inst.components.useableitem:StopUsingItem()
-- inst.components.weapon.stimuli = nil
-- inst.components.talker:Say("[ Default Damage & Stimult : Off ]\n[ Default Sanity Cost ]")
inst.components.talker:Say("[ Default Damage ]\n[ Default Sanity Cost ]")
end
end
--[[ Nerf ;)
local function OnUseItem(inst)
if not inst.Scythe_Combo_Mode_1 and not inst.Scythe_Combo_Mode_2 then
inst.Scythe_Combo_Mode_1 = true
inst.Scythe_Combo_Mode_2 = false
inst:AddTag("lungatk1")
inst:RemoveTag("lungeweaps")
inst.components.useableitem:StopUsingItem()
inst.components.weapon.stimuli = nil
inst.components.talker:Say("[ Scythe Mode Combo ]\n[ 1st Combo ]")
elseif inst.Scythe_Combo_Mode_1 and not inst.Scythe_Combo_Mode_2 then
inst.Scythe_Combo_Mode_1 = false
inst.Scythe_Combo_Mode_2 = true
inst:RemoveTag("lungatk1")
inst:AddTag("lungeweaps")
inst.components.useableitem:StopUsingItem()
inst.components.weapon.stimuli = "electric"
inst.components.talker:Say("[ Scythe Mode Combo ]\n[ 2nd Combo ]")
elseif not inst.Scythe_Combo_Mode_1 and inst.Scythe_Combo_Mode_2 then
inst.Scythe_Combo_Mode_1 = false
inst.Scythe_Combo_Mode_2 = false
inst:RemoveTag("lungatk1")
inst:RemoveTag("lungeweaps")
inst.components.useableitem:StopUsingItem()
inst.components.weapon.stimuli = nil
inst.components.talker:Say("[ Scythe Mode Combo ]\n[ OFF ]")
end
end
]]--
local function OnDropped(inst, data)
end
local function OnPutIn(inst, data)
end
local function OnTakeFuel(inst, data)
if inst.components.equippable:IsEquipped() and
not inst.components.fueled:IsEmpty() and
inst.components.cooldown.onchargedfn == nil then
inst.components.cooldown.onchargedfn = OnChargedFn
inst.components.cooldown:StartCharging(TUNING.ARMOR_SKELETON_FIRST_COOLDOWN)
end
inst.NoPower = false
CheckDamage(inst)
print("Fuel Taken")
end
local function OnChosen(inst,owner)
return owner.prefab == "schwarzkirsche"
end
local function OnGetItemFromPlayer(inst, giver, item)
local max_fuel = 300
local min_fuel = 0
local scythe_shield = inst.components.fueled.currentfuel
local mx2 = math.floor(max_fuel - min_fuel)
local cur2 = math.floor(scythe_shield - min_fuel)
local scytheshield = ""..math.floor(cur2*300/mx2).."%/300%"
if item.prefab == "sch_dark_soul" then
local current2 = inst.components.fueled:GetPercent() + 0.1
inst.components.fueled:SetPercent(current2)
inst.NoPower = false CheckDamage(inst)
inst.components.talker:Say("[ Soul Fuel ]\n[ Scythe Exp Point ] : [ +5 ]\n[ Current Fuel ] : "..(scytheshield))
inst.scythe_level = inst.scythe_level + 5
end
if item:HasTag("LUXURYFUEL") then
local current2 = inst.components.fueled:GetPercent() + 0.2
inst.components.fueled:SetPercent(current2)
inst.NoPower = false CheckDamage(inst)
inst.components.talker:Say("[ Luxury Fuel ]\n[ Scythe Exp Point ] : [ +10 ]\n[ Current Fuel ] : "..(scytheshield))
inst.scythe_level = inst.scythe_level + 10
end
end
local function OnEquiped(inst, owner)
owner.AnimState:OverrideSymbol("swap_object", "sch_swap_scythe", "swap_seele_reaper")
owner.AnimState:Show("ARM_carry")
owner.AnimState:Hide("ARM_normal")
CheckDamage(inst)
if not inst.NoPower then
local max_fuel = 300
local min_fuel = 0
local scythe_shield = inst.components.fueled.currentfuel
local mx2 = math.floor(max_fuel - min_fuel)
local cur2 = math.floor(scythe_shield - min_fuel)
local scytheshield = ""..math.floor(cur2*300/mx2).."%/300%"
inst.components.talker:Say("[ Scythe Charge ] : "..(scytheshield))
inst:DoTaskInTime(3, levelexp)
end
inst.lastmainshield = 0
if not inst.components.fueled:IsEmpty() then
inst.components.cooldown.onchargedfn = OnChargedFn
inst.components.cooldown:StartCharging(math.max(TUNING.ARMOR_SKELETON_FIRST_COOLDOWN, inst.components.cooldown:GetTimeToCharged()))
end
end
local function OnUnEquiped(inst, owner)
owner.AnimState:Hide("ARM_carry")
owner.AnimState:Show("ARM_normal")
inst.components.cooldown.onchargedfn = nil
if inst.task ~= nil then
inst.task:Cancel()
inst.task = nil
inst.components.resistance:SetOnResistDamageFn(OnResistDamage)
end
for i, v in ipairs(RESISTANCES) do
inst.components.resistance:RemoveResistance(v)
end
end
local function OnDurability(inst, data)
inst.components.cooldown.onchargedfn = nil
inst.components.cooldown:FinishCharging()
inst.SoundEmitter:PlaySound("dontstarve/common/gem_shatter")
if inst.components.fueled:IsEmpty() then
inst.components.talker:Say("[ Scythe need Fuel ] \n[ Damage ] : [ 15 ] ")
inst.components.weapon:SetDamage(15)
inst.NoPower = true
CheckDamage(inst)
end
end
local function IsEmptyToUse(inst, owner)
if inst.components.fueled:IsEmpty() then
inst.components.talker:Say("Scythe need Fuel")
end
if inst.FuelRegen then
inst.FuelRegen:Cancel()
inst.FuelRegen = nil
end
end
local function StartRegent(inst, owner)
local max_fuel = 300
local min_fuel = 0
local scythe_shield = inst.components.fueled.currentfuel
local mx2 = math.floor(max_fuel - min_fuel)
local cur2 = math.floor(scythe_shield - min_fuel)
local scytheshield = ""..math.floor(cur2*300/mx2).."%/300%"
inst.FuelRegen = inst:DoPeriodicTask(30, function(inst)
local current2 = inst.components.fueled:GetPercent() + 0.025
if current2 > 1 then
inst.components.talker:Say("Shield Charge is Full")
inst.components.fueled:SetPercent(1)
inst.NoPower = false
IsEmptyToUse(inst)
CheckDamage(inst)
else
inst.components.fueled:SetPercent(current2)
inst.components.talker:Say("[ Shield Charge ] : "..(scytheshield))
end
end)
end
local function onsave(inst, data)
data.scythe_level = inst.scythe_level
end
local function onpreload(inst, data)
if data then
if data.scythe_level then
inst.scythe_level = data.scythe_level
levelexp(inst)
end
end
end
local function fn()
local inst = CreateEntity()
inst.entity:AddTransform()
inst.entity:AddAnimState()
inst.entity:AddSoundEmitter()
MakeInventoryPhysics(inst)
MakeHauntableLaunch(inst)
inst.AnimState:SetBank("seele_reaper")
inst.AnimState:SetBuild("sch_scythe")
inst.AnimState:PlayAnimation("idle")
inst:AddTag("weapon")
inst:AddTag("sharp")
inst:AddTag("scythe")
inst:AddTag("armoredscythe")
inst:AddTag("schwarzsythe")
inst:AddTag("schweapon")
inst:AddTag("SchScythe")
if TheSim:GetGameID() == "DST" then
inst.entity:SetPristine()
inst.entity:AddNetwork()
if not TheWorld.ismastersim then
return inst
end
end
inst:AddComponent("useableitem")
inst.components.useableitem:SetOnUseFn(OnUseItem)
inst:AddComponent("weapon")
inst.components.weapon:SetOnAttack(OnAttack)
-- inst.components.weapon:SetOnAttack(CheckDamage)
inst.components.weapon:SetRange(0.3, 1)
-- inst.components.weapon:SetRange(0.7, 1)
inst:AddComponent("talker")
inst.components.talker.fontsize = 22
inst.components.talker.font = TALKINGFONT
inst.components.talker.colour = Vector3(0.7, 0.85, 1, 1)
inst.components.talker.offset = Vector3(200,-250,0)
inst.components.talker.symbol = "swap_object"
inst.entity:AddMiniMapEntity()
inst.MiniMapEntity:SetIcon( "sch_scythe.tex" )
inst:AddComponent("inspectable")
inst.components.inspectable:RecordViews()
inst:AddComponent("inventoryitem")
-- inst.components.inventoryitem.keepondeath = true
inst.components.inventoryitem.imagename = "sch_scythe"
inst.components.inventoryitem.atlasname = "images/inventoryimages/sch_scythe.xml"
inst.components.inventoryitem:SetOnDroppedFn(OnDropped)
inst.components.inventoryitem:SetOnPickupFn(OnPutIn)
inst.components.inventoryitem:SetOnPutInInventoryFn(OnPutIn)
inst:AddComponent("equippable")
inst.components.equippable.dapperness = TUNING.DAPPERNESS_MED_LARGE
-- inst.components.equippable.keepondeath = true
inst.components.equippable:SetOnEquip(OnEquiped)
inst.components.equippable:SetOnUnequip(OnUnEquiped)
inst.components.equippable.walkspeedmult = 1.10 -- TUNING.CANE_SPEED_MULT
inst:AddComponent("fueled")
inst.components.fueled.maxfuel = 300
inst.components.fueled.fueltype = FUELTYPE.LUXURYGEMS
inst.components.fueled.accepting = true
inst.components.fueled:StopConsuming()
inst.components.fueled:SetTakeFuelFn(OnTakeFuel)
inst.components.fueled:SetDepletedFn(OnDurability)
inst.components.fueled:InitializeFuelLevel(300)
inst:AddComponent("characterspecific")
inst.components.characterspecific:SetOwner("schwarzkirsche")
inst.components.characterspecific:SetStorable(true)
inst.components.characterspecific:SetComment("I can't hold this!")
inst:AddComponent("chosenpeople")
inst.components.chosenpeople:SetChosenFn(OnChosen)
inst:AddComponent("trader")
inst.components.trader:SetAcceptTest(function(inst, item) return item.prefab == "sch_dark_soul" or item:HasTag("LUXURYFUEL") end)
inst.components.trader.onaccept = OnGetItemFromPlayer
inst.components.trader.deleteitemonaccept = true
inst:AddComponent("cooldown")
inst.components.cooldown.cooldown_duration = 7 -- TUNING.ARMOR_SKELETON_COOLDOWN
inst:AddComponent("resistance")
inst.components.resistance:SetShouldResistFn(ShouldResistFn)
inst.components.resistance:SetOnResistDamageFn(OnResistDamage)
inst:ListenForEvent("equipped", IsEmptyToUse)
inst:ListenForEvent("unequipped", StartRegent)
inst.scythe_level = 0
inst.OnSave = onsave
inst.OnPreLoad = onpreload
inst:ListenForEvent("levelup", levelexp)
inst.task = nil
inst.lastmainshield = 0
return inst
end
return Prefab("common/inventory/sch_scythe", fn, assets, prefabs) |
--[[
Executes tasks with the help of coroutines. The tasks has to implement
a Run method and should implement a Failed method.
Copyright (C) Udorn (Blackhand)
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
--]]
vendor.TaskQueue = vendor.Vendor:NewModule("TaskQueue");
local log = vendor.Debug:new("TaskQueue")
local function _CallFunc(task)
if (task.func) then
local result
if (task.task.GetResult) then
log:Debug("get result")
result = task.task:GetResult()
end
log:Debug("callfunc with result: %s", result)
task.func(task.arg1, result)
end
end
--[[
Executes the next task, or a piece of it.
--]]
local function _Progress(frame, delta)
local self = frame.obj
local numTasks = #self.tasks
if (numTasks <= 0) then
return
end
if (self.index > numTasks) then
self.index = 1
end
local currentTask = self.tasks[self.index]
if (currentTask.delay) then
currentTask.delay = currentTask.delay - delta
if (currentTask.delay > 0) then
return
end
end
currentTask.delay = nil
local failedTask
local success, delay = coroutine.resume(currentTask.co)
log:Debug("success [%s] delay [%s]", success, delay)
if (not success) then
if (currentTask.task.Failed) then
-- defer the handling to ensure correct removal
failedTask = currentTask
log:Debug("Task failed: \n" .. debugstack(2, 3, 2))
end
tremove(self.tasks, self.index)
if (not failedTask) then
_CallFunc(currentTask)
end
elseif (coroutine.status(currentTask.co) == 'dead') then
-- the task has finished or failed
tremove(self.tasks, self.index)
_CallFunc(currentTask)
else
currentTask.delay = delay
end
if (failedTask) then
failedTask.task:Failed()
_CallFunc(failedTask)
end
self.index = self.index + 1
end
--[[
Initializes the task queue.
--]]
function vendor.TaskQueue:OnEnable()
-- a custom linked list, because a FIFO table wouldn't be efficient
self.tasks = {}
self.index = 1
-- create a frame for progress events
self.frame = CreateFrame("Frame")
self.frame.obj = self
self.frame:SetScript("OnUpdate", _Progress)
end
--[[
Adds a task to the queue, it will be executed by calling Progress regularly.
The task has to implement the method:
Run: Executes the task. It should call coroutine.yield() if it's a lengthy operation.
--]]
function vendor.TaskQueue:AddTask(task, func, arg1)
local co = coroutine.create(function() task:Run() end)
table.insert(self.tasks, {task = task, co = co, func = func, arg1 = arg1})
end
--[[
Executes the given function as a concurrent task. The first argument will be arg.
--]]
function vendor.TaskQueue:Execute(func, arg)
local task = vendor.SimpleTask:new(func, arg)
local co = coroutine.create(function() task:Run() end)
table.insert(self.tasks, {task = task, co = co})
end
|
AddCSLuaFile()
function ENT:Use( activator, caller, useType, value )
self.last_use = CurTime()
if !self.sending then
self:SetSpeaker( activator )
self:SetSending( true )
self.sending = true
end
end
function ENT:OnButton(btn)
if btn.x < self.curser.x and btn.x + btn.width > self.curser.x and btn.y < self.curser.y and btn.y + btn.height > self.curser.y then
surface.DrawRect( btn.x, btn.y, btn.width, btn.height )
return true
end
return false
end
function ENT:Page(forward)
local page
if forward then
if self.menu.page == self.menu.pages then
page = 1
else
page = self.menu.page + 1
end
else
if self.menu.page == 1 then
page = self.menu.pages
else
page = self.menu.page - 1
end
end
net.Start("radio_page_req")
net.WriteEntity(self)
net.WriteInt(page, 3)
net.SendToServer()
self.menu.page = page
end
function ENT:Freq(forward, steps)
if forward then
if self.freq >= self.freq_min + steps then
self.freq = self.freq - steps
end
else
if self.freq <= self.freq_max - steps then
self.freq = self.freq + steps
end
end
net.Start("radio_freq_change")
net.WriteEntity( self )
net.WriteBool( false ) --SWEP true ENT false
net.WriteInt( self.freq , 32 )
net.SendToServer()
end
function ENT:Draw()
self:DrawModel()
local Pos = self:GetPos()
if gspeak.viewranges then gspeak:draw_range(Pos, gspeak.settings.distances.radio, gspeak.settings.distances.heightclamp, gspeak.cl.color.blue) end
if LocalPlayer():GetPos():Distance(Pos) > 300 then return end
local Ang = self:GetAngles()
local Scale = 0.1
Ang:RotateAroundAxis( Ang:Up(), 90 )
Ang:RotateAroundAxis( Ang:Forward(), 90 )
local OffSet = Pos + Ang:Forward() * (-17.3) + Ang:Up() * 15.3 + Ang:Right() * (-3.2)
self.curser = self.curser or { x = 0, y = 0 }
cam.Start3D2D( OffSet, Ang, Scale )
surface.SetDrawColor( Color( 255, 255, 255, 255 ) )
--Initialize Player EyeTrace and prv, nxt buttons
local trace = LocalPlayer():GetEyeTrace()
if trace.Entity == self then
local localVect = self:WorldToLocal( trace.HitPos ) * (1/Scale)
localVect = localVect - Vector(0,-171,31)
if localVect.y > (-8.3) and localVect.y < 93 and localVect.z > (-64) and localVect.z < 5 then
self.curser.x = localVect.y
self.curser.y = localVect.z*(-1)
surface.DrawRect(self.curser.x,self.curser.y,2,2)
local prv = { x = 0, y = 50, width = 45, height = 10 }
local nxt = { x = 45, y = 50, width = 45, height = 10 }
if self:OnButton(nxt) and LocalPlayer():KeyDown(IN_USE) and self:checkTime(0.2) then
self:Page(true)
end
if self:OnButton(prv) and LocalPlayer():KeyDown(IN_USE) and self:checkTime(0.2) then
self:Page(false)
end
end
end
draw.DrawText("PRV","BudgetLabel", 0, 50, Color( 255, 255, 255, 255 ), TEXT_ALIGN_LEFT )
draw.DrawText("NXT","BudgetLabel", 90, 50, Color( 255, 255, 255, 255 ), TEXT_ALIGN_RIGHT )
--Menu Pages
local y = 0
local x = 0
if self.menu.page == 1 then
draw.DrawText("RECEIVING :","BudgetLabel", x, y, Color( 255, 255, 255, 255 ), TEXT_ALIGN_LEFT )
for k, v in pairs(self.connected_radios) do
if k == 4 then break end
y = y + 10
draw.DrawText( string.sub(gspeak:GetName( Entity(v):GetSpeaker() ), 1, 13), "BudgetLabel", 0, y, Color( 255, 255, 255, 255 ), TEXT_ALIGN_LEFT )
end
elseif self.menu.page == 2 then
draw.DrawText("FREQUENCY :","BudgetLabel", x, y, Color( 255, 255, 255, 255 ), TEXT_ALIGN_LEFT )
y = y + 20
local downk = { x = x, y = y, width = 10, height = 10 }
x = x + 10
local down = { x = x, y = y, width = 10, height = 10 }
x = x + 30
draw.DrawText(self.freq/10,"BudgetLabel", x, y, Color( 255, 255, 255, 255 ), TEXT_ALIGN_CENTER )
x = x + 30
local up = { x = x, y = y, width = 10, height = 10 }
x = x + 10
local upk = { x = x, y = y, width = 10, height = 10 }
if !self.locked_freq then
if self:OnButton(downk) and LocalPlayer():KeyDown(IN_USE) and self:checkTime(0.2) then
self:Freq(true, 10)
end
if self:OnButton(down) and LocalPlayer():KeyDown(IN_USE) and self:checkTime(0.2) then
self:Freq(true, 1)
end
if self:OnButton(up) and LocalPlayer():KeyDown(IN_USE) and self:checkTime(0.2) then
self:Freq(false, 1)
end
if self:OnButton(upk) and LocalPlayer():KeyDown(IN_USE) and self:checkTime(0.2) then
self:Freq(false, 10)
end
end
if !self.locked_freq then
draw.DrawText("-","BudgetLabel", down.x+1, down.y, Color( 255, 255, 255, 255 ), TEXT_ALIGN_LEFT )
draw.DrawText("+","BudgetLabel", up.x+1, up.y-2, Color( 255, 255, 255, 255 ), TEXT_ALIGN_LEFT )
draw.DrawText("-","BudgetLabel", downk.x+1, downk.y, Color( 255, 255, 255, 255 ), TEXT_ALIGN_LEFT )
draw.DrawText("+","BudgetLabel", upk.x+1, upk.y-2, Color( 255, 255, 255, 255 ), TEXT_ALIGN_LEFT )
end
elseif self.menu.page == 3 then
draw.DrawText("ONLINE :","BudgetLabel", x, y, Color( 255, 255, 255, 255 ), TEXT_ALIGN_LEFT )
y = y + 20
x = x + 40
local on = { x = x-25, y = y+2, width = 50, height = 10 }
if self:OnButton(on) and LocalPlayer():KeyDown(IN_USE) and self:checkTime(0.2) then
net.Start("radio_online_change")
net.WriteEntity(self)
net.WriteBool(self.online)
net.SendToServer()
end
if self.online then
draw.DrawText("online","BudgetLabel", x, y, Color( 0, 255, 0, 255 ), TEXT_ALIGN_CENTER )
else
draw.DrawText("offline","BudgetLabel", x, y, Color( 255, 0, 0, 255 ), TEXT_ALIGN_CENTER )
end
end
cam.End3D2D()
end
function ENT:UpdateUI()
return
end
function ENT:Think()
if SERVER then
if self.sending and self.last_use != 0 and self.last_use < CurTime() - 0.1 then
self:SetSending( false )
self.sending = false
end
else
local own_sending = self:GetSending()
local own_online = self:GetOnline()
local own_freq = self:GetFreq()
local own_speaker = self:GetSpeaker()
if !self.last_freq or self.last_freq != own_freq or self.last_online != own_online or self.last_sending != own_sending then
self:Rescan(own_freq, own_online, own_sending)
end
self.last_sending = own_sending
self.last_freq = own_freq
self.last_online = own_online
if gspeak:player_valid(own_speaker) and own_sending and !own_speaker.ChatGesture then
if !own_speaker.ChatStation then own_speaker.ChatStation = true end
own_speaker.ChatGesture = true
end
local distance, distance_max, radio_pos = gspeak:get_distances(self, 1)
if distance < distance_max and ( gspeak:player_alive(LocalPlayer()) or gspeak.settings.dead_alive ) then
self:AddHearables(radio_pos, gspeak:calcVolume( distance, distance_max ))
end
end
end
include("gspeak/sh_def_ent.lua")
|
require "modules.options"
require "modules.keymaps"
require "modules.plugins"
require "modules.colorscheme"
require "modules.cmp"
require "lsp"
require "modules.telescope"
require "modules.treesitter"
require "modules.autopairs"
--require("modules.go").setup()
-- require("modules.gopls")
-- Format on save
vim.api.nvim_exec([[ autocmd BufWritePre *.go :silent! lua require('go.format').gofmt() ]], false)
-- Import on save
vim.api.nvim_exec([[ autocmd BufWritePre *.go :silent! lua require('go.format').goimport() ]], false)
|
-----------------------------------
--
-- Zone: Kuftal_Tunnel (174)
--
-----------------------------------
local ID = require("scripts/zones/Kuftal_Tunnel/IDs")
require("scripts/globals/conquest")
require("scripts/globals/treasure")
require("scripts/globals/weather")
require("scripts/globals/status")
-----------------------------------
function onInitialize(zone)
UpdateNMSpawnPoint(ID.mob.GUIVRE)
GetMobByID(ID.mob.GUIVRE):setRespawnTime(math.random(900, 10800))
tpz.treasure.initZone(zone)
end
function onConquestUpdate(zone, updatetype)
tpz.conq.onConquestUpdate(zone, updatetype)
end
function onZoneIn(player, prevZone)
local cs = -1
if player:getXPos() == 0 and player:getYPos() == 0 and player:getZPos() == 0 then
player:setPos(20.37, -21.104, 275.782, 46)
end
return cs
end
function onRegionEnter(player, region)
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
end
function onGameHour(zone)
local phase = VanadielMoonPhase() -- 0% to 100%
local dir = VanadielMoonDirection() -- 0 (neither) 1 (waning) or 2 (waxing)
local boulderOpen =
{
[1] = {
[ 1] = function() return (phase >= 29 and phase <= 43) end,
[ 3] = function() return (phase >= 12 and phase <= 26) end,
[ 5] = function() return (phase <= 10 or phase >= 95) end,
[ 7] = function() return (phase >= 79 and phase <= 93) end,
[ 9] = function() return (phase >= 62 and phase <= 76) end,
[11] = function() return (phase >= 45 and phase <= 60) end,
[13] = function() return (phase >= 29 and phase <= 43) end,
[15] = function() return (phase >= 12 and phase <= 26) end,
[17] = function() return (phase <= 10 or phase >= 95) end,
[19] = function() return (phase >= 79 and phase <= 93) end,
[21] = function() return (phase >= 62 and phase <= 76) end,
[23] = function() return (phase >= 45 and phase <= 60) end,
},
[2] = {
[ 1] = function() return (phase >= 57 and phase <= 71) end,
[ 3] = function() return (phase >= 74 and phase <= 88) end,
[ 5] = function() return (phase <= 5 or phase >= 90) end,
[ 7] = function() return (phase >= 7 and phase <= 21) end,
[ 9] = function() return (phase >= 24 and phase <= 38) end,
[11] = function() return (phase >= 40 and phase <= 55) end,
[13] = function() return (phase >= 57 and phase <= 71) end,
[15] = function() return (phase >= 74 and phase <= 88) end,
[17] = function() return (phase <= 5 or phase >= 90) end,
[19] = function() return (phase >= 7 and phase <= 21) end,
[21] = function() return (phase >= 24 and phase <= 38) end,
[23] = function() return (phase >= 40 and phase <= 55) end,
}
}
if dir > 0 then
local shouldOpen = boulderOpen[dir][VanadielHour()]
local boulder = GetNPCByID(ID.npc.DOOR_ROCK)
if shouldOpen and shouldOpen() and boulder:getAnimation() == tpz.anim.CLOSE_DOOR then
boulder:openDoor(144 * 6) -- one vanadiel hour is 144 earth seconds. lower boulder for 6 vanadiel hours.
end
end
end
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.