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// Better Gaming Experience // By Phantom // Feel free to disable or enable. bool Weather = true; // SCRIPT PlayerModifiers modify = new PlayerModifiers(); int hp = 100, Energy = 100; bool SP; Events.PlayerDeathCallback m_playerDeathEvent = null; Events.UserMessageCallback m_userMessageEvent = null; public void...
public void OnStartup(){ Game.RunCommand("/MSG ----------------------------"); Game.RunCommand("/MSG *FLY MOD !"); Game.RunCommand("/MSG *Press [Walk_Key] to start flying !"); Game.RunCommand("/MSG *By Ete_Sech"); Game.RunCommand("/MSG ----------------------------"); IObjectTimerTrigger timer0 = (IObjectTimerTrigger)Ga...
public void OnStartup() { if (Game.GetObjectsByName("SpawnPlayer").Length < 1) Game.CreateObject("SpawnPlayer", Vector2.Zero); IProfile[] Companions = { new IProfile() { Name = "Lyssa", Gender = Gender.Female, Skin = new IProfileClothingItem("Tattoos_fem", "Skin1", "ClothingLightGray"), ...
Events.PlayerKeyInputCallback a_playerKeyInputEvent = null; Events.PlayerKeyInputCallback b_playerKeyInputEvent = null; Events.PlayerKeyInputCallback c_playerKeyInputEvent = null; Events.PlayerKeyInputCallback d_playerKeyInputEvent = null; Events.PlayerKeyInputCallback e_playerKeyInputEvent = null; //Events.PlayerKeyIn...
uint DynamicObjectsThreshold = 125; // Threshold for currently spawned Dynamic Objects. Default: 125 bool DestroyShells = false; // Destroys shells fired from weapons. Default: false bool DisableMusic = false; // Disables music. Default: false bool RemoveBG = false; // Removes all the BG from the game. Default: false ...
string[] Trails = { "NONE", "POINT", "BLOOD", "SMOKE", "STEAM", "GLEAM", "FIRE", "AIR", "MONEY", "CIRCLE" }; public void OnStartup() { Events.UserMessageCallback.Start((UserMessageCallbackArgs args) => { if (args.IsCommand && args.Command != String.Empty) switch (args.Command) { ca...
public Events.ObjectCreatedCallback Event = null; public void OnStartup() { Events.ObjectCreatedCallback.Start(OnObjectCreate); } public void OnObjectCreate(IObject[] objs) { foreach (IObject obj in objs) if (obj.Name == "StreetsweeperCrate") obj.Remove(); }
public static Events.PlayerDeathCallback e_PlayerDeath = null; public static Events.ObjectCreatedCallback e_ObjectCreated = null; public static void OnStartup(){ e_PlayerDeath = Events.PlayerDeathCallback.Start(OnPlayerDeath); e_ObjectCreated = Events.ObjectCreatedCallback.Start(OnObjectCreated); } public static void...
// Jetpack Script. // Made by ClockworkDice // Enhanced by Phantom // You can change energy consumption byte energyConsume = 5; public void AfterStartup() { IObjectTimerTrigger Timer0 = (IObjectTimerTrigger)Game.CreateObject("TimerTrigger"); Timer0.SetIntervalTime(100); Timer0.SetRepeatCount(0); Timer...
//Health 200f Script. //Made by ClockworkDice //mapmodes: versus, custom, campaign, survival List <IPlayer> Teleporters = new List<IPlayer>(); List <IPlayer> NonTeleporters = new List<IPlayer>(); List <IPlayer> Teleporters1 = new List<IPlayer>(); List <IPlayer> NonTeleporters1 = new List<IPlayer>(); List <IPlaye...
PlayerModifiers modify = new PlayerModifiers(); public IProfile DEADPOOL() { var p= new IProfile(); p.Skin = new IProfileClothingItem("Normal", "Skin2", "ClothingDarkRed"); p.Head = new IProfileClothingItem("none", "ClothingRed"); p.ChestOver = new IProfileClothingItem("StuddedVest", "ClothingDarkGray", ...
Events.UserMessageCallback m_userMessageCallback = null; /* const string AcidSplash = "ACS"; const string Block = "Block"; const string Blood = "BLD"; const string BloodTrail = "TR_B"; const string BulletHit = "BulletHit"; const string BulletHitCloth = "BulletHitCloth"; const string BulletHitDefau...
/* Hello there sfdmaps moderator ( ̄y▽, ̄)╭ I hope you're having a good day */ public void OnStartup(){ Events.PlayerKeyInputCallback.Start((player, keyEvents) => { //If the player is pressing the walking key... //Here I would use a virtual key, but the onl...
Events.PlayerMeleeActionCallback m_playerMeleeActionEvent = null; Events.UserMessageCallback m_userMessageCallback = null; IPlayer dick; Vector2 punchAreaOffset = new Vector2(1,1); Vector2 punchArea = new Vector2(75,75); Vector2 kickArea = new Vector2(75,75); Vector2 speed_x = new Vector2(25,0); Vector2 speed_y = new V...
/* * author: NearHuscarl * description: Randomizes the skins and names of bots for more varied bot play. * gamemodes: versus, custom */ private static readonly string WIN_STATUS_NOBODY = "Nobody wins"; private static readonly string WIN_STATUS_NO_HUMAN = "No human players remaining!"; p...
/* * author: ebomb09 * description: A modified KillFeed script that automatically displays speech-bubble taunts on different player actions. * gamemodes: versus, custom */ // _____ _ _____ _ _ // |_ _| | | / ___| (_) | | // | | __...
// Wolverine Script // By Phantom // Idea by "jeremyssf6" // Player name who will become Wolverine string name = "Wolverine"; // You can change Wolverine Claws into any melee weapon you want :) // E.g: Just change "WeaponItem.KNIFE" into "WeaponItem.AXE" WeaponItem CLAWS = WeaponItem.KNIFE; List<IPlaye...
/* Classes */ //{ public class Rcp{ public WeaponItem WI; public bool IsResource = false; public int Woods = 0; public int Metals = 0; public int Components = 0; public int Gas = 0; public int Propane = 0; public string ID = ""; public string Cost(){ return (Woods > 0 ? "Woods: "+Woods.ToString() : "")+(Meta...
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Superfighters Deluxe (SFD) Scripts Dataset

Este dataset contiene código fuente en C# extraído de scripts y mapas comunitarios del juego Superfighters Deluxe.

Propósito

Ha sido recopilado para servir como base de datos en el entrenamiento (Instruction Tuning) de un modelo Encoder-Decoder.

Estructura

  • Formato: Texto plano (C#).
  • Limpieza: Se han eliminado las cabeceras binarias y metadatos nativos del motor .sfdm dejando exclusivamente el código funcional.

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