script stringlengths 124 65.9k |
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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... |
End of preview. Expand in Data Studio
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
.sfdmdejando exclusivamente el código funcional.
¡METICHE ABRE SERVER!
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