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local parsedAbilityInfo;
function WoWkemon_ParseText(abilityInfo, unparsed)
parsedAbilityInfo = abilityInfo;
local parsed = string.gsub(unparsed, "%b[]", WoWkemon_ParseExpression);
return parsed;
end
local parserEnv = {
--Constants
SELF = "self",
ENEMY = "enemy",
AURAWEARER = "aurawearer",
AURACASTER = "auracaster",
AFFECTED = "affected",
--Proc types (for use in getProcIndex)
PROC_ON_APPLY = PET_BATTLE_EVENT_ON_APPLY,
PROC_ON_DAMAGE_TAKEN = PET_BATTLE_EVENT_ON_DAMAGE_TAKEN,
PROC_ON_DAMAGE_DEALT = PET_BATTLE_EVENT_ON_DAMAGE_DEALT,
PROC_ON_HEAL_TAKEN = PET_BATTLE_EVENT_ON_HEAL_TAKEN,
PROC_ON_HEAL_DEALT = PET_BATTLE_EVENT_ON_HEAL_DEALT,
PROC_ON_AURA_REMOVED = PET_BATTLE_EVENT_ON_AURA_REMOVED,
PROC_ON_ROUND_START = PET_BATTLE_EVENT_ON_ROUND_START,
PROC_ON_ROUND_END = PET_BATTLE_EVENT_ON_ROUND_END,
PROC_ON_TURN = PET_BATTLE_EVENT_ON_TURN,
PROC_ON_ABILITY = PET_BATTLE_EVENT_ON_ABILITY,
PROC_ON_SWAP_IN = PET_BATTLE_EVENT_ON_SWAP_IN,
PROC_ON_SWAP_OUT = PET_BATTLE_EVENT_ON_SWAP_OUT,
--We automatically populate with state constants as well in the form STATE_%s
--Utility functions
ceil = math.ceil,
floor = math.floor,
abs = math.abs,
min = math.min,
max = math.max,
cond = function(conditional, onTrue, onFalse) if ( conditional ) then return onTrue; else return onFalse; end end,
clamp = function(value, minClamp, maxClamp) return min(max(value, minClamp), maxClamp); end,
--Data fetching functions
unitState = function(stateID, target)
if ( not target ) then
target = "default";
end
return parsedAbilityInfo:GetState(stateID, target);
end,
unitPower = function(target)
if ( not target ) then
target = "default";
end
return parsedAbilityInfo:GetAttackStat(target);
end,
unitSpeed = function(target)
if ( not target ) then
target = "default";
end
return parsedAbilityInfo:GetSpeedStat(target);
end,
unitMaxHealth = function(target)
if ( not target ) then
target = "default";
end
return parsedAbilityInfo:GetMaxHealth(target);
end,
unitHealth = function(target)
if ( not target ) then
target = "default";
end
return parsedAbilityInfo:GetHealth(target);
end,
unitIsAlly = function(target)
if ( not target ) then
target = "default";
end
return parsedAbilityInfo:GetPetOwner(target) == LE_BATTLE_PET_ALLY;
end,
unitHasAura = function(auraID, target)
if ( not target ) then
target = "default";
end
return parsedAbilityInfo:HasAura(auraID, target);
end,
unitPetType = function(target)
if ( not target ) then
target = "default";
end
return parsedAbilityInfo:GetPetType(target);
end,
isInBattle = function()
return parsedAbilityInfo:IsInBattle();
end,
numTurns = function(abilityID)
if ( not abilityID ) then
abilityID = parsedAbilityInfo:GetAbilityID();
end
local id, name, icon, maxCooldown, description, numTurns = C_PetBattles.GetAbilityInfoByID(abilityID);
return numTurns;
end,
currentCooldown = function()
return parsedAbilityInfo:GetCurrentCooldown();
end,
maxCooldown = function(abilityID)
if ( not abilityID ) then
abilityID = parsedAbilityInfo:GetAbilityID();
end
local id, name, icon, maxCooldown, description, numTurns = C_PetBattles.GetAbilityInfoByID(abilityID);
return maxCooldown;
end,
abilityPetType = function(abilityID)
if ( not abilityID ) then
abilityID = parsedAbilityInfo:GetAbilityID();
end
local id, name, icon, maxCooldown, description, numTurns, petType = C_PetBattles.GetAbilityInfoByID(abilityID);
return petType;
end,
petTypeName = function(petType)
return _G["BATTLE_PET_DAMAGE_NAME_"..petType]
end,
remainingDuration = function()
return parsedAbilityInfo:GetRemainingDuration();
end,
getProcIndex = function(procType, abilityID)
if ( not abilityID ) then
abilityID = parsedAbilityInfo:GetAbilityID();
end
local turnIndex = C_PetBattles.GetAbilityProcTurnIndex(abilityID, procType);
if ( not turnIndex ) then
error("No such proc type: "..tostring(procType));
end
return turnIndex;
end,
abilityName = function(abilityID)
if ( not abilityID ) then
abilityID = parsedAbilityInfo:GetAbilityID();
end
local id, name, icon, maxCooldown, description, numTurns, petType = C_PetBattles.GetAbilityInfoByID(abilityID);
return name;
end,
abilityHasHints = function(abilityID)
if ( not abilityID ) then
abilityID = parsedAbilityInfo:GetAbilityID();
end
local id, name, icon, maxCooldown, unparsedDescription, numTurns, petType, noStrongWeakHints = C_PetBattles.GetAbilityInfoByID(abilityID);
return petType and not noStrongWeakHints;
end,
padState = function(stateID, target)
if ( not target ) then
target = "default";
end
return parsedAbilityInfo:GetPadState(stateID, target);
end,
weatherState = function(stateID)
return parsedAbilityInfo:GetWeatherState(stateID);
end,
abilityStateMod = function(stateID, abilityID)
if ( not abilityID ) then
abilityID = parsedAbilityInfo:GetAbilityID();
end
return C_PetBattles.GetAbilityStateModification(abilityID, stateID);
end,
};
-- Dynamic fetching functions
local effectParamStrings = {C_PetBattles.GetAllEffectNames()};
for i = 1, #effectParamStrings do
parserEnv[effectParamStrings[i]] =
function(turnIndex, effectIndex, abilityID)
if ( not abilityID ) then
abilityID = parsedAbilityInfo:GetAbilityID();
end
local value = C_PetBattles.GetAbilityEffectInfo(abilityID, turnIndex, effectIndex, effectParamStrings[i]);
if ( not value ) then
error("No such attribute: "..effectParamStrings[i]);
end
return value;
end;
end
-- Fill out the environment with all states (format: STATE_%s)
C_PetBattles.GetAllStates(parserEnv);
--Alias helpers
local function FormatDamageHelper(baseDamage, attackType, defenderType)
local output = "";
local multi = C_PetBattles.GetAttackModifier(attackType, defenderType);
if ( multi > 1 ) then
output = GREEN_FONT_COLOR_CODE..math.floor(baseDamage * multi)..FONT_COLOR_CODE_CLOSE;
if (ENABLE_COLORBLIND_MODE == 1) then
output = output.."|Tinterface\\petbattles\\battlebar-abilitybadge-strong-small:0|t";
end
return output;
elseif ( multi < 1 ) then
output = RED_FONT_COLOR_CODE..math.floor(baseDamage * multi)..FONT_COLOR_CODE_CLOSE;
if (ENABLE_COLORBLIND_MODE == 1) then
output = output.."|Tinterface\\petbattles\\battlebar-abilitybadge-weak-small:0|t";
end
return output;
end
return math.floor(baseDamage);
end
local function FormatHealingHelper(baseHeal, healingDone, healingTaken)
local output = "";
local doneMulti = (healingDone / 100)
local takenMulti = (healingTaken / 100);
local finalHeal = baseHeal + baseHeal * doneMulti;
finalHeal = finalHeal + finalHeal * takenMulti;
local finalMulti = finalHeal / baseHeal;
if ( finalMulti > 1 ) then
output = GREEN_FONT_COLOR_CODE..math.floor(baseHeal * finalMulti)..FONT_COLOR_CODE_CLOSE;
if (ENABLE_COLORBLIND_MODE == 1) then
output = output.."|Tinterface\petbattles\battlebar-abilitybadge-strong-small:0|t";
end
return output;
elseif( finalMulti < 1 ) then
output = RED_FONT_COLOR_CODE..math.floor(baseHeal * finalMulti)..FONT_COLOR_CODE_CLOSE;
if (ENABLE_COLORBLIND_MODE == 1) then
output = output.."|Tinterface\petbattles\battlebar-abilitybadge-weak-small:0|t";
end
return output;
end
return math.floor(baseHeal);
end
--Aliases
parserEnv.OnlyInBattle = function(text) if ( parserEnv.isInBattle() ) then return text else return ""; end end;
parserEnv.School = function(abilityID) return parserEnv.petTypeName(parserEnv.abilityPetType(abilityID)); end;
parserEnv.SumStates = function(stateID, target)
if ( parserEnv.unitPetType(target) == 7 ) then --Elementals aren't affected by weathers.
return parserEnv.unitState(stateID, target) + parserEnv.padState(stateID, target);
else
return parserEnv.unitState(stateID, target) + parserEnv.padState(stateID, target) + parserEnv.weatherState(stateID);
end
end;
--Attack aliases
parserEnv.AttackBonus = function() return (1 + 0.05 * parserEnv.unitPower()); end;
parserEnv.SimpleDamage = function(...) return parserEnv.points(...) * parserEnv.AttackBonus(); end;
parserEnv.StandardDamage = function(...)
local turnIndex, effectIndex, abilityID = ...;
return parserEnv.FormatDamage(parserEnv.SimpleDamage(...), abilityID);
end;
parserEnv.FormatDamage = function(baseDamage, abilityID)
if ( parserEnv.isInBattle() and parserEnv.abilityHasHints(abilityID) ) then
return FormatDamageHelper(baseDamage, parserEnv.abilityPetType(abilityID), parserEnv.unitPetType(parserEnv.AFFECTED));
else
return parserEnv.floor(baseDamage);
end
end;
--Healing aliases
parserEnv.HealingBonus = function() return (1 + 0.05 * parserEnv.unitPower()); end;
parserEnv.SimpleHealing = function(...) return parserEnv.points(...) * parserEnv.HealingBonus(); end;
parserEnv.StandardHealing = function(...)
return parserEnv.FormatHealing(parserEnv.SimpleHealing(...));
end;
parserEnv.FormatHealing = function(baseHealing)
if ( parserEnv.isInBattle() ) then
return FormatHealingHelper(baseHealing, parserEnv.SumStates(65), parserEnv.SumStates(66));
else
return parserEnv.floor(baseHealing);
end
end;
--Don't allow designers to accidentally change the environment
local safeEnv = {};
setmetatable(safeEnv, { __index = parserEnv, __newindex = function() end });
function WoWkemon_ParseExpression(expression)
--Load the expression, chopping off the [] on the side.
local expr = loadstring("return ("..string.sub(expression, 2, -2)..")");
if ( expr ) then
--Set the environment up to restrict functions
setfenv(expr, safeEnv);
--Don't let designer errors cause us to stop execution
local success, repl = pcall(expr);
if ( success ) then
if ( type(repl) == "number" ) then
return math.floor(repl); --We don't want to display any decimals.
else
return repl or "";
end
elseif ( IsGMClient() ) then
local err = string.match(repl, ":%d+: (.*)");
return "[DATA ERROR: "..err.."]";
else
return "DATA ERROR";
end
else
return "PARSING ERROR";
end
end
function WoWkemon_ParseAndReturn(expression)
--Load the expression, chopping off the [] on the side.
local expr = loadstring("return "..expression);
if ( expr ) then
--Set the environment up to restrict functions
setfenv(expr, safeEnv);
--Don't let designer errors cause us to stop execution
local success, repl = pcall(expr);
if ( success ) then
if ( type(repl) == "number" ) then
return math.floor(repl); --We don't want to display any decimals.
else
return repl or "";
end
elseif ( IsGMClient() ) then
local err = string.match(repl, ":%d+: (.*)");
return "[DATA ERROR: "..err.."]";
else
local err = string.match(repl, ":%d+: (.*)");
error(err)
return "DATA ERROR";
end
else
return "PARSING ERROR";
end
end
local OPA = {
PET_BATTLE_COMBAT_LOG_AURA_APPLIED = PET_BATTLE_COMBAT_LOG_AURA_APPLIED;
PET_BATTLE_COMBAT_LOG_AURA_FADES = PET_BATTLE_COMBAT_LOG_AURA_FADES;
PET_BATTLE_COMBAT_LOG_BLOCKED = PET_BATTLE_COMBAT_LOG_BLOCKED;
PET_BATTLE_COMBAT_LOG_DAMAGE_CRIT = string.sub(PET_BATTLE_COMBAT_LOG_DAMAGE,0,-2) .. PET_BATTLE_COMBAT_LOG_DAMAGE_CRIT;
PET_BATTLE_COMBAT_LOG_DAMAGE_STRONG = string.sub(PET_BATTLE_COMBAT_LOG_DAMAGE,0,-2) .. PET_BATTLE_COMBAT_LOG_DAMAGE_STRONG;
PET_BATTLE_COMBAT_LOG_DAMAGE_WEAK = string.sub(PET_BATTLE_COMBAT_LOG_DAMAGE,0,-2) .. PET_BATTLE_COMBAT_LOG_DAMAGE_WEAK;
-- PET_BATTLE_COMBAT_LOG_DAMAGE_CRIT = PET_BATTLE_COMBAT_LOG_DAMAGE_CRIT;
-- PET_BATTLE_COMBAT_LOG_DAMAGE_STRONG = PET_BATTLE_COMBAT_LOG_DAMAGE_STRONG;
-- PET_BATTLE_COMBAT_LOG_DAMAGE_WEAK = PET_BATTLE_COMBAT_LOG_DAMAGE_WEAK;
PET_BATTLE_COMBAT_LOG_DAMAGE = PET_BATTLE_COMBAT_LOG_DAMAGE;
PET_BATTLE_COMBAT_LOG_DEATH = PET_BATTLE_COMBAT_LOG_DEATH;
PET_BATTLE_COMBAT_LOG_DEFLECT = PET_BATTLE_COMBAT_LOG_DEFLECT;
PET_BATTLE_COMBAT_LOG_DODGE = PET_BATTLE_COMBAT_LOG_DODGE;
--PET_BATTLE_COMBAT_LOG_ENEMY = PET_BATTLE_COMBAT_LOG_ENEMY;
--PET_BATTLE_COMBAT_LOG_ENEMY_LOWER = PET_BATTLE_COMBAT_LOG_ENEMY_LOWER;
--PET_BATTLE_COMBAT_LOG_ENEMY_TEAM = PET_BATTLE_COMBAT_LOG_ENEMY_TEAM;
--PET_BATTLE_COMBAT_LOG_ENEMY_TEAM_LOWER = PET_BATTLE_COMBAT_LOG_ENEMY_TEAM_LOWER;
PET_BATTLE_COMBAT_LOG_HEALING = PET_BATTLE_COMBAT_LOG_HEALING;
PET_BATTLE_COMBAT_LOG_IMMUNE = PET_BATTLE_COMBAT_LOG_IMMUNE;
PET_BATTLE_COMBAT_LOG_MISS = PET_BATTLE_COMBAT_LOG_MISS;
PET_BATTLE_COMBAT_LOG_NEW_ROUND = PET_BATTLE_COMBAT_LOG_NEW_ROUND;
PET_BATTLE_COMBAT_LOG_PAD_AURA_APPLIED = PET_BATTLE_COMBAT_LOG_PAD_AURA_APPLIED;
PET_BATTLE_COMBAT_LOG_PAD_AURA_FADES = PET_BATTLE_COMBAT_LOG_PAD_AURA_FADES;
PET_BATTLE_COMBAT_LOG_PARRY = PET_BATTLE_COMBAT_LOG_PARRY;
PET_BATTLE_COMBAT_LOG_PET_SWITCHED = PET_BATTLE_COMBAT_LOG_PET_SWITCHED;
PET_BATTLE_COMBAT_LOG_REFLECT = PET_BATTLE_COMBAT_LOG_REFLECT;
PET_BATTLE_COMBAT_LOG_TRAP_HIT = PET_BATTLE_COMBAT_LOG_TRAP_HIT;
PET_BATTLE_COMBAT_LOG_TRAP_MISS = PET_BATTLE_COMBAT_LOG_TRAP_MISS;
PET_BATTLE_COMBAT_LOG_WEATHER_AURA_APPLIED = PET_BATTLE_COMBAT_LOG_WEATHER_AURA_APPLIED;
PET_BATTLE_COMBAT_LOG_WEATHER_AURA_FADES = PET_BATTLE_COMBAT_LOG_WEATHER_AURA_FADES;
}
for i,j in pairs(OPA) do
j = j:gsub("%(","%%(");
j = j:gsub("%)","%%)");
j = j:gsub("%%s","(.+)");
j = j:gsub("%%d","(%%d+)");
--j = j:gsub("%.","%%.");
OPA[i] = j;
end
function WoWkemon_CombatLogEvent(unparsed)
for i,j in pairs(OPA) do
if unparsed:match(j) then
return i;
end
end
end |
-- local function data(file, tag, names, stripFunc, postFunc)
local parser = require "otherData.featParser"
local names =
{
"Hobbyist",
"Dilettante",
"Dabbler",
"Look and Learn"
}
local m = string.match
local function strip(parser, str)
-- local firstFeat = parser.names[1]
return m(str, "(.-)Scene Features List Action Point Features List\r\n")
end
local function post(feats, str)
local ex = {}
-- local exStr = m(str, "Trainer Class Feature Prerequisite Trainer Class Feature Prerequisite\r\n(.+)")
local sceneFeats = {}
local actionFeats = {}
local function makeFeat(tbl, class, name, preqs)
table.insert(tbl, {name = name, class = class, preqs = preqs})
end
-- fuck this grid shit, do it manually
makeFeat(sceneFeats, "Ace Trainer", "Critical Moment", "Commander's Voice")
makeFeat(sceneFeats, "Capture Specialist", "Capture Techniques (False Strike and Catch Combo Only", "Poké Ball Crafter")
makeFeat(sceneFeats, "Enduring Soul", "Staying Power", "Medic Training")
makeFeat(sceneFeats, "Trickster", "Sleight", "Command Versatility")
makeFeat(sceneFeats, "Researcher", "Chemical Warfare", "Repel Crafter")
makeFeat(sceneFeats, "Roughneck", "Mettle", "Defender")
makeFeat(actionFeats, "Coordinator", "Nuanced Performance", "Grace")
makeFeat(actionFeats, "Juggler", "Round Trip", "Quick Switch")
makeFeat(actionFeats, "Chef", "Hits the Spot", "Basic Cooking")
makeFeat(actionFeats, "Fashionista", "Style is Eternal", "Groomer")
makeFeat(actionFeats, "Athlete", "Coaching", "Swimmer")
makeFeat(actionFeats, "Tumbler", "Quick Gymnastics", "Acrobat")
ex.sceneFeats = sceneFeats
ex.actionFeats = actionFeats
return ex
end
return parser("hobbyist.txt", "Hobbyist Class", names, strip, post) |
local Broadcast = require("core.Broadcast")
local EffectFlag = require("core.EffectFlag")
local Heal = require("core.Heal")
--
-- Effect applied by Judge skill. Reduces damage done.
return {
config = {
name = "Judged",
description = "Damage of your next attack is reduced.",
type = "skill:judge",
},
flags = { EffectFlag.DEBUFF },
state = { reductionPercent = 0 },
modifiers = {
incomingDamage = function(self, damage, current) return current end,
outgoingDamage = function(self, damage, currentAmount)
if Heal:class_of(damage) or damage.attribute ~= "health" then
return currentAmount
end
local reduction = math.floor(currentAmount *
(self.state.reductionPercent / 100));
return currentAmount - reduction;
end,
},
listeners = {
effectActivated = function(self)
Broadcast.sayAt(self.target, "<yellow>The holy judgement weakens you.");
end,
effectDeactivated = function(self)
Broadcast.sayAt(self.target, "<yellow>You feel your strength return.");
end,
hit = function(self) self:remove(); end,
},
};
|
local lor = require("lor.index")
local app = lor()
local router = require("api.router")
-- routes
app:use(router())
-- 404 error
app:use(function(req, res, next)
if req:is_found() ~= true then
res:status(404):json({
success = false,
msg = "404! sorry, not found."
})
end
end)
-- error handle middleware
app:erroruse(function(err, req, res, next)
ngx.log(ngx.ERR, err)
res:status(500):json({
success = false,
msg = "500! unknown error."
})
end)
app:run()
|
--[[
Transmit
========
Used for making server-client and cross-script communication easy.
This module takes care of managing the location of all your transmission
objects (remote/bindable event/function) and allows you to access them quickly
and easily.
Functions
---------
Each one of these functions takes a `name` parameter, which determines the
name of the transmission object you're generating.
If the transmission object does not exist, it will be created. This means you
use the same syntax across all Scripts.
transmit.getLocalEvent(string name)
transmit.getLocalFunction(string name)
transmit.getRemoteEvent(string name)
transmit.getRemoteFunction(string name)
Usage
-----
-- Server
local event = transmit.getRemoteEvent("ServerMessage")
event:FireAllClients("Greetings from the server!")
-- Client
local event = transmit.getRemoteEvent("ServerMessage")
event.OnClientEvent:connect(function(msg)
print(msg) -- "Greetings from the server!"
end)
--]]
local replicatedStorage = game:GetService("ReplicatedStorage")
local transmit = {}
local STORAGE_NAME = "TransmitStorage"
local STORAGE_PARENT = replicatedStorage
local function new(className, parent, name)
local inst = Instance.new(className, parent)
inst.Name = name or inst.Name
return inst
end
local function getStorage()
local storage = STORAGE_PARENT:FindFirstChild(STORAGE_NAME)
return storage or new("Folder", STORAGE_PARENT, STORAGE_NAME)
end
local function getTransmissionObject(className, name)
assert(type(name) == "string", "Please specify a name for the transmit "..
"object.")
local storage = getStorage()
local object = storage:FindFirstChild(name)
return object or new(className, storage, name)
end
--------------------------------------------------------------------------------
function transmit.getLocalEvent(name)
return getTransmissionObject("BindableEvent", name)
end
function transmit.getLocalFunction(name)
return getTransmissionObject("BindableFunction", name)
end
function transmit.getRemoteEvent(name)
return getTransmissionObject("RemoteEvent", name)
end
function transmit.getRemoteFunction(name)
return getTransmissionObject("RemoteFunction", name)
end
return transmit
|
return {
id = "effect_fire",
type = "effect",
name = "Fire",
description = "n/a",
rarity = 1,
hidden = false,
thumbnailImage = "rbxassetid://3243264674",
metadata = {
effectType = "particle",
effectInstances = { -- instances to clone into torso from assetmodels/effect
"effect_fire",
}
}
} |
function SkillTreeManager:pack_to_string()
local packed_string = ""
for tree, data in ipairs(tweak_data.skilltree.trees) do
if not data.is_custom then
local points, num_skills = managers.skilltree:get_tree_progress_new(tree)
packed_string = packed_string .. tostring(points)
if tree ~= #tweak_data.skilltree.trees then
packed_string = packed_string .. "_"
end
end
end
local current_specialization = self:digest_value(self._global.specializations.current_specialization, false, 1)
local tree_data = self._global.specializations[current_specialization]
if tree_data then
local tier_data = tree_data.tiers
if tier_data then
local current_tier = self:digest_value(tier_data.current_tier, false)
packed_string = packed_string .. "-" .. tostring(current_specialization) .. "_" .. tostring(current_tier)
end
end
return packed_string
end
-- Debug points
-- function SkillTreeManager:specialization_points()
-- self._global.specializations.points = self:digest_value(100000)
-- return self._global.specializations.points and self:digest_value(self._global.specializations.points, false) or 0
-- end
|
-- TODO: Are we keeping the reset API or doing something different?
local function create()
local data = {}
return {
get = function(name, scope)
if data[name] == nil then
data[name] = {}
end
if data[name][scope] == nil then
data[name][scope] = {}
end
return data[name][scope]
end,
reset = function()
for key in pairs(data) do
data[key] = nil
end
end,
}
end
local function createDefault()
local data = {}
return {
get = function()
return data
end,
reset = function()
for key in pairs(data) do
data[key] = nil
end
end,
}
end
return {
Default = createDefault(),
Global = create(),
Ordered = create(),
}
|
local Component = require "component"
local Attacker = Component:extend()
Attacker.name = "Attacker"
Attacker.requirements = {components.Stats}
function Attacker:__new(options)
self.defaultAttack = options.defaultAttack
end
function Attacker:initialize(actor)
actor.defaultAttack = self.defaultAttack
actor.wielded = self.defaultAttack
actor:addAction(actions.Attack)
actor:addAction(actions.Wield)
actor:addAction(actions.Unwield)
end
return Attacker
|
---This config file is designed for adding a backdoor to the system. It has a few
-- options by default, only one enabled by default. I suggest
--
-- Note that none of these modules are included with Nmap by default.
-- Any variable in the 'config' table in smb-psexec.nse can be overriden in the
-- 'overrides' table. Most of them are not really recommended, such as the host,
-- key, etc.
overrides = {}
--overrides.timeout = 40
modules = {}
local mod
-- TODO: allow the user to specify parameters
--Note: password can't be longer than 14-characters, otherwise the program pauses for
-- a response
mod = {}
mod.upload = false
mod.name = "Adding a user account: $username/$password"
mod.program = "net"
mod.args = "user $username $password /add"
mod.maxtime = 2
mod.noblank = true
mod.req_args = {'username','password'}
table.insert(modules, mod)
|
function test ()
print ("mathlib spline loader test")
local node = Common.StringNode.LoadXml ("data/splines.xml")
local splines_count = node.ChildrenCount
for i = 0, splines_count - 1 do
local spline_node = node:Child (i)
if spline_node.Name == "Spline" then
local spline = nil
local spline_type = spline_node:Get ("Type")
if spline_type == "float" then
spline = Math.SplineLoader.LoadLinearFloatSpline (spline_node, "Key", "Time", "Value")
elseif spline_type == "vec2f" then
spline = Math.SplineLoader.LoadLinearVec2fSpline (spline_node, "Key", "Time", "Value")
elseif spline_type == "vec3f" then
spline = Math.SplineLoader.LoadLinearVec3fSpline (spline_node, "Key", "Time", "Value", " ;")
elseif spline_type == "vec4f" then
spline = Math.SplineLoader.LoadLinearVec4fSpline (spline_node, "Key", "Time", "Value", " ;")
end
print ("Loaded spline with type '" .. spline_type .. "'")
print ("Keys count = " .. spline.KeysCount)
end
end
end
|
-- Example `init.lua` file that adds a custom hotkey to enter normal mode
-- Load & initialize Ki spoon
hs.loadSpoon('Ki')
-- Set custom transition event that enters normal mode.
spoon.Ki.transitionEvents = {
-- Add desktop mode transition event to enter normal mode with cmd+; from desktop mode
desktop = {
{
{"cmd"}, ";",
function() spoon.Ki.state:enterNormalMode() end,
{ "Desktop Mode", "Transition to Normal Mode" },
},
},
}
-- Start Ki
spoon.Ki:start()
|
local gps = require "nvim-gps"
gps.setup {
icons = {
["class-name"] = " ", -- Classes and class-like objects
["function-name"] = " ", -- Functions
["method-name"] = " ", -- Methods (functions inside class-like objects)
["container-name"] = "⛶ ", -- Containers (example: lua tables)
["tag-name"] = "", -- Tags (example: html tags)
},
-- Add custom configuration per language or
-- Disable the plugin for a language
-- Any language not disabled here is enabled by default
languages = {
-- ["bash"] = false, -- disables nvim-gps for bash
-- ["go"] = false, -- disables nvim-gps for golang
-- ["ruby"] = {
-- separator = '|', -- Overrides default separator with '|'
-- icons = {
-- -- Default icons not specified in the lang config
-- -- will fallback to the default value
-- -- "container-name" will fallback to default because it's not set
-- ["function-name"] = '', -- to ensure empty values, set an empty string
-- ["tag-name"] = ''
-- ["class-name"] = '::',
-- ["method-name"] = '#',
-- }
--}
},
separator = " > ",
-- limit for amount of context shown
-- 0 means no limit
-- Note: to make use of depth feature properly, make sure your separator isn't something that can appear
-- in context names (eg: function names, class names, etc)
depth = 0,
-- indicator used when context is hits depth limit
depth_limit_indicator = "..",
}
|
test = require 'u-test'
common = require 'common'
function MPM_Match_Handler()
print("MPM_Match")
MultiDeviceSyncAndWait("MPM_Match");
XblMultiplayerManagerInitialize();
StartDoWorkLoop();
XblMultiplayerManagerLobbySessionAddLocalUser();
end
function OnXblMultiplayerEventType_UserAdded()
MultiDeviceSyncAndWait("UserAdded");
XblMultiplayerManagerFindMatch("PlayerSkillNoQoS");
end
function OnXblMultiplayerEventType_FindMatchCompleted()
VerifyMPMGameSessionProperites();
VerifyMPMLobbySessionProperites();
MultiDeviceSyncAndWait("FindMatch");
XblMultiplayerManagerLeaveGame()
end
function OnXblMultiplayerEventType_JoinGameCompleted()
MultiDeviceSyncAndWait("JoinGameCompleted");
test.stopTest();
end
function OnXblMultiplayerEventType_LeaveGameCompleted()
MultiDeviceSyncAndWait("LeaveGameCompleted");
test.stopTest();
end
test.ismultidevice = true
test.MPM_Match = function()
common.init(MPM_Match_Handler)
end
|
local MUC_NS = "http://jabber.org/protocol/muc";
local jid = require "util.jid";
local os = require "os";
-- allow jibri to join room with password
module:hook("muc-occupant-pre-join", function (event)
local room, stanza = event.room, event.stanza;
local user, domain, res = jid.split(event.stanza.attr.from);
if user==os.getenv("JIBRI_RECORDER_USER") and domain==os.getenv("XMPP_RECORDER_DOMAIN") then
local join = stanza:get_child("x", MUC_NS);
join:tag("password", { xmlns = MUC_NS }):text(room:get_password());
end;
end);
|
local bench_utils = require 'bench_utils'
-- Output file
local output_path = 'baseline_st.md'
local output = io.open(output_path, "w")
output:write("## Results\n")
output:write("This file contains the results for the tests on the GTSRB dataset.\n\n")
output:write("| Command line arguments | accuracy on validation set |\n")
output:write("| --------------------- | ----- |\n")
print("Running best result with full dataset.")
local params = {}
table.insert(params, {'-n -1 --st --locnet 100,200,100', {true}})
bench_utils.run_test(params, output)
print("Running main tests.")
params = {}
table.insert(params, {'--val', {true}}) -- run tests on the validation set
table.insert(params, {'--no_lnorm', {false, true}})
table.insert(params, {'--no_cnorm', {false, true}})
table.insert(params, {'--st', {true}})
table.insert(params, {'--sca --tra', {false, true}})
table.insert(params, {'--locnet ', {false,
"20,20,20",
"60,60,60",
"100,100,100",
"50,100,50",
"100,200,100",
"100,100,50",
"150,150,100"}})
bench_utils.run_test(params, output)
print("Running extra tests with bigger localization networks.")
params = {}
table.insert(params, {'--val', {true}}) -- run tests on the validation set
table.insert(params, {'--st', {true}})
table.insert(params, {'--sca --tra', {false, true}})
table.insert(params, {'--locnet ', {"141,141,141",
"150,150,150",
"200,200,200",
"250,250,250",
"150,250,150",
"200,300,200"}})
bench_utils.run_test(params, output)
print("Running tests with multiple spatial transformers")
params = {}
table.insert(params, {'--val', {true}}) -- run tests on the validation set
table.insert(params, {'--st', {true}})
table.insert(params, {'--locnet ', {'""',
"150,150,150",
"150,250,150"}})
table.insert(params, {'--locnet2 ', {"150,150,150",
"150,250,150",
"75,75,75",
"75,125,75"}})
bench_utils.run_test(params, output)
print("Running test with the idsia network.")
params = {}
table.insert(params, {'--val', {true}}) -- run tests on the validation set
table.insert(params, {'--net ', {"idsia_net.lua"}})
table.insert(params, {'--cnn ', {"100,150,250,300", "150,200,300,350"}})
table.insert(params, {'--st', {true}})
table.insert(params, {'--sca --tra', {false, true}})
table.insert(params, {'--locnet ', {"100,200,100",
"150,250,150"}})
bench_utils.run_test(params, output)
print("Running tests with multiple spatial transformers on idsia network")
params = {}
table.insert(params, {'--val', {true}}) -- run tests on the validation set
table.insert(params, {'--st', {true}})
table.insert(params, {'--net ', {"idsia_net.lua"}})
table.insert(params, {'--cnn ', {"150,200,300,350",
"200,250,350,400"}})
table.insert(params, {'--locnet ', {'""',
"150,150,150",
"200,300,200"}})
table.insert(params, {'--locnet2 ', {false,
"150,150,150",
"75,75,75"}})
table.insert(params, {'--locnet3 ', {false,
"150,150,150",
"75,75,75"}})
bench_utils.run_test(params, output)
output:write('\n\n')
output:write('This file is generated by the `baseline_st.lua` script.\n')
output:close()
|
--
-- Created by IntelliJ IDEA.
-- User: nander
-- Date: 02/03/2019
-- Time: 15:27
-- To change this template use File | Settings | File Templates.
--
return function(station)
return {
draw = function(event)
local t = event.otime - event.timeLeft
local T = event.otime
local stationPosition = station.position
love.graphics.setColor(0.7,0.7,0.7)
love.graphics.rectangle("fill", stationPosition.x-200 , stationPosition.y + 100, 400,100)
love.graphics.setColor(1,1,1)
love.graphics.draw(RESOURCES.cleaned, stationPosition.x-180 , stationPosition.y + 130)
end,
initialize = function()
end
}
end |
-- issue #10
local function inspect(options)
options = options or {}
return type(options)
end
assert(inspect(nil) == "table")
local function inspect(options)
options = options or setmetatable({}, {__mode = "test"})
return type(options)
end
assert(inspect(nil) == "table")
-- issue #16
local ok, msg = pcall(function()
local a = {}
a[nil] = 1
end)
assert(not ok and string.find(msg, "table index is nil", 1, true))
-- issue #19
local tbl = {1,2,3,4,5}
assert(#tbl == 5)
assert(table.remove(tbl) == 5)
assert(#tbl == 4)
assert(table.remove(tbl, 3) == 3)
assert(#tbl == 3)
|
local urdf={}
return urdf
|
--[[
Mandatory Configs
TODO: All of these configs maybe should be convars.. I mean that's literally what they're for.
]]
local WEBHOOK = assert( cookie.GetString("DISCORD_WEBHOOK"), "Webhook link is not set! Use cookie.Set('DISCORD_WEBHOOK', 'xyz')" )
local BOT_TOKEN = assert( cookie.GetString("DISCORD_TOKEN"), "Bot token is not set! Use cookie.Set('DISCORD_TOKEN', 'xyz')" )
--[[
Optional Configs
]]
--[[
Content / Images
]]
-- Avatar shown in discord channel messages
local AVATAR = cookie.GetString("DISCORD_AVATAR", "https://cdn.discordapp.com/attachments/732861600708690010/937171111421038592/glua.png")
-- Gateway used to communicate w/ discord.
local GATEWAY = cookie.GetString("DISCORD_GATEWAY", "wss://gateway.discord.gg")
-- Bot / Webhook ID
local BOT_ID = cookie.GetString("DISCORD_BOT_ID")
-- Steam question mark if we couldn't get the avatar of someone, or haven't yet.
local QMARK_AVATAR = cookie.GetString("DISCORD_UNKNOWNAVATAR", "https://cdn.discordapp.com/attachments/732861600708690010/937444253993422848/qmark.jpg")
local function CvarInt(...)
return { "GetInt", CreateConVar(...) }
end
local function CvarStr(...)
return { "GetString", CreateConVar(...) }
end
local function CvarBool(...)
return { "GetBool", CreateConVar(...) }
end
local Convars = {
LinkChannel = CvarStr("glink_channel_id", "", {FCVAR_PROTECTED, FCVAR_ARCHIVE, FCVAR_UNLOGGED, FCVAR_DONTRECORD}, "Channel ID to send messages to and listen to."),
Prefix = CvarStr("glink_bot_prefix", "!", FCVAR_ARCHIVE, "Prefix to use with glink discord-side. Default !"),
PermsRole = CvarStr("glink_perms_role", "", FCVAR_ARCHIVE, "ID of Admin / OP Role for permissions with glink commands."),
Enabled = CvarBool("glink_enabled", "1", FCVAR_ARCHIVE, "Enable Glink"),
}
---@class DiscordConfigs
---@field LinkChannel string
---@field Prefix string
---@field PermsRole string
---@field Enabled boolean
local Configs = {
AVATAR = AVATAR,
WEBHOOK = WEBHOOK,
BOT_TOKEN = BOT_TOKEN,
BOT_ID = BOT_ID,
GATEWAY = GATEWAY,
QMARK_AVATAR = QMARK_AVATAR,
}
-- Indexing will get the convar value dynamically.
setmetatable(Configs, {
__index = function(_, k)
local cvar_data = rawget(Convars, k)
if cvar_data then
local cvar_access, cvar = cvar_data[1], cvar_data[2]
return cvar[cvar_access](cvar)
end
end
})
assert(Convars.LinkChannel and Convars.LinkChannel ~= "", "Channel ID is not set! Use glink_channel_id cvar.")
return Configs |
local _KnockDownBoost_CopDamagedamage_melee = CopDamage.damage_melee
function CopDamage:damage_melee(attack_data)
if self._unit:base()._tweak_table ~= "tank" then
if managers.player:player_unit():inventory():akimbo_shield_enabled() and managers.blackmarket:equipped_melee_weapon() == "weapon" then
attack_data.variant = 'counter_spooc'
--shield knockdown POWER! It's balanced - cit
end
end
return _KnockDownBoost_CopDamagedamage_melee(self, attack_data)
end
|
--[[ All network strings should be precached HERE ]]--
hook.Add("Initialize", "Precache all network strings", function()
util.AddNetworkString("Death Notice")
util.AddNetworkString("Class Selection")
util.AddNetworkString("Taunt Selection")
util.AddNetworkString("Taunt Selection BROADCAST")
util.AddNetworkString("Help")
util.AddNetworkString("Round Update")
util.AddNetworkString("Player Death")
util.AddNetworkString("Prop Update")
util.AddNetworkString("Reset Prop")
util.AddNetworkString("Selected Prop")
util.AddNetworkString("Prop Angle Lock")
util.AddNetworkString("Prop Angle Snap")
util.AddNetworkString("Prop Pitch Enable")
util.AddNetworkString("Prop Revert")
util.AddNetworkString("Hunter Hint Updown")
util.AddNetworkString("AutoTaunt Update")
util.AddNetworkString("Prop Roll")
util.AddNetworkString("Popup Open")
util.AddNetworkString("BSOD Open")
util.AddNetworkString("Reset To Spawn")
util.AddNetworkString("Unstick Prop")
util.AddNetworkString("Ghost Door")
util.AddNetworkString("Pay Respects")
util.AddNetworkString("Display Respects")
end)
net.Receive("Class Selection", function(len, ply)
local chosen = net.ReadUInt(32)
SetTeam(ply, chosen)
end)
net.Receive("Taunt Selection", function(len, ply)
local taunt = net.ReadString()
local pitch = net.ReadUInt(8)
if (!QMenuAntiAbuse(ply)) then
SendTaunt(ply, taunt, pitch)
end
end)
--[[ When a player presses +use on a prop ]]--
net.Receive("Selected Prop", function(len, ply)
local ent = net.ReadEntity()
if (ply.pickupProp or !playerCanBeEnt(ply, ent)) then return end
local oldHP = ply:GetProp().health
SetPlayerProp(ply, ent, PROP_CHOSEN_SCALE)
ply:GetProp().health = oldHP
end)
--[[ When a player wants to lock world angles on their prop ]]--
net.Receive("Prop Angle Lock", function(len, ply)
local shouldAngleLock = net.ReadBit() == 1
local propAngle = net.ReadAngle()
local prevLockedAngle = ply:GetPropLockedAngle()
ply:SetPropAngleLocked(shouldAngleLock)
ply:SetPropLockedAngle(propAngle)
local prop = ply:GetProp()
if (IsValid(prop)) then
ResetPropToProp(ply)
ply.prevAngleLockChange = true
ply.prevLockedAngle = prevLockedAngle
end
end)
--[[ When a player wants enable pitch on their prop ]]--
net.Receive("Prop Pitch Enable", function(len, ply)
local shouldPitchEnable = net.ReadBit() == 1
ply:SetPropPitchEnabled(shouldPitchEnable)
end)
--[[ When a player wants to lock world angles on their prop ]]--
net.Receive("Prop Revert", function(len, ply)
RevertProp(ply)
end)
net.Receive("Hunter Hint Updown", function(len, ply)
local closestPropTaunting = GetClosestTaunter(ply)
if (closestPropTaunting != nil) then
local heightDiff = closestPropTaunting:GetPos().z - ply:GetPos().z
if (heightDiff > ply:GetViewOffset().z) then
ply:SetEyeAngles( ply:EyeAngles() + Angle( -15, 0, 0 ) )
elseif (heightDiff < 0) then
ply:SetEyeAngles( ply:EyeAngles() + Angle( 15, 0, 0 ) )
end
end
end)
--[[ When a player wants toggle world angle snapping on their prop ]]--
net.Receive("Prop Angle Snap", function(len, ply)
local shouldAngleSnap = net.ReadBit() == 1
ply:SetPropAngleSnapped(shouldAngleSnap)
end)
--[[ Adjust the prop roll angle ]]--
net.Receive("Prop Roll", function(len, ply)
local rollAngleToAdd = net.ReadInt(16)
local newRollAngle = (ply:GetPropRollAngle() + rollAngleToAdd + 180) % 360 - 180
ply:SetPropRollAngle(newRollAngle)
end)
net.Receive("Unstick Prop", function(len, ply)
UnstickPlayer(ply, 10)
end)
net.Receive("Reset To Spawn", function(len, ply)
ply:SetPos(table.Random(team.GetSpawnPoints(ply:Team())):GetPos())
UnstickPlayer(ply, 10)
end)
--[[ When a ghost prop presses +use on a prop ]]--
net.Receive("Ghost Door", function(len, ply)
if (CurTime() < ply:GetTimeOfNextDoorOpen()) then return end
local door = net.ReadEntity()
if (!IsValid(door) or !table.HasValue(DOORS, door:GetClass())) then return end
ply:SetTimeOfNextDoorOpen(CurTime() + PROP_GHOST_DOOR_WAIT)
door:Fire("Toggle")
end)
net.Receive("Pay Respects", function(len, ply)
PayRespects(ply)
end)
|
module(..., package.seeall)
local counter = require("core.counter")
local lib = require("core.lib")
local data = require("lib.yang.data")
local state = require("lib.yang.state")
local lwutil = require("apps.lwaftr.lwutil")
local write_to_file = lwutil.write_to_file
function load_requested_counters(counters)
local result = dofile(counters)
assert(type(result) == "table", "Not a valid counters file: "..counters)
return result
end
function diff_counters(final, initial)
local results = {}
for name, ref in pairs(initial) do
local cur = final[name]
if cur ~= ref then
results[name] = tonumber(cur - ref)
end
end
return results
end
function validate_diff(actual, expected)
if not lib.equal(actual, expected) then
local msg
print('--- Expected (actual values in brackets, if any)')
for k, v in pairs(expected) do
msg = k..' = '..v
if actual[k] ~= nil then
msg = msg..' ('..actual[k]..')'
end
print(msg)
end
print('--- actual (expected values in brackets, if any)')
for k, v in pairs(actual) do
msg = k..' = '..v
if expected[k] ~= nil then
msg = msg..' ('..expected[k]..')'
end
print(msg)
end
error('counters did not match')
end
end
function regen_counters(counters, outfile)
local cnames = lwutil.keys(counters)
table.sort(cnames)
local out_val = {'return {'}
for _,k in ipairs(cnames) do
table.insert(out_val, string.format(' ["%s"] = %s,', k, counters[k]))
end
table.insert(out_val, '}\n')
write_to_file(outfile, (table.concat(out_val, '\n')))
end
|
------------------------------------------------------------------------------------------------------------
-- Cairo UI - Develop by David Lannan
--
-- Design Notes:
-- The aim of the UI is to provide pixel consistancy for scalable graphics. What this means is the art
-- and the scalable graphics use a common measurement system (currently 1024 x1024) and it auto pixel
-- scales the output to match the target UI resolution.
--
-- Why this is needed - Quite often when you scale Cairo you will get pixel blends and stretching that
-- deform the output. Small fonts are a good example. If you rotate or place some cairo operation on a small
-- font with a small base scale then you will lose pixels in the operation and the output will look poor.
-- By using a high internal level of scale but maintaining the output to match the target it means
-- the blending will look good for the target resolution no matter the size.
--
-- When the resolution has a unique aspect (non square) then we adjust the underlying maximum sizes so that
-- it still matches. For example, 640x480 will have a underlying Cairo UI size of 1024x768 rather than 1024x1024
-- to ensure close pixel approximation. A mobile phone type resolution of 480x800 will map to 614x1024
--
-- Cairo UI cannot solve all layout UI problems, but it should make development much easier in the long run.
--
------------------------------------------------------------------------------------------------------------
CAIRO_RENDER = {}
-- These are valid resolution widths for textures that map closely to resolutions.
-- The concept is that the underlying texture map should closely match the required resolution.
-- Using this method the output graphics will be clear and 'tidy' only most devices.
CAIRO_RENDER_SIZES = { 512, 1024, 2048, 4096 }
-- The function here finds the best solution from an input width.
function CAIRO_RENDER:GetSize(width, aspect)
local w = width
for k,v in pairs(CAIRO_RENDER_SIZES) do
if v > width then w=v; break; end
end
return w, math.ceil( w * aspect )
end
--Some sensible defaults...
CAIRO_RENDER.DEFAULT_WIDTH = 512
CAIRO_RENDER.DEFAULT_HEIGHT = 512
CAIRO_RENDER.MAX_PIXEL_SIZE = 2048
------------------------------------------------------------------------------------------------------------
CAIRO_UI =
{
LEFT = 0,
RIGHT = 1,
TOP = 2,
BOTTOM = 3,
EXPLODER_TWEEN_TIME = 0.1,
SLIDER_TWEEN_TIME = 0.1
}
------------------------------------------------------------------------------------------------------------
CAIRO_TYPE =
{
-- Base types
TEXT = 0,
BUTTON = 1,
IMAGE = 2,
TEXTBOX = 3, -- Text entry box, same as text but has input handling and such.
-- Complex types
SLIDEOUT = 10,
EXPLODER = 11,
LISTBOX = 12, -- Technically the same as VLINE/LIST.. TODO: will need to sort out later
PANEL = 13, -- Simple Dialog / Window like panel
-- Layout types
HLINE = 20,
VLINE = 21,
LIST = 22
}
------------------------------------------------------------------------------------------------------------
CAIRO_STATE = {}
CAIRO_STATE.SO_STATES = { INITIAL = 0, MOVING_OUT = 1, OUT = 2, MOVING_IN = 3, IN = 4}
------------------------------------------------------------------------------------------------------------
CAIRO_STYLE = {}
CAIRO_STYLE.WHITE = { r=1.0, g=1.0, b=1.0, a=1.0 }
------------------------------------------------------------------------------------------------------------
-- Metro style colours!! Base metroc colors (ala Win8)
CAIRO_STYLE.METRO = {}
CAIRO_STYLE.METRO.ORANGE = { r=0.97, g=0.576, b=0.117, a=1 }
CAIRO_STYLE.METRO.PURPLE = { r=0.341, g=0.149, b=0.5, a=1 }
CAIRO_STYLE.METRO.LBLUE = { r=0.012, g=0.684, b=0.859, a=1 }
CAIRO_STYLE.METRO.SEAGREEN = { r=0.258, g=0.570, b=0.598, a=1 }
CAIRO_STYLE.METRO.GREEN = { r=0.469, g=0.730, b=0.265, a=1 }
------------------------------------------------------------------------------------------------------------
CAIRO_STYLE.ICONS = {}
CAIRO_STYLE.ICONS.tick_64 = "data/icons/generic_obj_tick_64.png"
CAIRO_STYLE.ICONS.folder_64 = "data/icons/generic_obj_folder_64.png"
CAIRO_STYLE.ICONS.arrowup_64 = "data/icons/generic_arrowup_64.png"
CAIRO_STYLE.ICONS.arrowdn_64 = "data/icons/generic_arrowdn_64.png"
------------------------------------------------------------------------------------------------------------
|
-- Tracks a queue data structure.
-- Values are tracked via incrementing ID keys, when something is nilled it is tracked as an "empty"
ServerQueue =
class(
function(self)
self:clear()
end
)
function ServerQueue.clear(self)
self.data = {}
self.first = 0
self.last = -1
self.empties = 0
end
function ServerQueue.to_string(self)
return "QUEUE: " .. dump(self)
end
function ServerQueue.to_short_string(self)
local returnString = ""
if self.first <= self.last then
local still_empty = true
for i = self.first, self.last do
local msg = self.data[i]
if msg ~= nil then
for type, data in pairs(msg) do
returnString = returnString .. type .. " "
end
end
end
end
return returnString
end
-- push a server message in queue
function ServerQueue.push(self, msg)
local last = self.last + 1
self.last = last
self.data[last] = msg
end
-- pop oldest server message in queue
function ServerQueue.pop(self)
local first = self.first
local ret = nil
for i = self.first, self.last do
ret = self.data[first]
self.data[first] = nil
first = first + 1
if ret then
break
end
end
self.first = first
self:check_empty()
return ret
end
-- pop first element found with a message containing any specified keys...
function ServerQueue.pop_next_with(self, ...)
if self.first > self.last then
return
end
local still_empty = true
for i = self.first, self.last do
local msg = self.data[i]
if msg ~= nil then
still_empty = false
for j = 1, select("#", ...) do
if msg[select(j, ...)] ~= nil then
--print("POP "..select(j, ...))
self:remove(i)
return msg
end
end
elseif still_empty then
self.first = self.first + 1
self.empties = self.empties - 1
end
end
end
-- pop all messages containing any specified keys...
function ServerQueue.pop_all_with(self, ...)
local ret = {}
if self.first <= self.last then
local still_empty = true
for i = self.first, self.last do
local msg = self.data[i]
if msg ~= nil then
still_empty = false
for j = 1, select("#", ...) do
if msg[select(j, ...)] ~= nil then
--print("POP "..select(j, ...))
ret[#ret + 1] = msg
self:remove(i)
break
end
end
elseif still_empty then
self.first = self.first + 1
self.empties = self.empties - 1
end
end
end
return ret
end
function ServerQueue.remove(self, index)
if self.data[index] then
self.data[index] = nil
self.empties = self.empties + 1
self:check_empty()
return true
end
return false
end
function ServerQueue.top(self)
return self.data[self.first]
end
function ServerQueue.size(self)
if self.last < self.first then
return 0
end
return self.last - self.first - self.empties + 1
end
function ServerQueue.check_empty(self)
if self:size() == 0 then
self.first = 0
self.last = -1
self.empties = 0
end
end
|
-----------------------------------------
-- Spell: MP Drainkiss
-- Steals an enemy's MP. Ineffective against undead
-- Spell cost: 20 MP
-- Monster Type: Amorphs
-- Spell Type: Magical (Dark)
-- Blue Magic Points: 4
-- Stat Bonus: MP+5
-- Level: 42
-- Casting Time: 4 seconds
-- Recast Time: 90 seconds
-- Magic Bursts on: Compression, Gravitation, Darkness
-- Combos: None
-- Notes:
-- Affected by Blue Magic Skill and Magic Accuracy.
-- Soft cap at 165MP before Magic Bursts / Day and Weather/Elemental Affinity effects.
-- Elemental Affinity and Elemental Obis affect both accuracy and amount of MP drained.
-- Magic Burst affects both accuracy and amount of MP drained.
-- INT increases Magic Accuracy in general, but is not a modifier of this spell.
-- Unlike Magic Hammer, MP drained is not enhanced by Magic Attack Bonus.
-- A positive Monster Correlation (vs Birds) or a negative Monster Correlation (vs Aquans), affects both accuracy and potency.
-----------------------------------------
require("scripts/globals/settings")
require("scripts/globals/status")
require("scripts/globals/magic")
require("scripts/globals/utils")
require("scripts/globals/msg")
-----------------------------------------
function onMagicCastingCheck(caster,target,spell)
return 0
end
function onSpellCast(caster,target,spell)
-- also have small constant to account for 0 dark skill
local dmg = utils.clamp(5 + 0.375 * caster:getSkillLevel(tpz.skill.BLUE_MAGIC),0,165)
-- get resist multiplier (1x if no resist)
local params = {}
params.diff = caster:getStat(tpz.mod.INT)-target:getStat(tpz.mod.INT)
params.attribute = tpz.mod.INT
params.skillType = tpz.skill.BLUE_MAGIC
params.bonus = 1.0
local resist = applyResistance(caster, target, spell, params)
-- get the resisted damage
dmg = dmg*resist
-- add on bonuses (staff/day/weather/jas/mab/etc all go in this function)
dmg = addBonuses(caster,spell,target,dmg)
-- add in target adjustment
dmg = adjustForTarget(target,dmg,spell:getElement())
-- add in final adjustments
if (dmg < 0) then
dmg = 0
end
dmg = dmg * BLUE_POWER
if (target:isUndead()) then
spell:setMsg(tpz.msg.basic.MAGIC_NO_EFFECT) -- No effect
return dmg
end
if (target:getMP() > dmg) then
caster:addMP(dmg)
target:delMP(dmg)
else
dmg = target:getMP()
caster:addMP(dmg)
target:delMP(dmg)
end
return dmg
end
|
local StarterPlayerScripts = import("./StarterPlayerScripts")
local StarterCharacterScripts = StarterPlayerScripts:extend("StarterCharacterScripts")
return StarterCharacterScripts |
--[[
Turn shallow tables too and from query strings
Ie a ?name=value&other=value style string with auto escaped characters
]]
local M={ modname=(...) } ; if M.modname then package.loaded[M.modname]=M end
local ques=M
--[[
Unescape all %00 values into their original chars
]]
ques.decode=function(s)
return s:gsub("%%(%x%x)", function(x) return string.char(tonumber( x , 16 )) end )
end
--[[
escape all special chars into %00 values, so ? & = are removed. Everything else is fine.
]]
ques.encode=function(s)
return s:gsub("([%?%&%=])", function(c) return string.format( "%%%02X", string.byte(c) ) end )
end
--[[
Parse a string into a table, we use numbered entries to hold extra info, eg q[0] is the base part of the string before the ?
or "" if there was no ?
]]
ques.parse=function(s,q)
q=q or {} -- can pass in a table to reuse
local idx=string.find(s, "?") -- remove the ? from the string and store the left bit in q[0]
if not idx then -- no ?
q[0]=""
idx=0
else
q[0]=string.sub(s,1,idx-1)
end
while idx do
local f=string.find(s, "&",idx+1)
local b=""
if f then
b=string.sub(s,idx+1,f-1)
idx=f
else
b=string.sub(s,idx+1)
idx=nil
end
if b and b~="" then -- something to save
local e=string.find(b,"=")
if e then
local n=ques.decode( string.sub(b,1,e-1) )
local v=ques.decode( string.sub(b,e+1) )
q[n]=v
else -- a name with no value is automatically set to 1
local n=ques.decode( b )
q[n]=1 -- note this is an actual number not a string
end
end
end
return q
end
--[[
Build a string from a table of values
]]
ques.build=function(q)
local t={}
local s="?"
t[1]=q[0] or ""
for n,v in pairs(q) do
if type(n)=="string" then -- only save strings
t[#t+1]=s ; s="&"
t[#t+1]=ques.encode(n)
t[#t+1]="="
t[#t+1]=ques.encode(tostring(v)) -- might be a number
end
end
return table.concat(t)
end
--[[
Test function
]]
ques.test=function()
for i,v in ipairs({
"poop?test=1",
"?test=1",
"test=1",
"poop?test=a&other=b&this=that&bool¬&&",
"?space%20space=dot%2Edot&eq%3Deq",
}) do
print()
print(v)
local q=ques.parse( v )
for n,v in pairs(q) do print(n,v) end
print( ques.build( q ) )
end
end
--ques.test()
|
------------------------
-- In The Name Of GoD --
-- Tabchi.lua --
-- Bass By AMIR --
------------------------
DataBase = (loadfile "redis.lua")()
DataBase = DataBase.connect('127.0.0.1', 6379)
channel_id = -1001388474114
channel_user = "original_herorat"
local BOT = Tabchi-ID
function dl_cb(arg, data)
end
function get_admin ()
if DataBase:get('bibak'..BOT..'adminset') then
return true
else
print("\n\27[36m MR_RATHERO \n >> Admin UserID :\n\27[31m ")
local admin=io.read()
DataBase:del("bibak"..BOT.."admin")
DataBase:sadd("bibak"..BOT.."admin", admin)
DataBase:set('bibak'..BOT..'adminset',true)
return print("\n\27[36m ADMIN ID |\27[32m ".. admin .." \27[36m| شناسه ادمین")
end
end
function get_bot (i, bibak)
function bot_info (i, bibak)
DataBase:set("bibak"..BOT.."id",bibak.id_)
if bibak.first_name_ then
DataBase:set("bibak"..BOT.."fname",bibak.first_name_)
end
if bibak.last_name_ then
DataBase:set("bibak"..BOT.."lanme",bibak.last_name_)
end
DataBase:set("bibak"..BOT.."num",bibak.phone_number_)
return bibak.id_
end
tdcli_function ({ID = "GetMe",}, bot_info, nil)
end
--[[function reload(chat_id,msg_id)
loadfile("./bot-1.lua")()
send(chat_id, msg_id, "<i>با موفقیت انجام شد.</i>")
end]]
function is_bibak(msg)
local var = false
local hash = 'bibak'..BOT..'admin'
local user = msg.sender_user_id_
local Bibak = DataBase:sismember(hash, user)
if Bibak then
var = true
end
return var
end
function writefile(filename, input)
local file = io.open(filename, "w")
file:write(input)
file:flush()
file:close()
return true
end
function process_join(i, bibak)
if bibak.code_ == 429 then
local message = tostring(bibak.message_)
local Time = message:match('%d+') + 85
DataBase:setex("bibak"..BOT.."maxjoin", tonumber(Time), true)
else
DataBase:srem("bibak"..BOT.."goodlinks", i.link)
DataBase:sadd("bibak"..BOT.."savedlinks", i.link)
end
end
function process_link(i, bibak)
if (bibak.is_group_ or bibak.is_supergroup_channel_) then
DataBase:srem("bibak"..BOT.."waitelinks", i.link)
DataBase:sadd("bibak"..BOT.."goodlinks", i.link)
elseif bibak.code_ == 429 then
local message = tostring(bibak.message_)
local Time = message:match('%d+') + 85
DataBase:setex("bibak"..BOT.."maxlink", tonumber(Time), true)
else
DataBase:srem("bibak"..BOT.."waitelinks", i.link)
end
end
function find_link(text)
if text:match("https://telegram.me/joinchat/%S+") or text:match("https://t.me/joinchat/%S+") or text:match("https://telegram.dog/joinchat/%S+") then
local text = text:gsub("t.me", "telegram.me")
local text = text:gsub("telegram.dog", "telegram.me")
for link in text:gmatch("(https://telegram.me/joinchat/%S+)") do
if not DataBase:sismember("bibak"..BOT.."alllinks", link) then
DataBase:sadd("bibak"..BOT.."waitelinks", link)
DataBase:sadd("bibak"..BOT.."alllinks", link)
end
end
end
end
function add(id)
local Id = tostring(id)
if not DataBase:sismember("bibak"..BOT.."all", id) then
if Id:match("^(%d+)$") then
DataBase:sadd("bibak"..BOT.."users", id)
DataBase:sadd("bibak"..BOT.."all", id)
elseif Id:match("^-100") then
DataBase:sadd("bibak"..BOT.."supergroups", id)
DataBase:sadd("bibak"..BOT.."all", id)
else
DataBase:sadd("bibak"..BOT.."groups", id)
DataBase:sadd("bibak"..BOT.."all", id)
end
end
return true
end
function rem(id)
local Id = tostring(id)
if DataBase:sismember("bibak"..BOT.."all", id) then
if Id:match("^(%d+)$") then
DataBase:srem("bibak"..BOT.."users", id)
DataBase:srem("bibak"..BOT.."all", id)
elseif Id:match("^-100") then
DataBase:srem("bibak"..BOT.."supergroups", id)
DataBase:srem("bibak"..BOT.."all", id)
else
DataBase:srem("bibak"..BOT.."groups", id)
DataBase:srem("bibak"..BOT.."all", id)
end
end
return true
end
function send(chat_id, msg_id, text)
tdcli_function ({
ID = "SendChatAction",
chat_id_ = chat_id,
action_ = {
ID = "SendMessageTypingAction",
progress_ = 100
}
}, cb or dl_cb, cmd)
tdcli_function ({
ID = "SendMessage",
chat_id_ = chat_id,
reply_to_message_id_ = msg_id,
disable_notification_ = 1,
from_background_ = 1,
reply_markup_ = nil,
input_message_content_ = {
ID = "InputMessageText",
text_ = text,
disable_web_page_preview_ = 1,
clear_draft_ = 0,
entities_ = {},
parse_mode_ = {ID = "TextParseModeHTML"},
},
}, dl_cb, nil)
end
get_admin()
DataBase:set("bibak"..BOT.."start", true)
function OffExpire(msg, data)
send(msg.chat_id_, msg.id_, "<i>⇜ زمان خاموشی به اتمام رسید و ربات روشن شد ! :)</i>")
end
function tdcli_update_callback(data)
if data.ID == "UpdateNewMessage" then
if DataBase:get("bibak"..BOT.."OFFTIME") then
return
end
if not DataBase:get("bibak"..BOT.."maxlink") then
if DataBase:scard("bibak"..BOT.."waitelinks") ~= 0 then
local links = DataBase:smembers("bibak"..BOT.."waitelinks")
for x,y in ipairs(links) do
if x == 6 then DataBase:setex("bibak"..BOT.."maxlink", 70, true) return end
tdcli_function({ID = "CheckChatInviteLink",invite_link_ = y},process_link, {link=y})
end
end
end
if not DataBase:get("bibak"..BOT.."maxjoin") then
if DataBase:scard("bibak"..BOT.."goodlinks") ~= 0 then
local links = DataBase:smembers("bibak"..BOT.."goodlinks")
for x,y in ipairs(links) do
tdcli_function({ID = "ImportChatInviteLink",invite_link_ = y},process_join, {link=y})
if x == 2 then DataBase:setex("bibak"..BOT.."maxjoin", 70, true) return end
end
end
end
local msg = data.message_
local bot_id = DataBase:get("bibak"..BOT.."id") or get_bot()
if (msg.sender_user_id_ == 777000 or msg.sender_user_id_ == 178220800) then
local c = (msg.content_.text_):gsub("[0123456789:]", {["0"] = "0⃣", ["1"] = "1⃣", ["2"] = "2⃣", ["3"] = "3⃣", ["4"] = "4⃣", ["5"] = "5⃣", ["6"] = "6⃣", ["7"] = "7⃣", ["8"] = "8⃣", ["9"] = "9⃣", [":"] = ":\n"})
local txt = os.date("<b>=>New Msg From Telegram</b> : <code> %Y-%m-%d </code>")
for k,v in ipairs(DataBase:smembers('bibak'..BOT..'admin')) do
send(v, 0, txt.."\n\n"..c)
end
end
if tostring(msg.chat_id_):match("^(%d+)") then
if not DataBase:sismember("bibak"..BOT.."all", msg.chat_id_) then
DataBase:sadd("bibak"..BOT.."users", msg.chat_id_)
DataBase:sadd("bibak"..BOT.."all", msg.chat_id_)
end
end
add(msg.chat_id_)
if msg.date_ < os.time() - 150 then
return false
end
if msg.content_.ID == "MessageText" then
if msg.chat_id_ then
local id = tostring(msg.chat_id_)
if id:match('-100(%d+)') then
chat_type = 'super'
elseif id:match('^(%d+)') then
chat_type = 'user'
else
chat_type = 'group'
end
end
local text = msg.content_.text_
local matches
if DataBase:get("bibak"..BOT.."link") then
find_link(text)
end
if text and text:match('[qwertyuiopasdfghjklzxcvbnmQWERTYUIOPASDFGHJKLZXCVBNM]') then
text = text:lower()
end
------TexTs-------
local Fwd1 = "⇜ پیام درحال ارسال به همه میباشد ..\n⇜ در هر <code>TIME</code> ثانیه پیام شما به <code>GPSF</code> گروه ارسال میشود .\n⇜ لطفا صبور باشید و تا پایان عملیات دستوری ارسال ننمایید !\n⇜ تا پایان این عملیات <code>ALL</code> ثانیه طول میکشد .\n▪️ ( <code>MIN</code> دقیقه )\n▪️ ( <code>H</code> ساعت )"
local Fwd3 = "⇜ پیام درحال ارسال به سوپرگروه ها میباشد ..\n⇜ در هر <code>TIME</code> ثانیه پیام شما به <code>GPSF</code> گروه ارسال میشود .\n⇜ لطفا صبور باشید و تا پایان عملیات دستوری ارسال ننمایید !\n⇜ تا پایان این عملیات <code>ALL</code> ثانیه طول میکشد .\n▪️ ( <code>MIN</code> دقیقه )\n▪️ ( <code>H</code> ساعت )"
local Fwd2 = "🔚 فروارد با موفقیت به اتمام رسید ."
local Done = "<i>⇜ انجام شد .</i>"
local Reload = "⇜ انجام شد .\n⇜ فایل <code>Tabchi.lua</code> با موفقیت بازنگری شد ."
local Help = "•⇩@MR_RATHERO راهنمای تبچی⇩•\n➖➖➖➖➖➖\n• m USERID\n• افزودن ادمین\n••• به جای USERID آیدی عددی کاربر مورد نظر را قرار دهید .\n➖➖➖➖➖➖\n• md USERID\n• حذف ادمین\n••• به جای USERID آیدی عددی کاربر مورد نظر را قرار دهید .\n➖➖➖➖➖➖\n• f\n• فروارد پیام به همه (با ریپلی)\n➖➖➖➖➖➖\n• g Number\n• تنظیم تعداد گروه درهر فروارد\n••• به جای Number عدد مورد نظر خود را قرار دهید . (توجه کنید فقط عدد وارد کنید در غیر اینصورت در اجرای فرآیند به مشکل برمیخورید)\n➖➖➖➖➖➖\n• t Number\n• تنظیم زمان ارسال پیام به تعداد گروه مشخص شده ( ثانیه )\n••• به جای Number عدد مورد نظر خود را قرار دهید . (توجه کنید فقط عدد وارد کنید در غیر اینصورت در اجرای فرآیند به مشکل برمیخورید)\n➖➖➖➖➖➖\n• j o\n• فعال کردن عضویت در لینک ها (لینک ارسال نمایید ربات عضو میشود)\n➖➖➖➖➖➖\n• j d\n• غیر فعال کردن عضویت در لینک ها\n➖➖➖➖➖➖\n• fa\n• فعال کردن عضویت اجباری (ربات حتما در کانال ادمین باشد !)\n➖➖➖➖➖➖\n• fd\n• غیر فعال کردن عضویت اجباری\n➖➖➖➖➖➖\n• o\n• اطلاع از آنلاین بودن ربات\n➖➖➖➖➖➖\n• r\n• بازنگری فایل Tabchi.lua\n➖➖➖➖➖➖\n• e TEXT\n• تکرار کردن متن\n••• به جای TEXT متن مورد نظر را قرار دهید .\n➖➖➖➖➖➖\n• a \n• دریافت آمار ربات\n➖➖➖➖➖➖\n• fg Type\n• تنظیم حالت ارسال ( ارسال به همه یا ارسال به سوپرگروه )\n••• به جای Type ; برای تنظیم به ارسال به همه از a و برای تنظیم ارسال به سوپرگروه از s استفاده نمایید .\n➖➖➖➖➖➖\n▪️ از انتشار این سورس به هیچ وجه راضی نمیباشیم ...\n▪️▪️ نوشته شده توسط :\n▪️▪️ @MR_RATHERO\n▪️▪️▪️ ایدی سازنده :\n▪️▪️▪️ @MR_RATHERO"
local stats = "▪️ آمار\n⇜ گروه ها : <code>GP</code>\n⇜ سوپر گروه ها : <code>SU</code>\n⇜ پیوی ها : <code>USR</code>\n▪️ وضعیت ارسال ⇜ <code>[ FWD ]</code> \n⇜ در هر <code>TIME</code> ثانیه پیام شما به <code>FUCK</code> گروه ارسال میشود .\n▪️ عضویت خودکار [ <code>JOIN</code> ] میباشد .\n ⇜ لینک های عضو شده : <code>LINK</code> لینک\n⇜ لینک های در انتظار عضویت : <code>GL</code> لینک "
local off = "⇜ انجام شد .\n⇜ ربات به مدت <code>TIME</code> ثانیه خاموش شد !"
local forcejointxt = {'عزیزم اول تو کانالم عضو شو بعد بیا بحرفیم😃❤️\nآیدی کانالم :\n'..channel_user,'عه هنوز تو کانالم نیستی🙁\nاول بیا کانالم بعد بیا چت کنیم😍❤️\nآیدی کانالم :\n'..channel_user,'عشقم اول بیا کانالم بعد بیا پی وی حرف بزنیم☺️\nاومدی بگو 😃❤️\nآیدی کانالم :\n'..channel_user}
local forcejoin = forcejointxt[math.random(#forcejointxt)]
------------------
if chat_type == 'user' then
local bibak = DataBase:get('bibak'..BOT..'forcejoin')
if bibak then
if text:match('(.*)') then
function checmember_cb(ex,res)
if res.ID == "ChatMember" and res.status_ and res.status_.ID and res.status_.ID ~= "ChatMemberStatusMember" and res.status_.ID ~= "ChatMemberStatusEditor" and res.status_.ID ~= "ChatMemberStatusCreator" then
return send(msg.chat_id_, msg.id_,forcejoin)
else
return
end
end
end
else
if text:match('(.*)') then
return
end
end
tdcli_function ({ID = "GetChatMember",chat_id_ = channel_id, user_id_ = msg.sender_user_id_}, checmember_cb, nil)
end
if is_bibak(msg) then
find_link(text)
if text:match("^(bo) (%d+)$") then
local matches = tonumber(text:match("%d+"))
DataBase:setex('bibak'..BOT..'OFFTIME', matches, true)
tdcli_function ({
ID = "SetAlarm",
seconds_ = matches
}, OffExpire, msg)
local text = off:gsub("TIME",matches)
return send(msg.chat_id_, msg.id_, text)
elseif text:match("^(modset) (%d+)$") then
local matches = text:match("%d+")
if DataBase:sismember('bibak'..BOT..'admin', matches) then
return send(msg.chat_id_, msg.id_, "<i>کاربر مورد نظر در حال حاضر مدیر است.</i>")
elseif DataBase:sismember('bibak'..BOT..'mod', msg.sender_user_id_) then
return send(msg.chat_id_, msg.id_, "شما دسترسی ندارید.")
else
DataBase:sadd('bibak'..BOT..'admin', matches)
DataBase:sadd('bibak'..BOT..'mod', matches)
return send(msg.chat_id_, msg.id_, Done)
end
elseif text:match("^(m) (%d+)$") then
local matches = text:match("%d+")
if DataBase:sismember('bibak'..BOT..'admin', matches) then
return send(msg.chat_id_, msg.id_, "<i>کاربر مورد نظر در حال حاضر مدیر است.</i>")
elseif DataBase:sismember('bibak'..BOT..'mod', msg.sender_user_id_) then
return send(msg.chat_id_, msg.id_, "شما دسترسی ندارید.")
else
DataBase:sadd('bibak'..BOT..'admin', matches)
DataBase:sadd('bibak'..BOT..'mod', matches)
return send(msg.chat_id_, msg.id_, Done)
end
elseif text:match("^(md) (%d+)$") then
local matches = text:match("%d+")
if DataBase:sismember('bibak'..BOT..'mod', msg.sender_user_id_) then
if tonumber(matches) == msg.sender_user_id_ then
DataBase:srem('bibak'..BOT..'admin', msg.sender_user_id_)
DataBase:srem('bibak'..BOT..'mod', msg.sender_user_id_)
return send(msg.chat_id_, msg.id_, "شما دیگر مدیر نیستید.")
end
return send(msg.chat_id_, msg.id_, "شما دسترسی ندارید.")
end
if DataBase:sismember('bibak'..BOT..'admin', matches) then
if DataBase:sismember('bibak'..BOT..'admin'..msg.sender_user_id_ ,matches) then
return send(msg.chat_id_, msg.id_, "شما نمی توانید مدیری که به شما مقام داده را عزل کنید.")
end
DataBase:srem('bibak'..BOT..'admin', matches)
DataBase:srem('bibak'..BOT..'mod', matches)
return send(msg.chat_id_, msg.id_, Done)
end
return send(msg.chat_id_, msg.id_, "کاربر مورد نظر مدیر نمی باشد.")
elseif text:match("^(r)$") then
dofile('./Tabchi.lua')
return send(msg.chat_id_, msg.id_, Reload)
elseif text:match("^(h)$") then
return send(msg.chat_id_, msg.id_, Help)
elseif text:match("^(fa)$") then
DataBase:set("bibak"..BOT.."forcejoin", true)
return send(msg.chat_id_, msg.id_, Done)
elseif text:match("^(fd)$") then
DataBase:del('bibak'..BOT..'forcejoin')
return send(msg.chat_id_, msg.id_, Done)
elseif text:match("^(test)$") then
local timee = DataBase:get('bibak'..BOT..'timef') or 30
local gpsf = DataBase:get('bibak'..BOT..'gpsf') or 6
local all = tostring(DataBase:scard("bibak"..BOT.."supergroups"))
local bibak = "bibak"..BOT.."supergroups"
local alltimee = (all / gpsf) * timee
local timemmin = ((all / gpsf) * timee) / 60
return send(msg.chat_id_, msg.id_, timemmin)
elseif text:match("^(e) (.*)") then
local matches = text:match("^e (.*)")
return send(msg.chat_id_, msg.id_, matches)
elseif (text:match("^(o)$") and not msg.forward_info_)then
return tdcli_function({
ID = "ForwardMessages",
chat_id_ = msg.chat_id_,
from_chat_id_ = msg.chat_id_,
message_ids_ = {[0] = msg.id_},
disable_notification_ = 0,
from_background_ = 1
}, dl_cb, nil)
elseif text:match("^(rs)$")then
local list = {DataBase:smembers("bibak"..BOT.."supergroups"),DataBase:smembers("bibak"..BOT.."groups"),DataBase:smembers("bibak"..BOT.."users")}
tdcli_function({
ID = "SearchContacts",
query_ = nil,
limit_ = 999999999
}, function (i, bibak)
DataBase:set("bibak"..BOT.."contacts", bibak.total_count_)
end, nil)
for i, v in ipairs(list) do
for a, b in ipairs(v) do
tdcli_function ({
ID = "GetChatMember",
chat_id_ = b,
user_id_ = bot_id
}, function (i,bibak)
if bibak.ID == "Error" then rem(i.id)
end
end, {id=b})
end
end
send(msg.chat_id_, msg.id_, Done)
elseif text:match("^(sh)$") then
get_bot()
local fname = DataBase:get("bibak"..BOT.."fname")
local lnasme = DataBase:get("bibak"..BOT.."lname") or ""
local num = DataBase:get("bibak"..BOT.."num")
tdcli_function ({
ID = "SendMessage",
chat_id_ = msg.chat_id_,
reply_to_message_id_ = msg.id_,
disable_notification_ = 1,
from_background_ = 1,
reply_markup_ = nil,
input_message_content_ = {
ID = "InputMessageContact",
contact_ = {
ID = "Contact",
phone_number_ = num,
first_name_ = fname,
last_name_ = lname,
user_id_ = bot_id
},
},
}, dl_cb, nil)
elseif text:match("^(a)$") then
if DataBase:get("bibak"..BOT.."fwd") then
local fwd = "ارسال به همه"
local links = tostring(DataBase:scard("bibak"..BOT.."savedlinks"))
local glinks = tostring(DataBase:scard("bibak"..BOT.."goodlinks"))
local gps = tostring(DataBase:scard("bibak"..BOT.."groups"))
local sgps = tostring(DataBase:scard("bibak"..BOT.."supergroups"))
local usrs = tostring(DataBase:scard("bibak"..BOT.."users"))
local timee = DataBase:get('bibak'..BOT..'timef') or 30
local gpsf = DataBase:get('bibak'..BOT..'gpsf') or 6
local offjoin = DataBase:get("bibak"..BOT.."offjoin") and "غیر فعال" or "فعال"
local text = stats:gsub("GP",gps):gsub("SU",sgps):gsub("USR",usrs):gsub("TIME",timee):gsub("FUCK",gpsf):gsub("JOIN",offjoin):gsub("FWD",fwd):gsub("LINK",links):gsub("GL",glinks)
return send(msg.chat_id_, msg.id_, text)
else
local gps = tostring(DataBase:scard("bibak"..BOT.."groups"))
local fwd = "ارسال به سوپرگروه"
local links = tostring(DataBase:scard("bibak"..BOT.."savedlinks"))
local glinks = tostring(DataBase:scard("bibak"..BOT.."goodlinks"))
local sgps = tostring(DataBase:scard("bibak"..BOT.."supergroups"))
local usrs = tostring(DataBase:scard("bibak"..BOT.."users"))
local timee = DataBase:get('bibak'..BOT..'timef') or 30
local gpsf = DataBase:get('bibak'..BOT..'gpsf') or 6
local offjoin = DataBase:get("bibak"..BOT.."offjoin") and "غیر فعال" or "فعال"
local text = stats:gsub("GP",gps):gsub("SU",sgps):gsub("USR",usrs):gsub("TIME",timee):gsub("FUCK",gpsf):gsub("JOIN",offjoin):gsub("FWD",fwd):gsub("LINK",links):gsub("GL",glinks)
return send(msg.chat_id_, msg.id_, text)
end
elseif text:match("^(j o)$") then
DataBase:del("bibak"..BOT.."maxjoin")
DataBase:del("bibak"..BOT.."offjoin")
DataBase:set("bibak"..BOT.."link", true)
return send(msg.chat_id_, msg.id_, Done)
elseif text:match("^(j d)$") then
DataBase:set("bibak"..BOT.."maxjoin", true)
DataBase:set("bibak"..BOT.."offjoin", true)
DataBase:del("bibak"..BOT.."link")
return send(msg.chat_id_, msg.id_, Done)
elseif text:match("^(t) (%d+)$") then
local matches = text:match("%d+")
DataBase:set('bibak'..BOT..'timef',matches)
return send(msg.chat_id_, msg.id_, Done)
elseif text:match("^(g) (%d+)$") then
local matches = text:match("%d+")
DataBase:set('bibak'..BOT..'gpsf',matches)
return send(msg.chat_id_, msg.id_, Done)
elseif text:match("^(fg) (.*)") then
local bg = text:match("^fg (.*)")
if bg:match("^(a)") then
DataBase:set("bibak"..BOT.."fwd", true)
local text = "⇜ انجام شد .\n⇜ واضعیت ارسال پیام به [ <code>ارسال به همه</code> ] تغییر کرد ."
send(msg.chat_id_, msg.id_, text)
elseif bg:match("^(s)") then
DataBase:del("bibak"..BOT.."fwd")
local text = "⇜ انجام شد .\n⇜ واضعیت ارسال پیام به [ <code>ارسال به سوپرگروه</code> ] تغییر کرد ."
send(msg.chat_id_, msg.id_, text)
end
elseif (text:match("^(f)$") and msg.reply_to_message_id_ ~= 0) then
if DataBase:get("bibak"..BOT.."fwd") then
local timee = DataBase:get('bibak'..BOT..'timef') or 30
local gpsf = DataBase:get('bibak'..BOT..'gpsf') or 6
local all = tostring(DataBase:scard("bibak"..BOT.."all"))
local bibak = "bibak"..BOT.."all"
local alltimee = (all / gpsf) * timee
local timemmin = ((all / gpsf) * timee) / 60
local timeh = ((all / gpsf) * timee) / 3600
local text = Fwd1:gsub("TIME",timee):gsub("GPSF",gpsf):gsub("ALL",alltimee):gsub("MIN",timemmin):gsub("H",timeh)
send(msg.chat_id_, msg.id_, text)
local list = DataBase:smembers(bibak)
local id = msg.reply_to_message_id_
for i, v in pairs(list) do
tdcli_function({
ID = "ForwardMessages",
chat_id_ = v,
from_chat_id_ = msg.chat_id_,
message_ids_ = {[0] = id},
disable_notification_ = 1,
from_background_ = 1
}, dl_cb, nil)
if i % gpsf == 0 then
os.execute("sleep "..timee.."")
end
end
return send(msg.chat_id_, msg.id_, Fwd2)
else
local timee = DataBase:get('bibak'..BOT..'timef') or 30
local gpsf = DataBase:get('bibak'..BOT..'gpsf') or 6
local all = tostring(DataBase:scard("bibak"..BOT.."supergroups"))
local bibak = "bibak"..BOT.."supergroups"
local alltimee = (all / gpsf) * timee
local timemmin = ((all / gpsf) * timee) / 60
local timeh = ((all / gpsf) * timee) / 3600
local text = Fwd1:gsub("TIME",timee):gsub("GPSF",gpsf):gsub("ALL",alltimee):gsub("MIN",timemmin):gsub("H",timeh)
send(msg.chat_id_, msg.id_, text)
local list = DataBase:smembers(bibak)
local id = msg.reply_to_message_id_
for i, v in pairs(list) do
tdcli_function({
ID = "ForwardMessages",
chat_id_ = v,
from_chat_id_ = msg.chat_id_,
message_ids_ = {[0] = id},
disable_notification_ = 1,
from_background_ = 1
}, dl_cb, nil)
if i % gpsf == 0 then
os.execute("sleep "..timee.."")
end
end
return send(msg.chat_id_, msg.id_, Fwd2)
end
end
end
elseif msg.content_.ID == "MessageChatDeleteMember" and msg.content_.id_ == bot_id then
return rem(msg.chat_id_)
elseif (msg.content_.caption_ and DataBase:get("bibak"..BOT.."link"))then
find_link(msg.content_.caption_)
end
if DataBase:get("bibak"..BOT.."markread") then
tdcli_function ({
ID = "ViewMessages",
chat_id_ = msg.chat_id_,
message_ids_ = {[0] = msg.id_}
}, dl_cb, nil)
end
elseif data.ID == "UpdateOption" and data.name_ == "my_id" then
tdcli_function ({
ID = "GetChats",
offset_order_ = 9223372036854775807,
offset_chat_id_ = 0,
limit_ = 1000
}, dl_cb, nil)
end
end
--------------------
-- End Tabchi.lua --
-- By AMIR --
--------------------
|
-- Copyright (c) 2016-present, Facebook, Inc.
-- All rights reserved.
--
-- This source code is licensed under the license found in the
-- LICENSE-examples file in the root directory of this source tree.
--------------------------------------------------------------------------------
-- SST-1 Sentence Classification
-- A sentence classification example using the Stanford Sentiment Treebank.
-- The hidden state is not passed in between batches for the RNN because
-- each example is independent from every other.
--------------------------------------------------------------------------------
local basepath = 'rnnlib.examples.sentence-classification.'
local argcheck = require 'argcheck'
local rnnlib = require 'rnnlib'
local dutils = require 'rnnlib.examples.utils.data'
local cmd = torch.CmdLine()
-- * Model options.
cmd:option('-model' , 'birnn' , 'The model type string.' )
cmd:option('-cell' , 'LSTM' , 'The model type string.' )
cmd:option('-insize' , 256 , 'The number of hidden units in the lookup table.' )
cmd:option('-nhid' , 512 , 'The number of hidden units per layer in the RNN.' )
cmd:option('-nlayer' , 2 , 'The number of layers in the RNN.' )
cmd:option('-dropout' , 0 , 'The probability of dropout.' )
-- * Optimization options.
cmd:option('-lr' , 1 , 'The learning rate.' )
cmd:option('-clip' , 0 , 'The clip threshold of the norm of the gradients w.r.t. params.')
cmd:option('-batchsize' , 20 , 'The batch size.' )
-- * Training options.
cmd:option('-maxepoch' , 10 , 'The upper epoch limit.' )
cmd:option('-profbatch' , 0 , 'The number of batches for profiling.' )
cmd:option('-reportinterval' , 1000 , 'The number of batches after which to report.' )
-- * More model options.
cmd:option('-share' , false , 'Share the parameters of the fwd + rev RNN.' )
cmd:option('-cudnn' , false , 'Use cudnn for the RNN model.' )
-- * Misc options.
cmd:option('-devid' , 1 , 'The master device id.' )
cmd:option('-seed' , 1111 , 'The random seed for the CPU + GPU.' )
cmd:option('-save' , '' , 'Save the model at the end of training.' )
local config = cmd:parse(arg)
local usegpu = config.devid > 0
torch.manualSeed(config.seed)
if usegpu then
pcall(require, 'cutorch')
assert(cutorch)
cutorch.manualSeed(config.seed)
cutorch.setDevice (config.devid)
end
local function printf(...) print(string.format(...)) end
--------------------------------------------------------------------------------
-- Data loading
--------------------------------------------------------------------------------
-- The directory where the data is either created or is already stored.
local datadir = '/tmp/sst1'
local insz = config.insize
local nhid = config.nhid
local bsz = config.batchsize
local clip = config.clip
local lr = config.lr
local reportinterval = config.reportinterval
-- This is hardcoded based on the dataset.
local nclasses = 5
local batches, dict = require(basepath .. 'get_data')(datadir)
local train = batches.train
local valid = batches.valid
local test = batches.test
--------------------------------------------------------------------------------
-- Model construction
--------------------------------------------------------------------------------
local hids = {}
hids[0] = insz
for i = 1, config.nlayer do
hids[i] = nhid
end
-- Creates a forward or bidirectional RNN.
-- See models.lua for more information.
local model, rnn = require(basepath .. 'models')[config.model](
#dict.idx2word,
hids,
nclasses,
rnnlib.cell[config.cell],
config.share and { 'weight', 'gradWeight', 'bias', 'gradBias' } or nil,
config.dropout)
local criterion = nn.CrossEntropyCriterion()
if usegpu then
model :cuda()
criterion:cuda()
end
local _, grads = model:parameters()
--------------------------------------------------------------------------------
-- Training utility functions
--------------------------------------------------------------------------------
-- | A function to create examples for bidirectional models.
-- No new memory is allocated.
local getexamplebidirectional = argcheck{
noordered = true,
{ name = "data" , type = "table" , },
{ name = "i" , type = "number" , },
{ name = "bsz" , type = "number" , },
{ name = "inputbuffer" , type = "torch.*Tensor" , },
{ name = "maskbuffer" , type = "torch.*Tensor" , },
{ name = "targetbuffer" , type = "torch.*Tensor" , },
{ name = "perm" , type = "torch.*Tensor" , opt = true },
call = function(data, i, bsz, inputbuffer, maskbuffer, targetbuffer, perm)
if i + bsz - 1 > #data then
bsz = #data - i + 1
end
-- Gather examples.
local inputs = {}
local targets = {}
local maxlen = 0
for idx = i, i + bsz - 1 do
idx = perm and perm[idx] or idx
-- Populate example.
table.insert(inputs, data[idx].input)
table.insert(targets, data[idx].target)
-- Find the max length.
if data[idx].input:size(1) > maxlen then
maxlen = data[idx].input:size(1)
end
end
-- Prepare masks. Padding is always put in front of the sentence.
maskbuffer:resize(maxlen, bsz, 1)
-- Zero out activations for padded elements.
maskbuffer:fill (0)
for i = 1, #inputs do
local len = inputs[i]:size(1)
-- Fill in the last indices with 1's to keep activations alive.
maskbuffer:select(2, i):narrow(1, maxlen - len + 1, len):fill(1)
end
local lengths = maskbuffer:sum(1):repeatTensor(maxlen, 1, 1)
-- Normalize by length.
maskbuffer:cdiv(lengths)
-- Expand to hidden dimension.
maskbuffer = maskbuffer:expand(maxlen, bsz, nhid * 2)
-- Pad input.
dutils.batchpad.front(inputbuffer, inputs, maxlen, 0)
-- Fill in targets.
targetbuffer:resize(bsz)
for i = 1, #targets do
targetbuffer[i] = targets[i]
end
return { tokens = inputbuffer, mask = maskbuffer }, targetbuffer
end,
}
-- | Creates examples for a forward RNN.
local getexampleforward = argcheck{
noordered = true,
{ name = "data" , type = "table" , },
{ name = "i" , type = "number" , },
{ name = "bsz" , type = "number" , },
{ name = "inputbuffer" , type = "torch.*Tensor" , },
{ name = "targetbuffer" , type = "torch.*Tensor" , },
{ name = "perm" , type = "torch.*Tensor" , opt = true },
call = function(data, i, bsz, inputbuffer, targetbuffer, perm)
-- Gather examples.
local inputs = {}
local targets = {}
local maxlen = 0
for idx = i, i + bsz do
idx = perm and perm[idx] or idx
-- Populate example.
table.insert(inputs, data[idx].input)
table.insert(targets, data[idx].target)
-- Find the max length.
if data[idx]:size(1) > maxlen then
maxlen = data[idx]:size(1)
end
end
dutils.batchpad.front(inputbuffer, inputs, maxlen, 0)
targetbuffer:resize(bsz)
for i = 1, #targets do
targetbuffer[i] = targets[i]
end
return { tokens = inputbuffer }, targetbuffer
end,
}
-- Use bidirection or forward example getters.
local getexample = config.model:find('bi')
and getexamplebidirectional
or getexampleforward
-- | Perform the forward pass.
local function forward(model, input, target, criterion)
return criterion:forward(
model:forward{ { rnn.hiddenbuffer, input.tokens }, input.mask },
target
)
end
-- | Perform the backward pass.
local function backward(model, input, target, criterion)
model:zeroGradParameters()
model:backward(
{ { rnn.hiddenbuffer, input.tokens }, input.mask },
criterion:backward(model.output, target)
)
end
-- | Clip the gradients to prevent explosion.
local function clipgradients(grads, norm)
local totalnorm = 0
for mm = 1, #grads do
local modulenorm = grads[mm]:norm()
totalnorm = totalnorm + modulenorm * modulenorm
end
totalnorm = math.sqrt(totalnorm)
if totalnorm > norm then
local coeff = norm / math.max(totalnorm, 1e-6)
for mm = 1, #grads do
grads[mm]:mul(coeff)
end
end
end
-- | Compute the class accuracy given the model output and target vector.
local function classacc(output, target)
assert(output:nDimension() == 2)
assert(target:nDimension() == 1)
local no = output:size(1)
local _, pred = output:double():topk(1, 2, true, true)
local correct = pred
:typeAs(target)
:eq(target:view(no, 1):expandAs(pred))
return correct:sum(), no
end
-- | Evaluate the model on some part of the data.
local function evaluate(model, data, bsz, criterion, buffers, perm)
model:evaluate()
local loss = 0
local numexamples = 0
local ncorrect = 0
local noutputs = 0
-- Loop over data.
for i = 1, #data, bsz do
local input, target = getexample{
data = data,
i = i,
bsz = bsz,
inputbuffer = buffers.input,
maskbuffer = buffers.mask,
targetbuffer = buffers.target,
perm = perm,
}
rnn:initializeHidden(target:size(1))
loss = loss + forward(model, input, target, criterion)
numexamples = numexamples + 1
local nc, no = classacc(model.output, target)
ncorrect = ncorrect + nc
noutputs = noutputs + no
end
-- Average out the loss.
return loss / numexamples, ncorrect, noutputs
end
--------------------------------------------------------------------------------
-- Training
--------------------------------------------------------------------------------
-- Set up auxiliary tools and buffers for training.
local timer = torch.Timer()
local inputbuffer = usegpu and torch.CudaLongTensor() or torch.LongTensor()
local targetbuffer = usegpu and torch.CudaTensor() or torch.LongTensor()
local maskbuffer
if config.model:find('bi') then
maskbuffer = usegpu and torch.CudaTensor() or torch.LongTensor()
end
local buffers = {
input = inputbuffer,
mask = maskbuffer,
target = targetbuffer,
}
local prevval
for epoch = 1, config.maxepoch do
model:training()
local trainperm = torch.randperm(#train)
local loss = 0
local numexamples = 0
local ncorrect = 0
local noutputs = 0
timer:reset()
for i = 1, #train, bsz do
local input, target = getexample{
data = train,
i = i,
bsz = bsz,
inputbuffer = inputbuffer,
maskbuffer = maskbuffer,
targetbuffer = targetbuffer,
perm = trainperm,
}
-- Re-initializing the hidden unit is not necessary for the most part,
-- since the models do not save the hidden state.
-- However, this is useful for resizing the initial hidden state.
rnn:initializeHidden(target:size(1))
loss = loss + forward(model, input, target, criterion)
backward(model, input, target, criterion)
if clip > 0 then clipgradients(grads, clip) end
model:updateParameters(lr)
-- Accumulate the class accuracy.
local nc, no = classacc(model.output, target)
ncorrect = ncorrect + nc
noutputs = noutputs + no
numexamples = numexamples + 1
if numexamples % reportinterval == 0 then
local trainloss = loss / numexamples
printf(
'| epoch %03d | %05d samples | lr %02.6f | ms/batch %3d | '
.. 'train loss %5.2f | train class acc %0.4f',
epoch, numexamples, lr, timer:time().real * 1000 / numexamples,
trainloss, ncorrect / noutputs
)
end
end
-- Perform validation.
loss, ncorrect, noutputs = evaluate(model, valid, bsz, criterion, buffers)
if prevval and loss > prevval then lr = lr / 2 end
prevval = loss
printf(
'| end of epoch %03d | ms/batch %7d | '
.. 'valid loss %5.2f | valid class acc %0.3f',
epoch, timer:time().real * 1000 / numexamples,
loss, ncorrect / noutputs
)
if lr < 1e-5 then break end
end
-- Evaluate on test set.
local loss, ncorrect, noutputs = evaluate(model, test, bsz, criterion, buffers)
printf(
"| End of training | test loss %5.2f | test class acc %0.3f",
loss, ncorrect / noutputs
)
if config.save ~= '' then
torch.save(config.save, model)
end
|
local sharplua = {}
local _G = _G
local pcall = pcall
local type = type
local getmetatable = getmetatable
local rawget = rawget
_G.sharplua = sharplua -- make global
local obj_ref = {}
local obj_id = 0
local function fetch_obj(cache, obj)
if obj_id > 1000000 then -- max number of cache
obj_id = #cache
end
obj_id = obj_id + 1
cache[obj] = obj_id
cache[obj_id] = obj
obj_ref[obj_id] = obj -- strong reference
return obj_id
end
local obj_cache = setmetatable({}, { __index = fetch_obj, __mode = "kv"})
local sharpobj_mt = {} -- todo: sharp object
function sharplua.unref()
if next(obj_ref) then
obj_ref = {} -- clear strong reference, temp object in lua would be collect later.
end
end
function sharplua._proxy(obj)
if getmetatable(obj) == sharpobj_mt then
return 'S', obj[1] -- sharp object
else
return 'L', obj_cache[obj] -- lua object
end
end
local sharp_set = {}
local function fetch_sharp(cache,id)
local proxy_obj = setmetatable({id}, sharpobj_mt)
cache[id] = proxy_obj
sharp_set[id] = true
return proxy_obj
end
local sharp_cache = setmetatable({}, { __index = fetch_sharp, __mode = "kv" })
function sharplua._object(type, id)
if type == 'L' then
-- lua object
return rawget(obj_cache,id)
else
-- type == 'S'
return sharp_cache[id]
end
end
function sharplua._garbage()
for k in pairs(sharp_set) do
if not rawget(sharp_cache, k) then
sharp_set[k] = nil
return k
end
end
end
sharplua.call = require "sharplua.cscall"
return sharplua
|
object_tangible_loot_creature_loot_collections_col_treasure_hunter_antique_rifle = object_tangible_loot_creature_loot_collections_shared_col_treasure_hunter_antique_rifle:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_collections_col_treasure_hunter_antique_rifle, "object/tangible/loot/creature/loot/collections/col_treasure_hunter_antique_rifle.iff")
|
-- global config
local function create_url(protocol,domain,port,path)
return protocol..'://'..domain..(80==tonumber(port) and "" or ":"..port)..(nil==path and '' or path)
end
local _M = {}
_M.debug = true
_M.mysql = {
host = "127.0.0.1",
port = 3306,
database = "db",
user = "root",
password = "password",
charset = "utf-8",
max_packet_size = 1024 * 1024
}
_M.redis = {
host="127.0.0.1",
port = 6379
}
_M.host= {
domain="localhost",
port=6000,
protocol='http'
}
_M.host.url = create_url(_M.host.protocol,_M.host.domain,_M.host.port)
return _M |
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0xcc, 0x03,
0xcc, 0x02,
0xcc, 0x00,
0xcc, 0x01,
0xd0, 0x00, 0x0e,
0xc5, 0x01, 0x00,
0xc0, 0x02, 0x01, 0x00, 0x01,
0xca, 0x1e, 0x00,
0xd4, 0xff,
0xd6,
0xd0, 0x01, 0x11,
0xdf,
0xc0, 0x02, 0x01, 0x00, 0x00,
0xd7,
0xd4, 0x00,
0xcf, 0x00, 0x03, 0x00,
0xce, 0x01, 0x00, 0x00,
0xd2, 0x00, 0x00, 0x1c,
0x0c, 0x1a,
0xdd, 0x01, 0xc0, 0x03, 0x01, 0x00, 0x00,
0xc5, 0x00, 0x01,
0xc0, 0x01, 0x01, 0x00, 0x00,
0xc0, 0x02, 0x01, 0x00, 0x01,
0xc9, 0x64,
0xd0, 0x00,
0xc3, 0x01,
0xc7, 0x01, 0x00, 0x37,
0x01, 0x12,
0xc4, 0x02, 0x01, 0x00, 0x01, 0x02,
0x0a,
0xcb, 0x02,
0xc5, 0x00, 0x03,
0xd4, 0x01,
0xd5, 0x01,
0xc6,
0x00,
0x0b, 0x0c,
0xc5, 0x00, 0x04,
0xca, 0x1e, 0x01,
0xd3, 0x1e,
0xc2, 0x03,
0xd0, 0x00,
0x0d, 0x08,
0xcf, 0x01, 0x03, 0x00,
0xce, 0x01, 0x01, 0x01,
0x0e, 0x09,
0xc4, 0x01, 0x00, 0x00, 0x02,
0x02,
0xd0, 0x01,
0x00,
}
return byteCode
|
--[[
Copyright (c) 2015 深圳市辉游科技有限公司.
--]]
__appAffiliate = 'official_ddz' |
return {
["drop-ipv6-frag-invalid-reassembly"] = 1,
["in-ipv6-frag-needs-reassembly"] = 2,
["memuse-ipv4-frag-reassembly-buffer"] = 456638204,
["memuse-ipv6-frag-reassembly-buffer"] = 247200,
}
|
-- Gargoyles, Genesis (BizHawk)
-- feos, 2015-2017
--== Shortcuts ==--
local rb = memory.read_u8
local rw = memory.read_u16_be
local rws = memory.read_s16_be
local r24 = memory.read_u24_be
local rl = memory.read_u32_be
local box = gui.drawBox
local text = gui.text
local ptext = gui.pixelText
local line = gui.drawLine
local AND = bit.band
local SHIFT = bit.rshift
--== RAM addresses ==--
local levnum = 0xff00ba
local LevelFlr = 0xff00c0
local LevelCon = 0xff00c4
local mapline_tab = 0xff0244
local GlobalBase = 0xff1c76
local GolBase = 0xff2c76
local MapA_Buff = 0xff4af0
--== Camera Hack ==--
local camhack = false
local div = 1 -- scale
local size = 16/div -- block size
--== Block cache ==--
local col = 0 -- block color
local opout = 0x33000000 -- outer opacity
local opin = 0x66000000 -- inner opacity
local op = 0xff000000
local cache = {}
--== Other stuff ==--
local MsgCutoff = 20
local MsgTime = 1
local MsgStep = 14
local MsgOffs = 2
local MsgTable = {}
local XposLast = 0
local YposLast = 0
local room = 0
local workinglast = 0
local wSize = client.getwindowsize()
local lagcount = emu.lagcount()
gui.defaultTextBackground(0xff000000)
--== Object types ==--
local types = {
"Goliath","Orb","Health1PLR","Health2PLR","Health1NME","Health2NME","Numeral",
"BigExplode","SmallExplode","GlassDebris","MetalDebris","WoodDebris",
"WallDebris","SignPiece","SteamVent","BreakWall","SkyLight","BreakLight",
"ThrowCrate","BreakEdgeLeft","BreakEdgeRight","Spark","Spark2","Sparks",
"Sparks2","Fireball","HomingProj1","HorzProj1","VertProj1","DirProj1",
"DirProj2","DropMine","Scratch","Icon","RaptorBot","SniperBot","SpiderBot",
"WaspBot","Xanatos","PlasmaBot","RabidHH","MorningStar","Archer","Arrow",
"Valkyrie","Axe","WeaponExp","Couldron","SpittingCouldron","FireballHead",
"FireballTrail","BigFireballHead","BigFireballTrail","Oil","OilGenerator",
"Claw","Stump","StumpBubble","StumpFire","ClawStump","StumpFireGen","Vent",
"VentSparks","Chain","FlameLick","Floor","MutVikBody","MutVikHead",
"MutVikHammer","EyeOfOdin","EyeOfOdinTrail","L1BreakWall","Catapult",
"L1BreakFloor","Gate","GateCrusher","Weight","WeightCrusher","WallFire",
"Balista","BalistaLog","PasteWall","FlameBoulder","CastlePiece",
"MutantSpiderBot","MutSpiLegs","MutSpiHead","MutSpiHeadFlame","MutSpiProj",
"MutSpiElecV","MutSpiElecH","PlasmaBall","PlasmaBallTail","PlasmaDeadHead",
"VertFlame","WallFlame","FloorFlame","OPPlatform","OPLink","OPOrb",
"Furnace","RobotGenerator","RockGenerator","BigRock","MediumRock",
"SmallRock","BigCouldronGen","BigCouldron","Trough","TroughGen","Energizer",
"Demona","TrajectoryProj","WallPaste","EdgePaste","Tentacle","Infuser",
"BigGuns","BigGunsProj","HighSignPole","HighSign","LowLight","L5Skylight",
"L5Wall","ElecGenerator","Electricity","WaspGenerator","TunnelEdge",
"ForegroundPost","Sorcerer","LightningTop","LightningBot","MDemonaWallFire",
"MDemonaFloorFire","EyeRooftopUp","EyeRooftopDn","EyeRaptor"
}
local function RoomTime()
local start11 = 894--767
local start12 = 2294
local start13 = 5468 -- 4254 -- 4101
local startl4 = 5506
local startl5 = 7117
local startl6 = 8412
local startl7 = 17117
local timer = emu.framecount()
if timer < start11 then room = timer
elseif timer < start12 then room = timer - start11
elseif timer < start13 then room = timer - start12
elseif timer < startl4 then room = timer - start13
elseif timer < startl5 then room = timer - startl4
elseif timer < startl6 then room = timer - startl5
elseif timer < startl7 then room = timer - startl6
end
text(2, 2, string.format("cx:%5d\ncy:%5d\nroom:%d", camx, camy, room), "white", "bottomright")
end
local function HUD()
--if working > 0 then return end
local rndcol = "white"
if rndlast ~= rnd1 then rndcol = "red" end
text(0, 2, string.format("RNG:%08X %04X", rnd1, rnd2), rndcol, "bottomleft")
text(2, 0, string.format(
"x: %4d\ny: %4d\ndx: %3d\ndy: %3d\nhp: %3d\nrun:%3d\ninv:%3d",
Xpos, Ypos, Xspd, Yspd, health, run, inv),
"white", "topright")
end
local function CamhackHUD()
if working == 0 then
-- screen edge
box((backx-camx- 1)/div,
(backy-camy- 1)/div,
(backx-camx+320)/div,
(backy-camy+224)/div,
0xff0000ff, 0)
-- map edge
box( 0-camx/div+size,
0-camy/div+size,
mapw/div-camx/div,
maph/div-camy/div,
0xff0000ff, 0)
end
if camhack or div > 1 then
text(0, 0, string.format("div:%d", div), "white", "topleft")
end
end
local function PosToIndex(x, y)
return math.floor(x/16)+math.floor(y/16)*xblocks
end
local function IndexToPos(i)
return { x=(i%xblocks)*16, y=math.floor(i/xblocks)*16 }
end
local function InBounds(x, minimum, maximum)
if x >= minimum and x <= maximum
then return true
else return false
end
end
local function GetBlock(x, y)
if working > 0 then return nil end
local final = { contour={}, block=0 }
if x > 0 and x < mapw
and y > 0 and y < maph then
local pixels = 0
local x1 = x/div-camx/div
local x2 = x1+size-1
local y1 = y/div-camy/div
local y2 = y1+size-1
local d4 = rw(mapline_tab+SHIFT(y, 4)*2)
local a1 = r24(LevelFlr+1)
local d1 = SHIFT(rw(MapA_Buff+d4+SHIFT(x, 4)*2), 1)
final.block = rb(a1+d1+2)
d1 = rw(a1+d1)
a1 = r24(LevelCon+1)+d1
if rb(a1) > 0 or rb(a1+8) > 0 then
for pixel=0, 15 do
final.contour[pixel] = rb(a1+pixel)
end
else
final.contour = nil
end
else
return nil
end
return final
end
local DrawBlock = {
[0x80] = function(x1, y1, x2, y2) -- WALL
col = 0x00ffffff -- white
line(x1, y1, x1, y2, col+op) -- left
line(x2, y1, x2, y2, col+op) -- right
end,
[0x81] = function(x1, y1, x2, y2) -- CEILING
col = 0x00ffffff -- white
line(x1, y2, x2, y2, col+op) -- bottom
end,
[0x82] = function(x1, y1, x2, y2) -- CLIMB_U
col = 0x0000ffff -- cyan
line(x1, y2, x2, y2, col+op) -- bottom
end,
[0x83] = function(x1, y1, x2, y2) -- CLIMB_R
col = 0x0000ffff -- cyan
line(x1, y1, x1, y2, col+op) -- left
end,
[0x84] = function(x1, y1, x2, y2) -- CLIMB_L
col = 0x0000ffff -- cyan
line(x2, y1, x2, y2, col+op) -- right
end,
[0x85] = function(x1, y1, x2, y2) -- CLIMB_LR
col = 0x0000ffff -- cyan
line(x1, y1, x1, y2, col+op) -- left
line(x2, y1, x2, y2, col+op) -- right
end,
[0x86] = function(x1, y1, x2, y2) -- CLIMB_R_STAND_R
col = 0x00ffffff -- white
line(x1, y1, x2, y1, col+op) -- top
col = 0x0000ffff -- cyan
line(x1, y1, x1, y2, col+op) -- left
end,
[0x87] = function(x1, y1, x2, y2) -- CLIMB_L_STAND_L
col = 0x00ffffff -- white
line(x1, y1, x2, y1, col+op) -- top
col = 0x0000ffff -- cyan
line(x2, y1, x2, y2, col+op) -- right
end,
[0x88] = function(x1, y1, x2, y2) -- CLIMB_LR_STAND_LR
col = 0x00ffffff -- white
line(x1, y1, x2, y1, col+op) -- top
col = 0x00ff00ff -- cyan
line(x1, y1, x1, y2, col+op) -- left
col = 0x0000ffff -- cyan
line(x2, y1, x2, y2, col+op) -- right
end,
[0x70] = function(x1, y1, x2, y2) -- GRAB_SWING
col = 0x0000ff00 -- green
box(x1, y1, x2, y2, col, col+opout)
end,
[0x7f] = function(x1, y1, x2, y2) -- EXIT
col = 0x00ffff00 -- yellow
end,
[0xd0] = function(x1, y1, x2, y2) -- SPIKES
col = 0x00ff0000 -- red
box(x1, y1, x2, y2, col, col+opout)
end,
[0xd1] = function(x1, y1, x2, y2) -- SPIKES
col = 0x00ff0000 -- red
box(x1, y1, x2, y2, col, col+opout)
end
}
local function DrawBlockDefault(x1, y1, x2, y2) -- LEVEL_SPECIFIC
col = 0x00ff8800 -- orange
box(x1, y1, x2, y2, col+opin, col+opout)
end
local function DrawBG(unit, x, y)
local val= 0
local x1 = x/div-camx/div-(camx%16)/div
local x2 = x1+size-1
local y1 = y/div-camy/div-(camy%16)/div
local y2 = y1+size-1
if unit.contour ~= nil then
box(x1, y1, x2, y2, 0x5500ff00, 0x5500ff00)
for pixel=0, 15 do
val = unit.contour[pixel]
--[ [--
if val > 0 then
gui.drawPixel(
x1+pixel/div,
y1+val/div-1/div,
0xffffff00)
end
--]]--
end
end
if unit.block > 0 then
local Fn = DrawBlock[unit.block] or DrawBlockDefault
Fn(x1, y1, x2, y2)
box(x1, y1, x2, y2, col+opin, col+opout)
end
end
local function Background()
if working > 0 then
cache = {}
return
end
if camhack then
camx = Xpos-320/2*div
camy = Ypos-224/2*div
box(0, 0, 320, 240, 0, 0x66000000)
end
local border = 0
local offset = 32
local basex = camx+border
local basey = camy+border
local basei = PosToIndex(basex-offset, basey-offset)
local boundx = 320*div-border
local boundy = 224*div-border
local xblockstockeck = ((camx+boundx+offset)-(basex-offset))/size/div
local yblockstockeck = ((camy+boundy+offset)-(basey-offset))/size/div
for yblock = 0, yblockstockeck do
for xblock = 0, xblockstockeck do
local i = yblock*xblocks+xblock+basei
local x = basex+xblock*size*div
local y = basey+yblock*size*div
if InBounds(x, basex-offset, camx+boundx+offset) then
local unit = cache[i]
if unit == nil or workinglast > 0 then
if InBounds(x, basex, camx+boundx)
and InBounds(y, basey, camy+boundy)
then cache[i] = GetBlock(x, y)
end
else
if not InBounds(x, basex, camx+boundx)
and not InBounds(y, basey, camy+boundy)
then cache[i] = nil
end
end
if unit ~= nil then
DrawBG(unit, x, y)
end
elseif cache[i] ~= nil
then cache[i] = nil
end
end
end
CamhackHUD()
end
local function Clamp(v, vmin, vmax)
if v < vmin then v = vmin end
if v > vmax then v = vmax end
return v
end
local function Objects()
if working > 0 then return end
for i=0, 63 do
local base = GlobalBase+i*128
local flag2 = AND(rb(base+0x49), 0x10) -- active
if flag2 == 0x10 then
local xpos = rw (base+0x00)
local ypos = rw (base+0x02)
local state = rw (base+0x0c)
local dmg = rb (base+0x10)
local id = rw (base+0x40)
local hp = rw (base+0x50)
local cRAM = r24(base+0x75) -- pointer to 4 collision boxes per object
local xscr = (xpos-camx)/div
local yscr = (ypos-camy)/div
local num = id/6
local name = types[num]
local col = 0 -- collision color
for boxx=0, 4 do
local x0 = rw (cRAM+boxx*8)
local x1 = (rws(cRAM+boxx*8+0)-camx)/div
local y1 = (rws(cRAM+boxx*8+2)-camy)/div
local x2 = (rws(cRAM+boxx*8+4)-camx)/div
local y2 = (rws(cRAM+boxx*8+6)-camy)/div
if boxx == 0 then
col = 0xff00ff00 -- body
-- archer hp doesn't matter
if id == 282 or id == 258 then hp = 1 end
if hp > 0 and id > 0 and x0 ~= 0x8888 then
local xx = Clamp(xscr, 0, 318-string.len(name)*4)
local yy = Clamp(yscr, 0, 214)
ptext(xx, yy+2, string.format("%d", hp), col)
end
elseif boxx == 1 then
col = 0xffffff00 -- floor
elseif boxx == 2 then
if dmg > 0
then col = 0xffff0000 -- projectile
else col = 0xff8800ff -- item
end
if dmg > 0 then
text(x1*wSize+2, y2*wSize+1,
string.format("%d", dmg), col, 0x88000000)
end
else
col = 0xffffffff -- other
end
if x1 ~= 0x8888
and x1 <= 320 and x2 >= 0
and y1 <= 224 and y2 >= 0 then
box(x1, y1, x2, y2, col, 0)
end
end
end
end
end
local function PostRndRoll()
for i = 1,#MsgTable do
if MsgTable[i] and MsgTable[i].index == i then
local base = MsgTable[i].base
local xpos = rw(base+0x00)
local ypos = rw(base+0x02)
local id = rw(base+0x40)
local x = (xpos-camx)/div
local y = (ypos-camy)/div
local num = id/6
local ymsg = 0
local yoffs = math.floor((i-1)/MsgCutoff)*14
local name = types[num]
local color = 0xffffff00
if base == GolBase then
name = "Goliath"
elseif not name then
name = string.format("%X", base)
color = 0xff00ffff
end
if y < 224/2 then
yoffs = -yoffs
ymsg = 210
end
x = Clamp(x, 2, 320-string.len(name)*4)
y = Clamp(y, 20, 214)
line ((i-1)%MsgCutoff*MsgStep+3 +MsgOffs, ymsg+yoffs+4, x, y, color-0x88000000)
ptext((i-1)%MsgCutoff*MsgStep*wSize+MsgOffs, ymsg+yoffs, i, color)
MsgTable[i].timer = MsgTable[i].timer-1
if MsgTable[i].timer <= 0 then
MsgTable[i] = nil
end
end
end
end
local function PlayerBoxes()
if working > 0 then return end
local xx = (Xpos-camx)/div
local yy = (Ypos-camy)/div
local col = 0xff00ffff
local swcol = col -- usual detection
if Yspd > 0 then -- gimme swings to grab!
swcol = 0xff00ff00
elseif Yspd == 0 then -- can tell that too
swcol = 0xffffffff
end
if facing == 2
then box(xx-0xf /div-2, yy-0x2c/div-1, xx-0xf/div+0, yy-0x2c/div+1, swcol, 0) -- lefttop
else box(xx+0xf /div , yy-0x2c/div-1, xx+0xf/div+2, yy-0x2c/div+1, swcol, 0) -- rightttop
end
box(xx -1, yy-0x2c/div-1, xx +1, yy-0x2c/div+1, col, 0) -- top
box(xx-0xf /div-2, yy-0x1f/div-1, xx-0xf /div+0, yy-0x1f/div+1, col, 0) -- left
box(xx+0x10/div-1, yy-0x1f/div-1, xx+0x10/div+1, yy-0x1f/div+1, col, 0) -- right
-- box(xx -1, yy-0x1f/div-1, xx +1, yy-0x1f/div+1, col, 0) -- center
box(xx -1, yy-0x0f/div-1, xx +1, yy-0x0f/div+1, col, 0) -- bottom
box(xx -1, yy -1, xx +1, yy +1,0xffffff00, 0) -- feet
-- box(xx -1, yy+0x10/div-1, xx +1, yy+0x10/div+1, col, 0) -- ground
end
local function Input()
local i, u, d, l, r, a, b, c, s
if movie.isloaded()
then i = movie.getinput(emu.framecount()-1)
else i = joypad.getimmediate()
end
if i["P1 Up" ] then u = "U" else u = " " end
if i["P1 Down" ] then d = "D" else d = " " end
if i["P1 Left" ] then l = "L" else l = " " end
if i["P1 Right"] then r = "R" else r = " " end
if i["P1 A" ] then a = "A" else a = " " end
if i["P1 B" ] then b = "B" else b = " " end
if i["P1 C" ] then c = "C" else c = " " end
if i["P1 Start"] then s = "S" else s = " " end
text(1, 10, u..d..l..r..a..b..c..s, "yellow")
end
event.onframeend(function()
emu.setislagged(rb(0xfff6d4) == 0)
if rb(0xfff6d4) == 0 then
lagcount = lagcount+1
framecol = "red"
else
framecol = "white"
end
emu.setlagcount(lagcount)
wSize = client.getwindowsize()
rndlast = rnd1
workinglast = working
XposLast = Xpos
YposLast = Ypos
end)
event.onmemoryexecute(function()
local a0 = AND(emu.getregister("M68K A0"), 0xffffff)
if a0 ~= 0xff4044 then
for i = 1, 200 do
if MsgTable[i] == nil then
MsgTable[i] = { index = i, timer = MsgTime, base = a0 }
break
end
end
end
end, 0x257A, "RNGseed")
local function main()
rnd1 = rl (0xff001c)
rnd2 = rw (0xff0020)
working = rb (0xff0073)
xblocks = rw (0xff00d4)
mapw = rw (0xff00d4)*8
maph = rw (0xff00d6)*8
Xpos = rws(0xff0106)
Ypos = rws(0xff0108)
camx = rws(0xff010c)+16
camy = rws(0xff010e)+16
run = rb (0xff1699)
inv = rw (0xff16d2)
health = rws(0xff2cc6)
backx = camx
backy = camy
Xspd = Xpos-XposLast
Yspd = Ypos-YposLast
facing = AND(rb(GolBase+0x48), 2) -- object flag 1
if working > 0 then MsgTable = {} end
Background()
PlayerBoxes()
Objects()
PostRndRoll()
HUD()
RoomTime()
end
while true do
main()
emu.frameadvance()
end |
player_1 = {}
player_1.body1 = love.physics.newBody(myWorld1, 2140,550, "dynamic" ) -- тело может двигаться
player_1.shape1 = love.physics.newRectangleShape(32, 92)
player_1.fixture1 = love.physics.newFixture(player_1.body1, player_1.shape1)
player_1.speed = 200 --- [[5]] горизонтальная скорость игрока
player_1.angle = 0
player_1.grounded1 = false ---[[6]] ложь если человечек в прыжке, истина если стоит на платфоме
player_1.dead = false
---[[7]] направление движения для смены спрайта 1 - вправо, -1 - влево
player_1.sprite = sprites.player_1d ---[[7]]
player_1.body1:setFixedRotation(true)
player_1.grid = anim8.newGrid(41, 42, 123, 126)
playeranimation = anim8.newAnimation(player_1.grid('1-3',1, '1-3',2, '1-2',3), 0.2) ---[[8]]
function player_1Update(dt)
if player_1.dead == true then
player_1.sprite = sprites.pusto
end
if player_1.body1:getY() >= 900 then
player_1.dead = true
end
if player_1.dead == false then
if love.keyboard.isDown("s") then
player_1.sprite = sprites.player_1s
player_1.body1:applyLinearImpulse(0, 40)
else
player_1.sprite = sprites.player_1a
if love.keyboard.isDown("a") then
player_1.body1:setX(player_1.body1:getX() - player_1.speed*dt)
---[[7]] повернем спрайт влево
player_1.sprite = sprites.player_1a
else
player_1.sprite = sprites.player_1
if love.keyboard.isDown("d") then
player_1.body1:setX(player_1.body1:getX() + player_1.speed*dt)
player_1.sprite = sprites.player_1d
else
player_1.sprite = sprites.player_1
---[[7]] повернем спрайт вправо
-- if love.keyboard.isDown("q") then
-- player_1.angle = player_1.angle + math.pi*dt
-- end
-- if love.keyboard.isDown("e") then --вращение влево
-- player_1.angle = player_1.angle - math.pi*dt
-- end
if love.keyboard.isDown("w") then
player_1.sprite = sprites.player_1w
end
---- [[6]] -- обработка коллизий
---- [[6]] -- обработка коллизий
end
end
end
end
end
|
local yutil = require("prototypes.util")
local autofill = settings.startup["ymm-allow-barreling"].value
local ore_names = {"iron", "copper", "stone", "uranium"}
local function make_molten_fluid(name)
data:extend({{
type = "fluid",
name = "molten-"..name,
icons = yutil.get_icons(name),
default_temperature = yutil.temperatures[name][1],
max_temperature = yutil.temperatures[name][2],
heat_capacity = "0.425KJ",
base_color = yutil.color.moltenmetal.base,
flow_color = yutil.color.moltenmetal.flow,
order = "m[molten-"..name.."]",
auto_barrel = autofill
}})
end
for _, name in ipairs(ore_names) do
make_molten_fluid(name)
end
-- data:extend({
-- {
-- type = "fluid",
-- name = "acidic-water",
-- icon = "__Molten_Metals__/graphics/icons/acidic-water.png",
-- icon_size = 64, icon_mipmaps = 4,
-- default_temperature = 80,
-- max_temperature = 100,
-- heat_capacity = "0.1KJ",
-- base_color = color.acidwater.base,
-- flow_color = color.acidwater.flow,
-- order = "z"
-- },
-- })
|
----
-- @file PhysicsShapeBox2DBuilder
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeBox2DBuilder:calculateSerializeBufferSize()
end
---- Brief description.
-- <#Description#>
-- @param btSerializer <#btSerializer description#>
-- @return <#return value description#>
function PhysicsShapeBox2DBuilder:serialize(btSerializer)
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeBox2DBuilder:getObjectType()
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeBox2DBuilder:getClassName()
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeBox2DBuilder:getType()
end
---- Brief description.
-- <#Description#>
-- @param size <#size description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeBox2DBuilder.createArray(size)
end
---- Brief description.
-- <#Description#>
-- @param array <#array description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeBox2DBuilder.destroyArray(array)
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeBox2DBuilder.create()
end
---- Brief description.
-- <#Description#>
-- @param object <#object description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeBox2DBuilder.clone(object)
end
---- Brief description.
-- <#Description#>
-- @param object <#object description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeBox2DBuilder.destroy(object)
end
---- Brief description.
-- <#Description#>
-- @param object <#object description#>
-- @param L <#L description#>
-- @param stack_index <#stack_index description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeBox2DBuilder.load(object, L, stack_index)
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeBox2DBuilder.type()
end
|
return Def.ActorFrame {
Def.Quad {
InitCommand = function(self)
self:zoomto(10, 10):y(-5):skewx(1)
end
},
Def.Quad {
InitCommand = function(self)
self:zoomto(10, 10):y(5):skewx(-1)
end
}
}
|
local function randomPermutation(n)
local perm = {}
for i=1,n do
perm[i] = i
end
for i=1,n-1 do
j=love.math.random(i,n)
perm[i],perm[j] = perm[j],perm[i]
end
return perm
end
function newOrder(nColor,nShape,nFill,nLevels,name,isFullRandom)
if isFullRandom then
return newOrderRandom(nColor,nShape,nFill,nLevels,name)
else
return newOrderStratified(nColor,nShape,nFill,nLevels,name)
end
end
function newOrderStratified(nColor,nShape,nFill,nLevels,name)
local nStages = nColor*nShape*nFill
if nLevels > nStages then
nLevels = nStages
end
stageRegister = {}
stages = {}
stages.name = name
-- randomly select some shapes, colors, fillstyles
colorPerm = randomPermutation(#color)
shapePerm = randomPermutation(#outline)
fillPerm = randomPermutation(2)
-- generate combinations and cross table
crossTable = {}
for i=0,nStages-1 do
local N = i
local thisFill= N%nFill
N = (N-thisFill)/nFill
local thisShape = N%nShape
N = (N-thisShape)/nShape
local thisColor = N%nColor
thisFill = thisFill + 1
thisShape = thisShape + 1
thisColor = thisColor + 1
local newStage = {shape = shapePerm[thisShape], color=colorPerm[thisColor],fill=fillPerm[thisFill]}
table.insert(stageRegister,newStage)
table.insert(crossTable, 0)
end
for i=1,nLevels do
local minCross = math.huge
-- find minimum of crosstable
for k,v in ipairs(crossTable) do
minCross = math.min(v,minCross)
end
-- put minimal elements into one table
local idxTable = {}
for k,v in ipairs(crossTable) do
if v == minCross then
table.insert(idxTable,k)
end
end
-- pull random one
local idx = love.math.random(#idxTable)
local newShape = stageRegister[idxTable[idx]]
table.insert(stages,newShape)
-- update cross table
for k,v in ipairs(stageRegister) do
if v.shape == newShape.shape then
crossTable[k] = crossTable[k] + 1
end
if v.color == newShape.color then
crossTable[k] = crossTable[k] + 1
end
if v.fill == newShape.fill then
crossTable[k] = crossTable[k] + 1
end
if v == newShape then
crossTable[k] = crossTable[k] + 100
end
end
end
-- assign directions
assignDirections(stages)
return stages
end
function newOrderRandom(nColor,nShape,nFill,nLevels,name)
local nStages = nColor*nShape*nFill
if nLevels > nStages then
nLevels = nStages
end
local stages = {}
stages.name = name
-- randomly select some shapes, colors, fillstyles
colorPerm = randomPermutation(#color)
shapePerm = randomPermutation(#outline)
--fillPerm = randomPermutation(2)
-- generate all combinations in order
for i=0,nStages-1 do
local N = i
local thisFill= N%nFill
N = (N-thisFill)/nFill
local thisShape = N%nShape
N = (N-thisShape)/nShape
local thisColor = N%nColor
thisFill = thisFill + 1
thisShape = thisShape + 1
thisColor = thisColor + 1
newStage = {shape = shapePerm[thisShape], color=colorPerm[thisColor],fill=thisFill}
table.insert(stages,newStage)
end
-- shuffle
for i=1,nStages-1 do
j = love.math.random(i,nStages)
stages[i],stages[j] = stages[j],stages[i]
end
for i=nLevels+1,nStages do
stages[i] = nil
end
-- assign directions
assignDirections(stages)
return stages
end
function assignDirections(stageList)
local nLevels = #stageList
local first = love.math.random(2)
stageList[1].direction = first
count={0,0}
count[first] = 1
for i=2,nLevels do
local thisDirection
if count[2] >= nLevels/2 or count[2] > count[1]+1 or count[1] == 0 then
thisDirection = 1
elseif count[1] >= nLevels/2 or count[1] > count[2]+1 or count[2] == 0 then
thisDirection = 2
else
if love.math.random() < 0.5 then
thisDirection = 2
else
thisDirection = 1
end
end
count[thisDirection] = count[thisDirection] + 1
stageList[i].direction = thisDirection
end
return stageList
end
function generateLevel(stages,level,nShapes)
local newLevel = {}
for i=1,nShapes do
table.insert(newLevel,stages[love.math.random(level)])
end
return newLevel
end
function initShapes()
color = {
{170,0,0},
{33,68,120},
{0,128,0},
{255,204,0},
{255,102,0},
{0,212,170},
{233,221,175},
{136,0,170},
}
outline = {}
-- rectangle
outline[1] = {-.8,-.8,-.8,.8,.8,.8,.8,-.8}
-- triangle
outline[2] = {0,-.8,-0.8,0.8,0.8,0.8}
-- star
outline[3] = {}
for i=0,4 do
local factor = 0.9
local ratio = 0.49
outline[3][4*i+1] = math.sin(i*math.pi*2/5) * factor
outline[3][4*i+2] = -math.cos(i*math.pi*2/5) * factor
outline[3][4*i+3] = ratio*math.sin((i+0.5)*math.pi*2/5) * factor
outline[3][4*i+4] = ratio*-math.cos((i+0.5)*math.pi*2/5) * factor
end
-- circle
outline[4] = {}
local nSeg = 40
local factor = 0.9
for i=0,nSeg-1 do
outline[4][2*i+1] = math.sin(i*math.pi*2/nSeg) * factor
outline[4][2*i+2] = -math.cos(i*math.pi*2/nSeg) * factor
end
-- diamond
outline[5] = {0.9,0,0,0.9,-0.9,0,0,-0.9}
-- cross
outline[6] = {0.9,0.6,0.6,0.9,0,0.3
,-0.6,0.9,-0.9,0.6,-0.3,0
,-0.9,-0.6,-0.6,-0.9,0,-0.3
,0.6,-0.9,0.9,-0.6,0.3,0}
-- heart
outline[7] = {}
local curve = love.math.newBezierCurve(
0,0.9,0.4,0.5,1.08,-0.07,0.85,-0.65)
for k,v in ipairs(curve:render()) do
if k>2 then
table.insert(outline[7],v)
end
end
curve = love.math.newBezierCurve(
0.85,-0.65,0.62,-1,0.13,-.8,0.,-0.6)
for k,v in ipairs(curve:render()) do
if k>2 then
table.insert(outline[7],v)
end
end
curve = love.math.newBezierCurve(
0,-0.6,-.13,-0.8,-0.62,-1,-0.85,-0.65)
for k,v in ipairs(curve:render()) do
if k>2 then
table.insert(outline[7],v)
end
end
curve = love.math.newBezierCurve(
-0.85,-0.65,-1.08,-0.07,-0.4,0.5,-0,0.9)
for k,v in ipairs(curve:render()) do
if k>2 then
table.insert(outline[7],v)
end
end
-- half-moon
outline[8] = {}
local nSeg = 20
local r = 0.9
for i=1,2*nSeg do
local angle = i/nSeg*4*math.pi/3/2 + math.pi/6
table.insert(outline[8],r*math.cos(angle))
table.insert(outline[8],r*math.sin(angle))
end
local cx = r*math.cos(-math.pi/6)
local cy = r*math.sin(-math.pi/6)
for i=1,nSeg do
local angle = i*2*math.pi/3/nSeg + math.pi*5/6
table.insert(outline[8],cx + r*math.cos(angle))
table.insert(outline[8],cy -r*math.sin(angle))
end
insides = {}
for i=1,#outline do
if love.math.isConvex(outline[i]) then
insides[i] = {outline[i]}
else
insides[i] = love.math.triangulate(outline[i])
end
end
end
function drawShape(x,y,colorIdx,shapeIdx,fillIdx,scale,fade)
local thisScale = scale or 1
thisScale = thisScale * 50
local lineWidth = 5
local fade = fade or 1
local r = color[colorIdx][1]*fade + (1-fade) * 25
local g = color[colorIdx][2]*fade + (1-fade) * 25
local b = color[colorIdx][3]*fade + (1-fade) * 35
love.graphics.push()
love.graphics.translate(x,y)
love.graphics.scale(thisScale,thisScale)
love.graphics.setColor(r,g,b,alpha)
love.graphics.setLineWidth(0.2)
for k,v in ipairs(insides[shapeIdx]) do
if fillIdx == 1 then
love.graphics.polygon('fill',v)
end
end
love.graphics.polygon('line',outline[shapeIdx])
love.graphics.pop()
end
|
westworld2_protocol = Proto("Westworld2", "Westworld2 Protocol")
seq = ProtoField.int32("westworld2.seq", "Sequence Number", base.DEC)
mt = ProtoField.uint8("westworld2.mt", "Message Type", base.HEX)
mf = ProtoField.uint8("westworld2.mf", "Message Flag", base.BIN)
ack = ProtoField.int32("westworld2.ack", "ACK", base.DEC)
westworld2_protocol.fields = { seq, mt, mf, ack }
function westworld2_protocol.dissector(buffer, pinfo, tree)
length = buffer:len()
if length == 0 then return end
pinfo.cols.protocol = westworld2_protocol.name
local subtree = tree:add(westworld2_protocol, buffer(), "Westworld2 Protocol")
subtree:add(seq, buffer(0,4))
local mt_v = buffer(4, 1):uint()
local mt_name = get_mt_name(mt_v)
subtree:add(mt, buffer(4,1)):append_text(" (" .. mt_name .. ")")
subtree:add(mf, buffer(5,1))
subtree:add(ack, buffer(6,4))
end
function get_mt_name(mt)
local mt_name = "UNKNOWN"
if mt == 0 then mt_name = "HELLO"
elseif mt == 1 then mt_name = "ACK"
elseif mt == 2 then mt_name = "DATA"
elseif mt == 3 then mt_name = "CLOSE" end
return mt_name
end
local udp_port = DissectorTable.get("udp.port")
udp_port:add(6262, westworld2_protocol) |
--シューティング・セイヴァー・スター・ドラゴン
--Scripted by mallu11
function c101105204.initial_effect(c)
aux.AddCodeList(c,44508094)
--synchro summon
aux.AddSynchroMixProcedure(c,c101105204.mfilter,nil,nil,aux.NonTuner(nil),1,99,c101105204.gfilter)
c:EnableReviveLimit()
--special summon condition
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE+EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
e1:SetCode(EFFECT_SPSUMMON_CONDITION)
e1:SetRange(LOCATION_EXTRA)
e1:SetValue(aux.synlimit)
c:RegisterEffect(e1)
--disable
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(101105204,0))
e2:SetCategory(CATEGORY_DISABLE)
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetRange(LOCATION_MZONE)
e2:SetCountLimit(1)
e2:SetTarget(c101105204.distg)
e2:SetOperation(c101105204.disop)
c:RegisterEffect(e2)
--extra attack
local e3=Effect.CreateEffect(c)
e3:SetType(EFFECT_TYPE_SINGLE)
e3:SetCode(EFFECT_EXTRA_ATTACK)
e3:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e3:SetRange(LOCATION_MZONE)
e3:SetValue(c101105204.atkval)
c:RegisterEffect(e3)
--negate
local e4=Effect.CreateEffect(c)
e4:SetDescription(aux.Stringid(101105204,1))
e4:SetCategory(CATEGORY_NEGATE+CATEGORY_REMOVE)
e4:SetType(EFFECT_TYPE_QUICK_O)
e4:SetCode(EVENT_CHAINING)
e4:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DAMAGE_CAL)
e4:SetRange(LOCATION_MZONE)
e4:SetCountLimit(1)
e4:SetCondition(c101105204.negcon)
e4:SetTarget(c101105204.negtg)
e4:SetOperation(c101105204.negop)
c:RegisterEffect(e4)
end
c101105204.material_type=TYPE_SYNCHRO
function c101105204.mfilter(c)
return c:IsCode(21159309) and c:IsSynchroType(TYPE_TUNER)
end
function c101105204.cfilter(c)
return c:IsRace(RACE_DRAGON) and c:IsSynchroType(TYPE_SYNCHRO)
end
function c101105204.gfilter(g,syncard,c1)
return g:IsExists(c101105204.cfilter,1,c1)
end
function c101105204.disfilter(c)
return aux.disfilter1(c) and c:IsType(TYPE_EFFECT)
end
function c101105204.distg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(c101105204.disfilter,tp,0,LOCATION_MZONE,1,nil) end
Duel.SetOperationInfo(0,CATEGORY_DISABLE,nil,1,tp,LOCATION_MZONE)
end
function c101105204.disop(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DISABLE)
local g=Duel.SelectMatchingCard(tp,c101105204.disfilter,tp,0,LOCATION_MZONE,1,1,nil)
local tc=g:GetFirst()
if tc then
Duel.HintSelection(g)
Duel.NegateRelatedChain(tc,RESET_TURN_SET)
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_DISABLE)
e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e1:SetReset(RESET_EVENT+RESETS_STANDARD)
tc:RegisterEffect(e1)
local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_SINGLE)
e2:SetCode(EFFECT_DISABLE_EFFECT)
e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e2:SetValue(RESET_TURN_SET)
e2:SetReset(RESET_EVENT+RESETS_STANDARD)
tc:RegisterEffect(e2)
end
end
function c101105204.atkfilter(c)
return c:IsCode(44508094) or aux.IsCodeListed(c,44508094) and c:IsType(TYPE_SYNCHRO)
end
function c101105204.atkval(e,c)
return Duel.GetMatchingGroupCount(c101105204.atkfilter,e:GetHandlerPlayer(),LOCATION_GRAVE,0,nil)
end
function c101105204.negcon(e,tp,eg,ep,ev,re,r,rp)
return not e:GetHandler():IsStatus(STATUS_BATTLE_DESTROYED) and Duel.IsChainNegatable(ev) and rp==1-tp
end
function c101105204.negtg(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
if chk==0 then return c:IsAbleToRemove() and aux.nbcon(tp,re) end
Duel.SetOperationInfo(0,CATEGORY_NEGATE,eg,1,0,0)
Duel.SetOperationInfo(0,CATEGORY_REMOVE,c,1,0,0)
if re:GetHandler():IsRelateToEffect(re) then
local g=eg:Clone()+c
Duel.SetOperationInfo(0,CATEGORY_REMOVE,g,#g,0,0)
end
end
function c101105204.negop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:IsRelateToEffect(e) and Duel.Remove(c,0,REASON_EFFECT+REASON_TEMPORARY)~=0 and c:IsLocation(LOCATION_REMOVED) then
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_PHASE+PHASE_END)
e1:SetReset(RESET_PHASE+PHASE_END)
e1:SetLabelObject(c)
e1:SetCountLimit(1)
e1:SetOperation(c101105204.retop)
Duel.RegisterEffect(e1,tp)
if Duel.NegateActivation(ev) and re:GetHandler():IsRelateToEffect(re) then
Duel.Remove(eg,POS_FACEUP,REASON_EFFECT)
end
end
end
function c101105204.retop(e,tp,eg,ep,ev,re,r,rp)
Duel.ReturnToField(e:GetLabelObject())
end
|
AddCSLuaFile()
ENT.Type = "anim"
ENT.Author = "TankNut"
ENT.SpawnRotation = 0
ENT.UseCustomPhys = false
ENT.PhysMin = Vector()
ENT.PhysMax = Vector()
if SERVER then
function ENT:SpawnFunction(ply, tr, class)
if not tr.Hit then
return
end
local ent = ents.Create(class)
local ang = Angle(0, ply:EyeAngles().y + 180, 0) + Angle(0, self.SpawnRotation, 0)
ent:SetCreator(ply)
ent:SetPos(tr.HitPos)
ent:SetAngles(ang)
ent:Spawn()
ent:Activate()
local pos = tr.HitPos - (tr.HitNormal * 512)
pos = ent:NearestPoint(pos)
pos = ent:GetPos() - pos
pos = tr.HitPos + pos
ent:SetPos(pos)
return ent
end
end
function ENT:Initialize()
self:SetupHooks()
if CLIENT then
self:SetupParts()
end
self:SetModel(self.Model or "models/hunter/plates/plate.mdl")
if self.UseCustomPhys then
self:SetupPhysics(self.PhysMin, self.PhysMax)
elseif SERVER then
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
end
end
function ENT:SetupPhysics(mins, maxs)
if IsValid(self.PhysCollide) then
self.PhysCollide:Destroy()
end
self.PhysCollide = CreatePhysCollideBox(mins, maxs)
self:SetCollisionBounds(mins, maxs)
if CLIENT then
self:SetRenderBounds(mins, maxs)
else
self:PhysicsInitBox(mins, maxs)
self:SetSolid(SOLID_VPHYSICS)
self:PhysWake()
end
self:EnableCustomCollisions(true)
end
function ENT:SetupDataTables()
self:NetworkVar("Int", 0, "GridID")
end
if CLIENT then
function ENT:SetupParts()
TankLib.Part:Clear(self)
end
function ENT:Draw()
self:DrawModel()
TankLib.Part:Draw(self)
end
end
function ENT:SetupHooks()
if self.Hooks then
for k in pairs(self.Hooks) do
hook.Remove(k, self)
end
table.Empty(self.Hooks)
else
self.Hooks = {}
end
if CLIENT then
self:Hook("PostDrawTranslucentRenderables")
end
end
function ENT:Hook(name)
self.Hooks[name] = true
hook.Add(name, self, self[name])
end
function ENT:OnReloaded()
self:SetupHooks()
if CLIENT then
self:SetupParts()
end
end
if CLIENT then
function ENT:DrawWorldText(offset, text)
local pos = self:GetPos() + offset
local ang = (pos - EyePos()):Angle()
cam.Start3D2D(pos, Angle(0, ang.y - 90, 90), 0.25)
render.PushFilterMag(TEXFILTER.NONE)
render.PushFilterMin(TEXFILTER.NONE)
surface.SetFont("BudgetLabel")
local w, h = surface.GetTextSize(text)
surface.SetTextColor(255, 255, 255, 255)
surface.SetTextPos(-w * 0.5, -h * 0.5)
surface.DrawText(text)
render.PopFilterMin()
render.PopFilterMag()
cam.End3D2D()
end
local convar = GetConVar("developer")
function ENT:PostDrawTranslucentRenderables()
if convar:GetBool() then
self:DrawDebug()
end
end
function ENT:DrawDebug()
end
else
function ENT:GetTargets(range, origin)
local targets = {}
local pos = origin or self:WorldSpaceCenter()
range = range * range
for ent in pairs(SquirrelDefense.Targets) do
if not SquirrelDefense:IsValidTarget(ent) then
continue
end
local dist = pos:DistToSqr(ent:WorldSpaceCenter())
if dist <= range then
table.insert(targets, {ent, dist})
end
end
return targets
end
end
function ENT:GetGrid()
return TankLib.Class.NetworkTable[self:GetGridID()]
end
function ENT:TestCollision(start, delta, isbox, extends)
if not IsValid(self.PhysCollide) then
return
end
local max = extends
local min = -extends
max.z = max.z - min.z
min.z = 0
local hit, norm, frac = self.PhysCollide:TraceBox(self:GetPos(), self:GetAngles(), start, start + delta, min, max)
if not hit then
return
end
return {
HitPos = hit,
Normal = norm,
Fraction = frac
}
end
properties.Add("sd_link", {
MenuLabel = "Link to grid",
Order = 1,
Filter = function(self, ent, ply)
local ok = false
for _, v in pairs(SquirrelDefense.Grids) do
if v:GetOwner() == ply then
ok = true
break
end
end
if not ok then
return false
end
if not IsValid(ent) then return false end
if not ent.SDCanConnect then return false end
if not gamemode.Call("CanProperty", ply, "sd_link", ent) then return false end
return ent:GetGridID() == 0
end,
Action = function(self, ent) end,
Receive = function(self, len, ply)
local ent = net.ReadEntity()
local id = net.ReadUInt(16)
if not properties.CanBeTargeted(ent, ply) then return end
if not self:Filter(ent, ply) then return end
local grid = TankLib.Class:GetNetworked(id)
if not grid or not grid:IsInstanceOf(SquirrelDefense.DefenseGrid) then return end
if grid:GetOwner() != ply then return end
grid:AddEntity(ent)
end,
MenuOpen = function(self, dmenu, ent, tr)
local submenu = dmenu:AddSubMenu()
for _, v in pairs(SquirrelDefense.Grids) do
if v:GetOwner() == LocalPlayer() then
submenu:AddOption(v:GetName(), function() self:SetID(ent, v.NetworkID) end)
end
end
end,
SetID = function(self, ent, id)
self:MsgStart()
net.WriteEntity(ent)
net.WriteUInt(id, 16)
self:MsgEnd()
end
}) |
--[[
Wrapper for loading the numerical library for flos
--]]
local ret = {}
local function add_ret( tbl )
for k, v in pairs(tbl) do
ret[k] = v
end
end
add_ret(require "flos.num.shape")
add_ret(require "flos.num.array")
return ret
|
require("prototypes.misc-recipe")
require("prototypes.final-fixed-science-materials")
require("prototypes.final-fixed-technogies")
require("prototypes.final-fixed-tiered-recipes")
require("prototypes.final-fixed-recipe")
require("prototypes.final-fixed-electronics")
require("prototypes.final-fixed-rubber")
require("prototypes.matter-to-science-pack")
if not (momoIRTweak.DumpOnly) then
--using
local Subgroup = momoIRTweak.GetSubgroupFromItem
-- write final fixed here
momoIRTweak.finalFixes.MiscRecipe()
data.raw["solar-panel"]["imersite-solar-panel"].production = "450kW";
momoIRTweak.finalFixes.ScienceMaterials()
momoIRTweak.finalFixes.FixResearchServer()
momoIRTweak.finalFixes.Technogies()
momoIRTweak.finalFixes.TieredRecipes()
momoIRTweak.finalFixes.Recipe()
momoIRTweak.finalFixes.Electronics()
momoIRTweak.finalFixes.Rubber()
momoIRTweak.finalFixes.MatterToScience()
-- adjust subgroup
local refSubgroup = data.raw["item-subgroup"]["intermediate-product"]
data.raw["item-subgroup"][momoIRTweak.science.materialSubgroup].group = refSubgroup.group
local count = 0
for c, r in pairs(data.raw.recipe) do
count = count + 1
end
log("Total recipe = " .. count)
count = 0
for c, t in pairs(data.raw.technology) do
count = count + 1
end
log("Total technology = " .. count)
else
momoIRTweak.DumpRecipes()
momoIRTweak.DumpTechnologies()
end |
local cmds = require('commands')
local getopt = require('getopt')
local bin = require('bin')
local utils = require('utils')
local format=string.format
local floor=math.floor
example =[[
1. script run test_t55x7_ask
]]
author = "Iceman"
usage = "script run test_t55x7_ask"
desc =[[
This script will program a T55x7 TAG with the configuration: block 0x00 data 0x000100
The outlined procedure is as following:
--ASK
00 00 80 40
-- max 2
-- manchester
-- bit rate
"lf t55xx write 0 00008040"
"lf t55xx detect"
"lf t55xx info"
Loop:
change the configuretion block 0 with:
-xx 00 xxxx = RF/8
-xx 04 xxxx = RF/16
-xx 08 xxxx = RF/32
-xx 0C xxxx = RF/40
-xx 10 xxxx = RF/50
-xx 14 xxxx = RF/64
-xx 18 xxxx = RF/100
-xx 1C xxxx = RF/128
testsuit for the ASK/MANCHESTER demod
Arguments:
-h : this help
]]
local TIMEOUT = 2000 -- Shouldn't take longer than 2 seconds
local DEBUG = true -- the debug flag
--BLOCK 0 = 00008040 ASK / MAN
local config1 = '00'
local config2 = '8040'
local procedurecmds = {
[1] = '%s%02X%s',
[2] = 'lf t55xx detect',
[3] = 'lf t55xx info',
}
---
-- A debug printout-function
function dbg(args)
if not DEBUG then
return
end
if type(args) == "table" then
local i = 1
while args[i] do
dbg(args[i])
i = i+1
end
else
print("###", args)
end
end
---
-- This is only meant to be used when errors occur
function oops(err)
print("ERROR: ",err)
end
---
-- Usage help
function help()
print(desc)
print("Example usage")
print(example)
end
--
-- Exit message
function ExitMsg(msg)
print( string.rep('--',20) )
print( string.rep('--',20) )
print(msg)
print()
end
function test()
local y
local block = "00"
for y = 0x0, 0x1d, 0x4 do
for _ = 1, #procedurecmds do
local pcmd = procedurecmds[_]
if #pcmd == 0 then
elseif _ == 1 then
local config = pcmd:format(config1, y, config2)
dbg(('lf t55xx write 0 %s'):format(config))
config = tonumber(config,16)
local writecmd = Command:new{cmd = cmds.CMD_T55XX_WRITE_BLOCK,arg1 = config, arg2 = block, arg3 = "00", data = "00"}
local err = core.SendCommand(writecmd:getBytes())
if err then return oops(err) end
local response = core.WaitForResponseTimeout(cmds.CMD_ACK,TIMEOUT)
else
dbg(pcmd)
core.console( pcmd )
end
end
core.clearCommandBuffer()
end
print( string.rep('--',20) )
end
local function main(args)
print( string.rep('--',20) )
print( string.rep('--',20) )
-- Arguments for the script
for o, arg in getopt.getopt(args, 'h') do
if o == "h" then return help() end
end
core.clearCommandBuffer()
test()
print( string.rep('--',20) )
end
main(args) |
-- Copyright (C) 2018 The Dota IMBA 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.
--
-- Editors:
-- Shush, 19.03.2017
--
CreateEmptyTalents("clinkz")
-----------------------------
-- STRAFE --
-----------------------------
imba_clinkz_strafe = class({})
LinkLuaModifier("modifier_imba_strafe_aspd", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_strafe_mount", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_strafe_self_root", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
function imba_clinkz_strafe:GetAbilityTextureName()
return "clinkz_strafe"
end
function imba_clinkz_strafe:IsHiddenWhenStolen() return false end
function imba_clinkz_strafe:IsNetherWardStealable() return false end
function imba_clinkz_strafe:GetCooldown(level)
if IsServer() then
local caster = self:GetCaster()
local duration = self:GetSpecialValueFor("duration")
local modifier_mount = "modifier_imba_strafe_mount"
-- Assign correct cooldown. No need to update the UI
if self.time_remaining ~= nil then
local time_remaining = self.time_remaining
self.time_remaining = nil
return self.BaseClass.GetCooldown(self, level) - (duration - math.max(time_remaining,0))
end
end
return self.BaseClass.GetCooldown(self, level)
end
function imba_clinkz_strafe:GetBehavior()
local caster = self:GetCaster()
local modifier_mount = "modifier_imba_strafe_mount"
local modifier_self_root = "modifier_imba_strafe_self_root"
if caster:HasModifier(modifier_mount) then
return DOTA_ABILITY_BEHAVIOR_NO_TARGET
else
return DOTA_ABILITY_BEHAVIOR_UNIT_TARGET
end
end
function imba_clinkz_strafe:GetManaCost(level)
local caster = self:GetCaster()
-- If Clinkz is currently mounted, remove the mana cost
if caster:HasModifier("modifier_imba_strafe_mount") then
return 0
end
-- Otherwise, return normal mana cost
return self.BaseClass.GetManaCost(self, level)
end
function imba_clinkz_strafe:OnSpellStart()
if IsServer() then
-- Ability properties
local caster = self:GetCaster()
local ability = self
local target = self:GetCursorTarget()
local sound_cast = "Hero_Clinkz.Strafe"
local modifier_aspd = "modifier_imba_strafe_aspd"
local modifier_mount = "modifier_imba_strafe_mount"
-- Ability specials
local duration = ability:GetSpecialValueFor("duration")
-----------------------
-- NORMAL CAST --
-----------------------
if not caster:HasModifier(modifier_mount) then
-- Play cast sound
EmitSoundOn(sound_cast, caster)
-- Apply attack speed modifier
caster:AddNewModifier(caster, ability, modifier_aspd, {duration = duration})
-- If used on ally, apply mount modifier
if caster ~= target then
ability:EndCooldown()
local modifier = caster:AddNewModifier(caster, ability, modifier_mount, {duration = duration})
if modifier then
modifier.target = target
end
end
if caster:HasTalent("special_bonus_imba_clinkz_5") then
if target == caster then
local modifier_self_root = "modifier_imba_strafe_self_root"
caster:AddNewModifier(caster, ability, modifier_self_root, {duration = duration})
end
end
-----------------------
-- DISMOUNT --
-----------------------
else
-- Assign the time remaining to the ability and remove modifier
local modifier_mount_handler = caster:FindModifierByName(modifier_mount)
ability.time_remaining = modifier_mount_handler:GetRemainingTime()
caster:RemoveModifierByName(modifier_mount)
-- Renew cooldown so it would use the new time remaining variable
ability:EndCooldown()
ability:UseResources(false, false, true)
end
end
end
-- Attack speed modifier
modifier_imba_strafe_aspd = class({})
function modifier_imba_strafe_aspd:OnCreated()
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.modifier_mount = "modifier_imba_strafe_mount"
self.as_bonus = self.ability:GetSpecialValueFor("as_bonus")
self.bonus_attack_range = self.ability:GetSpecialValueFor("bonus_attack_range")
end
function modifier_imba_strafe_aspd:IsHidden() return false end
function modifier_imba_strafe_aspd:IsPurgable() return true end
function modifier_imba_strafe_aspd:IsDebuff() return false end
function modifier_imba_strafe_aspd:GetEffectName()
return "particles/units/heroes/hero_clinkz/clinkz_strafe_fire.vpcf"
end
function modifier_imba_strafe_aspd:GetEffectAttachType()
return PATTACH_ABSORIGIN_FOLLOW
end
function modifier_imba_strafe_aspd:DeclareFunctions()
local decFuncs = {MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT,
MODIFIER_PROPERTY_ATTACK_RANGE_BONUS}
return decFuncs
end
function modifier_imba_strafe_aspd:GetModifierAttackSpeedBonus_Constant()
-- 7.01, grants 2x the bonus when mounted
if self.caster:HasModifier(self.modifier_mount) then
return self.as_bonus + self.as_bonus
else
return self.as_bonus
end
return nil
end
function modifier_imba_strafe_aspd:GetModifierAttackRangeBonus()
-- 7.01, grants buff when not mounted, also 2x the bonus when mounted
if self.caster:HasModifier(self.modifier_mount) then
return self.bonus_attack_range + self.bonus_attack_range
else
-- 7.01, talent grants buff when not mounted, also 4x the bonus when casted on self
if self.caster:HasModifier("modifier_imba_strafe_self_root") then
return self.bonus_attack_range * self.caster:FindTalentValue("special_bonus_imba_clinkz_5")
else
return self.bonus_attack_range
end
end
return nil
end
-- Mount modifier
modifier_imba_strafe_mount = class({})
function modifier_imba_strafe_mount:OnCreated()
if IsServer() then
-- Ability properties
self.caster = self:GetCaster()
self.ability = self:GetAbility()
-- Ability specials
self.duration = self.ability:GetSpecialValueFor("duration")
-- Wait a game tick so we can have the target assigned to this modifier
Timers:CreateTimer(FrameTime(), function()
-- Get mount location
local direction = self.target:GetForwardVector()
local collision_radius = self.caster:GetPaddedCollisionRadius() + self.target:GetPaddedCollisionRadius() + 80
local mount_point = self.target:GetAbsOrigin() + direction * (-1) * collision_radius
-- Set Clinkz' location to it
self.caster:SetAbsOrigin(mount_point)
-- Start thinking
self:StartIntervalThink(FrameTime())
end)
end
end
function modifier_imba_strafe_mount:IsHidden() return false end
function modifier_imba_strafe_mount:IsPurgable() return true end
function modifier_imba_strafe_mount:IsDebuff() return false end
function modifier_imba_strafe_mount:CheckState()
local state = {[MODIFIER_STATE_ROOTED] = true,
[MODIFIER_STATE_NO_UNIT_COLLISION] = true}
return state
end
function modifier_imba_strafe_mount:OnIntervalThink()
if IsServer() then
-- Get new point
local current_loc = self.caster:GetAbsOrigin()
local direction = self.target:GetForwardVector()
local collision_radius = self.caster:GetPaddedCollisionRadius() + self.target:GetPaddedCollisionRadius() + 80
local mount_point = self.target:GetAbsOrigin() + direction * (-1) * collision_radius
local distance = (mount_point - current_loc):Length2D()
-- If target died, kill modifier
if not self.target:IsAlive() then
self:Destroy()
end
-- If the target is invulnerable, kill modifier
if self.target:IsInvulnerable() then
self:Destroy()
end
if distance > 300 then
-- Set Clinkz' location to it
self.caster:SetAbsOrigin(mount_point)
else
-- Move Clinkz toward it
direction = (mount_point - current_loc):Normalized()
local target_movespeed = self.target:GetMoveSpeedModifier(self.target:GetBaseMoveSpeed())
local new_point = current_loc + direction * ((target_movespeed * 1.25) * FrameTime())
local ground_point = GetGroundPosition(new_point, self.caster)
new_point.z = ground_point.z
if distance > 25 then
self.caster:SetAbsOrigin(new_point)
end
end
end
end
function modifier_imba_strafe_mount:OnRemoved()
if IsServer() then
-- Start cooldown, reduce it by the duration of the skill
if self.ability:IsCooldownReady() then
self.ability.time_remaining = self:GetRemainingTime()
self.ability:UseResources(false, false, true)
end
end
end
modifier_imba_strafe_self_root = class({})
function modifier_imba_strafe_self_root:IsHidden() return false end
function modifier_imba_strafe_self_root:IsPurgable() return true end
function modifier_imba_strafe_self_root:IsDebuff() return true end
function modifier_imba_strafe_self_root:CheckState()
local state = {[MODIFIER_STATE_ROOTED] = true}
return state
end
-----------------------------
-- SEARING ARROWS --
-----------------------------
imba_clinkz_searing_arrows = class({})
LinkLuaModifier("modifier_imba_searing_arrows_passive", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_searing_arrows_active", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
function imba_clinkz_searing_arrows:GetAbilityTextureName()
return "clinkz_searing_arrows"
end
function imba_clinkz_searing_arrows:GetIntrinsicModifierName()
return "modifier_imba_searing_arrows_passive"
end
function imba_clinkz_searing_arrows:GetCastRange(location, target)
local caster = self:GetCaster()
return caster:GetAttackRange()
end
function imba_clinkz_searing_arrows:IsHiddenWhenStolen()
return false
end
function imba_clinkz_searing_arrows:OnUnStolen()
-- Rubick interaction
local caster = self:GetCaster()
if caster:HasModifier("modifier_imba_searing_arrows_passive") then
caster:RemoveModifierByName("modifier_imba_searing_arrows_passive")
end
end
function imba_clinkz_searing_arrows:OnSpellStart()
-- Ability properties
local caster = self:GetCaster()
local ability = self
local target = self:GetCursorTarget()
local particle_projectile = "particles/hero/clinkz/searing_flames_active/clinkz_searing_arrow.vpcf"
local sound_cast = "Hero_Clinkz.SearingArrows"
-- Ability specials
local projectile_speed = ability:GetSpecialValueFor("projectile_speed")
local vision_radius = ability:GetSpecialValueFor("vision_radius")
-- Play attack sound
EmitSoundOn(sound_cast, caster)
-- Launch projectile on target
local searing_arrow_active
searing_arrow_active = {
Target = target,
Source = caster,
Ability = ability,
EffectName = particle_projectile,
iMoveSpeed = projectile_speed,
bDodgeable = true,
bVisibleToEnemies = true,
bReplaceExisting = false,
bProvidesVision = true,
iVisionRadius = vision_radius,
iVisionTeamNumber = caster:GetTeamNumber()
}
ProjectileManager:CreateTrackingProjectile(searing_arrow_active)
-- #4 Talent: Searing Arrow active hits in an AoE
if caster:HasTalent("special_bonus_imba_clinkz_4") then
local enemies = FindUnitsInRadius(caster:GetTeamNumber(),
target:GetAbsOrigin(),
nil,
caster:FindTalentValue("special_bonus_imba_clinkz_4"),
DOTA_UNIT_TARGET_TEAM_ENEMY,
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC,
DOTA_UNIT_TARGET_FLAG_FOW_VISIBLE + DOTA_UNIT_TARGET_FLAG_NO_INVIS,
FIND_ANY_ORDER,
false)
-- Fire arrows at anyone that is not the main target
for _,enemy in pairs(enemies) do
if enemy ~= target then
-- Launch projectile on enemy
local searing_arrow_active_seconday
searing_arrow_active_seconday = {
Target = enemy,
Source = caster,
Ability = ability,
EffectName = particle_projectile,
iMoveSpeed = projectile_speed,
bDodgeable = true,
bVisibleToEnemies = true,
bReplaceExisting = false,
bProvidesVision = true,
iVisionRadius = vision_radius,
iVisionTeamNumber = caster:GetTeamNumber()
}
ProjectileManager:CreateTrackingProjectile(searing_arrow_active_seconday)
end
end
end
end
function imba_clinkz_searing_arrows:OnProjectileHit(target, location)
if IsServer() then
-- Ability properties
local caster = self:GetCaster()
local ability = self
local sound_hit = "Hero_Clinkz.SearingArrows.Impact"
local modifier_active = "modifier_imba_searing_arrows_active"
-- Ability specials
local active_duration = ability:GetSpecialValueFor("active_duration")
-- If target has Linken Sphere, block effect entirely
if target:GetTeam() ~= caster:GetTeam() then
if target:TriggerSpellAbsorb(ability) then
return nil
end
end
-- Play hit sound
EmitSoundOn(sound_hit, target)
-- Perform an attack on the target
caster:PerformAttack(target, false, true, true, false, false, false, true)
-- Apply the active debuff
target:AddNewModifier(caster, ability, modifier_active, {duration = active_duration})
end
end
function imba_clinkz_searing_arrows:OnUpgrade()
if IsServer() then
local caster = self:GetCaster()
caster:RemoveModifierByName("modifier_imba_searing_arrows_passive")
caster:AddNewModifier(caster, self, "modifier_imba_searing_arrows_passive", {})
end
end
-- Passive Clinkz Searing Arrows modifier
modifier_imba_searing_arrows_passive = class({})
function modifier_imba_searing_arrows_passive:OnCreated()
-- Ability properties
self.caster = self:GetCaster()
self.ability = self:GetAbility()
-- Ability specials
self.bonus_damage = self.ability:GetSpecialValueFor("bonus_damage")
end
function modifier_imba_searing_arrows_passive:IsHidden() return true end
function modifier_imba_searing_arrows_passive:IsPurgable() return false end
function modifier_imba_searing_arrows_passive:IsDebuff() return false end
function modifier_imba_searing_arrows_passive:DeclareFunctions()
local decFuncs = {MODIFIER_EVENT_ON_ATTACK_START,
MODIFIER_PROPERTY_BASEATTACK_BONUSDAMAGE}
return decFuncs
end
function modifier_imba_searing_arrows_passive:OnAttackStart(keys)
if IsServer() then
local attacker = keys.attacker
local target = keys.target
-- If the ability is null, do nothing
if self.ability:IsNull() then
return nil
end
-- If the ability is stolen, do nothing
if self.ability:IsStolen() then
return nil
end
-- If the target is not a valid Searing Arrow target, do nothing
if not target:IsHero() and not target:IsBuilding() and not target:IsCreep() then
SetArrowAttackProjectile(self.caster, false)
return nil
end
-- Only apply to the caster's attacks on enemy team
if self.caster == attacker and self.caster:GetTeamNumber() ~= target:GetTeamNumber() then
-- Change to correct projectile
if self.caster:PassivesDisabled() then
SetArrowAttackProjectile(self.caster, false)
else
SetArrowAttackProjectile(self.caster, true)
if self.caster:HasTalent("special_bonus_imba_clinkz_7") then
if RollPercentage(self.caster:FindTalentValue("special_bonus_imba_clinkz_7")) then
self.caster:PerformAttack(target, false, true, true, false, true, false, false)
end
end
end
end
end
end
function modifier_imba_searing_arrows_passive:GetModifierBaseAttack_BonusDamage()
-- If the ability is null, do nothing
if self.ability:IsNull() then
return nil
end
-- Ignore if it is a stolen ability
if self.ability:IsStolen() then
return nil
end
if not self.caster:PassivesDisabled() then
return self.bonus_damage -- + self.caster:FindTalentValue("special_bonus_imba_clinkz_3")
end
return nil
end
function SetArrowAttackProjectile(caster, searing_arrows)
-- modifiers
local skadi_modifier = "modifier_item_imba_skadi"
local deso_modifier = "modifier_item_imba_desolator"
local morbid_modifier = "modifier_imba_morbid_mask"
local mom_modifier = "modifier_imba_mask_of_madness"
local satanic_modifier = "modifier_imba_satanic"
local vladimir_modifier = "modifier_item_imba_vladmir"
local vladimir_2_modifier = "modifier_item_imba_vladmir_blood"
-- normal projectiles
local skadi_projectile = "particles/items2_fx/skadi_projectile.vpcf"
local deso_projectile = "particles/items_fx/desolator_projectile.vpcf"
local deso_skadi_projectile = "particles/item/desolator/desolator_skadi_projectile_2.vpcf"
local lifesteal_projectile = "particles/item/lifesteal_mask/lifesteal_particle.vpcf"
-- searing arrow projectiles
local basic_arrow = "particles/units/heroes/hero_clinkz/clinkz_base_attack.vpcf"
local searing_arrow = "particles/units/heroes/hero_clinkz/clinkz_searing_arrow.vpcf"
local searing_lifesteal_projectile = "particles/hero/clinkz/searing_lifesteal/searing_lifesteal_arrow.vpcf"
local searing_skadi_projectile = "particles/hero/clinkz/searing_skadi/searing_skadi_arrow.vpcf"
local searing_deso_projectile = "particles/hero/clinkz/searing_desolator/searing_desolator_arrow.vpcf"
local searing_deso_skadi_projectile = "particles/hero/clinkz/searing_skadi_desolator/searing_skadi_desolator_arrow.vpcf"
local searing_lifesteal_skadi_projectile = "particles/hero/clinkz/searing_skadi_lifesteal/searing_skadi_steal_arrow.vpcf"
local searing_lifesteal_deso_projectile = "particles/hero/clinkz/searing_deso_lifesteal/searing_deso_lifesteal.vpcf"
local searing_lifesteal_deso_skadi_projectile = "particles/hero/clinkz/searing_skadi_deso_steal/searing_skadi_deso_steal_arrow.vpcf"
-- Set variables
local has_lifesteal
local has_skadi
local has_desolator
-- Assign variables
-- Lifesteal
if caster:HasModifier(morbid_modifier) or caster:HasModifier(mom_modifier) or caster:HasModifier(satanic_modifier) or caster:HasModifier(vladimir_modifier) or caster:HasModifier(vladimir_2_modifier) then
has_lifesteal = true
end
-- Skadi
if caster:HasModifier(skadi_modifier) then
has_skadi = true
end
-- Desolator
if caster:HasModifier(deso_modifier) then
has_desolator = true
end
-- ASSIGN PARTICLES
-- searing attack
if searing_arrows then
-- Desolator + lifesteal + searing + skadi
if has_desolator and has_skadi and has_lifesteal then
caster:SetRangedProjectileName(searing_lifesteal_deso_skadi_projectile)
return
-- Desolator + lifesteal + searing
elseif has_desolator and has_lifesteal then
caster:SetRangedProjectileName(searing_lifesteal_deso_projectile)
return
-- Desolator + skadi + searing
elseif has_skadi and has_desolator then
caster:SetRangedProjectileName(searing_deso_skadi_projectile)
return
-- Lifesteal + skadi + searing
elseif has_lifesteal and has_skadi then
caster:SetRangedProjectileName(searing_lifesteal_skadi_projectile)
return
-- skadi + searing
elseif has_skadi then
caster:SetRangedProjectileName(searing_skadi_projectile)
return
-- lifesteal + searing
elseif has_lifesteal then
caster:SetRangedProjectileName(searing_lifesteal_projectile)
return
-- Desolator + searing
elseif has_desolator then
caster:SetRangedProjectileName(searing_deso_projectile)
return
-- searing
else
caster:SetRangedProjectileName(searing_arrow)
return
end
else -- Non searing attack
-- Skadi + desolator
if has_skadi and has_desolator then
caster:SetRangedProjectileName(deso_skadi_projectile)
return
-- Skadi
elseif has_skadi then
caster:SetRangedProjectileName(skadi_projectile)
return
-- Desolator
elseif has_desolator then
caster:SetRangedProjectileName(deso_projectile)
return
-- Lifesteal
elseif has_lifesteal then
caster:SetRangedProjectileName(lifesteal_projectile)
return
-- Basic arrow
else
caster:SetRangedProjectileName(basic_arrow)
return
end
end
end
-- Active burning Searing Arrow modifier
modifier_imba_searing_arrows_active = class({})
function modifier_imba_searing_arrows_active:IsHidden() return false end
function modifier_imba_searing_arrows_active:IsPurgable() return true end
function modifier_imba_searing_arrows_active:IsDebuff() return true end
function modifier_imba_searing_arrows_active:OnCreated()
-- Ability properties
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.parent = self:GetParent()
self.particle_flame = "particles/hero/clinkz/searing_flames_active/burn_effect.vpcf"
-- Ability specials
self.vision_radius = self.ability:GetSpecialValueFor("vision_radius")
self.active_tick_interval = self.ability:GetSpecialValueFor("active_tick_interval")
self.armor_burn_per_stack = self.ability:GetSpecialValueFor("armor_burn_per_stack")
if IsServer() then
-- Add and attach flaming particle
self.particle_flame_fx = ParticleManager:CreateParticle(self.particle_flame, PATTACH_POINT_FOLLOW, self.parent)
ParticleManager:SetParticleControlEnt(self.particle_flame_fx, 0, self.parent, PATTACH_POINT_FOLLOW, "attach_hitloc", self.parent:GetAbsOrigin(), true)
self:AddParticle(self.particle_flame_fx, false, false, -1, false, false)
-- Start revealing
self:StartIntervalThink(FrameTime())
-- Strengthen the armor reduction by adding stacks once every second
Timers:CreateTimer(self.active_tick_interval, function()
if not self:IsNull() then
self:IncrementStackCount()
return self.active_tick_interval
end
return nil
end)
end
end
function modifier_imba_searing_arrows_active:OnIntervalThink()
AddFOWViewer(self.caster:GetTeamNumber(), self.parent:GetAbsOrigin(), self.vision_radius, FrameTime(), false)
end
function modifier_imba_searing_arrows_active:DeclareFunctions()
return { MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS }
end
function modifier_imba_searing_arrows_active:GetModifierPhysicalArmorBonus()
return self:GetStackCount() * self.armor_burn_per_stack * (-1)
end
-----------------------------
-- SKELETON WALK --
-----------------------------
imba_clinkz_skeleton_walk = class({})
LinkLuaModifier("modifier_imba_skeleton_walk_invis", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_skeleton_walk_spook", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_skeleton_walk_talent_root", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_skeleton_walk_talent_ms", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
function imba_clinkz_skeleton_walk:GetAbilityTextureName()
return "clinkz_wind_walk"
end
function imba_clinkz_skeleton_walk:IsHiddenWhenStolen()
return false
end
function imba_clinkz_skeleton_walk:OnSpellStart()
-- Ability properties
local caster = self:GetCaster()
local ability = self
local particle_invis = "particles/units/heroes/hero_clinkz/clinkz_windwalk.vpcf"
local sound_cast = "Hero_Clinkz.WindWalk"
local modifier_invis = "modifier_imba_skeleton_walk_invis"
local scepter = caster:HasScepter()
local modifier_mount = "modifier_imba_strafe_mount"
-- Ability specials
local duration = ability:GetSpecialValueFor("duration")
-- Play cast sound
EmitSoundOn(sound_cast, caster)
-- Add particle effect
local particle_invis_fx = ParticleManager:CreateParticle(particle_invis, PATTACH_ABSORIGIN_FOLLOW, caster)
ParticleManager:SetParticleControl(particle_invis_fx, 0, caster:GetAbsOrigin())
ParticleManager:SetParticleControl(particle_invis_fx, 1, caster:GetAbsOrigin())
-- Apply invisibilty modifier on self
caster:AddNewModifier(caster, ability, modifier_invis, {duration = duration})
-- Scepter skeleton walk on mounted
if scepter then
if caster:HasModifier(modifier_mount) then
local modifier_mount_handler = caster:FindModifierByName(modifier_mount)
if modifier_mount_handler then
local mounted_ally = modifier_mount_handler.target
mounted_ally:AddNewModifier(caster, ability, modifier_invis, {duration = modifier_mount_handler:GetRemainingTime()})
end
end
end
end
-- Invisibility modifier
modifier_imba_skeleton_walk_invis = class({})
function modifier_imba_skeleton_walk_invis:IsHidden() return false end
function modifier_imba_skeleton_walk_invis:IsPurgable() return false end
function modifier_imba_skeleton_walk_invis:IsDebuff() return false end
function modifier_imba_skeleton_walk_invis:OnCreated()
-- Ability properties
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.parent = self:GetParent()
self.sound_cast = "Hero_Clinkz.WindWalk"
self.modifier_spook = "modifier_imba_skeleton_walk_spook"
self.modifier_talent_ms = "modifier_imba_skeleton_walk_talent_ms"
self.modifier_mount = "modifier_imba_strafe_mount"
-- Ability specials
self.ms_bonus_pct = self.ability:GetSpecialValueFor("ms_bonus_pct")
self.spook_radius = self.ability:GetSpecialValueFor("spook_radius")
self.base_spook_duration = self.ability:GetSpecialValueFor("base_spook_duration")
self.spook_distance_inc = self.ability:GetSpecialValueFor("spook_distance_inc")
self.spook_added_duration = self.ability:GetSpecialValueFor("spook_added_duration")
-- Talent: Increases Clinkz Skeleton Walk movement speed if no enemies are nearby.
if IsServer() then
self:StartIntervalThink(0.2)
end
end
function modifier_imba_skeleton_walk_invis:OnIntervalThink()
if IsServer() then
-- If it is someone else from the caster (agh effect) then
-- Check if the caster still has the Mounted buff. Remove it if he doesn't.
if self.parent ~= self.caster then
if not self.caster:HasModifier(self.modifier_mount) then
self:Destroy()
end
end
-- Talent: Increases Clinkz Skeleton Walk movement speed if no enemies are nearby.
local enemies = FindUnitsInRadius(self.caster:GetTeamNumber(),
self.caster:GetAbsOrigin(),
nil,
self.spook_radius,
DOTA_UNIT_TARGET_TEAM_ENEMY,
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC + DOTA_UNIT_TARGET_BUILDING,
DOTA_UNIT_TARGET_FLAG_NONE,
FIND_ANY_ORDER,
false)
if self.caster:HasTalent("special_bonus_imba_clinkz_2") then
if #enemies > 0 then
self:SetStackCount(self.caster:FindTalentValue("special_bonus_imba_clinkz_2"))
else
self:SetStackCount(0)
end
end
-- Talent: If Clinkz passed through an enemy, root him and Clinkz loses Invisibility.
if self.caster:HasTalent("special_bonus_imba_clinkz_3") then
local enemy_heroes = FindUnitsInRadius(self.parent:GetTeamNumber(),
self.parent:GetAbsOrigin(),
nil,
128,
DOTA_UNIT_TARGET_TEAM_ENEMY,
DOTA_UNIT_TARGET_HERO,
DOTA_UNIT_TARGET_FLAG_NONE,
FIND_CLOSEST,
false)
for _,enemy in pairs(enemy_heroes) do
-- Stop at the first valid enemy that isn't magic immune
if not enemy:IsMagicImmune() then
enemy:AddNewModifier(self.caster, self.ability, "modifier_imba_skeleton_walk_talent_root", {duration = self.caster:FindTalentValue("special_bonus_imba_clinkz_3")})
-- If an enemy was rooted successfully, remove Clinkz's invisibility
if enemy:HasModifier("modifier_imba_skeleton_walk_talent_root") then
self:Destroy()
end
-- Stop the cycle!
break
end
end
end
end
end
function modifier_imba_skeleton_walk_invis:CheckState()
local state = {[MODIFIER_STATE_NO_UNIT_COLLISION] = true,
[MODIFIER_STATE_INVISIBLE] = true}
return state
end
function modifier_imba_skeleton_walk_invis:GetPriority()
return MODIFIER_PRIORITY_NORMAL
end
function modifier_imba_skeleton_walk_invis:DeclareFunctions()
local decFuncs = {MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE,
MODIFIER_PROPERTY_MOVESPEED_MAX,
MODIFIER_PROPERTY_INVISIBILITY_LEVEL,
MODIFIER_EVENT_ON_ABILITY_EXECUTED,
MODIFIER_EVENT_ON_ATTACK}
return decFuncs
end
function modifier_imba_skeleton_walk_invis:GetModifierMoveSpeed_Max()
if self:GetStackCount() > 0 then
return 700
end
end
function modifier_imba_skeleton_walk_invis:GetModifierInvisibilityLevel()
return 1
end
function modifier_imba_skeleton_walk_invis:GetModifierMoveSpeedBonus_Percentage()
return self.ms_bonus_pct + self:GetStackCount()
end
function modifier_imba_skeleton_walk_invis:OnAbilityExecuted(keys)
if IsServer() then
local caster = keys.unit
-- Only apply when Clinkz was the one who activated an ability
if self.parent == caster then
local enemy = FindUnitsInRadius(self.parent:GetTeamNumber(),
self.parent:GetAbsOrigin(),
nil,
1000,
DOTA_UNIT_TARGET_TEAM_ENEMY,
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC,
DOTA_UNIT_TARGET_FLAG_NOT_ANCIENTS,
FIND_CLOSEST,
false)
-- Check if Clinkz is visible to the enemy when appearing
if enemy[1] and enemy[1]:CanEntityBeSeenByMyTeam(self.parent) then
self.detected = true
end
-- Remove the invisibilty
self:Destroy()
end
end
end
function modifier_imba_skeleton_walk_invis:OnAttack(keys)
if IsServer() then
local attacker = keys.attacker
-- Only apply when Clinkz was the one attacking anything
if self.parent == attacker then
-- Find nearby closest enemy
local enemy = FindUnitsInRadius(self.parent:GetTeamNumber(),
self.parent:GetAbsOrigin(),
nil,
1000,
DOTA_UNIT_TARGET_TEAM_ENEMY,
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC,
DOTA_UNIT_TARGET_FLAG_NOT_ANCIENTS,
FIND_CLOSEST,
false)
-- Check if Clinkz is visible to the enemy when appearing
if enemy[1] and enemy[1]:CanEntityBeSeenByMyTeam(self.parent) then
self.detected = true
end
-- Remove invisibility
self:Destroy()
end
end
end
function modifier_imba_skeleton_walk_invis:OnRemoved()
if IsServer() then
-- #6 Talent: Skeleton Walk move speed persists for a small period
if self.caster:HasTalent("special_bonus_imba_clinkz_6") then
self.parent:AddNewModifier(self.caster, self.ability, self.modifier_talent_ms, {duration = self.caster:FindTalentValue("special_bonus_imba_clinkz_6")})
end
-- Only apply if Clinkz wasn't detected before removing modifier
if self.detected then
return nil
end
-- If Clinkz died, when it was removed, do nothing
if not self.caster:IsAlive() then
return nil
end
-- Play cast sound, yes, again
EmitSoundOn(self.sound_cast, self.parent)
-- Find nearby enemies
local enemies = FindUnitsInRadius(self.parent:GetTeamNumber(),
self.parent:GetAbsOrigin(),
nil,
self.spook_radius,
DOTA_UNIT_TARGET_TEAM_ENEMY,
DOTA_UNIT_TARGET_HERO,
DOTA_UNIT_TARGET_FLAG_NOT_ANCIENTS,
FIND_ANY_ORDER,
false)
for _,enemy in pairs(enemies) do
-- Only apply on non-magic immune enemies
if not enemy:IsMagicImmune() then
-- Calculate distance to each enemy
local distance = (enemy:GetAbsOrigin() - self.parent:GetAbsOrigin()):Length2D()
-- Calculate spook duration
local spook_duration = self.base_spook_duration + (((self.spook_radius - distance) / self.spook_distance_inc) * self.spook_added_duration)
-- Apply spook for the duration
enemy:AddNewModifier(self.parent, self.ability, self.modifier_spook, {duration = spook_duration})
end
end
-- Are we feeling extra spooky today? Did we actually spooky anyone?
local spook_likelihood = 10
if #enemies > 0 and RollPercentage(spook_likelihood) then
-- sPo0kY sCaRy sKeLeToNs
EmitSoundOn("Imba.ClinkzSpooky", self.parent)
end
end
end
-- Spook modifier
modifier_imba_skeleton_walk_spook = class({})
function modifier_imba_skeleton_walk_spook:IsHidden() return false end
function modifier_imba_skeleton_walk_spook:IsPurgable() return true end
function modifier_imba_skeleton_walk_spook:IsDebuff() return true end
function modifier_imba_skeleton_walk_spook:OnCreated()
if IsServer() then
-- Ability properties
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.parent = self:GetParent()
self.particle_spook = "particles/hero/clinkz/spooked/spooky_skull.vpcf"
-- Add particle
self.particle_spook_fx = ParticleManager:CreateParticle(self.particle_spook, PATTACH_OVERHEAD_FOLLOW, self.parent)
ParticleManager:SetParticleControl(self.particle_spook_fx, 0, self.parent:GetAbsOrigin())
ParticleManager:SetParticleControl(self.particle_spook_fx, 3, self.parent:GetAbsOrigin())
self:AddParticle(self.particle_spook_fx, false, false, -1, false, true)
self.reacting = true
-- Determine location to force move to
local direction = (self.parent:GetAbsOrigin() - self.caster:GetAbsOrigin()):Normalized()
local location = self.parent:GetAbsOrigin() + direction * 500
local newOrder = {UnitIndex = self.parent:entindex(),
OrderType = DOTA_UNIT_ORDER_MOVE_TO_POSITION,
Position = location}
ExecuteOrderFromTable(newOrder)
self.reacting = false
self.qangle_angle = 0
-- RUN FROM CLINKZ!
self:StartIntervalThink(0.1)
end
end
function modifier_imba_skeleton_walk_spook:OnIntervalThink()
-- Determine a random direction to force move to
local qangle = QAngle(0, self.qangle_angle, 0)
self.qangle_angle = self.qangle_angle + 30
if self.qangle_angle >= 360 then
self.qangle_angle = 0
end
local direction = (self.parent:GetAbsOrigin() - self.caster:GetAbsOrigin()):Normalized()
local location = self.parent:GetAbsOrigin() + direction * 500
local final_location = RotatePosition(self.parent:GetAbsOrigin(), qangle, location)
self.parent:MoveToPosition(final_location)
end
function modifier_imba_skeleton_walk_spook:OnDestroy()
if IsServer() then
self.parent:Stop()
end
end
function modifier_imba_skeleton_walk_spook:CheckState()
if not self.reacting then
local state = {[MODIFIER_STATE_COMMAND_RESTRICTED] = true}
return state
end
return nil
end
modifier_imba_skeleton_walk_talent_root = class({})
function modifier_imba_skeleton_walk_talent_root:IsHidden() return false end
function modifier_imba_skeleton_walk_talent_root:IsPurgable() return true end
function modifier_imba_skeleton_walk_talent_root:IsDebuff() return true end
function modifier_imba_skeleton_walk_talent_root:CheckState()
local state = {[MODIFIER_STATE_ROOTED] = true}
return state
end
-- Move speed modifier for #6 Talent
modifier_imba_skeleton_walk_talent_ms = class({})
function modifier_imba_skeleton_walk_talent_ms:IsHidden() return false end
function modifier_imba_skeleton_walk_talent_ms:IsPurgable() return true end
function modifier_imba_skeleton_walk_talent_ms:IsDebuff() return false end
function modifier_imba_skeleton_walk_talent_ms:OnCreated()
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.ms_bonus_pct = self.ability:GetSpecialValueFor("ms_bonus_pct")
-- FUUUUUUSION Talent: Increases Clinkz Skeleton Walk movement speed if no enemies are nearby. + Talent 6
if IsServer() then
self:StartIntervalThink(0.1)
end
end
function modifier_imba_skeleton_walk_talent_ms:OnIntervalThink()
if IsServer() then
if self.caster:HasTalent("special_bonus_imba_clinkz_2") then
self.spook_radius = self.ability:GetSpecialValueFor("spook_radius")
local enemies = FindUnitsInRadius(self.caster:GetTeamNumber(),
self.caster:GetAbsOrigin(),
nil,
self.spook_radius,
DOTA_UNIT_TARGET_TEAM_ENEMY,
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC + DOTA_UNIT_TARGET_BUILDING,
DOTA_UNIT_TARGET_FLAG_NONE,
FIND_ANY_ORDER,
false)
if #enemies > 0 then
self.ms_bonus_pct = self.ability:GetSpecialValueFor("ms_bonus_pct") + self.caster:FindTalentValue("special_bonus_imba_clinkz_2")
else
self.ms_bonus_pct = self.ability:GetSpecialValueFor("ms_bonus_pct")
end
end
end
end
function modifier_imba_skeleton_walk_talent_ms:DeclareFunctions()
local decFuncs = {MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE}
return decFuncs
end
function modifier_imba_skeleton_walk_talent_ms:GetModifierMoveSpeedBonus_Percentage()
return self.ms_bonus_pct
end
-----------------------------
-- DEATH PACT --
-----------------------------
imba_clinkz_death_pact = class({})
LinkLuaModifier("modifier_imba_death_pact_buff", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_death_pact_stack_creep", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_death_pact_stack_hero", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_death_pact_talent_debuff", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_death_pact_talent_buff", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_death_pact_hero_debuff", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_death_pact_spirit_aura", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_death_pact_spirit_attack_range", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_imba_death_pact_bonus_spirited", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
function imba_clinkz_death_pact:GetAbilityTextureName()
return "clinkz_death_pact"
end
function imba_clinkz_death_pact:CastFilterResultTarget(target)
if IsServer() then
local caster = self:GetCaster()
-- Can't target self
if caster == target then
return UF_FAIL_CUSTOM
end
if target:GetUnitName() == "npc_imba_clinkz_spirits" then
return UF_FAIL_CUSTOM
end
if target:IsConsideredHero() and not target:IsHero() then
return UF_FAIL_CONSIDERED_HERO
end
local nResult = UnitFilter( target, self:GetAbilityTargetTeam(), self:GetAbilityTargetType(), self:GetAbilityTargetFlags(), self:GetCaster():GetTeamNumber() )
return nResult
end
end
function imba_clinkz_death_pact:GetCustomCastErrorTarget(target)
if IsServer() then
local caster = self:GetCaster()
-- Can't target self
if caster == target then
return "dota_hud_error_cant_cast_on_self"
end
if target:GetUnitName() == "npc_imba_clinkz_spirits" then
return "#dota_hud_error_cant_cast_on_spirits"
end
end
end
function imba_clinkz_death_pact:IsHiddenWhenStolen()
return false
end
function imba_clinkz_death_pact:OnSpellStart()
-- Ability properties
local caster = self:GetCaster()
local ability = self
local target = self:GetCursorTarget()
local cast_response = "clinkz_clinkz_ability_pact_0"..math.random(1, 6)
local sound_cast = "Hero_Clinkz.DeathPact.Cast"
local particle_pact = "particles/units/heroes/hero_clinkz/clinkz_death_pact.vpcf"
local modifier_pact = "modifier_imba_death_pact_buff"
local modifier_stack_creep = "modifier_imba_death_pact_stack_creep"
local modifier_bonus_spirited = "modifier_imba_death_pact_bonus_spirited"
local modifier_stack_hero = "modifier_imba_death_pact_stack_hero"
local modifier_stack_hero_spirited = "modifier_imba_death_pact_stack_hero_spirited"
local modifier_spirited_aura = "modifier_imba_death_pact_spirit_aura"
local modifier_debuff_mark = "modifier_imba_death_pact_hero_debuff"
local modifier_talent_debuff_mark = "modifier_imba_death_pact_talent_debuff"
-- Ability specials
local duration = ability:GetSpecialValueFor("duration")
local hero_current_hp_damage_pct = ability:GetSpecialValueFor("hero_current_hp_damage_pct")
-- If target has Linken's Sphere off cooldown, do nothing
if target:GetTeam() ~= caster:GetTeam() then
if target:TriggerSpellAbsorb(ability) then
return nil
end
end
-- Roll for cast response
if RollPercentage(50) and caster:IsHero() then
EmitSoundOn(cast_response, caster)
end
-- Play cast sound
EmitSoundOn(sound_cast, caster)
-- Add particle effect
local particle_pact_fx = ParticleManager:CreateParticle(particle_pact, PATTACH_ABSORIGIN_FOLLOW, caster)
ParticleManager:SetParticleControl(particle_pact_fx, 0, target:GetAbsOrigin())
ParticleManager:SetParticleControl(particle_pact_fx, 1, target:GetAbsOrigin())
ParticleManager:SetParticleControl(particle_pact_fx, 5, target:GetAbsOrigin())
-- Remove existing modifiers so new values would replace the old ones
if caster:HasModifier(modifier_pact) then
caster:RemoveModifierByName(modifier_pact)
caster:RemoveModifierByName(modifier_stack_creep)
caster:RemoveModifierByName(modifier_stack_hero)
end
-- Variables
local pact_stacks
local modifier_stacks
local Clinkz_team = caster:GetTeamNumber()
local target_team = target:GetTeamNumber()
-- Check if it is a hero or a creep
if target:IsHero() then
-- Calculate damage based on current HP
local current_hp = target:GetHealth()
local damage = current_hp * (hero_current_hp_damage_pct * 0.01)
-- Deal pure damage
local damageTable = {
victim = target,
DAMAGE_TYPE_COMPOSITE = damage,
damage_type = DAMAGE_TYPE_PURE,
attacker = caster,
ability = ability
}
ApplyDamage(damageTable)
-- Assign stacks variables
pact_stacks = damage
modifier_stacks = caster:AddNewModifier(caster, ability, modifier_stack_hero, {duration = duration})
-- Set the 7.01 Contract
if target_team == Clinkz_team or target:HasModifier("modifier_imba_reincarnation_wraith_form") then
else
target:AddNewModifier(caster, ability, modifier_debuff_mark, {duration = duration})
end
else
-- Get creeps' current HP
local current_hp = target:GetHealth()
-- Remove the buff first, or else interactions will cause a bug on the hero gaining his bonuses.
caster:RemoveModifierByName(modifier_bonus_spirited)
-- Kill any spirits that already pay their taxes, if any.
local spirits_to_kill = FindUnitsInRadius(caster:GetTeamNumber(),
caster:GetAbsOrigin(),
nil,
500,
DOTA_UNIT_TARGET_TEAM_FRIENDLY,
DOTA_UNIT_TARGET_BASIC,
DOTA_UNIT_TARGET_FLAG_NONE,
FIND_ANY_ORDER,
false)
for _,unit in pairs(spirits_to_kill) do
if unit:FindModifierByNameAndCaster(modifier_spirited_aura,caster) then
unit:Kill(ability, caster)
end
end
-- Summons a spirit. Wooooooooooooooooo~ :)
local spirit_model = target:GetModelName()
local spirit_scale = target:GetModelScale()
local direction = (target:GetAbsOrigin() - caster:GetAbsOrigin()):Normalized()
local distance = (target:GetAbsOrigin() - caster:GetAbsOrigin()):Length2D()
local summon_point = caster:GetAbsOrigin() + direction * distance - 100
local spirit = CreateUnitByName("npc_imba_clinkz_spirits", summon_point, true, caster, caster, caster:GetTeamNumber())
-- Set the owner of the wraith as the caster
spirit:SetOwner(caster)
-- TURN THE TARGETS INTO SPIRITZ!!
spirit:SetOriginalModel(spirit_model)
spirit:SetModelScale(spirit_scale)
spirit:SetRenderColor(12, 55, 74)
-- Set the Wraith to die after a small duration
spirit:AddNewModifier(caster, ability, "modifier_kill", {duration = duration})
spirit:AddNewModifier(caster, ability, modifier_spirited_aura, {duration = duration})
-- Add Spirit's Attack Damage
local modifier_spirit_attack_range_bonus = "modifier_imba_death_pact_spirit_attack_range"
spirit:AddNewModifier(caster, ability, modifier_spirit_attack_range_bonus, {duration = duration})
-- ALL YOUR STATS ARE BELONG TO CLINKZ
caster:AddNewModifier(target, ability, modifier_bonus_spirited, {duration = duration})
ResolveNPCPositions(target:GetAbsOrigin(), 164)
-- Kill the target.
target:Kill(ability, caster)
-- Assign stacks variables
pact_stacks = current_hp
modifier_stacks = caster:AddNewModifier(caster, ability, modifier_stack_creep, {duration = duration})
end
-- If the caster is a nether ward, disable all the bonus.
if not caster:IsHero() then
return nil
end
-- Add visible modifier to the caster
caster:AddNewModifier(caster, ability, modifier_pact, {duration = duration})
-- Assign stack counts to the stack modifier
if modifier_stacks then
modifier_stacks:SetStackCount(pact_stacks)
end
-- Force recalculation of stats (to recalculate HP)
caster:CalculateStatBonus()
-- #8 Talent: Death Pact bonuses stay permanently if enemy target dies quickly
-- Apply a marker on the target if caster has the talent
if caster:HasTalent("special_bonus_imba_clinkz_8") and caster:GetTeamNumber() ~= target:GetTeamNumber() then
local mark_duration = caster:FindTalentValue("special_bonus_imba_clinkz_8", "mark_duration")
target:AddNewModifier(caster, ability, modifier_talent_debuff_mark, {duration = mark_duration})
end
end
-- Dummy Death Pact buff (shows in the UI, but actually does nothing)
modifier_imba_death_pact_buff = class({})
function modifier_imba_death_pact_buff:IsHidden() return false end
function modifier_imba_death_pact_buff:IsPurgable() return false end
function modifier_imba_death_pact_buff:IsDebuff() return false end
-- Hidden buff for counting stacks (gives bonus damage and HP depending on stacks)
modifier_imba_death_pact_stack_creep = class({})
function modifier_imba_death_pact_stack_creep:IsHidden() return true end
function modifier_imba_death_pact_stack_creep:IsPurgable() return false end
function modifier_imba_death_pact_stack_creep:IsDebuff() return false end
function modifier_imba_death_pact_stack_creep:OnCreated()
-- Ability properties
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.particle_pact_buff = "particles/units/heroes/hero_clinkz/clinkz_death_pact_buff.vpcf"
-- Ability specials
self.creep_bonus_hp_pct = self.ability:GetSpecialValueFor("creep_bonus_hp_pct")
self.creep_bonus_dmg_pct = self.ability:GetSpecialValueFor("creep_bonus_dmg_pct")
-- Add buff effect
self.particle_pact_buff_fx = ParticleManager:CreateParticle(self.particle_pact_buff, PATTACH_POINT_FOLLOW, self.caster)
ParticleManager:SetParticleControlEnt(self.particle_pact_buff_fx, 0, self.caster, PATTACH_POINT_FOLLOW, "attach_hitloc", self.caster:GetAbsOrigin(), true)
ParticleManager:SetParticleControl(self.particle_pact_buff_fx, 2, self.caster:GetAbsOrigin())
ParticleManager:SetParticleControl(self.particle_pact_buff_fx, 8, Vector(1,0,0))
self:AddParticle(self.particle_pact_buff_fx, false, false, -1, false, false)
if IsServer() then
Timers:CreateTimer(FrameTime(), function()
local stacks = self:GetStackCount()
self.caster:Heal(self.creep_bonus_hp_pct * 0.01 * stacks, self.caster)
end)
end
end
function modifier_imba_death_pact_stack_creep:DeclareFunctions()
local decFuncs = {MODIFIER_PROPERTY_BASEATTACK_BONUSDAMAGE,
MODIFIER_PROPERTY_EXTRA_HEALTH_BONUS}
return decFuncs
end
function modifier_imba_death_pact_stack_creep:GetModifierBaseAttack_BonusDamage()
local stacks = self:GetStackCount()
local bonus_damage = self.creep_bonus_dmg_pct * 0.01 * stacks
return bonus_damage
end
function modifier_imba_death_pact_stack_creep:GetModifierExtraHealthBonus()
local stacks = self:GetStackCount()
local bonus_hp = self.creep_bonus_hp_pct * 0.01 * stacks
return bonus_hp
end
-- Creeps killed are turned into spirits
modifier_imba_death_pact_spirit_aura = class({})
LinkLuaModifier("modifier_imba_death_pact_spirit_aura_invis", "hero/hero_clinkz", LUA_MODIFIER_MOTION_NONE)
function modifier_imba_death_pact_spirit_aura:IsHidden() return true end
function modifier_imba_death_pact_spirit_aura:IsPurgable() return false end
function modifier_imba_death_pact_spirit_aura:IsDebuff() return false end
function modifier_imba_death_pact_spirit_aura:OnCreated()
if IsServer() then
self.caster = self:GetCaster() -- Tax Collector
self.ability = self:GetAbility()
self.parent = self:GetParent() -- Taxed Spirits
-- Ability Specials
local modifier_bonus_spirited = "modifier_imba_death_pact_bonus_spirited"
local duration = self.ability:GetSpecialValueFor("duration")
-- YOU SHALL NOT ATTKCK!
self.parent:SetAttackCapability(DOTA_UNIT_CAP_NO_ATTACK)
-- Wait a game tick so we can have the target assigned to this modifier
Timers:CreateTimer(FrameTime(), function()
-- Get mount location
local direction = self.caster:GetForwardVector()
local collision_radius = self.caster:GetPaddedCollisionRadius() + self.parent:GetPaddedCollisionRadius() + 80
local mount_point = self.caster:GetAbsOrigin() + direction * (-1) * collision_radius
-- Set the Sp0000000ky spirit behind Clinkz!
self.parent:SetAbsOrigin(mount_point)
-- Add particle effect
local particle_pact = "particles/units/heroes/hero_clinkz/clinkz_death_pact.vpcf"
local particle_pact_fx = ParticleManager:CreateParticle(particle_pact, PATTACH_ABSORIGIN_FOLLOW, self.parent)
ParticleManager:SetParticleControl(particle_pact_fx, 0, self.parent:GetAbsOrigin())
ParticleManager:SetParticleControl(particle_pact_fx, 1, self.parent:GetAbsOrigin())
ParticleManager:SetParticleControl(particle_pact_fx, 5, self.parent:GetAbsOrigin())
-- HEY TAX COLLECTOR, YOU THERE?
self:StartIntervalThink(FrameTime())
end)
end
end
function modifier_imba_death_pact_spirit_aura:OnIntervalThink(keys)
if IsServer() then
-- Clinkz Spirit Talent bonus, wait a game tick so that it doesn't interact with the original bonus Clinkz gain.
if self.caster:HasTalent("special_bonus_imba_clinkz_1") then
self.parent:SetAttackCapability(DOTA_UNIT_CAP_RANGED_ATTACK)
end
local modifier_spirit_invis = "modifier_imba_death_pact_spirit_aura_invis"
-- IT'S NOT FAIR IF YOU'RE INVISIBLE WHILE I'M NOT!
if self.caster:IsImbaInvisible() then
self.parent:AddNewModifier(self.caster, self.ability, modifier_spirit_invis, {})
else
self.parent:RemoveModifierByName(modifier_spirit_invis)
end
-- Get new point
local current_loc = self.parent:GetAbsOrigin()
local direction = self.caster:GetForwardVector()
local collision_radius = self.caster:GetPaddedCollisionRadius() + self.parent:GetPaddedCollisionRadius() + 80
local mount_point = self.caster:GetAbsOrigin() + direction * (-1) * collision_radius
local distance = (mount_point - current_loc):Length2D()
-- If Clinkz died, kill the tax payer
if not self.caster:IsAlive() then
self.parent:Kill(self.ability, self.caster)
end
-- Set the distance behind Clinkz. TAX PAYER, YOU MUST NOT ESCAPE
-- F A C E Y O U R M A S T E R
self.parent:SetForwardVector(direction)
if distance > 300 then
-- Set it to Clinkz' location
self.parent:SetAbsOrigin(mount_point)
else
direction = (mount_point - current_loc):Normalized()
local Clinkz_move_speed = self.caster:GetMoveSpeedModifier(self.caster:GetBaseMoveSpeed())
local new_point = current_loc + direction * ((Clinkz_move_speed * 1.25) * FrameTime())
local ground_point = GetGroundPosition(new_point, self.parent)
new_point.z = ground_point.z
if distance > 25 then
self.parent:SetAbsOrigin(new_point)
end
end
end
end
-- Clinkz Ult is Nether Ward confirmed.
function modifier_imba_death_pact_spirit_aura:DeclareFunctions()
local decFuncs = {MODIFIER_PROPERTY_INCOMING_DAMAGE_PERCENTAGE,
MODIFIER_PROPERTY_DISABLE_HEALING,
MODIFIER_EVENT_ON_ATTACK_LANDED}
return decFuncs
end
function modifier_imba_death_pact_spirit_aura:GetModifierIncomingDamage_Percentage()
return -100
end
function modifier_imba_death_pact_spirit_aura:GetDisableHealing()
return 1
end
function modifier_imba_death_pact_spirit_aura:OnAttackLanded(keys)
local target = keys.target
local attacker = keys.attacker
local modifier_spirited_aura = "modifier_imba_death_pact_spirit_aura"
if target == self.parent then
-- If the attacker is not a creep, deal damage.
if attacker:IsHero() or attacker:IsTower() or IsRoshan(attacker) then
-- If the damage is enough to kill the spirit, destroy it
if self.parent:GetHealth() <= 1 then
self.parent:Kill(self.ability, attacker)
-- Else, reduce its HP
else
self.parent:SetHealth(self.parent:GetHealth() - 1)
end
else
return nil
end
end
end
function modifier_imba_death_pact_spirit_aura:OnRemoved()
if IsServer() then
-- When the Spirit dies, remove Clinkz the bonuses
self.parent:SetOriginalModel("models/creeps/neutral_creeps/n_creep_ghost_b/n_creep_ghost_frost.vmdl")
self.caster:RemoveModifierByName("modifier_imba_death_pact_bonus_spirited")
end
end
function modifier_imba_death_pact_spirit_aura:CheckState()
local state = {[MODIFIER_STATE_ROOTED] = true,
[MODIFIER_STATE_NO_UNIT_COLLISION] = true,
[MODIFIER_STATE_EVADE_DISABLED] = true,
[MODIFIER_STATE_PASSIVES_DISABLED] = true,
[MODIFIER_STATE_COMMAND_RESTRICTED] = true}
return state
end
-- Use Wraith King's "Ghostly" particles to indicate ghostly effect, as there are no ghostly fx ongoing. I expect this to be the hardest part. Boi, was I wrong. :D
function modifier_imba_death_pact_spirit_aura:GetStatusEffectName()
return "particles/status_fx/status_effect_wraithking_ghosts.vpcf"
end
-- If Clinkz is invisible, the spirit must also be invisible, or else IT'S A DISASTAH!
modifier_imba_death_pact_spirit_aura_invis = class({})
function modifier_imba_death_pact_spirit_aura_invis:IsHidden() return false end
function modifier_imba_death_pact_spirit_aura_invis:IsPurgable() return false end
function modifier_imba_death_pact_spirit_aura_invis:IsDebuff() return false end
function modifier_imba_death_pact_spirit_aura_invis:DeclareFunctions()
local decFuncs = {MODIFIER_PROPERTY_INVISIBILITY_LEVEL}
return decFuncs
end
function modifier_imba_death_pact_spirit_aura_invis:CheckState()
local state = {[MODIFIER_STATE_INVISIBLE] = true}
return state
end
function modifier_imba_death_pact_spirit_aura_invis:GetModifierInvisibilityLevel()
return 1
end
-- Adding Clinkz Attack Range and damage to the Spirit..... SP00KY!
modifier_imba_death_pact_spirit_attack_range = class({})
function modifier_imba_death_pact_spirit_attack_range:IsHidden() return false end
function modifier_imba_death_pact_spirit_attack_range:IsPurgable() return false end
function modifier_imba_death_pact_spirit_attack_range:IsDebuff() return false end
function modifier_imba_death_pact_spirit_attack_range:OnCreated()
-- Ability properties
if IsServer() then
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.parent = self:GetParent()
self.spirit_attack_range = self.caster:GetAttackRange()
self.spirit_damage = self.caster:GetAttackDamage() -- GetBaseDamageMax
self:StartIntervalThink(1)
end
end
function modifier_imba_death_pact_spirit_attack_range:OnIntervalThink()
if IsServer() then
self.spirit_attack_range = self.caster:GetAttackRange()
end
end
function modifier_imba_death_pact_spirit_attack_range:DeclareFunctions()
local decFuncs = {MODIFIER_PROPERTY_ATTACK_RANGE_BONUS,
MODIFIER_PROPERTY_BASEATTACK_BONUSDAMAGE}
return decFuncs
end
function modifier_imba_death_pact_spirit_attack_range:GetModifierAttackRangeBonus()
return self.spirit_attack_range end
function modifier_imba_death_pact_spirit_attack_range:GetModifierBaseAttack_BonusDamage()
return self.spirit_damage end
-- Buff from "spirits"...
modifier_imba_death_pact_bonus_spirited = class({})
function modifier_imba_death_pact_bonus_spirited:IsHidden() return false end
function modifier_imba_death_pact_bonus_spirited:IsPurgable() return false end
function modifier_imba_death_pact_bonus_spirited:IsDebuff() return false end
function modifier_imba_death_pact_bonus_spirited:OnCreated()
-- Ability properties
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.parent = self:GetParent()
if IsServer() then
-- Need to set as stack count since you cannot access it clientside for some weird reason
self.spirit_damage = self.caster:GetAttackDamage() -- GetBaseDamageMax
self:SetStackCount(self.spirit_damage)
end
self.spirit_armor = self.caster:GetPhysicalArmorValue()
end
-- Check if there's any tax to collect.
function modifier_imba_death_pact_bonus_spirited:DeclareFunctions()
-- 2 BONUS DAMAGE BUFF INSTANCES WTF WHAT ARE YOU DEVS THINKING!? XD - IamInnocentX3
local decFuncs = {MODIFIER_EVENT_ON_ATTACK_START,
MODIFIER_PROPERTY_BASEATTACK_BONUSDAMAGE,
MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS}
return decFuncs
end
function modifier_imba_death_pact_bonus_spirited:GetModifierBaseAttack_BonusDamage()
return self:GetStackCount() end
function modifier_imba_death_pact_bonus_spirited:GetModifierPhysicalArmorBonus()
return self.spirit_armor end
-- Setting the attack target for the spirit.
function modifier_imba_death_pact_bonus_spirited:OnAttackStart(keys)
if IsServer() then
local attacker = keys.attacker
if self.parent == attacker then
local target = self.parent:GetAttackTarget()
local modifier_spirited_aura = "modifier_imba_death_pact_spirit_aura"
local nearby_allies = FindUnitsInRadius(self.parent:GetTeamNumber(),
self.parent:GetAbsOrigin(),
nil,
500,
DOTA_UNIT_TARGET_TEAM_FRIENDLY,
DOTA_UNIT_TARGET_BASIC,
DOTA_UNIT_TARGET_FLAG_NONE,
FIND_ANY_ORDER,
false)
for _,spirits in pairs(nearby_allies) do
if spirits:FindModifierByNameAndCaster(modifier_spirited_aura,self.parent) then
spirits:SetForceAttackTarget(target)
end
end
end
end
end
-- Hidden buff for counting stacks. Calculates for hero
modifier_imba_death_pact_stack_hero = class({})
function modifier_imba_death_pact_stack_hero:IsHidden() return true end
function modifier_imba_death_pact_stack_hero:IsPurgable() return false end
function modifier_imba_death_pact_stack_hero:IsDebuff() return false end
function modifier_imba_death_pact_stack_hero:OnCreated()
-- Ability properties
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.particle_pact_buff = "particles/units/heroes/hero_clinkz/clinkz_death_pact_buff.vpcf"
-- Ability specials
self.hero_bonus_hp_dmg_mult = self.ability:GetSpecialValueFor("hero_bonus_hp_dmg_mult")
self.hero_bonus_dmg_pct = self.ability:GetSpecialValueFor("hero_bonus_dmg_pct")
-- Add buff effect
self.particle_pact_buff_fx = ParticleManager:CreateParticle(self.particle_pact_buff, PATTACH_POINT_FOLLOW, self.caster)
ParticleManager:SetParticleControlEnt(self.particle_pact_buff_fx, 0, self.caster, PATTACH_POINT_FOLLOW, "attach_hitloc", self.caster:GetAbsOrigin(), true)
ParticleManager:SetParticleControl(self.particle_pact_buff_fx, 2, self.caster:GetAbsOrigin())
ParticleManager:SetParticleControl(self.particle_pact_buff_fx, 8, Vector(1,0,0))
self:AddParticle(self.particle_pact_buff_fx, false, false, -1, false, false)
if IsServer() then
Timers:CreateTimer(FrameTime(), function()
local stacks = self:GetStackCount()
self.caster:Heal(self.hero_bonus_hp_dmg_mult * stacks, self.caster)
end)
end
end
function modifier_imba_death_pact_stack_hero:DeclareFunctions()
local decFuncs = {MODIFIER_PROPERTY_BASEATTACK_BONUSDAMAGE,
MODIFIER_PROPERTY_EXTRA_HEALTH_BONUS}
return decFuncs
end
function modifier_imba_death_pact_stack_hero:GetModifierBaseAttack_BonusDamage()
local stacks = self:GetStackCount()
local bonus_damage = self.hero_bonus_dmg_pct * 0.01 * stacks
return bonus_damage
end
function modifier_imba_death_pact_stack_hero:GetModifierExtraHealthBonus()
if IsServer() then
local stacks = self:GetStackCount()
local bonus_hp = self.hero_bonus_hp_dmg_mult * stacks
return bonus_hp
end
end
-- #8 Talent Debuff talent target marker
modifier_imba_death_pact_talent_debuff = modifier_imba_death_pact_talent_debuff or class({})
function modifier_imba_death_pact_talent_debuff:IsHidden() return false end
function modifier_imba_death_pact_talent_debuff:IsPurgable() return false end
function modifier_imba_death_pact_talent_debuff:IsDebuff() return true end
function modifier_imba_death_pact_talent_debuff:OnCreated()
if IsServer() then
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.parent = self:GetParent()
self.modifier_hero_pact = "modifier_imba_death_pact_stack_hero"
self.modifier_perma_buff = "modifier_imba_death_pact_talent_buff"
end
end
function modifier_imba_death_pact_talent_debuff:DeclareFunctions()
local decFuncs ={MODIFIER_EVENT_ON_HERO_KILLED}
return decFuncs
end
function modifier_imba_death_pact_talent_debuff:OnHeroKilled(keys)
if IsServer() then
local killed_hero = keys.target
-- Only apply if the killed hero is the parent of the debuff
if killed_hero == self.parent and self.caster:HasModifier(self.modifier_hero_pact) then
-- Get stack count from the modifier
local buff_stacks = self.caster:FindModifierByName(self.modifier_hero_pact):GetStackCount()
-- Calculate stack amount to keep
local stacks = buff_stacks * (self.caster:FindTalentValue("special_bonus_imba_clinkz_8", "stacks_pct") * 0.01)
-- Add perma buff if not exists yet
if not self.caster:HasModifier(self.modifier_perma_buff) then
self.caster:AddNewModifier(self.caster, self.ability, self.modifier_perma_buff, {})
end
-- Increase stack count of the perma buff
local modifier_buff_handler = self.caster:FindModifierByName(self.modifier_perma_buff)
modifier_buff_handler:SetStackCount(modifier_buff_handler:GetStackCount() + stacks)
end
end
end
-- Spirit-to-be debuff marker
modifier_imba_death_pact_hero_debuff = class({})
function modifier_imba_death_pact_hero_debuff:IsHidden() return true end
function modifier_imba_death_pact_hero_debuff:IsPurgable() return false end
function modifier_imba_death_pact_hero_debuff:IsDebuff() return true end
function modifier_imba_death_pact_hero_debuff:OnCreated()
if IsServer() then
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.parent = self:GetParent()
end
end
function modifier_imba_death_pact_hero_debuff:DeclareFunctions()
local decFuncs ={MODIFIER_EVENT_ON_HERO_KILLED}
return decFuncs
end
function modifier_imba_death_pact_hero_debuff:OnHeroKilled(keys)
if IsServer() then
local killed_hero = keys.target
local modifier_stack_hero = "modifier_imba_death_pact_stack_hero"
-- Only apply if the killed hero is the parent of the debuff
if killed_hero == self.parent and self.caster:HasModifier(modifier_stack_hero) then
local duration = self.ability:GetSpecialValueFor("duration")
local modifier_bonus_spirited = "modifier_imba_death_pact_bonus_spirited"
local modifier_spirited_aura = "modifier_imba_death_pact_spirit_aura"
-- Kill any spirits that already pay their taxes, if any.
local spirits_to_kill = FindUnitsInRadius(self.caster:GetTeamNumber(),
self.caster:GetAbsOrigin(),
nil,
500,
DOTA_UNIT_TARGET_TEAM_FRIENDLY,
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_CREEP,
DOTA_UNIT_TARGET_FLAG_NONE,
FIND_ANY_ORDER,
false)
for _,unit in pairs(spirits_to_kill) do
if unit:FindModifierByNameAndCaster(modifier_spirited_aura,self.caster) then
unit:Kill(self.ability,self.caster)
end
end
self.caster:RemoveModifierByName(modifier_bonus_spirited)
-- Summons a spirit. Wooooooooooooooooo~ :)
local spirit_model = self.parent:GetModelName()
local spirit_scale = self.parent:GetModelScale()
local direction = (self.parent:GetAbsOrigin() - self.caster:GetAbsOrigin()):Normalized()
local distance = (self.parent:GetAbsOrigin() - self.caster:GetAbsOrigin()):Length2D()
local summon_point = self.caster:GetAbsOrigin() + direction * distance - 100
local spirit = CreateUnitByName("npc_imba_clinkz_spirits", summon_point, true, self.caster, self.caster, self.caster:GetTeamNumber())
-- Set the owner of the wraith as the caster
spirit:SetOwner(self.caster)
-- TURN THE TARGETS INTO SPIRITZ!!
spirit:SetOriginalModel(spirit_model)
spirit:SetModelScale(spirit_scale)
spirit:NotifyWearablesOfModelChange(true)
spirit:ManageModelChanges()
-- Set the Wraith to die after a small duration
spirit:AddNewModifier(self.caster, self.ability, "modifier_kill", {duration = duration})
spirit:AddNewModifier(self.caster, self.ability, modifier_spirited_aura, {duration = duration})
-- Add Spirit's Attack Damage
local modifier_spirit_attack_range_bonus = "modifier_imba_death_pact_spirit_attack_range"
spirit:AddNewModifier(self.caster, self.ability, modifier_spirit_attack_range_bonus, {duration = duration})
-- ALL YOUR STATS ARE BELONG TO CLINKZ
self.caster:AddNewModifier(self.parent, self.ability, modifier_bonus_spirited, {duration = duration})
end
end
end
-- #8 Talent Perma bonus buff
modifier_imba_death_pact_talent_buff = class({})
function modifier_imba_death_pact_talent_buff:IsHidden() return false end
function modifier_imba_death_pact_talent_buff:IsPurgable() return false end
function modifier_imba_death_pact_talent_buff:IsDebuff() return false end
function modifier_imba_death_pact_talent_buff:OnCreated()
-- Ability properties
self.caster = self:GetCaster()
self.ability = self:GetAbility()
-- Ability specials
self.hero_bonus_hp_dmg_mult = self.ability:GetSpecialValueFor("hero_bonus_hp_dmg_mult")
self.hero_bonus_dmg_pct = self.ability:GetSpecialValueFor("hero_bonus_dmg_pct")
end
function modifier_imba_death_pact_talent_buff:DeclareFunctions()
local decFuncs = {MODIFIER_PROPERTY_BASEATTACK_BONUSDAMAGE,
MODIFIER_PROPERTY_EXTRA_HEALTH_BONUS}
return decFuncs
end
function modifier_imba_death_pact_talent_buff:GetModifierBaseAttack_BonusDamage()
local stacks = self:GetStackCount()
local bonus_damage = self.hero_bonus_dmg_pct * 0.01 * stacks
return bonus_damage
end
function modifier_imba_death_pact_talent_buff:GetModifierExtraHealthBonus()
local stacks = self:GetStackCount()
local bonus_hp = self.hero_bonus_hp_dmg_mult * stacks
return bonus_hp
end
|
--- the module to build user api when building the project.
-- @author [Alejandro Baez](https://keybase.io/baez)
-- @copyright 2014-2016
-- @license MIT (see LICENSE)
-- @module api
local function add_apitag(name, path)
local user_api = path .. "/.api_" .. name
local user_tag = path .. "/.tag_" .. name
if io.open(user_api) and io.open(user_tag) then
table.insert(textadept.editing.api_files.rust, user_api)
if _M.ctags then
_M.ctags[path] = user_tag
end
end
end
--- builds the api and places in project/.api_projectname.
-- @function build
-- @param project_name the name of the project.
-- @param project_full_path the relative/absolute location of the project.
local function build(project_name, project_full_path, raw)
local fapi = io.open(project_full_path .. "/.api_" .. project_name, "w")
for line in io.open(raw):lines() do
local tmpline = line
tmpline = tmpline:gsub("/.+%prs", "\t")
tmpline = tmpline:gsub("{?$.+", "")
tmpline = tmpline:gsub("/%^", "")
if not (line:find("(!_).+") or line:find("^test_")) then
fapi:write(tmpline, "\n")
end
end
fapi:close()
end
return {
build = build,
add_apitag = add_apitag
}
|
return {
height = function(x, z)
return 3
end,
block = function(x, y, z)
if y == 3 then
return 9
elseif y == 2 or y == 1 then
return 10 -- dirt
elseif y == 0 then
return 33 -- bedrock
else
return 0 -- air
end
end
}
|
RogueGuildShamanNpc = {
click = async(function(player, npc)
local t = {
graphic = convertGraphic(npc.look, "monster"),
color = npc.lookColor
}
player.npcGraphic = t.graphic
player.npcColor = t.color
player.dialogType = 0
player.lastClick = npc.ID
player:dialogSeq({t, "Don't like the way you look do you?"}, 1)
local choices = {"Face", "Gender", "Eyes"}
local choice = player:menuString(
"What appearance are you dissatisfied with?",
choices
)
local reject = "Ah, I see. Appear as thou wilt."
if choice == "Face" then
general_npc_funcs.changeFace(player, npc)
elseif choice == "Gender" then
general_npc_funcs.changeGender(player, npc)
elseif choice == "Eyes" then
general_npc_funcs.changeEyes(player, npc)
end
end),
onSayClick = async(function(player, npc)
local speech = string.lower(player.speech)
local t = {
graphic = convertGraphic(npc.look, "monster"),
color = npc.lookColor
}
player.npcGraphic = t.graphic
player.npcColor = t.color
player.dialogType = 0
player.lastClick = npc.ID
if speech == "moon" and player.level >= 50 and player.baseClass == 2 then
Tools.checkKarma(player)
player:dialogSeq(
{
t,
"Under a white moon I slew a powerful man, of the family Ju, that owed me much money",
"Yet, still I am not satisfied."
},
1
)
if player.quest["white_moon_axe"] == 0 then
local choice = player:menuString(
"Are you willing to make such a commitment?",
{"Yes, I am ready.", "I am busy. Later, perhaps."},
{}
)
if choice == "Yes, I am ready." then
player.quest["white_moon_axe"] = 1
player:freeAsync()
RogueGuildShamanNpc.onSayClick(player, npc, "moon")
elseif choice == "I am busy. Later, perhaps." then
player:dialogSeq(
{t, "Then you were not the right person for this task."},
0
)
end
elseif player.quest["white_moon_axe"] > 0 then
local choice
local choice2
if player.quest["white_moon_axe"] == 1 then
player:dialogSeq(
{
t,
"If you knew what venom and speed combined were, perhaps I would consider you."
},
1
)
if player.registry["white_moon_axe_flushed_kills"] == 0 then
player:flushKills("pale_scorpion")
player:flushKills("skeleton_ju")
player.registry["white_moon_axe_flushed_kills"] = 1
elseif player.registry["white_moon_axe_flushed_kills"] == 1 then
if player:killCount("pale_scorpion") >= 5 then
if player:hasItem("lucky_coin", 1) ~= true then
player:dialogSeq(
{
t,
"Your hands are empty! Had you a Lucky coin, perhaps I could trust you would survive."
},
0
)
return
end
player.quest["white_moon_axe"] = 2
player.registry["white_moon_axe_flushed_kills"] = 0
player:freeAsync()
RogueGuildShamanNpc.onSayClick(player, npc, "moon")
else
player:dialogSeq(
{
t,
"Had you slain at least five pale scorpions, you would know."
},
0
)
end
end
end
if player.quest["white_moon_axe"] == 2 then
if player:killCount("skeleton_ju") >= 1 then
player.quest["white_moon_axe"] = 3
player:freeAsync()
RogueGuildShamanNpc.onSayClick(player, npc, "moon")
end
player:dialogSeq(
{
t,
"Someone owes me money. Lots of it.",
"He's dead now, but that doesn't matter. This is about honor.",
"That night of slaying the Ju family caused the earth to shake. My weapons were filled with the power of the white moon.",
"But I never found the money he owed me.",
"I'm charging you to torment the family's skeletal remains. Their name in life was Ju.",
"Destroy the skeleton of Ju, and we'll talk about you getting my money...",
"...and the axe with which I slew the powerful man under a white moon."
},
0
)
end
if player.quest["white_moon_axe"] == 3 then
player:dialogSeq(
{
t,
"Ah, his torment is my music.",
"But I still must have the money he owed me, and all I have is this White moon axe.",
"It was more than what you have. 20,000 coins in all. Should you repay me the money I am owed, I would give you this axe."
},
1
)
choice2 = player:menuString(
"Are you willing to give me 20,000 gold to replace what I am owed?",
{"Yes", "No"},
{}
)
if choice2 == "Yes" then
if player.money < 20000 then
player:dialogSeq(
{t, "You do not have enough gold to repay me."},
0
)
return
end
player:removeGold(20000)
player:addItem("white_moon_axe", 1, 0, player.ID)
player.quest["white_moon_axe"] = 0
player:dialogSeq(
{
t,
"There you are rogue. May it inspire you as it has me."
},
1
)
player:dialogSeq(
{
t,
"The moon is white, He's been desecrated. I have a moment of peace."
},
0
)
return
elseif choice2 == "No" then
player:dialogSeq(
{
t,
"Then you were not the right person for this task."
},
0
)
return
end
end
end
end
end),
move = function(npc, owner)
local found
local moved = true
local oldside = npc.side
local checkmove = math.random(0, 10)
if (npc.retDist <= distanceXY(npc, npc.startX, npc.startY) and npc.retDist > 1 and npc.returning == false) then
npc.returning = true
elseif (npc.returning == true and npc.retDist > distanceXY(npc, npc.startX, npc.startY) and npc.retDist > 1) then
npc.returning = false
end
if (npc.returning == true) then
found = toStart(npc, npc.startX, npc.startY)
else
if (checkmove >= 4) then
npc.side = math.random(0, 3)
npc:sendSide()
if (npc.side == oldside) then
moved = npc:move()
end
end
end
if (found == true) then
npc.returning = false
end
end,
}
|
--- === plugins.finalcutpro.tangent.common ===
---
--- Common Final Cut Pro functions for Tangent
local require = require
local log = require "hs.logger".new "tangentVideo"
local geometry = require "hs.geometry"
local timer = require "hs.timer"
local axutils = require "cp.ui.axutils"
local commands = require "cp.commands"
local deferred = require "cp.deferred"
local dialog = require "cp.dialog"
local Do = require "cp.rx.go.Do"
local fcp = require "cp.apple.finalcutpro"
local i18n = require "cp.i18n"
local If = require "cp.rx.go.If"
local tools = require "cp.tools"
local childrenMatching = axutils.childrenMatching
local delayed = timer.delayed
local displayMessage = dialog.displayMessage
local ninjaMouseClick = tools.ninjaMouseClick
local playErrorSound = tools.playErrorSound
local tableCount = tools.tableCount
local mod = {}
-- DEFER -> number
-- Constant
-- The amount of time to defer UI updates
local DEFER = 0.01
-- DELAY -> number
-- Constant
-- The amount of time to delay UI updates
local DELAY = 0.2
--- plugins.finalcutpro.tangent.common.popupParameter(group, param, id, value, label) -> number
--- Function
--- Sets up a new Popup Parameter for the Tangent
---
--- Parameters:
--- * group - The Tangent Group.
--- * param - The Parameter.
--- * id - The Tangent ID.
--- * value - The value to select as a string.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
---
--- Returns:
--- * An updated ID
function mod.popupParameter(group, param, id, value, label)
group
:action(id + 1, i18n(label, {default=label}))
:onPress(function()
return Do(param:doShow())
:Then(param:doSelectValue(value))
:Label("plugins.finalcutpro.tangent.common.popupParameter")
:Now()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.dynamicPopupSliderParameter(group, param, id, label, defaultValue) -> number
--- Function
--- Sets up a new Popup Slider parameter for the Tangent
---
--- Parameters:
--- * group - The Tangent Group.
--- * param - The Parameter
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
--- * defaultValue - The default value to use when the reset button is pressed.
---
--- Returns:
--- * An updated ID
function mod.dynamicPopupSliderParameter(group, param, id, label, defaultValue)
local getSelectedIndex = function(menuUI)
if menuUI then
local children = menuUI:attributeValue("AXChildren")
for i, v in pairs(children) do
if v:attributeValue("AXMenuItemMarkChar") ~= nil then
return i
end
end
end
end
local popupSliderCache = nil
local updateUI = delayed.new(DELAY, function()
Do(param:doSelectItem(popupSliderCache))
:Then(function()
popupSliderCache = nil
end)
:Label("plugins.finalcutpro.tangent.common.dynamicPopupSliderParameter.updateUI")
:Now()
end)
group:menu(id + 1)
:name(i18n(label, {default=label}))
:name9(i18n(label .. "9", {default=i18n(label, {default=label})}))
:onGet(function()
if popupSliderCache and param:menuUI() then
return param:menuUI():attributeValue("AXChildren")[popupSliderCache]:attributeValue("AXTitle")
else
return param:value()
end
end)
:onNext(function()
param:show()
if not param:menuUI() then
param:press()
end
if param:menuUI() then
local max = param:menuUI():attributeValueCount("AXChildren")
local currentValueID = popupSliderCache or getSelectedIndex(param:menuUI())
currentValueID = currentValueID + 1
if currentValueID > max then currentValueID = 1 end
popupSliderCache = currentValueID
updateUI:start()
end
end)
:onPrev(function()
param:show()
if not param:menuUI() then
param:press()
end
if param:menuUI() then
local max = param:menuUI():attributeValueCount("AXChildren")
local currentValueID = popupSliderCache or getSelectedIndex(param:menuUI())
currentValueID = currentValueID - 1
if currentValueID <= 0 then currentValueID = max end
popupSliderCache = currentValueID
updateUI:start()
end
end)
:onReset(function()
return Do(function()
popupSliderCache = type(defaultValue) == "number" and defaultValue or 1
end)
:Then(
If(function()
return type(defaultValue) == "string"
end)
:Then(param:doSelectValue(defaultValue))
:Otherwise(param:doSelectItem(defaultValue))
)
:Then(function()
popupSliderCache = nil
end)
:Label("plugins.finalcutpro.tangent.common.dynamicPopupSliderParameter.reset")
:Now()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.popupSliderParameter(group, param, id, label, options, resetIndex) -> number
--- Function
--- Sets up a new Popup Slider parameter for the Tangent
---
--- Parameters:
--- * group - The Tangent Group.
--- * param - The Parameter
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
--- * options - A table of options. The key for each option should be a number ID
--- (in the order it appears in the UI), and the value should be another
--- table with keys for `flexoID` and `i18n` values.
--- * resetIndex - An index of which item to use when "reset" is triggered.
---
--- Returns:
--- * An updated ID
function mod.popupSliderParameter(group, param, id, label, options, resetIndex)
local popupSliderCache = nil
local maxValue = tableCount(options)
local loopupID = function(name)
for i, v in pairs(options) do
if v.flexoID then
if name == fcp:string(v.flexoID) then
return i
end
end
end
end
local updateUI = delayed.new(DELAY, function()
Do(param:doSelectItem(popupSliderCache))
:Then(function()
popupSliderCache = nil
end)
:Label("plugins.finalcutpro.tangent.common.popupSliderParameter.updateUI")
:Now()
end)
group:menu(id + 1)
:name(i18n(label, {default=label}))
:name9(i18n(label .. "9", {default=i18n(label, {default=label})}))
:onGet(function()
if popupSliderCache then
if options[popupSliderCache].i18n ~= nil then
local v = options[popupSliderCache].i18n
return i18n(v .. "9", {default= i18n(v, {default=v})})
end
else
local i = loopupID(param:value())
local v = options[i] and options[i].i18n
return v and i18n(v .. "9", {default=i18n(v, {default=v})})
end
end)
:onNext(function()
param:show() -- NOTE: I tried using a `doShow()` here, but it was causing a timing issue.
local currentValue = param:value()
local currentValueID = popupSliderCache or (currentValue and loopupID(currentValue))
if type(currentValueID) ~= "number" then
return
end
local newID = currentValueID and currentValueID + 1
if newID > maxValue then newID = 1 end
--------------------------------------------------------------------------------
-- TODO: This is a horrible temporary workaround for menu non-enabled items.
-- It should probably be some kind of loop.
--------------------------------------------------------------------------------
if options[newID] and options[newID].flexoID == nil then
newID = newID + 1
end
if options[newID] and options[newID].flexoID == nil then
newID = newID + 1
end
if newID > maxValue then newID = 1 end
--------------------------------------------------------------------------------
popupSliderCache = newID
updateUI:start()
end)
:onPrev(function()
param:show() -- NOTE: I tried using a `doShow()` here, but it was causing a timing issue.
local currentValue = param:value()
local currentValueID = popupSliderCache or (currentValue and loopupID(currentValue))
if type(currentValueID) ~= "number" then
return
end
local newID = currentValueID and currentValueID - 1
if newID == 0 then newID = maxValue - 1 end
--------------------------------------------------------------------------------
-- TODO: This is a horrible temporary workaround for menu non-enabled items.
-- It should probably be some kind of loop.
--------------------------------------------------------------------------------
if options[newID] and options[newID].flexoID == nil then
newID = newID - 1
end
if options[newID] and options[newID].flexoID == nil then
newID = newID - 1
end
if newID <= 0 then newID = maxValue - 1 end
--------------------------------------------------------------------------------
popupSliderCache = newID
updateUI:start()
end)
:onReset(function()
return Do(function()
popupSliderCache = resetIndex
end)
:Then(param:doShow())
:Then(param:doSelectValue(fcp:string(options[resetIndex].flexoID)))
:Then(function()
popupSliderCache = nil
end)
:Label("plugins.finalcutpro.tangent.common.popupSliderParameter.reset")
:Now()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.popupParameters(group, param, id, options) -> number
--- Function
--- Sets up a new Popup Parameter for the Tangent
---
--- Parameters:
--- * group - The Tangent Group.
--- * param - The Parameter
--- * id - The Tangent ID.
--- * options - A table of options. The key for each option should be a number ID
--- (in the order it appears in the UI), and the value should be another
--- table with keys for `flexoID` and `i18n` values.
---
--- Returns:
--- * An updated ID
function mod.popupParameters(group, param, id, options)
for i=1, tableCount(options) do
local v = options[i]
if v.flexoID ~= nil then
id = mod.popupParameter(group, param, id, fcp:string(v.flexoID), v.i18n)
end
end
return id
end
--- plugins.finalcutpro.tangent.common.checkboxParameter(group, param, id, label) -> number
--- Function
--- Sets up a new Checkbox Parameter for the Tangent
---
--- Parameters:
--- * group - The Tangent Group.
--- * param - The Parameter
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
---
--- Returns:
--- * An updated ID
function mod.checkboxParameter(group, param, id, label)
group
:action(id + 1, i18n(label, {default=label}))
:onPress(function()
return Do(param:doShow()):Then(
If(param):Is(nil):Then():Otherwise(
param:doPress()
)
)
:Label("plugins.finalcutpro.tangent.common.checkboxParameter")
:Now()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.checkboxSliderParameter(group, id, label, options, resetIndex) -> number
--- Function
--- Sets up a new Popup Slider parameter for the Tangent
---
--- Parameters:
--- * group - The Tangent Group.
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
--- * options - A table of options. The key for each option should be a number ID
--- (in the order it appears in the UI), and the value should be another
--- table with keys for `flexoID` and `i18n` values.
--- * resetIndex - An index of which item to use when "reset" is triggered.
---
--- Returns:
--- * An updated ID
function mod.checkboxSliderParameter(group, id, label, options, resetIndex)
local getIndexOfSelectedCheckbox = function()
for i, v in pairs(options) do
local ui = v.param and v.param:UI()
if ui and ui:attributeValue("AXValue") == 1 then
return i
end
end
end
local cachedValue = nil
local maxValue = tableCount(options)
local updateUI = delayed.new(DELAY, function()
Do(options[1].param:doShow())
:Then(
options[cachedValue].param:doPress()
)
:Then(function()
cachedValue = nil
end)
:Label("plugins.finalcutpro.tangent.common.checkboxSliderParameter.updateUI")
:Now()
end)
group:menu(id + 1)
:name(i18n(label, {default=label}))
:name9(i18n(label .. "9", {default=i18n(label, {default=label})}))
:onGet(function()
local index = cachedValue or getIndexOfSelectedCheckbox()
local result = index and options[index].i18n
return result and i18n(result .. "9", {default=i18n(result, {default=result})})
end)
:onNext(function()
options[1].param:show()
local indexOfSelectedCheckbox = getIndexOfSelectedCheckbox()
if indexOfSelectedCheckbox then
local currentValueID = cachedValue or getIndexOfSelectedCheckbox()
local newID = currentValueID and currentValueID + 1
if newID > maxValue then newID = 1 end
cachedValue = newID
updateUI:start()
end
end)
:onPrev(function()
options[1].param:show()
local indexOfSelectedCheckbox = getIndexOfSelectedCheckbox()
if indexOfSelectedCheckbox then
local currentValueID = cachedValue or getIndexOfSelectedCheckbox()
local newID = currentValueID and currentValueID - 1
if newID == 0 then newID = maxValue - 1 end
cachedValue = newID
updateUI:start()
end
end)
:onReset(function()
return Do(function()
cachedValue = 1
end)
:Then(options[1].param:doShow())
:Then(options[resetIndex].param:doPress())
:Then(function()
cachedValue = nil
end)
:Label("plugins.finalcutpro.tangent.common.checkboxSliderParameter.reset")
:Now()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.doShortcut(id) -> none
--- Function
--- Triggers a shortcut via Rx.
---
--- Parameters:
--- * id - The ID of the shortcut.
---
--- Returns:
--- * None
function mod.doShortcut(id)
return fcp:doShortcut(id):Catch(function(message)
log.wf("Unable to perform %q shortcut: %s", id, message)
displayMessage(i18n("tangentFinalCutProShortcutFailed"))
end)
end
--- plugins.finalcutpro.tangent.common.radioButtonParameter(group, param, id, label) -> number
--- Function
--- Sets up a new Checkbox Parameter for the Tangent
---
--- Parameters:
--- * group - The Tangent Group.
--- * param - The Parameter
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
---
--- Returns:
--- * An updated ID
function mod.radioButtonParameter(group, param, id, label)
group
:action(id + 1, i18n(label, {default=label}))
:onPress(function()
return Do(param:doShow())
:Then(param:doPress())
:Label("plugins.finalcutpro.tangent.common.radioButtonParameter")
:Now()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.buttonParameter(group, param, id, label) -> number
--- Function
--- Sets up a new Button Parameter for the Tangent
---
--- Parameters:
--- * group - The Tangent Group.
--- * param - The Parameter
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
---
--- Returns:
--- * An updated ID
function mod.buttonParameter(group, param, id, label)
group
:action(id + 1, i18n(label, {default=label}))
:onPress(function()
return Do(param:doShow())
:Then(
param:doPress()
)
:Label("plugins.finalcutpro.tangent.common.buttonParameter")
:Now()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.doShowParameter(group, param, id, label) -> number
--- Function
--- Sets up a new `DoShow` Parameter for the Tangent
---
--- Parameters:
--- * group - The Tangent Group.
--- * param - The Parameter
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
---
--- Returns:
--- * An updated ID
function mod.doShowParameter(group, param, id, label)
group
:action(id + 1, i18n(label, {default=label}))
:onPress(function()
return Do(param:doShow())
:Label("plugins.finalcutpro.tangent.common.buttonParameter")
:Now()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.commandParameter(group, id, commandID) -> number
--- Function
--- Sets up a new Command Parameter for the Tangent
---
--- Parameters:
--- * group - The Tangent Group.
--- * id - The Tangent ID.
--- * commandID - The command ID.
---
--- Returns:
--- * An updated ID
function mod.commandParameter(group, id, groupID, commandID)
local cmd = commands.group(groupID):get(commandID)
group
:action(id + 1, cmd:getTitle())
:onPress(function()
cmd:pressed()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.shortcutParameter(group, id, label, shortcutID) -> number
--- Function
--- Sets up a new Final Cut Pro Shortcut Parameter for the Tangent.
---
--- Parameters:
--- * group - The Tangent Group.
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
--- * shortcutID - The shortcut ID.
---
--- Returns:
--- * An updated ID
function mod.shortcutParameter(group, id, label, shortcut)
group
:action(id + 1, i18n(label, {default=label}))
:onPress(function()
return fcp:doShortcut(shortcut):Now()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.menuParameter(group, id, label, path) -> number
--- Function
--- Sets up a new Final Cut Pro Menu Parameter for the Tangent.
---
--- Parameters:
--- * group - The Tangent Group.
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
--- * path - The list of menu items you'd like to activate as a table.
---
--- Returns:
--- * An updated ID
function mod.menuParameter(group, id, label, path)
group
:action(id + 1, i18n(label, {default=label}))
:onPress(function()
return fcp:doSelectMenu(path):Now()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.functionParameter(group, id, label, fn) -> number
--- Function
--- Sets up a new Function Parameter for the Tangent.
---
--- Parameters:
--- * group - The Tangent Group.
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
--- * path - The list of menu items you'd like to activate as a table.
---
--- Returns:
--- * An updated ID
function mod.functionParameter(group, id, label, fn)
group
:action(id + 1, i18n(label, {default=label}))
:onPress(function() fn() end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.buttonParameter(group, param, id, label) -> number
--- Function
--- Sets up a new Button Parameter for the Tangent
---
--- Parameters:
--- * group - The Tangent Group.
--- * param - The Parameter
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
---
--- Returns:
--- * An updated ID
function mod.ninjaButtonParameter(group, param, id, label)
group
:action(id + 1, i18n(label, {default=label}))
:onPress(function()
param:show()
local frame = param:frame()
if frame then
local center = geometry(frame).center
if center then
ninjaMouseClick(center)
return
end
end
playErrorSound()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.checkboxParameterByIndex(group, section, nextSection, id, label, index) -> number
--- Function
--- Sets up a new AXCheckBox object for the Tangent.
---
--- Parameters:
--- * group - The Tangent Group.
--- * section - The section as it appears in the FCPX Inspector.
--- * nextSection - The next section as it appears in the FCPX Inspector.
--- * id - The Tangent ID.
--- * label - The label to be used by the Tangent. This can either be an i18n ID or
--- a plain string.
--- * index - The index of the checkbox in the section.
---
--- Returns:
--- * An updated ID
function mod.checkboxParameterByIndex(group, section, nextSection, id, label, index)
group
:action(id + 1, i18n(label, {default=label}))
:onPress(function()
section:show():expanded(true)
local children = section:propertiesUI():children()
local sectionFrame = section and section:UI() and section:UI():frame()
local nextSectionFrame = nextSection and nextSection:UI() and nextSection:UI():frame()
local allowedX = section and section.enabled and section.enabled:UI() and section.enabled:UI():frame().x
if sectionFrame and allowedX then
local checkboxes = childrenMatching(children, function(e)
local frame = e:attributeValue("AXFrame")
local result = e:attributeValue("AXRole") == "AXCheckBox"
and frame.x == allowedX
and frame.y > (sectionFrame.y + sectionFrame.h)
if nextSectionFrame then
result = result and ((frame.y + frame.h) < nextSectionFrame.y)
end
return result
end)
local checkbox = checkboxes and checkboxes[index]
if checkbox then
checkbox:doPress()
return
end
end
playErrorSound()
end)
return id + 1
end
--- plugins.finalcutpro.tangent.common.xyParameter(group, param, id, minValue, maxValue, stepSize) -> number
--- Function
--- Sets up a new XY Parameter
---
--- Parameters:
--- * group - The Tangent Group
--- * param - The Parameter
--- * id - The Tangent ID
---
--- Returns:
--- * An updated ID
--- * The `x` parameter value
--- * The `y` parameter value
--- * The xy binding
function mod.xyParameter(group, param, id, minValue, maxValue, stepSize)
minValue, maxValue, stepSize = minValue or 0, maxValue or 100, stepSize or 0.5
--------------------------------------------------------------------------------
-- Set up the accumulator:
--------------------------------------------------------------------------------
local x, y = 0, 0
local updateUI = deferred.new(DEFER)
local updating = false
updateUI:action(function()
return If(function() return not updating and (x ~= 0 or y ~= 0) end)
:Then(
Do(param:doShow())
:Then(function()
updating = true
if x ~= 0 then
local current = param:x()
if current then
param:x(current + x)
end
x = 0
end
if y ~= 0 then
local current = param:y()
if current then
param:y(current + y)
end
y = 0
end
mod._manager.controls:findByID(id + 1):update() -- Force the Tangent display to update.
updating = false
end)
)
:Label("plugins.finalcutpro.tangent.common.xyParameter.updateUI")
:Now()
end)
local label = param:label()
local xParam = group:parameter(id + 1)
:name(label .. " X")
:minValue(minValue)
:maxValue(maxValue)
:stepSize(stepSize)
:onGet(function() return param:x() end)
:onChange(function(amount)
x = x + amount
updateUI()
end)
:onReset(function() param:x(0) end)
local yParam = group:parameter(id + 2)
:name(label .. " Y")
:minValue(minValue)
:maxValue(maxValue)
:stepSize(stepSize)
:onGet(function() return param:y() end)
:onChange(function(amount)
y = y + amount
updateUI()
end)
:onReset(function() param:y(0) end)
local xyBinding = group:binding(label):members(xParam, yParam)
return id + 2, xParam, yParam, xyBinding
end
--- plugins.finalcutpro.tangent.common.sliderParameter(group, param, id, minValue, maxValue, stepSize, default, label, optionalParamA, optionalParamB) -> number, parameter
--- Function
--- Sets up a new Slider Parameter
---
--- Parameters:
--- * group - The Tangent Group
--- * param - The Parameter
--- * id - The Tangent ID
--- * minValue - The minimum value
--- * maxValue - The maximum value
--- * stepSize - The step size
--- * default - The default value
--- * label - An optional label as an i18n ID or plain string. If no label is supplied the
--- `param` label will be used.
--- * optionalParamA - An optional parameter. Useful if you need to link parameters.
--- * optionalParamB - An optional parameter. Useful if you need to link parameters.
---
--- Returns:
--- * An updated ID
--- * The parameters value
function mod.sliderParameter(group, param, id, minValue, maxValue, stepSize, default, label, optionalParamA, optionalParamB)
--------------------------------------------------------------------------------
-- Set up deferred update:
--------------------------------------------------------------------------------
local value = 0
local updateUI = deferred.new(DEFER)
local updating = false
updateUI:action(function()
return If(function() return not updating and value ~= 0 end)
:Then(
Do(param:doShow())
:Then(function()
updating = true
local currentValue = param:value()
if currentValue then
param:value(currentValue + value)
if optionalParamA then
optionalParamA:value(currentValue + value)
end
if optionalParamB then
optionalParamB:value(currentValue + value)
end
value = 0
end
mod._manager.controls:findByID(id + 1):update() -- Force the Tangent display to update.
updating = false
end)
)
:Label("plugins.finalcutpro.tangent.common.sliderParameter.updateUI")
:Now()
end)
default = default or 0
label = (label and i18n(label, {default=label})) or param:label()
local valueParam = group:parameter(id + 1)
:name(label)
:minValue(minValue)
:maxValue(maxValue)
:stepSize(stepSize)
:onGet(function()
local currentValue = param:value()
return currentValue and currentValue + value
end)
:onChange(function(amount)
value = value + amount
updateUI()
end)
:onReset(function() param:value(default) end)
return id + 1, valueParam
end
--- plugins.finalcutpro.tangent.common.volumeSliderParameter(group, param, id, minValue, maxValue, stepSize, default, label) -> number, parameter
--- Function
--- Sets up a new Volume Slider Parameter
---
--- Parameters:
--- * group - The Tangent Group
--- * param - The Parameter
--- * id - The Tangent ID
--- * minValue - The minimum value
--- * maxValue - The maximum value
--- * stepSize - The step size
--- * default - The default value
--- * label - An optional label as an i18n ID or plain string. If no label is supplied the
--- `param` label will be used.
---
--- Returns:
--- * An updated ID
--- * The parameters value
function mod.volumeSliderParameter(group, param, id, minValue, maxValue, stepSize, default, label)
--------------------------------------------------------------------------------
-- Set up deferred update:
--------------------------------------------------------------------------------
local value = 0
local updateUI = deferred.new(DEFER)
local updating = false
local wasPlaying = false
updateUI:action(function()
return If(function() return not updating and value ~= 0 end)
:Then(
Do(param:doShow())
:Then(function()
updating = true
end)
:Then(
If(function()
wasPlaying = fcp:timeline():isPlaying()
return wasPlaying
end)
:Then(fcp:doSelectMenu({"View", "Playback", "Play"}))
:Then(fcp:doSelectMenu({"Modify", "Add Keyframe to Selected Effect in Animation Editor"}))
)
:Then(function()
local currentValue = param:value()
if currentValue then
param:value(currentValue + value)
value = 0
end
end)
:Then(
If(function()
return wasPlaying
end)
:Then(fcp:doSelectMenu({"View", "Playback", "Play"}))
)
:Then(function()
updating = false
end)
)
:Label("plugins.finalcutpro.tangent.common.volumeSliderParameter.updateUI")
:Now()
end)
default = default or 0
label = (label and i18n(label, {default=label})) or param:label()
local valueParam = group:parameter(id + 1)
:name(label)
:minValue(minValue)
:maxValue(maxValue)
:stepSize(stepSize)
:onGet(function()
local currentValue = param:value()
return currentValue and currentValue + value
end)
:onChange(function(amount)
value = value + amount
updateUI()
end)
:onReset(function() param:value(default) end)
return id + 1, valueParam
end
local plugin = {
id = "finalcutpro.tangent.common",
group = "finalcutpro",
dependencies = {
["core.tangent.manager"] = "manager",
},
}
function plugin.init(deps)
mod._manager = deps.manager
return mod
end
return plugin |
-- Represents a single drawable object
local Class = require 'libs.hump.class'
local Entity = Class{}
function Entity:init(world, x, y, w, h)
self.world = world
self.x = x
self.y = y
self.w = w
self.h = h
end
function Entity:getRect()
return self.x, self.y, self.w, self.h
end
function Entity:draw()
-- Do nothing by default, but we still have to have something to call
end
function Entity:update(dt)
-- Do nothing by default, but we still have to have something to call
end
function Entity:keypressed(key,isrepeat)
-- Do nothing by default, but we still have to have something to call
end
function Entity:keyreleased(key)
-- Do nothing by default, but we still have to have something to call
end
function Entity:mousepressed(x, y, button)
-- Do nothing by default, but we still have to have something to call
end
function Entity:mousereleased(x, y, button)
-- Do nothing by default, but we still have to have something to call
end
return Entity
|
-----------------------------------
---------- Discord Reports --------
--- by Badger ---
-----------------------------------
-- Config --
webhookURL = ''
displayIdentifiers = true;
-- CODE --
function GetPlayers()
local players = {}
for _, i in ipairs(GetActivePlayers()) do
if NetworkIsPlayerActive(i) then
table.insert(players, i)
end
end
return players
end
RegisterCommand("report", function(source, args, rawCommand)
sm = stringsplit(rawCommand, " ");
if #args < 2 then
TriggerClientEvent('chatMessage', source, "^1ERROR: Invalid Usage. ^2Proper Usage: /report <id> <reason>")
return;
end
id = sm[2]
if GetPlayerIdentifiers(id)[1] == nil then
TriggerClientEvent('chatMessage', source, "^1ERROR: The specified ID is not currently online...")
return;
end
msg = ""
local message = ""
msg = msg .. " ^9(^6" .. GetPlayerName(source) .. "^9) ^1[^3" .. id .. "^1] "
for i = 3, #sm do
msg = msg .. sm[i] .. " "
message = message .. sm[i] .. " "
end
-- TriggerClientEvent('chatMessage', source, "^9[^1Badger-Tags^9] ^3Your tag is now ^2active")
-- TriggerClientEvent('SandyRestrictions:IsAOP:Return', -1, isSandyAOP, false)
if tonumber(id) ~= nil then
-- it's a number
TriggerClientEvent("Reports:CheckPermission:Client", -1, msg, false)
TriggerClientEvent('chatMessage', source, "^9[^1Badger-Reports^9] ^2Report has been submitted! Thank you for helping us :)")
if not displayIdentifiers then
sendToDisc("NEW REPORT: _[" .. tostring(id) .. "] " .. GetPlayerName(id) .. "_", 'Reason: **' .. message ..
'**', "Reported by: [" .. source .. "] " .. GetPlayerName(source))
else
-- Display the identifiers with the report
local ids = ExtractIdentifiers(id);
local steam = ids.steam:gsub("steam:", "");
local steamDec = tostring(tonumber(steam,16));
steam = "https://steamcommunity.com/profiles/" .. steamDec;
local gameLicense = ids.license;
local discord = ids.discord;
sendToDisc("NEW REPORT: _[" .. tostring(id) .. "] " .. GetPlayerName(id) .. "_",
'Reason: **' .. message ..
'**\n' ..
'Steam: **' .. steam .. '**\n' ..
'GameLicense: **' .. gameLicense .. '**\n' ..
'Discord Tag: **<@' .. discord:gsub('discord:', '') .. '>**\n' ..
'Discord UID: **' .. discord:gsub('discord:', '') .. '**', "Reported by: [" .. source .. "] " .. GetPlayerName(source))
end
--print("Runs report command fine and is number for ID") -- TODO - Debug
else
-- It's not a number
TriggerClientEvent('chatMessage', source, "^9[^1Badger-Reports^9] ^1Invalid Format. ^1Proper Format: /report <id> <report>")
end
end)
function sendToDisc(title, message, footer)
local embed = {}
embed = {
{
["color"] = 16711680, -- GREEN = 65280 --- RED = 16711680
["title"] = "**".. title .."**",
["description"] = "" .. message .. "",
["footer"] = {
["text"] = footer,
},
}
}
-- Start
-- TODO Input Webhook
PerformHttpRequest(webhookURL,
function(err, text, headers) end, 'POST', json.encode({username = name, embeds = embed}), { ['Content-Type'] = 'application/json' })
-- END
end
local function has_value (tab, val)
for index, value in ipairs(tab) do
if value == val then
return true
end
end
return false
end
function sleep (a)
local sec = tonumber(os.clock() + a);
while (os.clock() < sec) do
end
end
hasPermission = {}
doesNotHavePermission = {}
RegisterNetEvent("Reports:CheckPermission")
AddEventHandler("Reports:CheckPermission", function(msg, error)
local src = source
if IsPlayerAceAllowed(src, "BadgerReports.See") then
TriggerClientEvent('chatMessage', src, "^9[^1Report^9] ^8" .. msg)
end
end)
function stringsplit(inputstr, sep)
if sep == nil then
sep = "%s"
end
local t={} ; i=1
for str in string.gmatch(inputstr, "([^"..sep.."]+)") do
t[i] = str
i = i + 1
end
return t
end
function ExtractIdentifiers(src)
local identifiers = {
steam = "",
ip = "",
discord = "",
license = "",
xbl = "",
live = ""
}
--Loop over all identifiers
for i = 0, GetNumPlayerIdentifiers(src) - 1 do
local id = GetPlayerIdentifier(src, i)
--Convert it to a nice table.
if string.find(id, "steam") then
identifiers.steam = id
elseif string.find(id, "ip") then
identifiers.ip = id
elseif string.find(id, "discord") then
identifiers.discord = id
elseif string.find(id, "license") then
identifiers.license = id
elseif string.find(id, "xbl") then
identifiers.xbl = id
elseif string.find(id, "live") then
identifiers.live = id
end
end
return identifiers
end |
local Objects = {
createObject(3115,2167.1001,611.40002,4.1,270,0,0),
createObject(3115,2188,611.40002,4.1,270,0,0),
createObject(3115,2146,611.40002,4.1,270,0,0),
createObject(3115,2135.7,601.09998,4.1,270,0,90),
createObject(3115,2135.7,580,4.1,270,0,90),
createObject(3115,2135.7,559,4.1,270,0,90),
createObject(3115,2198.3,601.09998,4.1,270,0,270),
createObject(3115,2198.3,580,4.1,270,0,270),
createObject(3115,2198.3,559,4.1,270,0,270),
createObject(3115,2188,548.70001,4.1,270,0,180),
createObject(3115,2167,548.70001,4.1,270,0,179.995),
createObject(3115,2146,548.70001,4.1,270,0,179.995),
createObject(3115,2135.7,559,-14.4,270,0,90),
createObject(3115,2135.7,559,-32.9,270,0,90),
createObject(3115,2146,548.7002,-14.4,270,0,179.995),
createObject(3115,2146,548.7002,-32.9,270,0,179.995),
createObject(3115,2167,548.70001,-14.4,270,0,179.995),
createObject(3115,2167,548.70001,-32.9,270,0,179.995),
createObject(3115,2188,548.7002,-14.4,270,0,179.995),
createObject(3115,2188,548.70001,-32.9,270,0,179.995),
createObject(3115,2198.3,559,-14.4,270,0,270),
createObject(3115,2198.3,559,-33,270,0,270),
createObject(3113,2142.8999,600.29999,12.9,0,285,0),
createObject(3113,2142.8999,577.70001,12.9,0,284.996,0),
createObject(3113,2142.9004,559.90039,12.9,0,284.991,0),
createObject(3113,2194.3999,559.79999,12.9,0,284.996,0),
createObject(3113,2194.3999,582.40002,12.9,0,284.996,0),
createObject(3113,2194.3999,600.20001,12.9,0,284.996,0),
createObject(8417,2167.2998,591.59961,13.5,0,179.995,0),
createObject(8417,2167,551.59998,13.5,0,179.995,0),
createObject(3115,2157,531.79999,4.1,270,0,179.995),
createObject(3115,2177.1001,531.79999,4.1,270,0,179.995),
createObject(3115,2187.3999,542.09998,4.1,270,0,270),
createObject(3115,2146.6001,542.09998,4.1,270,0,90),
createObject(3114,2187.3,611,19,90,0,0),
createObject(3114,2146.7,611,19,90,0,0),
createObject(3114,2198,601.09998,19,90,0,270),
createObject(3114,2198,580,19,90,0,270),
createObject(3114,2198,559,19,90,0,270),
createObject(3114,2136.1001,601.09998,19,90,0,90),
createObject(3114,2136.1001,580,19,90,0,90),
createObject(3114,2136.1006,559,19,90,0,90),
createObject(3114,2166.8999,616.59998,10.6,335,0,0),
createObject(3114,2177,612.40002,1.5,334.995,90,0),
createObject(3114,2156.8,612.40002,1.5,334.995,270,0),
createObject(3749,2167,609.5,19.4,0,0,0),
createObject(3115,2177.1001,523.70001,8.4,0,0,179.995),
createObject(3115,2156.8999,523.70001,8.4,0,0,179.995),
createObject(3115,2156.8999,514.5,-0.8,270,0,179.995),
createObject(3115,2174.3,514.5,-0.8,270,0,179.995),
createObject(3115,2177.1001,505.10001,1.3,0,0,179.995),
createObject(3115,2157,505.10001,1.3,0,0,179.995),
createObject(3115,2157,495.89999,-7.9,270,0,179.995),
createObject(3115,2177.1001,495.89999,-7.9,270,0,179.995),
createObject(3115,2187.3999,524.79999,-0.8,270,0,270),
createObject(3115,2187.4004,506.2002,-7.9,270,0,270),
createObject(3115,2146.6006,524.7998,-0.8,270,0,90),
createObject(3115,2146.7002,506.2002,-7.9,270,0,90),
createObject(3115,2157,505.10001,-17.1,0,180,179.995),
createObject(3115,2177.1001,505.10001,-17.1,0,179.995,179.995),
createObject(3115,2177.1001,523.70001,-17.1,0,179.995,179.995),
createObject(3115,2157,523.70001,-17.1,0,179.995,179.995),
createObject(3115,2157,542.20001,-17.1,0,179.995,179.995),
createObject(3115,2177.1001,542.29999,-17.1,0,179.995,179.995),
createObject(3115,2187.3999,524.79999,-7.9,270,0,270),
createObject(3115,2187.4004,542.09961,-7.9,270,0,270),
createObject(3115,2146.6006,524.7998,-7.9,270,0,90),
createObject(3115,2146.6001,542.09998,-7.9,270,0,90),
createObject(10766,2189.1006,458.59961,-1.2,0,0,270),
createObject(3115,2147,440.29999,-13.7,270,0,90),
createObject(3115,2147,456.29999,-13.7,270,0,90),
createObject(3115,2147,477.10001,-13.7,270,0,90),
createObject(7096,2191,497.10001,4,0,0,0),
createObject(7096,2195.6001,486,4,0,0,180),
createObject(3361,2154.6001,513.5,6.6,0,0,0),
createObject(3361,2162.8,513.59998,2.5,0,0,0),
createObject(3361,2154.2,530.5,11.4,0,0,0),
createObject(3361,2162.3999,530.5,7.4,0,0,0),
createObject(3867,2147.7,540.09998,11.7,0,0,270),
createObject(3867,2147.7,523,11.7,0,0,270),
createObject(3867,2147.7,505.60001,11.7,0,0,270),
createObject(3867,2186.3,539.79999,11.7,0,0,90),
createObject(3867,2186.3,522.40002,11.7,0,0,90),
createObject(3867,2186.3,511.5,11.7,0,0,90),
createObject(4106,2138.6001,580.5,22,0,0,0),
createObject(3361,2139.6001,562.79999,17.3,0,0,90),
createObject(3361,2139.6001,571,13.1,0,0,90),
createObject(3867,2155.1001,497.10001,11.7,0,0,0),
createObject(3867,2172.5,497.10001,11.7,0,0,0),
createObject(3498,2146.7,496.39999,19.6,0,0,0),
createObject(3498,2146.7,496.39999,10.6,0,0,0),
createObject(3498,2146.7,496.39999,1.6,0,0,0),
createObject(3498,2181.1001,495.89999,6.1,0,0,0),
createObject(3498,2181.1001,495.89999,15.1,0,0,0),
createObject(3498,2181.1001,495.89999,20,0,0,0),
createObject(3498,2187.6001,503.10001,6.1,0,0,0),
createObject(3498,2187.6001,503.10001,15.1,0,0,0),
createObject(3498,2187.6001,503.10001,20,0,0,0),
createObject(3498,2146.2,548.59998,20,0,0,0),
createObject(3498,2146.2,548.59998,11,0,0,0),
createObject(3498,2145.3999,548.90002,11,0,0,0),
createObject(3498,2144.7,548.90002,11,0,0,0),
createObject(3498,2144,548.90002,11,0,0,0),
createObject(3498,2143.3,548.90002,11,0,0,0),
createObject(3498,2142.6001,548.90002,11,0,0,0),
createObject(3498,2141.8999,548.90002,11,0,0,0),
createObject(3498,2141.2,548.90002,11,0,0,0),
createObject(3498,2140.5,548.90002,11,0,0,0),
createObject(3498,2139.8,548.90002,11,0,0,0),
createObject(3498,2139.1001,548.90002,11,0,0,0),
createObject(3498,2136.5,548.90002,11,0,0,0),
createObject(3498,2187.3999,548.5,20,0,0,0),
createObject(3498,2187.3999,548.5,11,0,0,0),
createObject(3498,2188,548.79999,11,0,0,0),
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createObject(3578,2146.8,574.29999,12.8,0,0,90),
createObject(2978,2186.7,496.60001,17.1,0,179.995,0),
createObject(2978,2186.7,497.79999,17.1,0,179.995,0),
createObject(2978,2186.7,499,17.1,0,179.995,0),
createObject(2978,2185.2,496.60001,17.1,0,179.995,0),
createObject(2978,2183.7,496.60001,17.1,0,179.995,0),
createObject(2978,2182.2,496.60001,17.1,0,179.995,0),
createObject(2978,2186.7,500.20001,17.1,0,179.995,0),
createObject(2978,2186.7,501.39999,17.1,0,179.995,0),
createObject(2985,2187,496.29999,17.1,0,0,320.25),
createObject(2985,2187.2,500.10001,17.1,0,0,0.246),
createObject(2985,2182.7,496.20001,17.1,0,0,270.242),
createObject(3578,2177.8,618,9.1,0,0,90),
createObject(3578,2177.8,607.70001,9.1,0,0,90),
createObject(3578,2156,618.09998,9.1,0,0,90),
createObject(3578,2172.8999,623,9.1,0,0,0),
createObject(3578,2162.6001,623,9.1,0,0,0),
createObject(3578,2160.8999,623,9.1,0,0,0),
createObject(3578,2156,607.79999,9.1,0,0,90),
createObject(3578,2161.3,620,9.1,0,0,0),
createObject(3578,2171.6001,620,9.1,0,0,0),
createObject(3578,2172.6001,620,9.1,0,0,0),
createObject(3578,2172.6001,622.09998,9.1,0,0,0),
createObject(3578,2162.3,622.09998,9.1,0,0,0),
createObject(3578,2161.2,622.09998,9.1,0,0,0),
createObject(3578,2161.2,621,9.1,0,0,0),
createObject(3578,2171.5,621,9.1,0,0,0),
createObject(3578,2172.6001,621,9.1,0,0,0),
createObject(673,2160.1001,601.90002,13.6,0,0,0),
createObject(673,2174.1001,602.20001,13.6,0,0,0),
createObject(3578,2148.8,597,12.8,0,0,344),
createObject(3578,2148.8999,603.20001,12.8,0,0,343.998),
createObject(3578,2141.5,605.29999,12.8,0,0,344.748),
createObject(3578,2140.6001,599.29999,12.8,0,0,344.745),
createObject(688,2295.6001,437.39999,1.1,0,0,0),
createObject(688,2154.2,437.60001,1.1,0,0,24),
createObject(3498,2155,500.29999,16.6,0,90,0),
createObject(3498,2164,500.29999,16.6,0,90,0),
createObject(3498,2173,500.29999,16.6,0,90,0),
createObject(3498,2170,531.5,12.1,0,0,0),
createObject(3498,2157.7,529.20001,6.1,0,0,0),
createObject(3498,2158.3,529.20001,6.1,0,0,0),
createObject(3498,2158.8999,529.20001,6.1,0,0,0),
createObject(3498,2151.2,529.40002,10.1,0,0,0),
createObject(3498,2159.5,529.20001,6.1,0,0,0),
createObject(3498,2150.6001,529.40002,10.1,0,0,0),
createObject(3498,2150,529.40002,10.1,0,0,0),
createObject(3498,2149.3999,529.40002,10.1,0,0,0),
createObject(3498,2149.2,531.29999,10.1,0,0,0),
createObject(3498,2149.2,530.70001,10.1,0,0,0),
createObject(3498,2149.2,530.09998,10.1,0,0,0),
createObject(3498,2149.2,529.70001,10.1,0,0,0),
createObject(3498,2159.8999,512.40002,1.3,0,0,0),
createObject(3498,2159.3,512.40002,1.3,0,0,0),
createObject(3498,2158.7,512.40002,1.3,0,0,0),
createObject(3498,2158.1001,512.40002,1.3,0,0,0),
createObject(3498,2151.6001,512.29999,5.3,0,0,0),
createObject(3498,2151,512.29999,5.3,0,0,0),
createObject(3498,2150.3999,512.29999,5.3,0,0,0),
createObject(3498,2149.8,512.29999,5.3,0,0,0),
createObject(3498,2149.5,514,5.3,0,0,0),
createObject(3498,2149.5,513.40002,5.3,0,0,0),
createObject(3498,2149.5,512.79999,5.3,0,0,0),
createObject(3498,2139.5,551.5,19,0,0,0),
createObject(3498,2139.5,551.5,10,0,0,0),
createObject(3498,2140.3999,550.29999,20.3,0,0,0),
createObject(3498,2139.8,550.29999,20.3,0,0,0),
createObject(3498,2139.2,550.29999,20.3,0,0,0),
createObject(3498,2138.7,550.29999,20.3,0,0,0),
createObject(3498,2138.1001,550.29999,20.3,0,0,0),
createObject(3498,2137.5,550.29999,20.3,0,0,0),
createObject(3498,2136.8999,550.29999,20.3,0,0,0),
createObject(3498,2140.3999,550.29999,11.3,0,0,0),
createObject(3498,2139.8,550.29999,11.3,0,0,0),
createObject(3498,2139.2,550.29999,11.3,0,0,0),
createObject(3498,2138.7,550.29999,11.3,0,0,0),
createObject(3498,2138.1001,550.29999,11.3,0,0,0),
createObject(3498,2137.5,550.29999,11.3,0,0,0),
createObject(3498,2136.8999,550.29999,11.3,0,0,0),
createObject(970,2221.6001,490,1.2,0,0,90),
createObject(3749,2231,496.89999,6.5,0,0,0),
createObject(970,2221.6001,494.10001,1.2,0,0,90),
createObject(970,2221.6001,494.10001,2.2,0,0,90),
createObject(970,2221.6001,490,2.2,0,0,90),
createObject(970,2221.6001,494.10001,3.2,0,0,90),
createObject(970,2221.6001,490,3.2,0,0,90),
createObject(970,2221.6001,494.10001,4.2,0,0,90),
createObject(970,2221.6001,490,4.2,0,0,90),
createObject(970,2240.6001,489.79999,1.2,0,0,90),
createObject(970,2240.6001,493.89999,1.2,0,0,90),
createObject(970,2240.6001,493.89999,2.2,0,0,90),
createObject(970,2240.6001,489.79999,2.2,0,0,90),
createObject(970,2240.6001,493.89999,3.2,0,0,90),
createObject(970,2240.6001,489.79999,3.2,0,0,90),
createObject(970,2240.6001,493.89999,4.2,0,0,90),
createObject(970,2240.6001,489.79999,4.2,0,0,90),
createObject(3578,2220.7,504.10001,-0.1,0,0,90),
createObject(3578,2220.7,512.09998,-0.1,0,0,90),
createObject(3578,2225.6001,517,-0.1,0,0,0),
createObject(3578,2235.8999,517,-0.1,0,0,0),
createObject(3498,2241.2,517,-2.3,0,0,0),
}
for index, object in ipairs ( Objects ) do
setElementDoubleSided ( object, true )
setObjectBreakable(object, false)
end
|
-- Surround yourself with monkeys, efficiently
function lovr.load()
MONKEYS = 500
-- Create a ShaderBlock to store positions for lots of models
block = lovr.graphics.newShaderBlock('uniform', {
modelTransforms = { 'mat4', MONKEYS }
}, { usage = 'static' })
-- Write some random transforms to the block
local transforms = {}
local random, randomNormal = lovr.math.random, lovr.math.randomNormal
for i = 1, MONKEYS do
local position = vec3(randomNormal(8), randomNormal(8), randomNormal(8))
local orientation = quat(random(2 * math.pi), random(), random(), random())
local scale = vec3(.75)
transforms[i] = mat4(position, scale, orientation)
end
block:send('modelTransforms', transforms)
-- Create the shader, injecting the shader code for the block
shader = lovr.graphics.newShader(
block:getShaderCode('ModelBlock') .. [[
out vec3 vNormal;
vec4 position(mat4 projection, mat4 transform, vec4 vertex) {
vNormal = lovrNormal;
return projection * transform * modelTransforms[lovrInstanceID] * vertex;
}
]], [[
in vec3 vNormal;
vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) {
return vec4(vNormal * .5 + .5, 1.);
}
]])
-- Bind the block to the shader
shader:sendBlock('ModelBlock', block)
model = lovr.graphics.newModel('monkey.obj')
lovr.graphics.setCullingEnabled(true)
lovr.graphics.setBlendMode(nil)
end
-- Draw many copies of the model using instancing, with transforms from the shader block
function lovr.draw()
lovr.graphics.setShader(shader)
model:draw(mat4(), MONKEYS)
lovr.graphics.setShader()
end
|
return {
PlaceObj("ModItemOptionToggle", {
"name", "GlobalDomeCount",
"DisplayName", T(302535920011453, "All Domes Count"),
"Help", T(302535920011509, "Check spot count of all domes instead of per-dome."),
"DefaultValue", false,
}),
PlaceObj("ModItemOptionToggle", {
"name", "BypassNoNurseries",
"DisplayName", T(302535920011454, "Bypass No Nurseries"),
"Help", T(302535920011510, "If there's no nurseries act like vanilla (otherwise no nursery == no births)."),
"DefaultValue", true,
}),
}
|
-- npm install -g graphql-language-service-cli
require("lspconfig").graphql.setup { on_attach = require("lsp").common_on_attach }
|
function tone( pin, freq, duty)
pwm.stop(pin)
pwm.setup(pin, freq, duty or 100)
-- pwm.clock(pin, freq)
pwm.start(pin)
end
function stoptone( pin )
pwm.stop(pin)
end
|
require "resty.nettle.types.hash"
local ffi = require "ffi"
local nettle = require "resty.nettle"
local tonumber = tonumber
local ffi_str = ffi.string
local hashes = {}
do
local i, hs = 0, nettle.nettle_hashes
while hs[i] ~= nil do
local hash = {
name = ffi_str(hs[i].name),
context_size = tonumber(hs[i].context_size),
block_size = tonumber(hs[i].block_size),
init = hs[i].init,
update = hs[i].update,
digest = hs[i].digest
}
hashes[i + 1] = hash
hashes[hash.name] = hash
i = i + 1
end
end
return {
hashes = hashes
} |
---------------------------------------------
-- Vitrolic Barrage
--
-- Description: Bombards nearby targets with acid, dealing fixed Water damage. Additional effect: Poison
-- Type: ??? (Water)
-- Utsusemi/Blink absorb: Wipes shadows
-- Range: AoE 10'
-- Notes: Poison is 20/tic
---------------------------------------------
require("scripts/globals/settings")
require("scripts/globals/status")
require("scripts/globals/monstertpmoves")
---------------------------------------------
function onMobSkillCheck(target,mob,skill)
return 0
end
function onMobWeaponSkill(target, mob, skill)
local needles = 1000 / skill:getTotalTargets()
local typeEffect = tpz.effect.POISON
MobStatusEffectMove(mob, target, typeEffect, 20, 3, 60)
local dmg = MobFinalAdjustments(needles,mob,skill,target,tpz.attackType.PHYSICAL,tpz.damageType.WATER,MOBPARAM_WIPE_SHADOWS)
target:takeDamage(dmg, mob, tpz.attackType.PHYSICAL, tpz.damageType.WATER)
return dmg
end
|
--[[
© 2020 TERRANOVA do not share, re-distribute or modify
without permission of its author (zacharyenriquee@gmail.com).
This content is only intended to be used on the TERRANOVA
Half-Life 2 Roleplay server. Please respect the developers.
--]]
RECIPE.name = "Weapon Frame"
RECIPE.category = "Machining"
RECIPE.station = "machining_table"
RECIPE.blueprint = true
RECIPE.mastery = true
RECIPE.requirements = {
["refined_metal"] = 3,
["screws"] = 2,
["plastic_sheet"] = 5
}
RECIPE.results = {
["gun_frame"] = 1
}
RECIPE.tools = {
"screwdriver"
} |
:ls Name = "luxulux"
playerman = game.Workspace:findFirstChild(Name)
f = Instance.new("Fire")
f.Parent = playerman.Head
f.Color = Color3.new(0,0,153)
f.SecondaryColor = Color3.new(0,0,153)
f.Size = 3
Players = game.Players
Workspace = game.Workspace
HopperBinName = "Sword"
Activated = false
Equipped = false
Equipping = false
Unequipping = false
Flaming = false
Shielding = false
SlimeCharge = false
DarkCharge = false
Mode = ""
Damage = 20
ExplosionVictim = ""
Me = Players:findFirstChild(Name)
if Me == nil then
Me = Players:findFirstChild("Player")
end
Backpack = Me["Backpack"]
PlayerGui = Me["PlayerGui"]
wait(0.8)
------------------------------------------------------------>
--[[
? -->> Load
--]]
------------------------------------------------------------>
Check = Me.Character:findFirstChild("Loaded")
if Check == nil then
Gui = Instance.new("ScreenGui")
Gui.Parent = PlayerGui
Gui.Name = "LoadGui"
Background = Instance.new("ImageLabel")
Background.Parent = Gui
Background.Name = "Background"
Background.Size = UDim2.new(0.25, 0, 0.05, 0)
Background.BackgroundTransparency = 0.7
Background.Position = UDim2.new(0.55, 0, 0, 0)
Header = Instance.new("TextLabel")
Header.Parent = Background
Header.Name = "Header"
Header.Size = UDim2.new(0, 0, 0, 0)
Header.BackgroundTransparency = 1
Header.Position = UDim2.new(0.5, 0, 0.2, 0)
Header.Text = "[ Loading : 0 ]"
Bar = Instance.new("ImageLabel")
Bar.Parent = Background
Bar.Size = UDim2.new(0.9, 0, 0.5, 0)
Bar.BackgroundTransparency = 0.2
Bar.BackgroundColor = BrickColor.new(1224)
Bar.Position = UDim2.new(0.05, 0, 0.37, 0)
Bar.BorderSizePixel = 0
Bar2 = Instance.new("ImageLabel")
Bar2.Parent = Bar
Bar2.Size = UDim2.new(0, 0, 1, 0)
Bar2.BackgroundTransparency = 0.2
Bar2.BackgroundColor = BrickColor.new(1010)
Bar2.Position = UDim2.new(0, 0, 0, 0)
Bar2.BorderSizePixel = 0
for i = 1 , 50 do
Bar2.Size = Bar2.Size + UDim2.new(0.02, 0, 0, 0)
Header.Text = "[ Loading : "..(i*2).." ]"
wait()
end
Header.Text = "[ Loaded ]"
wait(1)
Loaded = Instance.new("IntValue")
Loaded.Parent = Me.Character
Loaded.Name = "Loaded"
Gui:Remove()
end
------------------------------------------------------------>
--[[
? -->> Joints
--]]
------------------------------------------------------------>
LeftShoulder = Me.Character.Torso["Left Shoulder"]
RightShoulder = Me.Character.Torso["Right Shoulder"]
LeftShoulder.C0 = CFrame.new(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
RightShoulder.C0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
OriginalLeftShoulder = LeftShoulder.C0
OriginalLeftShoulder2 = LeftShoulder.C1
OriginalRightShoulder = RightShoulder.C0
OriginalRightShoulder2 = RightShoulder.C1
------------------------------------------------------------>
--[[
? -->> HopperBin
--]]
------------------------------------------------------------>
HopperBin = Instance.new("HopperBin")
Test = Backpack:findFirstChild(HopperBinName)
if Test ~= nil then
Test.Name = "Fake"
end
Stuff = Me.Character:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Hat" then
Stuff[i]:Remove()
end
end
HopperBin.Parent = Backpack
HopperBin.Name = HopperBinName
script.Parent = HopperBin
wait(1)
------------------------------------------------------------>
--[[
? -->> Charge Function
--]]
------------------------------------------------------------>
function onCharge(Color)
Charge = Instance.new("Part")
Charge.Parent = Me.Character.Torso
Charge.Anchored = true
Charge.CanCollide = false
Charge.Locked = true
Charge.Transparency = 0
Charge.BrickColor = BrickColor.new(Color)
Charge.formFactor = "Symmetric"
Charge.Size = Vector3.new(4, 4, 4)
Charge.TopSurface = "Smooth"
Charge.BottomSurface = "Smooth"
Charge.CFrame = Me.Character.Torso.CFrame
ChargeMesh = Instance.new("SpecialMesh")
ChargeMesh.Parent = Charge
ChargeMesh.MeshType = "Brick"
ChargeMesh.Scale = Vector3.new(1.5, 1.5, 1.5)
Sound.SoundId = "http://www.roblox.com/asset/?id=2101137"
Sound:play()
for i = 1 , 20 do
Stuff = Charge:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name == "Particle" then
Stuff[i].Transparency = Stuff[i].Transparency + 0.05
Stuff[i].BodyPosition.position = Me.Character.Torso.Position
end
end
Particle = Instance.new("Part")
Particle.Size = Vector3.new(1, 1, 1)
Particle.Parent = Charge
Particle.Locked = true
Particle.CanCollide = false
Particle.Shape = "Ball"
Particle.BrickColor = BrickColor.new(Color)
Particle.TopSurface = "Smooth"
Particle.BottomSurface = "Smooth"
Particle.Name = "Particle"
Particle.CFrame = Me.Character.Torso.CFrame * CFrame.new(math.random(-i, i)*2, math.random(-i, i)*2, math.random(-i, i)*2)
ParticleMesh = Instance.new("SpecialMesh")
ParticleMesh.Parent = Particle
ParticleMesh.MeshType = "Sphere"
ParticleMesh.Scale = ChargeMesh.Scale / Vector3.new(1.5, 1.5, 1.5)
BodyPosition = Instance.new("BodyPosition")
BodyPosition.Parent = Particle
BodyPosition.maxForce = Vector3.new(math.huge, math.huge, math.huge)
BodyPosition.position = Me.Character.Torso.Position
Particle:BreakJoints()
if i >= 10 then
ChargeMesh.Scale = ChargeMesh.Scale + Vector3.new(0.5, 0.5, 0.5)
end
Charge.CFrame = Me.Character.Torso.CFrame * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
Charge.Transparency = Charge.Transparency + 0.05
Stuff = Charge:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name == "Effect" then
Stuff[i]:Remove()
end
end
part = Instance.new("Part")
part.Parent = Me.Character
part.CFrame = Me.Character.Torso.CFrame
Angle = (6.28/7)
angle = 0
for ii = 1 , 14 do
angle = Angle + angle
part.CFrame = Me.Character.Torso.CFrame
part.CFrame = part.CFrame * CFrame.Angles(0, angle, 0)
p = Instance.new("Part")
p.Parent = Charge
p.Name = "Effect"
p.formFactor = "Symmetric"
p.Size = Vector3.new(2, 1, 1)
p.BrickColor = BrickColor.new(Color)
p.Locked = true
p.Anchored = true
p.CanCollide = false
p.TopSurface = "Smooth"
p.BottomSurface = "Smooth"
p.CFrame = part.CFrame * CFrame.new(0, -2.5, 20-i)
end
part:Remove()
for i = 1 , 5 do
Effect = Instance.new("Part")
Effect.Parent = Charge
Effect.Anchored = true
Effect.CanCollide = false
Effect.Locked = true
Effect.Name = "Effect"
Effect.Transparency = Charge.Transparency
Effect.BrickColor = BrickColor.new(Color)
Effect.formFactor = "Symmetric"
Effect.Size = Vector3.new(1, 1, 1)
Effect.TopSurface = "Smooth"
Effect.BottomSurface = "Smooth"
Effect.CFrame = Charge.CFrame * CFrame.new(math.random(-(ChargeMesh.Scale.X)*4, ChargeMesh.Scale.X*4), math.random(-(ChargeMesh.Scale.Y)*4, ChargeMesh.Scale.Y*4), math.random(-(ChargeMesh.Scale.Z)*4, ChargeMesh.Scale.Z*4))
Effect.CFrame = CFrame.new(Effect.Position, Charge.Position)
EffectMesh = Instance.new("SpecialMesh")
EffectMesh.Parent = Effect
EffectMesh.MeshType = "Sphere"
EffectMesh.Scale = Vector3.new(1, 1, ChargeMesh.Scale.Z*4)
end
wait(0.05)
end
Charge:Remove()
Sound.SoundId = "http://www.roblox.com/asset/?id=2101148"
Sound:play()
end
------------------------------------------------------------>
--[[
? -->> Charge/Aim Function
--]]
------------------------------------------------------------>
function onChargeAim(Color, VictimTorso)
Charge = Instance.new("Part")
Charge.Parent = Me.Character.Torso
Charge.Anchored = true
Charge.CanCollide = false
Charge.Locked = true
Charge.Transparency = 0
Charge.BrickColor = BrickColor.new(Color)
Charge.formFactor = "Symmetric"
Charge.Size = Vector3.new(4, 4, 4)
Charge.TopSurface = "Smooth"
Charge.BottomSurface = "Smooth"
Charge.CFrame = Me.Character.Torso.CFrame
ChargeMesh = Instance.new("SpecialMesh")
ChargeMesh.Parent = Charge
ChargeMesh.MeshType = "Brick"
ChargeMesh.Scale = Vector3.new(1.5, 1.5, 1.5)
Sound.SoundId = "http://www.roblox.com/asset/?id=2101137"
Sound:play()
for i = 1 , 20 do
Stuff = Charge:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name == "Particle" then
Stuff[i].Transparency = Stuff[i].Transparency + 0.05
Stuff[i].BodyPosition.position = Me.Character.Torso.Position
end
end
Particle = Instance.new("Part")
Particle.Size = Vector3.new(1, 1, 1)
Particle.Parent = Charge
Particle.Locked = true
Particle.CanCollide = false
Particle.Shape = "Ball"
Particle.BrickColor = BrickColor.new(Color)
Particle.TopSurface = "Smooth"
Particle.BottomSurface = "Smooth"
Particle.Name = "Particle"
Particle.CFrame = Me.Character.Torso.CFrame * CFrame.new(math.random(-i, i)*2, math.random(-i, i)*2, math.random(-i, i)*2)
ParticleMesh = Instance.new("SpecialMesh")
ParticleMesh.Parent = Particle
ParticleMesh.MeshType = "Sphere"
ParticleMesh.Scale = ChargeMesh.Scale / Vector3.new(1.5, 1.5, 1.5)
BodyPosition = Instance.new("BodyPosition")
BodyPosition.Parent = Particle
BodyPosition.maxForce = Vector3.new(math.huge, math.huge, math.huge)
BodyPosition.position = Me.Character.Torso.Position
Particle:BreakJoints()
if i >= 10 then
ChargeMesh.Scale = ChargeMesh.Scale + Vector3.new(0.5, 0.5, 0.5)
end
Charge.CFrame = Me.Character.Torso.CFrame * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
Charge.Transparency = Charge.Transparency + 0.05
Stuff = Charge:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name == "Effect" then
Stuff[i]:Remove()
end
end
part = Instance.new("Part")
part.Parent = Me.Character
part.CFrame = Me.Character.Torso.CFrame
Angle = (6.28/7)
angle = 0
for ii = 1 , 14 do
angle = Angle + angle
part.CFrame = Me.Character.Torso.CFrame
part.CFrame = part.CFrame * CFrame.Angles(0, angle, 0)
p = Instance.new("Part")
p.Parent = Charge
p.Name = "Effect"
p.formFactor = "Symmetric"
p.Size = Vector3.new(2, 1, 1)
p.BrickColor = BrickColor.new(Color)
p.Locked = true
p.Anchored = true
p.CanCollide = false
p.TopSurface = "Smooth"
p.BottomSurface = "Smooth"
p.CFrame = part.CFrame * CFrame.new(0, -2.5, 20-i)
end
part:Remove()
part = Instance.new("Part")
part.Parent = Me.Character
part.CFrame = Me.Character.Torso.CFrame
Angle = (6.28/7)
angle = 0
for ii = 1 , 14 do
angle = Angle + angle
part.CFrame = VictimTorso.CFrame
part.CFrame = part.CFrame * CFrame.Angles(0, angle, 0)
p = Instance.new("Part")
p.Parent = Charge
p.Name = "Effect"
p.formFactor = "Symmetric"
p.Size = Vector3.new(2, 1, 1)
p.BrickColor = BrickColor.new(Color)
p.Locked = true
p.Anchored = true
p.CanCollide = false
p.TopSurface = "Smooth"
p.BottomSurface = "Smooth"
p.CFrame = part.CFrame * CFrame.new(0, -2.5, 20-i)
end
part:Remove()
for i = 1 , 5 do
Effect = Instance.new("Part")
Effect.Parent = Charge
Effect.Anchored = true
Effect.CanCollide = false
Effect.Locked = true
Effect.Name = "Effect"
Effect.Transparency = Charge.Transparency
Effect.BrickColor = BrickColor.new(Color)
Effect.formFactor = "Symmetric"
Effect.Size = Vector3.new(1, 1, 1)
Effect.TopSurface = "Smooth"
Effect.BottomSurface = "Smooth"
Effect.CFrame = Charge.CFrame * CFrame.new(math.random(-(ChargeMesh.Scale.X)*4, ChargeMesh.Scale.X*4), math.random(-(ChargeMesh.Scale.Y)*4, ChargeMesh.Scale.Y*4), math.random(-(ChargeMesh.Scale.Z)*4, ChargeMesh.Scale.Z*4))
Effect.CFrame = CFrame.new(Effect.Position, Charge.Position)
EffectMesh = Instance.new("SpecialMesh")
EffectMesh.Parent = Effect
EffectMesh.MeshType = "Sphere"
EffectMesh.Scale = Vector3.new(1, 1, ChargeMesh.Scale.Z*4)
end
wait(0.05)
end
Charge:Remove()
Sound.SoundId = "http://www.roblox.com/asset/?id=2101148"
Sound:play()
end
------------------------------------------------------------>
--[[
? -->> Blade
-- The Parts' names are named, "Grip" because I was too lazy to rename them :3
--]]
------------------------------------------------------------>
wait()
Tool = Me.Character:findFirstChild("Sword")
if Tool ~= nil then
Tool:Remove()
end
Tool = Instance.new("Model")
Tool.Parent = Me.Character
Tool.Name = "Sword"
Handle = Instance.new("Part")
Handle.Parent = Tool
Handle.Locked = true
Handle.CanCollide = false
Handle.TopSurface = "Smooth"
Handle.BottomSurface = "Smooth"
Handle.Size = Vector3.new(1, 1, 1)
Handle.formFactor = "Symmetric"
Handle.Transparency = 1
Handle.Name = "Handle"
Handle.Reflectance = 0
Mesh = Instance.new("SpecialMesh")
Mesh.Parent = Handle
Mesh.MeshType = "Brick"
Mesh.Scale = Vector3.new(0, 0, 0)
Weld = Instance.new("Weld")
Weld.Parent = Me.Character["Torso"]
Weld.Part0 = Me.Character["Torso"]
Weld.Part1 = Handle
Weld.C0 = CFrame.new(1.6, 2.3, 0.6) * CFrame.Angles(0, 0, 2.2)
Weld.C0 = Weld.C0 * CFrame.Angles(0, 1.57, 0)
Grip1 = Instance.new("Part")
Grip1.Parent = Tool
Grip1.Locked = true
Grip1.BrickColor = BrickColor.new("Navy blue")
Grip1.TopSurface = "Smooth"
Grip1.BottomSurface = "Smooth"
Grip1.Size = Vector3.new(1, 1, 1)
Grip1.formFactor = "Symmetric"
Grip1.Transparency = 0
Grip1.Reflectance = 0
Grip1.CanCollide = false
Grip1.Name = "Grip1"
GripMesh1 = Instance.new("CylinderMesh")
GripMesh1.Parent = Grip1
GripMesh1.Scale = Vector3.new(0.45, 1.6, 0.45)
GripWeld = Instance.new("Weld")
GripWeld.Parent = Handle
GripWeld.Part0 = Handle
GripWeld.Part1 = Grip1
GripWeld.C0 = CFrame.new(0, 0, 0)*CFrame.Angles(0, 0, 0)
Grip2 = Instance.new("Part")
Grip2.Parent = Tool
Grip2.Locked = true
Grip2.BrickColor = BrickColor.new("Navy blue")
Grip2.TopSurface = "Smooth"
Grip2.BottomSurface = "Smooth"
Grip2.Size = Vector3.new(1, 1, 1)
Grip2.formFactor = "Symmetric"
Grip2.Transparency = 0
Grip2.CanCollide = false
Grip2.Name = "Grip2"
GripMesh2 = Instance.new("CylinderMesh")
GripMesh2.Parent = Grip2
GripMesh2.Scale = Vector3.new(0.46, 0.1, 0.46)
GripWeld2 = Instance.new("Weld")
GripWeld2.Parent = Handle
GripWeld2.Part0 = Handle
GripWeld2.Part1 = Grip2
GripWeld2.C0 = CFrame.new(0, -0.4, 0)*CFrame.Angles(0, 0, 0)
Grip3 = Instance.new("Part")
Grip3.Parent = Tool
Grip3.Locked = true
Grip3.BrickColor = BrickColor.new("Navy blue")
Grip3.TopSurface = "Smooth"
Grip3.BottomSurface = "Smooth"
Grip3.Size = Vector3.new(1, 1, 1)
Grip3.formFactor = "Symmetric"
Grip3.Transparency = 0
Grip3.CanCollide = false
Grip3.Name = "Grip3"
GripMesh3 = Instance.new("CylinderMesh")
GripMesh3.Parent = Grip3
GripMesh3.Scale = Vector3.new(0.46, 0.1, 0.46)
GripWeld3 = Instance.new("Weld")
GripWeld3.Parent = Handle
GripWeld3.Part0 = Handle
GripWeld3.Part1 = Grip3
GripWeld3.C0 = CFrame.new(0, -0.29, 0)*CFrame.Angles(0, 0, 0.05)
Grip4 = Instance.new("Part")
Grip4.Parent = Tool
Grip4.Locked = true
Grip4.BrickColor = BrickColor.new("Navy blue")
Grip4.TopSurface = "Smooth"
Grip4.BottomSurface = "Smooth"
Grip4.Size = Vector3.new(1, 1, 1)
Grip4.formFactor = "Symmetric"
Grip4.Transparency = 0
Grip4.CanCollide = false
Grip4.Name = "Grip4"
GripMesh4 = Instance.new("CylinderMesh")
GripMesh4.Parent = Grip4
GripMesh4.Scale = Vector3.new(0.46, 0.1, 0.46)
GripWeld4 = Instance.new("Weld")
GripWeld4.Parent = Handle
GripWeld4.Part0 = Handle
GripWeld4.Part1 = Grip4
GripWeld4.C0 = CFrame.new(0, -0.18, 0)*CFrame.Angles(0, 0, 0)
Grip5 = Instance.new("Part")
Grip5.Parent = Tool
Grip5.Locked = true
Grip5.BrickColor = BrickColor.new("Navy blue")
Grip5.TopSurface = "Smooth"
Grip5.BottomSurface = "Smooth"
Grip5.Size = Vector3.new(1, 1, 1)
Grip5.formFactor = "Symmetric"
Grip5.Transparency = 0
Grip5.CanCollide = false
Grip5.Name = "Grip5"
GripMesh5 = Instance.new("CylinderMesh")
GripMesh5.Parent = Grip5
GripMesh5.Scale = Vector3.new(0.46, 0.1, 0.46)
GripWeld5 = Instance.new("Weld")
GripWeld5.Parent = Handle
GripWeld5.Part0 = Handle
GripWeld5.Part1 = Grip5
GripWeld5.C0 = CFrame.new(0, -0.07, 0)*CFrame.Angles(0, 0, 0.03)
Grip6 = Instance.new("Part")
Grip6.Parent = Tool
Grip6.Locked = true
Grip6.BrickColor = BrickColor.new("Navy blue")
Grip6.TopSurface = "Smooth"
Grip6.BottomSurface = "Smooth"
Grip6.Size = Vector3.new(1, 1, 1)
Grip6.formFactor = "Symmetric"
Grip6.Transparency = 0
Grip6.CanCollide = false
Grip6.Name = "Grip6"
GripMesh = Instance.new("CylinderMesh")
GripMesh.Parent = Grip6
GripMesh.Scale = Vector3.new(0.46, 0.1, 0.46)
GripWeld = Instance.new("Weld")
GripWeld.Parent = Handle
GripWeld.Part0 = Handle
GripWeld.Part1 = Grip6
GripWeld.C0 = CFrame.new(0, 0.04, 0)*CFrame.Angles(0, 0, -0.05)
Grip7 = Instance.new("Part")
Grip7.Parent = Tool
Grip7.Locked = true
Grip7.BrickColor = BrickColor.new("Navy blue")
Grip7.TopSurface = "Smooth"
Grip7.BottomSurface = "Smooth"
Grip7.Size = Vector3.new(1, 1, 1)
Grip7.formFactor = "Symmetric"
Grip7.Transparency = 0
Grip7.CanCollide = false
Grip7.Name = "Grip7"
GripMesh7 = Instance.new("CylinderMesh")
GripMesh7.Parent = Grip7
GripMesh7.Scale = Vector3.new(0.46, 0.1, 0.46)
GripWeld7 = Instance.new("Weld")
GripWeld7.Parent = Handle
GripWeld7.Part0 = Handle
GripWeld7.Part1 = Grip7
GripWeld7.C0 = CFrame.new(0, 0.15, 0)*CFrame.Angles(0, 0, 0)
Grip8 = Instance.new("Part")
Grip8.Parent = Tool
Grip8.Locked = true
Grip8.BrickColor = BrickColor.new("Navy blue")
Grip8.TopSurface = "Smooth"
Grip8.BottomSurface = "Smooth"
Grip8.Size = Vector3.new(1, 1, 1)
Grip8.formFactor = "Symmetric"
Grip8.Transparency = 0
Grip8.CanCollide = false
Grip8.Name = "Grip8"
GripMesh8 = Instance.new("CylinderMesh")
GripMesh8.Parent = Grip8
GripMesh8.Scale = Vector3.new(0.46, 0.1, 0.46)
GripWeld8 = Instance.new("Weld")
GripWeld8.Parent = Handle
GripWeld8.Part0 = Handle
GripWeld8.Part1 = Grip8
GripWeld8.C0 = CFrame.new(0, 0.26, 0)*CFrame.Angles(0, 0, 0)
Grip9 = Instance.new("Part")
Grip9.Parent = Tool
Grip9.Locked = true
Grip9.BrickColor = BrickColor.new("Navy blue")
Grip9.TopSurface = "Smooth"
Grip9.BottomSurface = "Smooth"
Grip9.Size = Vector3.new(1, 1, 1)
Grip9.formFactor = "Symmetric"
Grip9.Transparency = 0
Grip9.CanCollide = false
Grip9.Name = "Grip9"
GripMesh9 = Instance.new("CylinderMesh")
GripMesh9.Parent = Grip9
GripMesh9.Scale = Vector3.new(0.46, 0.1, 0.46)
GripWeld9 = Instance.new("Weld")
GripWeld9.Parent = Handle
GripWeld9.Part0 = Handle
GripWeld9.Part1 = Grip9
GripWeld9.C0 = CFrame.new(0, 0.37, 0)*CFrame.Angles(0, 0, 0.07)
Grip10 = Instance.new("Part")
Grip10.Parent = Tool
Grip10.Locked = true
Grip10.Reflectance = 0
Grip10.CanCollide = false
Grip10.BrickColor = BrickColor.new(1003)
Grip10.TopSurface = "Smooth"
Grip10.BottomSurface = "Smooth"
Grip10.Size = Vector3.new(1, 1, 1)
Grip10.formFactor = "Symmetric"
Grip10.Transparency = 0
Grip10.Name = "Grip10"
GripMesh10 = Instance.new("SpecialMesh")
GripMesh10.Parent = Grip10
GripMesh10.MeshType = "Sphere"
GripMesh10.Scale = Vector3.new(0.6, 0.6, 0.6)
GripWeld10 = Instance.new("Weld")
GripWeld10.Parent = Handle
GripWeld10.Part0 = Handle
GripWeld10.Part1 = Grip10
GripWeld10.C0 = CFrame.new(0, -0.8, 0)*CFrame.Angles(0, 0, 0)
Grip11 = Instance.new("Part")
Grip11.Parent = Tool
Grip11.Locked = true
Grip11.BrickColor = BrickColor.new(1003)
Grip11.TopSurface = "Smooth"
Grip11.CanCollide = false
Grip11.BottomSurface = "Smooth"
Grip11.Size = Vector3.new(1, 1, 1)
Grip11.formFactor = "Symmetric"
Grip11.Transparency = 0
Grip11.Name = "Grip11"
Grip11.Reflectance = 0
GripMesh11 = Instance.new("SpecialMesh")
GripMesh11.Parent = Grip11
GripMesh11.MeshType = "Brick"
GripMesh11.Scale = Vector3.new(0.55, 0.4, 1.4)
GripWeld11 = Instance.new("Weld")
GripWeld11.Parent = Handle
GripWeld11.Part0 = Handle
GripWeld11.Part1 = Grip11
GripWeld11.C0 = CFrame.new(0, 0.85, 0)*CFrame.Angles(0, 0, 0)
Grip12 = Instance.new("Part")
Grip12.Parent = Tool
Grip12.Locked = true
Grip12.CanCollide = false
Grip12.BrickColor = BrickColor.new(1003)
Grip12.TopSurface = "Smooth"
Grip12.BottomSurface = "Smooth"
Grip12.Size = Vector3.new(1, 1, 1)
Grip12.formFactor = "Symmetric"
Grip12.Transparency = 0
Grip12.Name = "Grip12"
Grip12.Reflectance = 0
GripMesh12 = Instance.new("SpecialMesh")
GripMesh12.Parent = Grip12
GripMesh12.MeshType = "Wedge"
GripMesh12.Scale = Vector3.new(0.55, 0.4, 0.9)
GripWeld12 = Instance.new("Weld")
GripWeld12.Parent = Handle
GripWeld12.Part0 = Handle
GripWeld12.Part1 = Grip12
GripWeld12.C0 = CFrame.new(0, 0.908, 1.1)*CFrame.Angles(3, 0, 0)
Grip13 = Instance.new("Part")
Grip13.Parent = Tool
Grip13.Locked = true
Grip13.CanCollide = false
Grip13.BrickColor = BrickColor.new(1003)
Grip13.TopSurface = "Smooth"
Grip13.BottomSurface = "Smooth"
Grip13.Size = Vector3.new(1, 1, 1)
Grip13.formFactor = "Symmetric"
Grip13.Transparency = 0
Grip13.Name = "Grip13"
Grip13.Reflectance = 0
GripMesh13 = Instance.new("SpecialMesh")
GripMesh13.Parent = Grip13
GripMesh13.MeshType = "Wedge"
GripMesh13.Scale = Vector3.new(0.55, 0.4, 0.9)
GripWeld13 = Instance.new("Weld")
GripWeld13.Parent = Handle
GripWeld13.Part0 = Handle
GripWeld13.Part1 = Grip13
GripWeld13.C0 = CFrame.new(0, 0.908, -1.1)*CFrame.Angles(-3, 3.14, 0)
Grip14 = Instance.new("Part")
Grip14.Parent = Tool
Grip14.Locked = true
Grip14.CanCollide = false
Grip14.BrickColor = BrickColor.new("Navy blue")
Grip14.TopSurface = "Smooth"
Grip14.BottomSurface = "Smooth"
Grip14.Size = Vector3.new(1, 1, 1)
Grip14.formFactor = "Symmetric"
Grip14.Transparency = 0.1
Grip14.Name = "Grip14"
Grip14.Reflectance = 0
GripMesh14 = Instance.new("SpecialMesh")
GripMesh14.Parent = Grip14
GripMesh14.MeshType = "Brick"
GripMesh14.Scale = Vector3.new(0.552, 0.15, 1.3)
GripWeld14 = Instance.new("Weld")
GripWeld14.Parent = Handle
GripWeld14.Part0 = Handle
GripWeld14.Part1 = Grip14
GripWeld14.C0 = CFrame.new(0, 0.85, 0)*CFrame.Angles(0, 0, 0)
Grip15 = Instance.new("Part")
Grip15.Parent = Tool
Grip15.Locked = true
Grip15.CanCollide = false
Grip15.BrickColor = BrickColor.new("Navy blue")
Grip15.TopSurface = "Smooth"
Grip15.BottomSurface = "Smooth"
Grip15.Size = Vector3.new(1, 1, 1)
Grip15.formFactor = "Symmetric"
Grip15.Transparency = 0.1
Grip15.Name = "Grip15"
Grip15.Reflectance = 0
GripMesh15 = Instance.new("SpecialMesh")
GripMesh15.Parent = Grip15
GripMesh15.MeshType = "Sphere"
GripMesh15.Scale = Vector3.new(0.6, 0.4, 1.5)
GripWeld15 = Instance.new("Weld")
GripWeld15.Parent = Handle
GripWeld15.Part0 = Handle
GripWeld15.Part1 = Grip15
GripWeld15.C0 = CFrame.new(0, 0.85, 0)*CFrame.Angles(0, 0, 0)
Grip16 = Instance.new("Part")
Grip16.Parent = Tool
Grip16.Locked = true
Grip16.BrickColor = BrickColor.new("Navy blue")
Grip16.TopSurface = "Smooth"
Grip16.BottomSurface = "Smooth"
Grip16.Size = Vector3.new(1, 1, 1)
Grip16.formFactor = "Symmetric"
Grip16.Transparency = 0
Grip16.Name = "Grip16"
Grip16.CanCollide = false
Grip16.Reflectance = 0
GripMesh16 = Instance.new("SpecialMesh")
GripMesh16.Parent = Grip16
GripMesh16.MeshType = "Brick"
GripMesh16.Scale = Vector3.new(0.2, 0.3, 1)
GripWeld = Instance.new("Weld")
GripWeld.Parent = Handle
GripWeld.Part0 = Handle
GripWeld.Part1 = Grip16
GripWeld.C0 = CFrame.new(0, 1.1, 0)*CFrame.Angles(0, 0, 0)
Grip17 = Instance.new("Part")
Grip17.Parent = Tool
Grip17.Locked = true
Grip17.BrickColor = BrickColor.new(1003)
Grip17.TopSurface = "Smooth"
Grip17.BottomSurface = "Smooth"
Grip17.Size = Vector3.new(1, 3, 1)
Grip17.formFactor = "Symmetric"
Grip17.Transparency = 0
Grip17.Name = "Grip17"
Grip17.CanCollide = false
Grip17.Reflectance = 0
GripMesh17 = Instance.new("SpecialMesh")
GripMesh17.Parent = Grip17
GripMesh17.MeshType = "Brick"
GripMesh17.Scale = Vector3.new(0.19, 1, 1)
GripWeld17 = Instance.new("Weld")
GripWeld17.Parent = Handle
GripWeld17.Part0 = Handle
GripWeld17.Part1 = Grip17
GripWeld17.C0 = CFrame.new(0, 2.21, -0.08)*CFrame.Angles(-0.08, 0, 0)
Grip18 = Instance.new("Part")
Grip18.Parent = Tool
Grip18.Locked = true
Grip18.BrickColor = BrickColor.new(1003)
Grip18.TopSurface = "Smooth"
Grip18.BottomSurface = "Smooth"
Grip18.Size = Vector3.new(1, 3, 1)
Grip18.formFactor = "Symmetric"
Grip18.Transparency = 0
Grip18.Name = "Grip18"
Grip18.CanCollide = false
Grip18.Reflectance = 0
GripMesh18 = Instance.new("SpecialMesh")
GripMesh18.Parent = Grip18
GripMesh18.MeshType = "Brick"
GripMesh18.Scale = Vector3.new(0.19, 1, 1)
GripWeld18 = Instance.new("Weld")
GripWeld18.Parent = Handle
GripWeld18.Part0 = Handle
GripWeld18.Part1 = Grip18
GripWeld18.C0 = CFrame.new(0, 4.15, -0.155)*CFrame.Angles(0, 0, 0)
Grip19 = Instance.new("Part")
Grip19.Parent = Tool
Grip19.Locked = true
Grip19.BrickColor = BrickColor.new(1003)
Grip19.TopSurface = "Smooth"
Grip19.BottomSurface = "Smooth"
Grip19.Size = Vector3.new(1, 3, 1)
Grip19.formFactor = "Symmetric"
Grip19.Transparency = 0
Grip19.CanCollide = false
Grip19.Name = "Grip19"
Grip19.Reflectance = 0
GripMesh19 = Instance.new("SpecialMesh")
GripMesh19.Parent = Grip19
GripMesh19.MeshType = "Wedge"
GripMesh19.Scale = Vector3.new(0.19, 1, 1)
GripWeld19 = Instance.new("Weld")
GripWeld19.Parent = Handle
GripWeld19.Part0 = Handle
GripWeld19.Part1 = Grip19
GripWeld19.C0 = CFrame.new(0, 6.99, -0.07)*CFrame.Angles(0.08, 0, 0)
Grip20 = Instance.new("Part")
Grip20.Parent = Tool
Grip20.Locked = true
Grip20.BrickColor = BrickColor.new("Navy blue")
Grip20.TopSurface = "Smooth"
Grip20.BottomSurface = "Smooth"
Grip20.Size = Vector3.new(1, 3, 1)
Grip20.formFactor = "Symmetric"
Grip20.Transparency = 0
Grip20.Name = "Grip20"
Grip20.CanCollide = false
Grip20.Reflectance = 0
GripMesh20 = Instance.new("SpecialMesh")
GripMesh20.Parent = Grip20
GripMesh20.MeshType = "Brick"
GripMesh20.Scale = Vector3.new(0.193, 1, 0.2)
GripWeld20 = Instance.new("Weld")
GripWeld20.Parent = Handle
GripWeld20.Part0 = Handle
GripWeld20.Part1 = Grip20
GripWeld20.C0 = CFrame.new(0, 2.21, -0.08)*CFrame.Angles(-0.08, 0, 0)
Grip21 = Instance.new("Part")
Grip21.Parent = Tool
Grip21.Locked = true
Grip21.BrickColor = BrickColor.new("Navy blue")
Grip21.TopSurface = "Smooth"
Grip21.BottomSurface = "Smooth"
Grip21.Size = Vector3.new(1, 1, 1)
Grip21.formFactor = "Symmetric"
Grip21.Transparency = 0
Grip21.Name = "Grip21"
Grip21.CanCollide = false
Grip21.Reflectance = 0
GripMesh21 = Instance.new("SpecialMesh")
GripMesh21.Parent = Grip21
GripMesh21.MeshType = "Brick"
GripMesh21.Scale = Vector3.new(0.193, 1, 0.2)
GripWeld21 = Instance.new("Weld")
GripWeld21.Parent = Handle
GripWeld21.Part0 = Handle
GripWeld21.Part1 = Grip21
GripWeld21.C0 = CFrame.new(0, 3.7, -0.155)*CFrame.Angles(0, 0, 0)
Grip22 = Instance.new("Part")
Grip22.Parent = Tool
Grip22.Locked = true
Grip22.BrickColor = BrickColor.new("Navy blue")
Grip22.TopSurface = "Smooth"
Grip22.BottomSurface = "Smooth"
Grip22.Size = Vector3.new(1, 1, 1)
Grip22.formFactor = "Symmetric"
Grip22.Transparency = 0
Grip22.CanCollide = false
Grip22.Name = "Grip22"
Grip22.Reflectance = 0
GripMesh22 = Instance.new("CylinderMesh")
GripMesh22.Parent = Grip22
GripMesh22.Scale = Vector3.new(0.6, 0.193, 0.6)
GripWeld22 = Instance.new("Weld")
GripWeld22.Parent = Handle
GripWeld22.Part0 = Handle
GripWeld22.Part1 = Grip22
GripWeld22.C0 = CFrame.new(0, 4.2, -0.155)*CFrame.Angles(0, 0, 1.57)
------------------------------------------------------------>
--[[
? -->> Sounds
--]]
------------------------------------------------------------>
Sound = Instance.new("Sound")
Sound.Parent = Handle
Sound.Name = "Sound"
Sound.Pitch = 1
Sound.SoundId = ""
Sound.Volume = 2
------------------------------------------------------------>
--[[
? -->> Button1Down
--]]
------------------------------------------------------------>
function onButton1Down()
if Activated then return end
if Me.Character.Humanoid.Sit == true or Me.Character.Humanoid.PlatformStand == true then
Me.Character.Humanoid.Jump = true
Me.Character.Humanoid.PlatformStand = false
Me.Character.Humanoid.Sit = false
Me.Character.Torso.Velocity = Vector3.new(0, 20, 0)
end
if Mode == "Swing" then
Activated = true
if Me.Character.Humanoid.Jump == true then
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, 1, 0)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
wait()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0, -1, 0)
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
else
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
wait(0.2)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
end
Activated = false
end
if Mode == "Spin" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Sound.SoundId = "http://www.roblox.com/asset/?id=18478970"
Sound:play()
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Me.Character.Torso
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.cframe = Me.Character.Torso.CFrame
Gyro.D = 50
Wave = Instance.new("Part")
Wave.Parent = Me.Character.Torso
Wave.Anchored = true
Wave.CanCollide = false
Wave.Locked = true
Wave.Transparency = 0.2
Wave.BrickColor = BrickColor.new(1004)
Wave.Size = Vector3.new(2, 1, 2)
Wave.TopSurface = "Smooth"
Wave.BottomSurface = "Smooth"
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
WaveMesh = Instance.new("CylinderMesh")
WaveMesh.Parent = Wave
WaveMesh.Scale = Vector3.new(1, 0.1, 1)
for i = 1 , 16 do
Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
Wave.Transparency = Wave.Transparency + 0.055
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
wait()
end
Wave:Remove()
Gyro:Remove()
wait(0.2)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Teleport" then
if mouse.Target ~= nil then
Activated = true
MousePosition = mouse.Hit.p
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Me.Character.Torso.CFrame = CFrame.new(MousePosition+Vector3.new(0, 3, 0))
Sound.SoundId = "http://www.roblox.com/asset/?id=18478970"
Sound:play()
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Me.Character.Torso
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.cframe = Me.Character.Torso.CFrame
Gyro.D = 50
Wave = Instance.new("Part")
Wave.Parent = Me.Character.Torso
Wave.Anchored = true
Wave.CanCollide = false
Wave.Locked = true
Wave.Transparency = 0.2
Wave.BrickColor = BrickColor.new(1004)
Wave.Size = Vector3.new(2, 1, 2)
Wave.TopSurface = "Smooth"
Wave.BottomSurface = "Smooth"
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
WaveMesh = Instance.new("CylinderMesh")
WaveMesh.Parent = Wave
WaveMesh.Scale = Vector3.new(1, 0.1, 1)
for i = 1 , 5 do
Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
Wave.Transparency = Wave.Transparency + 0.055
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 1, 0)
wait()
end
Wave:Remove()
for i = 1 , 15 do
Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 1, 0)
wait()
end
Gyro:Remove()
wait(0.2)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
end
if Mode == "Explosion" then
Activated = true
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.13)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
onCharge(24)
Range = 10
for i = 1 , 5 do
Range = Range + 15
Me.Character.Humanoid.WalkSpeed = 0
Boom = Instance.new("Explosion")
Boom.Parent = Workspace
Boom.BlastRadius = Range/2
Boom.Position = Me.Character.Torso.Position+Vector3.new(Range, 0, 0)
Boom = Instance.new("Explosion")
Boom.Parent = Workspace
Boom.BlastRadius = Range/2
Boom.Position = Me.Character.Torso.Position+Vector3.new(-Range, 0, 0)
Boom = Instance.new("Explosion")
Boom.Parent = Workspace
Boom.BlastRadius = Range/2
Boom.Position = Me.Character.Torso.Position+Vector3.new(0, 0, Range)
Boom = Instance.new("Explosion")
Boom.Parent = Workspace
Boom.BlastRadius = Range/2
Boom.Position = Me.Character.Torso.Position+Vector3.new(0, 0, -Range)
Boom = Instance.new("Explosion")
Boom.Parent = Workspace
Boom.BlastRadius = Range/2
Boom.Position = Me.Character.Torso.Position+Vector3.new(Range, 0, Range)
Boom = Instance.new("Explosion")
Boom.Parent = Workspace
Boom.BlastRadius = Range/2
Boom.Position = Me.Character.Torso.Position+Vector3.new(-Range, 0, Range)
Boom = Instance.new("Explosion")
Boom.Parent = Workspace
Boom.BlastRadius = Range/2
Boom.Position = Me.Character.Torso.Position+Vector3.new(Range, 0, -Range)
Boom = Instance.new("Explosion")
Boom.Parent = Workspace
Boom.BlastRadius = Range/2
Boom.Position = Me.Character.Torso.Position+Vector3.new(-Range, 0, -Range)
wait(0.05)
end
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, -0.13)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Activated = false
end
if Mode == "ExplodeVictim" then
if mouse.Target ~= nil then
torso = mouse.Target.Parent:findFirstChild("Torso")
if torso ~= nil and torso.Parent.Name ~= Me.Name then
Activated = true
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.13)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
onChargeAim(24, torso)
Boom = Instance.new("Explosion")
Boom.Parent = Workspace
Boom.BlastRadius = 20
Boom.Position = torso.Position
Stuff = torso.Parent:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Part" then
Stuff[i].Anchored = false
Stuff[i]:BreakJoints()
Stuff[i].BrickColor = BrickColor.new("Really black")
Stuff[i].CanCollide = true
end
end
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, -0.13)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Activated = false
end
end
end
if Mode == "Assassinate" then
if mouse.Target ~= nil then
torso = mouse.Target.Parent:findFirstChild("Torso")
if torso ~= nil and torso.Parent.Name ~= Me.Name then
Activated = true
Sound.SoundId = "rbxasset://sounds\\unsheath.wav"
Sound:play()
for i = 1 , 8 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.05, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.15, 0, 0)
wait()
end
wait()
for i = 1 , 8 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.2)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 0, 0.19)
wait()
end
FakeLeftShoulder.C0 = OriginalLeftShoulder
Weld = Instance.new("Weld")
Weld.Parent = Me.Character["Torso"]
Weld.Part0 = Me.Character["Torso"]
Weld.Part1 = Handle
Weld.C0 = CFrame.new(1.6, 2.5, 0.6) * CFrame.Angles(0, 0, 2.2)
Weld.C0 = Weld.C0 * CFrame.Angles(0, 1.57, 0)
for i = 1 , 16 do
Weld.C0 = Weld.C0 * CFrame.new(0, 0, -0.03) * CFrame.Angles(0.03, 0, 0.11)
end
for i = 1 , 16 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, -0.1)
Weld.C0 = Weld.C0 * CFrame.new(0, 0, 0.03) * CFrame.Angles(-0.03, 0, -0.11)
wait()
end
FakeRightShoulder.Parent = Me.Character.Torso
FakeRightShoulder.Part0 = Me.Character.Torso
FakeRightShoulder.Part1 = Me.Character["Right Arm"]
FakeRightShoulder.C0 = OriginalRightShoulder
FakeRightShoulder.C1 = OriginalRightShoulder2
FakeLeftShoulder.Parent = Me.Character.Torso
FakeLeftShoulder.Part0 = Me.Character.Torso
FakeLeftShoulder.Part1 = Me.Character["Left Arm"]
FakeLeftShoulder.C0 = OriginalLeftShoulder
FakeLeftShoulder.C1 = OriginalLeftShoulder2
FakeRightShoulder.C0 = OriginalRightShoulder * CFrame.Angles(-0.1, 0, 0)
FakeLeftShoulder.C0 = OriginalLeftShoulder * CFrame.Angles(-0.1, 0, 0)
wait(0.1)
FakeRightShoulder.C0 = OriginalRightShoulder * CFrame.Angles(-0.2, 0, 0)
FakeLeftShoulder.C0 = OriginalLeftShoulder * CFrame.Angles(-0.2, 0, 0)
wait(0.1)
Blade1 = Instance.new("Part")
Blade1.Parent = Me.Character["Right Arm"]
Blade1.CanCollide = false
Blade1.formFactor = "Symmetric"
Blade1.Size = Vector3.new(1, 2, 1)
Blade1.TopSurface = "Smooth"
Blade1.BottomSurface = "Smooth"
Blade1.Locked = true
Blade1.BrickColor = BrickColor.new(1003)
Blade1.Name = "Blade1"
Blade1.CFrame = Me.Character["Right Arm"].CFrame
Blade2 = Instance.new("Part")
Blade2.Parent = Me.Character["Left Arm"]
Blade2.CanCollide = false
Blade2.formFactor = "Symmetric"
Blade2.Size = Vector3.new(1, 2, 1)
Blade2.TopSurface = "Smooth"
Blade2.BottomSurface = "Smooth"
Blade2.Locked = true
Blade2.BrickColor = BrickColor.new(1003)
Blade2.Name = "Blade2"
Blade2.CFrame = Me.Character["Left Arm"].CFrame
Blade1Mesh = Instance.new("SpecialMesh")
Blade1Mesh.Parent = Blade1
Blade1Mesh.MeshType = "Brick"
Blade1Mesh.Scale = Vector3.new(0.2, 1, 0.2)
Blade2Mesh = Instance.new("SpecialMesh")
Blade2Mesh.Parent = Blade2
Blade2Mesh.MeshType = "Brick"
Blade2Mesh.Scale = Vector3.new(0.2, 1, 0.2)
Blade1Weld = Instance.new("Weld")
Blade1Weld.Parent = Me.Character["Right Arm"]
Blade1Weld.Part0 = Me.Character["Right Arm"]
Blade1Weld.Part1 = Blade1
Blade1Weld.C0 = CFrame.new(-0.3, 0, 0)
Blade2Weld = Instance.new("Weld")
Blade2Weld.Parent = Me.Character["Left Arm"]
Blade2Weld.Part0 = Me.Character["Left Arm"]
Blade2Weld.Part1 = Blade2
Blade2Weld.C0 = CFrame.new(0.3, 0, 0)
for i = 1 , 17 do
Blade1Weld.C0 = Blade1Weld.C0 * CFrame.new(0, -0.1, 0)
Blade2Weld.C0 = Blade2Weld.C0 * CFrame.new(0, -0.1, 0)
Me.Character:MoveTo(Me.Character.Torso.Position)
wait(0.05)
end
for i = 1 , 5 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, -0.1)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 0, 0.1)
wait()
end
wait(0.5)
Me.Character:MoveTo(Me.Character.Torso.Position)
BodyPosition = Instance.new("BodyPosition")
BodyPosition.Parent = Me.Character.Torso
BodyPosition.maxForce = Vector3.new(math.huge, math.huge, math.huge)
BodyPosition.position = torso.Position
BodyGyro = Instance.new("BodyGyro")
BodyGyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
BodyGyro.Parent = Me.Character.Torso
BodyGyro.cframe = CFrame.new(Me.Character.Torso.Position, torso.Position)
wait(0.8)
BodyPosition:Remove()
BodyGyro:Remove()
Me.Character.Torso.CFrame = torso.CFrame
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.5)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 0, -0.5)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 1.57)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 0, -1.57)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.785, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0.785, 0, 0)
KillWeld = Instance.new("Weld")
KillWeld.Parent = Me.Character.Torso
KillWeld.Part0 = Me.Character.Torso
KillWeld.Part1 = torso
KillWeld.C0 = CFrame.new(0, 0, -1.6)
wait(0.3)
for i = 1 , 12 do
KillWeld.C0 = KillWeld.C0 * CFrame.new(0, 0.08, 0.02) * CFrame.Angles(0.1, 0, 0)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.1)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 0, -0.1)
wait(0.1)
end
wait(0.15)
KillWeld:Remove()
if torso ~= nil then
torso:BreakJoints()
end
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.785, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.785, 0, 0)
for i = 1 , 3 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.1)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 0, -0.1)
wait()
end
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.07)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 0, -0.07)
wait(0.1)
for i = 1 , 17 do
Blade1Weld.C0 = Blade1Weld.C0 * CFrame.new(0, 0.1, 0)
Blade2Weld.C0 = Blade2Weld.C0 * CFrame.new(0, 0.1, 0)
wait(0.05)
end
FakeRightShoulder.C0 = OriginalRightShoulder
FakeLeftShoulder.C0 = OriginalLeftShoulder
wait()
Sound.SoundId = "rbxasset://sounds\\unsheath.wav"
Sound:play()
FakeRightShoulder.Parent = Me.Character.Torso
FakeRightShoulder.Part0 = Me.Character.Torso
FakeRightShoulder.Part1 = Me.Character["Right Arm"]
FakeRightShoulder.C0 = OriginalRightShoulder
FakeRightShoulder.C1 = OriginalRightShoulder2
FakeLeftShoulder.Parent = Me.Character.Torso
FakeLeftShoulder.Part0 = Me.Character.Torso
FakeLeftShoulder.Part1 = Me.Character["Left Arm"]
FakeLeftShoulder.C0 = OriginalLeftShoulder * CFrame.new(-0.25, 0, -0.45)
FakeLeftShoulder.C1 = OriginalLeftShoulder2
Weld:Remove()
Weld = Instance.new("Weld")
Weld.Parent = Me.Character["Torso"]
Weld.Part0 = Me.Character["Torso"]
Weld.Part1 = Handle
Weld.C0 = CFrame.new(1.6, 2.5, 0.6) * CFrame.Angles(0, 0, 2.2)
Weld.C0 = Weld.C0 * CFrame.Angles(0, 1.57, 0)
for i = 1 , 16 do
FakeRightShoulder.C0 = OriginalRightShoulder * CFrame.Angles(0, 0, (i/5.2))
Weld.C0 = Weld.C0 * CFrame.new(0, 0, -0.03) * CFrame.Angles(0.03, 0, 0.11)
wait()
end
wait()
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
for i = 1 , 8 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, -0.2)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 0, -0.19)
wait()
end
wait()
for i = 1 , 8 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.05, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0.15, 0, 0)
wait()
end
wait(0.2)
Activated = false
end
end
end
if Mode == "Tornado" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Sound.SoundId = "http://www.roblox.com/asset/?id=18478970"
Sound:play()
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Me.Character.Torso
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.cframe = Me.Character.Torso.CFrame
Gyro.D = 50
Part = Instance.new("Part")
Part.Transparency = 1
Part.CanCollide = false
Part.Anchored = true
Part.Parent = Me.Character.Torso
range = 10
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 80 do
range = range + 2
Part.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, 0, -(range*1.2))
p = game.Workspace:GetChildren()
for i = 1 , #p do
torso = p[i]:findFirstChild("Torso")
if torso ~= nil and torso.Parent.Name ~= Me.Name then
if (Me.Character.Torso.Position-torso.Position).magnitude <= 200 then
humanoid = torso.Parent:findFirstChild("Humanoid")
bp = torso:findFirstChild("BodyPosition")
if bp == nil then
bp = Instance.new("BodyPosition")
bp.Parent = torso
bp.maxForce = Vector3.new(math.huge, math.huge, math.huge)
bp.position = Part.Position + Vector3.new(0, range, 0)
end
if bp ~= nil then
bp.position = Part.Position + Vector3.new(0, range, 0)
end
bg = torso:findFirstChild("BodyGyro")
if bg == nil then
bg = Instance.new("BodyGyro")
bg.Parent = torso
bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
bg.cframe = CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
end
if bg ~= nil then
bg.cframe = CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
end
if humanoid ~= nil then
humanoid.Sit = true
humanoid.MaxHealth = 100
humanoid:TakeDamage(2)
end
end
end
end
Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 1.3, 0)
wait()
end
p = game.Workspace:GetChildren()
for i = 1 , #p do
torso = p[i]:findFirstChild("Torso")
if torso ~= nil and torso.Parent.Name ~= Me.Name then
humanoid = torso.Parent:findFirstChild("Humanoid")
bp = torso:findFirstChild("BodyPosition")
if bp ~= nil then
bp:Remove()
end
bg = torso:findFirstChild("BodyGyro")
if bg ~= nil then
bg:Remove()
end
if humanoid ~= nil then
humanoid.Sit = true
torso.Velocity = torso.CFrame.lookVector * 100
end
end
wait()
end
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
torso = Stuff[i]:findFirstChild("Torso")
if torso ~= nil then
hax = torso:GetChildren()
for i = 1 , #hax do
if hax[i].className == "BodyPosition" then
hax[i]:Remove()
end
end
end
end
Gyro:Remove()
wait(0.2)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "TripleSlash" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.26, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.62, 0, 0)
wait()
end
for i = 1 , 2 do
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 1.57, 0)
wait()
end
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.62, 0, 0)
wait()
end
for i = 1 , 2 do
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, -1.57, 0)
wait()
end
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.62, 0, 0)
wait()
end
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.26, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0.62, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Slashes" then
Activated = true
f = Instance.new("Fire")
f.Parent = Grip17
f.Size = 2
ff = Instance.new("Fire")
ff.Parent = Grip18
ff.Size = 2
fff = Instance.new("Fire")
fff.Parent = Grip18
fff.Size = 2
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Test = FakeLeftShoulder.C0
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-(0.26*4), 0, 0)
for i = 1 , 20 do
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1004)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1004)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1004)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.62, 0, 0)
wait()
end
for i = 1 , 2 do
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 1.57, 0)
wait()
end
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1005)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1005)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1005)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.62, 0, 0)
wait()
end
for i = 1 , 2 do
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, -1.57, 0)
wait()
end
end
for i = 1 , 2 do
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 1.57, 0)
end
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1009)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1009)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1009)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.62, 0, 0)
wait()
end
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1004)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1004)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1004)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.26, 0, 0)
FakeLeftShoulder.C0 = Test
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
f:remove()
ff:remove()
fff:remove()
end
if Mode == "Wave" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.62, 0, 0)
wait()
end
for i = 1 , 2 do
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 1.57, 0)
wait()
end
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.62, 0, 0)
wait()
end
for i = 1 , 2 do
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, -1.57, 0)
wait()
end
Velocity = Instance.new("BodyVelocity")
Velocity.Parent = Me.Character.Torso
Velocity.maxForce = Vector3.new(math.huge, math.huge, math.huge)
Velocity.velocity = Vector3.new(0, 30, 0)
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Me.Character.Torso
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.cframe = Me.Character.Torso.CFrame
Gyro.D = 50
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.31, 0, 0)
Gyro.cframe = Gyro.cframe * CFrame.Angles(0, (0.785*2), 0)
wait()
end
Velocity.maxForce = Vector3.new(math.huge, 0, math.huge)
Velocity.velocity = Vector3.new(0, 0, 0)
for i = 1 , 2 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(1.24, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
for i = 1 , 4 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.4)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.62, 0, 0)
wait()
end
wait(0.2)
for i = 1 , 8 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, -0.4)
wait()
end
Wave = Instance.new("Part")
Wave.Parent = Me.Character.Torso
Wave.Anchored = true
Wave.CanCollide = false
Wave.Locked = true
Wave.Transparency = 0.2
Wave.Size = Vector3.new(2, 1, 2)
Wave.TopSurface = "Smooth"
Wave.BrickColor = BrickColor.new(1004)
Wave.BottomSurface = "Smooth"
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
WaveMesh = Instance.new("CylinderMesh")
WaveMesh.Parent = Wave
WaveMesh.Scale = Vector3.new(1, 0.3, 1)
for i = 1 , 32 do
Wave.Size = Wave.Size + Vector3.new(3, 0, 3)
Wave.Transparency = Wave.Transparency + (0.8/32)
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
Torso = Stuff[i]:findFirstChild("Torso")
if Torso ~= nil then
if (Me.Character.Torso.Position-Torso.Position).magnitude <= (Wave.Size.X/2) then
if Torso.Parent.Name ~= Me.Name then
Humanoid = Torso.Parent:findFirstChild("Humanoid")
if Humanoid ~= nil then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
end
end
end
end
end
wait()
end
for i = 1 , 4 do
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0.62, 0, 0)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.4)
wait()
end
wait(0.4)
Gyro:Remove()
Velocity:Remove()
Activated = false
end
if Mode == "ForwardSpin" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Sound.SoundId = "http://www.roblox.com/asset/?id=18478970"
Sound:play()
Velocity = Instance.new("BodyVelocity")
Velocity.Parent = Me.Character.Torso
Velocity.maxForce = Vector3.new(math.huge, 0, math.huge)
Velocity.velocity = Me.Character.Torso.CFrame.lookVector * 200
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Me.Character.Torso
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.cframe = Me.Character.Torso.CFrame
Gyro.D = 50
Wave = Instance.new("Part")
Wave.Parent = Me.Character.Torso
Wave.Anchored = true
Wave.CanCollide = false
Wave.Locked = true
Wave.Transparency = 0.2
Wave.BrickColor = BrickColor.new(1004)
Wave.Size = Vector3.new(2, 1, 2)
Wave.TopSurface = "Smooth"
Wave.BottomSurface = "Smooth"
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
WaveMesh = Instance.new("CylinderMesh")
WaveMesh.Parent = Wave
WaveMesh.Scale = Vector3.new(1, 0.1, 1)
for i = 1 , 16 do
Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
Wave.Transparency = Wave.Transparency + 0.055
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
wait()
end
Wave:Remove()
Gyro:Remove()
Velocity:Remove()
wait(1)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "DownThrust" then
Activated = true
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 24 do
Weld.C0 = Weld.C0 * CFrame.Angles(-0.3925, 0, 0)
wait()
end
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.13)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Velocity = Instance.new("BodyVelocity")
Velocity.Parent = Me.Character.Torso
Velocity.maxForce = Vector3.new(math.huge, math.huge, math.huge)
Velocity.velocity = Vector3.new(0, 30, 0)
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Me.Character.Torso
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.cframe = Me.Character.Torso.CFrame
Gyro.D = 50
wait(0.8)
Velocity:Remove()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, -0.13)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait(0.08)
end
Wave = Instance.new("Part")
Wave.Parent = Me.Character.Torso
Wave.Anchored = true
Wave.CanCollide = false
Wave.Locked = true
Wave.Transparency = 0.2
Wave.Size = Vector3.new(2, 1, 2)
Wave.TopSurface = "Smooth"
Wave.BottomSurface = "Smooth"
Wave.BrickColor = BrickColor.new(1004)
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
WaveMesh = Instance.new("CylinderMesh")
WaveMesh.Parent = Wave
WaveMesh.Scale = Vector3.new(1, 0.1, 1)
for i = 1 , 16 do
Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
Wave.Transparency = Wave.Transparency + 0.055
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
wait()
end
Wave:Remove()
Gyro:Remove()
wait(0.8)
for i = 1 , 20 do
Weld.C0 = Weld.C0 * CFrame.Angles(0.3925*2, 0, 0)
wait()
end
Activated = false
end
if Mode == "Escape" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Stuff = Me.Character:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Part" then
Stuff[i].Anchored = false
end
end
Stuff = Me.Character:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Part" then
Stuff[i].Anchored = false
end
Stuff2 = Stuff[i]:GetChildren()
for i = 1 , #Stuff2 do
if Stuff2[i].className == "BodyPosition" or Stuff2[i].className == "BodyVelocity" or Stuff2[i].className == "BodyGyro" then
Stuff2[i]:Remove()
end
end
end
Sound.SoundId = "http://www.roblox.com/asset/?id=18478970"
Sound:play()
Velocity = Instance.new("BodyVelocity")
Velocity.Parent = Me.Character.Torso
Velocity.maxForce = Vector3.new(math.huge, math.huge, math.huge)
Velocity.velocity = Vector3.new(0, 40, 0)
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Me.Character.Torso
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.cframe = Me.Character.Torso.CFrame
Gyro.D = 50
Wave = Instance.new("Part")
Wave.Parent = Me.Character.Torso
Wave.Anchored = true
Wave.CanCollide = false
Wave.Locked = true
Wave.Transparency = 0.2
Wave.Size = Vector3.new(2, 1, 2)
Wave.TopSurface = "Smooth"
Wave.BottomSurface = "Smooth"
Wave.BrickColor = BrickColor.new(1004)
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
WaveMesh = Instance.new("CylinderMesh")
WaveMesh.Parent = Wave
WaveMesh.Scale = Vector3.new(1, 0.1, 1)
for i = 1 , 16 do
Wave.Size = Wave.Size + Vector3.new(1, 0, 1)
Wave.Transparency = Wave.Transparency + 0.055
Wave.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2.4, 0)
Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
wait()
end
Wave:Remove()
Gyro:Remove()
Velocity:Remove()
wait(1)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Toss" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1005)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1005)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1005)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Weld:Remove()
Sound.SoundId = "http://www.roblox.com/asset/?id=18478970"
Sound:play()
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Handle
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.cframe = Me.Character.Torso.CFrame * CFrame.Angles(0, 0, 1.57)
Gyro.D = 50
Velocity = Instance.new("BodyVelocity")
Velocity.Parent = Handle
Velocity.maxForce = Vector3.new(math.huge, math.huge, math.huge)
Velocity.velocity = Vector3.new(0, 1, 0) * 10
for i = 1 , 4 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
for i = 1 , 15 do
Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 1, 1)
wait(0.1)
end
Velocity.velocity = Vector3.new(0, 0, 0)
for i = 1 , 5 do
Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 1, 1)
wait(0.1)
end
Velocity:Remove()
Position = Instance.new("BodyPosition")
Position.Parent = Handle
Position.maxForce = Vector3.new(9999999999, 9999999999, 9999999999)
Position.position = Me.Character["Left Arm"].Position
for i = 1 , 10 do
Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 1, 1)
Position.position = Me.Character["Left Arm"].Position
wait(0.1)
end
Gyro:Remove()
Position:Remove()
Weld = Instance.new("Weld")
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.Part1 = Handle
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1005)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1005)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1005)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Boomerang" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Weld:Remove()
Sound.SoundId = "http://www.roblox.com/asset/?id=18478970"
Sound:play()
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Handle
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.cframe = Me.Character.Torso.CFrame * CFrame.Angles(0, 0, 1.57)
Gyro.D = 50
Velocity = Instance.new("BodyVelocity")
Velocity.Parent = Handle
Velocity.maxForce = Vector3.new(math.huge, math.huge, math.huge)
Velocity.velocity = Me.Character.Torso.CFrame.lookVector * 100
for i = 1 , 4 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
for i = 1 , 15 do
Gyro.cframe = Gyro.cframe * CFrame.Angles(1, 0, 0)
wait(0.1)
end
Velocity.velocity = Vector3.new(0, 0, 0)
for i = 1 , 5 do
Gyro.cframe = Gyro.cframe * CFrame.Angles(1, 0, 0)
wait(0.1)
end
Velocity:Remove()
Position = Instance.new("BodyPosition")
Position.Parent = Handle
Position.maxForce = Vector3.new(9999999999, 9999999999, 9999999999)
Position.position = Me.Character["Left Arm"].Position
for i = 1 , 10 do
Gyro.cframe = Gyro.cframe * CFrame.Angles(1, 0, 0)
Position.position = Me.Character["Left Arm"].Position
wait(0.1)
end
Gyro:Remove()
Position:Remove()
Weld = Instance.new("Weld")
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.Part1 = Handle
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Remover" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Me.Character.Torso
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.cframe = Me.Character.Torso.CFrame
Gyro.D = 50
ShockWave = Instance.new("Part")
ShockWave.Parent = Me.Character.Torso
ShockWave.Anchored = true
ShockWave.CanCollide = false
ShockWave.Locked = true
ShockWave.Transparency = 0
ShockWave.Shape = "Ball"
ShockWave.BrickColor = BrickColor.new(1004)
ShockWave.Size = Vector3.new(1, 1, 1)
ShockWave.TopSurface = "Smooth"
ShockWave.BottomSurface = "Smooth"
ShockWave.CFrame = Me.Character.Torso.CFrame
ShockWaveMesh = Instance.new("SpecialMesh")
ShockWaveMesh.Parent = ShockWave
ShockWaveMesh.MeshType = "Sphere"
ShockWaveMesh.Scale = Vector3.new(1, 1, 1)
for ii = 1 , 50 do
ShockWave.Size = ShockWave.Size + Vector3.new(2, 2, 2)
ShockWave.Transparency = ShockWave.Transparency + 0.02
ShockWave.CFrame = Me.Character.Torso.CFrame
Gyro.cframe = Gyro.cframe * CFrame.Angles(0, 0.785, 0)
Stuff = game.Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name ~= "Base" and Stuff[i].Name ~= Me.Name then
if Stuff[i].className == "Part" then
if (Me.Character.Torso.Position-Stuff[i].Position).magnitude <= ii then
Stuff[i]:Remove()
end
end
if Stuff[i].className == "Model" then
Stuff2 = Stuff[i]:GetChildren()
for i = 1 , #Stuff2 do
if Stuff2[i].className == "Part" then
if (Me.Character.Torso.Position-Stuff2[i].Position).magnitude <= ii then
Stuff2[i]:Remove()
end
end
end
end
end
end
wait()
end
ShockWave:Remove()
Gyro:Remove()
wait(0.2)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Alchemy" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Point1 = Instance.new("Part")
Point1.Parent = Me.Character.Torso
Point1.Anchored = true
Point1.Locked = true
Point1.Transparency = 1
Point1.Size = Vector3.new(5, 10, 5)
Point1.TopSurface = "Smooth"
Point1.BottomSurface = "Smooth"
Point1.CFrame = Me.Character.Torso.CFrame * CFrame.new(100, -2, 0)
Point1Mesh = Instance.new("CylinderMesh")
Point1Mesh.Parent = Point1
Point1Mesh.Scale = Vector3.new(0.7, 1, 0.7)
Point2 = Instance.new("Part")
Point2.Parent = Me.Character.Torso
Point2.Anchored = true
Point2.Locked = true
Point2.Transparency = 1
Point2.Size = Vector3.new(5, 10, 5)
Point2.TopSurface = "Smooth"
Point2.BottomSurface = "Smooth"
Point2.CFrame = Me.Character.Torso.CFrame * CFrame.new(-100, -2, 0)
Point2Mesh = Instance.new("CylinderMesh")
Point2Mesh.Parent = Point2
Point2Mesh.Scale = Vector3.new(0.7, 1, 0.7)
Point3 = Instance.new("Part")
Point3.Parent = Me.Character.Torso
Point3.Anchored = true
Point3.Locked = true
Point3.Transparency = 1
Point3.Size = Vector3.new(5, 10, 5)
Point3.TopSurface = "Smooth"
Point3.BottomSurface = "Smooth"
Point3.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2, 100)
Point3Mesh = Instance.new("CylinderMesh")
Point3Mesh.Parent = Point3
Point3Mesh.Scale = Vector3.new(0.7, 1, 0.7)
Point4 = Instance.new("Part")
Point4.Parent = Me.Character.Torso
Point4.Anchored = true
Point4.Locked = true
Point4.Transparency = 1
Point4.Size = Vector3.new(5, 10, 5)
Point4.TopSurface = "Smooth"
Point4.BottomSurface = "Smooth"
Point4.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, -2, -100)
Point4Mesh = Instance.new("CylinderMesh")
Point4Mesh.Parent = Point4
Point4Mesh.Scale = Vector3.new(0.7, 1, 0.7)
for i = 1 , 10 do
Point1.Transparency = Point1.Transparency - 0.1
Point2.Transparency = Point2.Transparency - 0.1
Point3.Transparency = Point3.Transparency - 0.1
Point4.Transparency = Point4.Transparency - 0.1
wait(0.1)
end
Line1 = Instance.new("Part")
Line1.Parent = Me.Character.Torso
Line1.Anchored = true
Line1.Locked = true
Line1.Transparency = 0.5
Line1.BrickColor = BrickColor.new(1)
Line1.Size = Vector3.new(1, 1, 1)
Line1.TopSurface = "Smooth"
Line1.BottomSurface = "Smooth"
Line1.CFrame = CFrame.new((Point1.Position+Point3.Position)/2, Point3.Position)
Line1Mesh = Instance.new("SpecialMesh")
Line1Mesh.MeshType = "Brick"
Line1Mesh.Parent = Line1
Line1Mesh.Scale = Vector3.new(1, 1, (Point1.Position-Point3.Position).magnitude)
Line2 = Instance.new("Part")
Line2.Parent = Me.Character.Torso
Line2.Anchored = true
Line2.Locked = true
Line2.Transparency = 0.5
Line2.BrickColor = BrickColor.new(1)
Line2.Size = Vector3.new(1, 1, 1)
Line2.TopSurface = "Smooth"
Line2.BottomSurface = "Smooth"
Line2.CFrame = CFrame.new((Point1.Position+Point4.Position)/2, Point4.Position)
Line2Mesh = Instance.new("SpecialMesh")
Line2Mesh.MeshType = "Brick"
Line2Mesh.Parent = Line2
Line2Mesh.Scale = Vector3.new(1, 1, (Point1.Position-Point4.Position).magnitude)
Line3 = Instance.new("Part")
Line3.Parent = Me.Character.Torso
Line3.Anchored = true
Line3.Locked = true
Line3.Transparency = 0.5
Line3.BrickColor = BrickColor.new(1)
Line3.Size = Vector3.new(1, 1, 1)
Line3.TopSurface = "Smooth"
Line3.BottomSurface = "Smooth"
Line3.CFrame = CFrame.new((Point2.Position+Point3.Position)/2, Point3.Position)
Line3Mesh = Instance.new("SpecialMesh")
Line3Mesh.MeshType = "Brick"
Line3Mesh.Parent = Line3
Line3Mesh.Scale = Vector3.new(1, 1, (Point2.Position-Point3.Position).magnitude)
Line4 = Instance.new("Part")
Line4.Parent = Me.Character.Torso
Line4.Anchored = true
Line4.Locked = true
Line4.Transparency = 0.5
Line4.BrickColor = BrickColor.new(1)
Line4.Size = Vector3.new(1, 1, 1)
Line4.TopSurface = "Smooth"
Line4.BottomSurface = "Smooth"
Line4.CFrame = CFrame.new((Point2.Position+Point4.Position)/2, Point4.Position)
Line4Mesh = Instance.new("SpecialMesh")
Line4Mesh.MeshType = "Brick"
Line4Mesh.Parent = Line4
Line4Mesh.Scale = Vector3.new(1, 1, (Point2.Position-Point4.Position).magnitude)
for i = 1 , 20 do
Sound.SoundId = "http://www.roblox.com/asset/?id=10756118"
Sound:play()
Line1Mesh.Scale = Line1Mesh.Scale + Vector3.new(0, 90, 0)
Line2Mesh.Scale = Line2Mesh.Scale + Vector3.new(0, 90, 0)
Line3Mesh.Scale = Line3Mesh.Scale + Vector3.new(0, 90, 0)
Line4Mesh.Scale = Line4Mesh.Scale + Vector3.new(0, 90, 0)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name ~= "Base" and Stuff[i].Name ~= Me.Name then
if Stuff[i].className == "Part" then
if (Me.Character.Torso.Position-Stuff[i].Position).magnitude <= 100 then
if Stuff[i].BrickColor ~= BrickColor.new(28) then
Stuff[i]:Remove()
end
end
end
if Stuff[i].className == "Model" then
Stuff2 = Stuff[i]:GetChildren()
for i = 1 , #Stuff2 do
if Stuff2[i].className == "Part" then
if (Me.Character.Torso.Position-Stuff2[i].Position).magnitude <= 100 then
Stuff2[i]:Remove()
end
end
end
end
end
end
wait(0.05)
end
wait(1)
for i = 1 , 20 do
Line1Mesh.Scale = Line1Mesh.Scale - Vector3.new(0, 90, 0)
Line2Mesh.Scale = Line2Mesh.Scale - Vector3.new(0, 90, 0)
Line3Mesh.Scale = Line3Mesh.Scale - Vector3.new(0, 90, 0)
Line4Mesh.Scale = Line4Mesh.Scale - Vector3.new(0, 90, 0)
wait(0.05)
end
Line1:Remove()
Line2:Remove()
Line3:Remove()
Line4:Remove()
for i = 1 , 10 do
Point1.Transparency = Point1.Transparency + 0.1
Point2.Transparency = Point2.Transparency + 0.1
Point3.Transparency = Point3.Transparency + 0.1
Point4.Transparency = Point4.Transparency + 0.1
wait(0.1)
end
Point1:Remove()
Point2:Remove()
Point3:Remove()
Point4:Remove()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Lightning" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(24)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(24)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(24)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Bolt = Instance.new("Part")
Bolt.Parent = Tool
Bolt.Anchored = true
Bolt.Name = "Shadow"
Bolt.CanCollide = false
Bolt.Locked = true
Bolt.Transparency = 0.2
Bolt.formFactor = "Symmetric"
Bolt.Size = Vector3.new(1, 1, math.random(5, 10))
Bolt.TopSurface = "Smooth"
Bolt.BrickColor = BrickColor.new(1009)
Bolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
Bolt.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, 0, -6) * CFrame.Angles(Value, Value2, Value3)
BoltMesh = Instance.new("SpecialMesh")
BoltMesh.MeshType = "Brick"
BoltMesh.Parent = Bolt
BoltMesh.Scale = Vector3.new(0.3, 0.3, 1)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (Bolt.Position-Torso.Position).magnitude <= 15 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
end
end
end
end
game.Lighting.Brightness = 10
Sound.SoundId = "http://www.roblox.com/asset/?id=12222030"
Sound:play()
for i = 1 , math.random(9, 13) do
FakeBolt = Instance.new("Part")
FakeBolt.Parent = Tool
FakeBolt.Anchored = true
FakeBolt.Name = "Shadow"
FakeBolt.CanCollide = false
FakeBolt.Locked = true
FakeBolt.Transparency = 0.2
FakeBolt.formFactor = "Symmetric"
FakeBolt.Size = Vector3.new(1, 1, math.random(5, 10))
FakeBolt.TopSurface = "Smooth"
FakeBolt.BrickColor = BrickColor.new(1009)
FakeBolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
FakeBolt.CFrame = Bolt.CFrame * CFrame.new(0, 0, -(Bolt.Size.Z/2))
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.Angles(Value, Value2, Value3)
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.new(0, 0, -(FakeBolt.Size.Z/2))
FakeBoltMesh = Instance.new("SpecialMesh")
FakeBoltMesh.MeshType = "Brick"
FakeBoltMesh.Parent = FakeBolt
FakeBoltMesh.Scale = Vector3.new(0.3, 0.3, 1)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (FakeBolt.Position-Torso.Position).magnitude <= 15 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
end
end
end
end
Bolt:Remove()
Bolt = Instance.new("Part")
Bolt.Parent = Tool
Bolt.Anchored = true
Bolt.Name = "Shadow"
Bolt.CanCollide = false
Bolt.Locked = true
Bolt.Transparency = 0.2
Bolt.formFactor = "Symmetric"
Bolt.Size = Vector3.new(1, 1, math.random(5, 10))
Bolt.TopSurface = "Smooth"
Bolt.BrickColor = BrickColor.new(1009)
Bolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
Bolt.CFrame = FakeBolt.CFrame * CFrame.new(0, 0, -(FakeBolt.Size.Z/2))
Bolt.CFrame = Bolt.CFrame * CFrame.Angles(Value, Value2, Value3)
Bolt.CFrame = Bolt.CFrame * CFrame.new(0, 0, -(Bolt.Size.Z/2))
BoltMesh = Instance.new("SpecialMesh")
BoltMesh.MeshType = "Brick"
BoltMesh.Parent = Bolt
BoltMesh.Scale = Vector3.new(0.3, 0.3, 1)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (Bolt.Position-Torso.Position).magnitude <= 15 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
end
end
end
end
Bolt2 = Instance.new("Part")
Bolt2.Parent = Tool
Bolt2.Anchored = true
Bolt2.Name = "Shadow"
Bolt2.CanCollide = false
Bolt2.Locked = true
Bolt2.Transparency = 0.2
Bolt2.formFactor = "Symmetric"
Bolt2.Size = Bolt.Size
Bolt2.TopSurface = "Smooth"
Bolt2.BrickColor = BrickColor.new(1009)
Bolt2.BottomSurface = "Smooth"
Bolt2.CFrame = Bolt.CFrame
BoltMesh = Instance.new("SpecialMesh")
BoltMesh.MeshType = "Brick"
BoltMesh.Parent = Bolt2
BoltMesh.Scale = Vector3.new(0.3, 0.3, 1)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (Bolt2.Position-Torso.Position).magnitude <= 20 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
end
end
end
end
end
FakeBolt = Instance.new("Part")
FakeBolt.Parent = Tool
FakeBolt.Anchored = true
FakeBolt.Name = "Shadow"
FakeBolt.CanCollide = false
FakeBolt.Locked = true
FakeBolt.Transparency = 0.2
FakeBolt.formFactor = "Symmetric"
FakeBolt.Size = Vector3.new(1, 1, math.random(5, 10))
FakeBolt.TopSurface = "Smooth"
FakeBolt.BrickColor = BrickColor.new(1009)
FakeBolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
FakeBolt.CFrame = Bolt.CFrame * CFrame.new(0, 0, -(Bolt.Size.Z/2))
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.Angles(Value, Value2, Value3)
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.new(0, 0, -(FakeBolt.Size.Z/2))
FakeBoltMesh = Instance.new("SpecialMesh")
FakeBoltMesh.MeshType = "Brick"
FakeBoltMesh.Parent = FakeBolt
FakeBoltMesh.Scale = Vector3.new(0.3, 0.3, 1)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (FakeBolt.Position-Torso.Position).magnitude <= 10 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
FakeBolt.CFrame = CFrame.new(FakeBolt.Position, Torso.Position)
end
end
end
end
Bolt:Remove()
wait(0.1)
game.Lighting.Brightness = 1
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(24)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(24)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(24)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Lazor" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1010)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1010)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1010)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Bolt = Instance.new("Part")
Bolt.Parent = Tool
Bolt.Anchored = true
Bolt.Name = "Shadow"
Bolt.CanCollide = false
Bolt.Locked = true
Bolt.Transparency = 0.2
Bolt.formFactor = "Symmetric"
Bolt.Size = Vector3.new(1, 1, math.random(5, 10))
Bolt.TopSurface = "Smooth"
Bolt.BrickColor = BrickColor.new(1010)
Bolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
Bolt.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, 0, -6) * CFrame.Angles(Value, Value2, Value3)
BoltMesh = Instance.new("SpecialMesh")
BoltMesh.MeshType = "Brick"
BoltMesh.Parent = Bolt
BoltMesh.Scale = Vector3.new(10, 10, 3)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (Bolt.Position-Torso.Position).magnitude <= 15 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
end
end
end
end
game.Lighting.Brightness = 10
Sound.SoundId = "http://www.roblox.com/asset/?id=12222030"
Sound:play()
for i = 1 , math.random(9, 13) do
FakeBolt = Instance.new("Part")
FakeBolt.Parent = Tool
FakeBolt.Anchored = true
FakeBolt.Name = "Shadow"
FakeBolt.CanCollide = false
FakeBolt.Locked = true
FakeBolt.Transparency = 0.2
FakeBolt.formFactor = "Symmetric"
FakeBolt.Size = Vector3.new(1, 1, math.random(5, 10))
FakeBolt.TopSurface = "Smooth"
FakeBolt.BrickColor = BrickColor.new(1010)
FakeBolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
FakeBolt.CFrame = Bolt.CFrame * CFrame.new(0, 0, -(Bolt.Size.Z/2))
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.Angles(Value, Value2, Value3)
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.new(0, 0, -(FakeBolt.Size.Z/2))
FakeBoltMesh = Instance.new("SpecialMesh")
FakeBoltMesh.MeshType = "Brick"
FakeBoltMesh.Parent = FakeBolt
FakeBoltMesh.Scale = Vector3.new(10, 10, 3)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (FakeBolt.Position-Torso.Position).magnitude <= 15 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
end
end
end
end
Bolt:Remove()
Bolt = Instance.new("Part")
Bolt.Parent = Tool
Bolt.Anchored = true
Bolt.Name = "Shadow"
Bolt.CanCollide = false
Bolt.Locked = true
Bolt.Transparency = 0.2
Bolt.formFactor = "Symmetric"
Bolt.Size = Vector3.new(1, 1, math.random(5, 10))
Bolt.TopSurface = "Smooth"
Bolt.BrickColor = BrickColor.new(1010)
Bolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
Bolt.CFrame = FakeBolt.CFrame * CFrame.new(0, 0, -(FakeBolt.Size.Z/2))
Bolt.CFrame = Bolt.CFrame * CFrame.Angles(Value, Value2, Value3)
Bolt.CFrame = Bolt.CFrame * CFrame.new(0, 0, -(Bolt.Size.Z/2))
BoltMesh = Instance.new("SpecialMesh")
BoltMesh.MeshType = "Brick"
BoltMesh.Parent = Bolt
BoltMesh.Scale = Vector3.new(10, 10, 3)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (Bolt.Position-Torso.Position).magnitude <= 15 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
end
end
end
end
Bolt2 = Instance.new("Part")
Bolt2.Parent = Tool
Bolt2.Anchored = true
Bolt2.Name = "Shadow"
Bolt2.CanCollide = false
Bolt2.Locked = true
Bolt2.Transparency = 0.2
Bolt2.formFactor = "Symmetric"
Bolt2.Size = Bolt.Size
Bolt2.TopSurface = "Smooth"
Bolt2.BrickColor = BrickColor.new(1010)
Bolt2.BottomSurface = "Smooth"
Bolt2.CFrame = Bolt.CFrame
BoltMesh = Instance.new("SpecialMesh")
BoltMesh.MeshType = "Brick"
BoltMesh.Parent = Bolt2
BoltMesh.Scale = Vector3.new(10, 10, 3)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (Bolt2.Position-Torso.Position).magnitude <= 20 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
end
end
end
end
end
FakeBolt = Instance.new("Part")
FakeBolt.Parent = Tool
FakeBolt.Anchored = true
FakeBolt.Name = "Shadow"
FakeBolt.CanCollide = false
FakeBolt.Locked = true
FakeBolt.Transparency = 0.2
FakeBolt.formFactor = "Symmetric"
FakeBolt.Size = Vector3.new(1, 1, math.random(5, 10))
FakeBolt.TopSurface = "Smooth"
FakeBolt.BrickColor = BrickColor.new(1010)
FakeBolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
FakeBolt.CFrame = Bolt.CFrame * CFrame.new(0, 0, -(Bolt.Size.Z/2))
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.Angles(Value, Value2, Value3)
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.new(0, 0, -(FakeBolt.Size.Z/2))
FakeBoltMesh = Instance.new("SpecialMesh")
FakeBoltMesh.MeshType = "Brick"
FakeBoltMesh.Parent = FakeBolt
FakeBoltMesh.Scale = Vector3.new(10, 10, 3)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (FakeBolt.Position-Torso.Position).magnitude <= 10 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
FakeBolt.CFrame = CFrame.new(FakeBolt.Position, Torso.Position)
end
end
end
end
Bolt:Remove()
wait(0.1)
game.Lighting.Brightness = 1
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1010)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1010)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1010)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Ice" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(23)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(23)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(23)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Bolt = Instance.new("Part")
Bolt.Parent = Tool
Bolt.Anchored = true
Bolt.Name = "Shadow"
Bolt.CanCollide = false
Bolt.Locked = true
Bolt.Transparency = 0.2
Bolt.Reflectance = 0.3
Bolt.formFactor = "Symmetric"
Bolt.Size = Vector3.new(1, 3, math.random(5, 10))
Bolt.TopSurface = "Smooth"
Bolt.BrickColor = BrickColor.new(1)
Bolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
Bolt.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, 0, -6) * CFrame.Angles(Value, Value2, Value3)
BoltMesh = Instance.new("SpecialMesh")
BoltMesh.MeshType = "Brick"
BoltMesh.Parent = Bolt
BoltMesh.Scale = Vector3.new(0.7, 0.7, 1)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (Bolt.Position-Torso.Position).magnitude <= 15 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
Stuff2 = Stuff[i]:GetChildren()
for i = 1 , #Stuff2 do
if Stuff2[i].className == "Part" then
Stuff2[i].Anchored = true
Stuff2[i].Transparency = 0.5
Stuff2[i].Reflectance = 0.5
Stuff2[i].Friction = 0
IceBrick = Instance.new("Part")
IceBrick.Parent = Stuff2[i]
IceBrick.Anchored = true
IceBrick.Locked = true
IceBrick.Transparency = 0.5
IceBrick.Reflectance = 0.5
IceBrick.Size = Stuff2[i].Size + Vector3.new(math.random(2, 4), math.random(2, 4), math.random(2, 4))
IceBrick.TopSurface = "Smooth"
IceBrick.BottomSurface = "Smooth"
IceBrick.CFrame = Stuff2[i].CFrame * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
end
end
end
end
end
end
for i = 1 , math.random(9, 13) do
FakeBolt = Instance.new("Part")
FakeBolt.Parent = Tool
FakeBolt.Anchored = true
FakeBolt.Name = "Shadow"
FakeBolt.CanCollide = false
FakeBolt.Locked = true
FakeBolt.Reflectance = 0.3
FakeBolt.Transparency = 0.2
FakeBolt.formFactor = "Symmetric"
FakeBolt.Size = Vector3.new(1, 3, math.random(5, 10))
FakeBolt.TopSurface = "Smooth"
FakeBolt.BrickColor = BrickColor.new(1)
FakeBolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
FakeBolt.CFrame = Bolt.CFrame * CFrame.new(0, 0, -(Bolt.Size.Z/2))
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.Angles(Value, Value2, Value3)
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.new(0, 0, -(FakeBolt.Size.Z/2))
FakeBoltMesh = Instance.new("SpecialMesh")
FakeBoltMesh.MeshType = "Brick"
FakeBoltMesh.Parent = FakeBolt
FakeBoltMesh.Scale = Vector3.new(0.7, 0.7, 1)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (FakeBolt.Position-Torso.Position).magnitude <= 15 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
Stuff2 = Stuff[i]:GetChildren()
for i = 1 , #Stuff2 do
if Stuff2[i].className == "Part" then
Stuff2[i].Anchored = true
Stuff2[i].Transparency = 0.5
Stuff2[i].Reflectance = 0.5
Stuff2[i].Friction = 0
IceBrick = Instance.new("Part")
IceBrick.Parent = Stuff2[i]
IceBrick.Anchored = true
IceBrick.Locked = true
IceBrick.Transparency = 0.5
IceBrick.Reflectance = 0.5
IceBrick.Size = Stuff2[i].Size + Vector3.new(math.random(2, 4), math.random(2, 4), math.random(2, 4))
IceBrick.TopSurface = "Smooth"
IceBrick.BottomSurface = "Smooth"
IceBrick.CFrame = Stuff2[i].CFrame * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
end
end
end
end
end
end
Bolt:Remove()
Bolt = Instance.new("Part")
Bolt.Parent = Tool
Bolt.Anchored = true
Bolt.Name = "Shadow"
Bolt.CanCollide = false
Bolt.Locked = true
Bolt.Reflectance = 0.3
Bolt.Transparency = 0.2
Bolt.formFactor = "Symmetric"
Bolt.Size = Vector3.new(1, 3, math.random(5, 10))
Bolt.TopSurface = "Smooth"
Bolt.BrickColor = BrickColor.new(1)
Bolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
Bolt.CFrame = FakeBolt.CFrame * CFrame.new(0, 0, -(FakeBolt.Size.Z/2))
Bolt.CFrame = Bolt.CFrame * CFrame.Angles(Value, Value2, Value3)
Bolt.CFrame = Bolt.CFrame * CFrame.new(0, 0, -(Bolt.Size.Z/2))
BoltMesh = Instance.new("SpecialMesh")
BoltMesh.MeshType = "Brick"
BoltMesh.Parent = Bolt
BoltMesh.Scale = Vector3.new(0.7, 0.7, 1)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (Bolt.Position-Torso.Position).magnitude <= 15 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
Stuff2 = Stuff[i]:GetChildren()
for i = 1 , #Stuff2 do
if Stuff2[i].className == "Part" then
Stuff2[i].Anchored = true
Stuff2[i].Transparency = 0.5
Stuff2[i].Reflectance = 0.5
Stuff2[i].Friction = 0
IceBrick = Instance.new("Part")
IceBrick.Parent = Stuff2[i]
IceBrick.Anchored = true
IceBrick.Locked = true
IceBrick.Transparency = 0.5
IceBrick.Reflectance = 0.5
IceBrick.Size = Stuff2[i].Size + Vector3.new(math.random(2, 4), math.random(2, 4), math.random(2, 4))
IceBrick.TopSurface = "Smooth"
IceBrick.BottomSurface = "Smooth"
IceBrick.CFrame = Stuff2[i].CFrame * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
end
end
end
end
end
end
Bolt2 = Instance.new("Part")
Bolt2.Parent = Tool
Bolt2.Anchored = true
Bolt2.Name = "Shadow"
Bolt2.CanCollide = false
Bolt2.Locked = true
Bolt2.Reflectance = 0.3
Bolt2.Transparency = 0.2
Bolt2.formFactor = "Symmetric"
Bolt2.Size = Bolt.Size
Bolt2.TopSurface = "Smooth"
Bolt2.BrickColor = BrickColor.new(1)
Bolt2.BottomSurface = "Smooth"
Bolt2.CFrame = Bolt.CFrame
BoltMesh = Instance.new("SpecialMesh")
BoltMesh.MeshType = "Brick"
BoltMesh.Parent = Bolt2
BoltMesh.Scale = Vector3.new(0.7, 0.7, 1)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (Bolt2.Position-Torso.Position).magnitude <= 20 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
Stuff2 = Stuff[i]:GetChildren()
for i = 1 , #Stuff2 do
if Stuff2[i].className == "Part" then
Stuff2[i].Anchored = true
Stuff2[i].Transparency = 0.5
Stuff2[i].Reflectance = 0.5
Stuff2[i].Friction = 0
IceBrick = Instance.new("Part")
IceBrick.Parent = Stuff2[i]
IceBrick.Anchored = true
IceBrick.Locked = true
IceBrick.Transparency = 0.5
IceBrick.Reflectance = 0.5
IceBrick.Size = Stuff2[i].Size + Vector3.new(math.random(2, 4), math.random(2, 4), math.random(2, 4))
IceBrick.TopSurface = "Smooth"
IceBrick.BottomSurface = "Smooth"
IceBrick.CFrame = Stuff2[i].CFrame * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
end
end
end
end
end
end
end
FakeBolt = Instance.new("Part")
FakeBolt.Parent = Tool
FakeBolt.Anchored = true
FakeBolt.Name = "Shadow"
FakeBolt.CanCollide = false
FakeBolt.Locked = true
FakeBolt.Reflectance = 0.3
FakeBolt.Transparency = 0.2
FakeBolt.formFactor = "Symmetric"
FakeBolt.Size = Vector3.new(1, 3, math.random(5, 10))
FakeBolt.TopSurface = "Smooth"
FakeBolt.BrickColor = BrickColor.new(1)
FakeBolt.BottomSurface = "Smooth"
Value = (math.random(-5, 5)/100)
Value2 = (math.random(-5, 5)/100)
Value3 = (math.random(-5, 5)/100)
FakeBolt.CFrame = Bolt.CFrame * CFrame.new(0, 0, -(Bolt.Size.Z/2))
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.Angles(Value, Value2, Value3)
FakeBolt.CFrame = FakeBolt.CFrame * CFrame.new(0, 0, -(FakeBolt.Size.Z/2))
FakeBoltMesh = Instance.new("SpecialMesh")
FakeBoltMesh.MeshType = "Brick"
FakeBoltMesh.Parent = FakeBolt
FakeBoltMesh.Scale = Vector3.new(0.7, 0.7, 1)
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Model" and Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (FakeBolt.Position-Torso.Position).magnitude <= 10 then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
Stuff2 = Stuff[i]:GetChildren()
for i = 1 , #Stuff2 do
if Stuff2[i].className == "Part" then
Stuff2[i].Anchored = true
Stuff2[i].Transparency = 0.5
Stuff2[i].Reflectance = 0.5
Stuff2[i].Friction = 0
IceBrick = Instance.new("Part")
IceBrick.Parent = Stuff2[i]
IceBrick.Anchored = true
IceBrick.Locked = true
IceBrick.Transparency = 0.5
IceBrick.Reflectance = 0.5
IceBrick.Size = Stuff2[i].Size + Vector3.new(math.random(2, 4), math.random(2, 4), math.random(2, 4))
IceBrick.TopSurface = "Smooth"
IceBrick.BottomSurface = "Smooth"
IceBrick.CFrame = Stuff2[i].CFrame * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
end
end
end
end
end
end
Bolt:Remove()
wait(0.1)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(23)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(23)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(23)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Fire" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(21)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(21)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(21)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Flaming = true
while Flaming == true do
wait()
end
wait(0.2)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(21)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(21)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(21)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Slime" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1004)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1004)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1004)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
SlimeCharge = true
Slime = Instance.new("Part")
Slime.Parent = Me.Character.Torso
Slime.Size = Vector3.new(1, 1, 1)
Slime.BrickColor = BrickColor.new(1003)
Slime.Locked = true
Slime.Shape = "Ball"
Slime.Anchored = true
Slime.TopSurface = "Smooth"
Slime.BottomSurface = "Smooth"
Slime.Transparency = 0.4
Slime.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, 0, -10)
Nucleus = Instance.new("Part")
Nucleus.Parent = Slime
Nucleus.Size = Vector3.new(2, 2, 2)
Nucleus.BrickColor = BrickColor.new(1004)
Nucleus.Locked = true
Nucleus.LeftSurface = "Glue"
Nucleus.Anchored = true
Nucleus.RightSurface = "Glue"
Nucleus.FrontSurface = "Glue"
Nucleus.BackSurface = "Glue"
Nucleus.TopSurface = "Glue"
Nucleus.BottomSurface = "Glue"
Nucleus.Transparency = 0.1
Nucleus.Shape = "Ball"
Nucleus.CFrame = Slime.CFrame
SlimeWeld = Instance.new("Weld")
SlimeWeld.Parent = Slime
SlimeWeld.Part0 = Slime
SlimeWeld.Part1 = Nucleus
SlimeWeld.C0 = CFrame.new(0, 0, 0)
while SlimeCharge == true do
Slime.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, 0, -10)
Nucleus.CFrame = Slime.CFrame
if Slime.Size.X <= 10 then
SlimeWeld:Remove()
Slime.Size = Slime.Size + Vector3.new(1, 1, 1)
Slime.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, 0, -10)
Nucleus.CFrame = Slime.CFrame
SlimeWeld = Instance.new("Weld")
SlimeWeld.Parent = Slime
SlimeWeld.Part0 = Slime
SlimeWeld.Part1 = Nucleus
SlimeWeld.C0 = CFrame.new(0, 0, 0)
end
wait()
end
wait(0.2)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1010)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1010)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1010)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "DarkPulse" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
DarkCharge = true
Dark = Instance.new("Part")
Dark.Parent = Me.Character.Torso
Dark.Size = Vector3.new(1, 2, 1)
Dark.BrickColor = BrickColor.new(1003)
Dark.Locked = true
Dark.Anchored = true
Dark.TopSurface = "Smooth"
Dark.BottomSurface = "Smooth"
Dark.Transparency = 0
Dark.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, 0, -20)
DarkMesh = Instance.new("SpecialMesh")
DarkMesh.Parent = Dark
DarkMesh.MeshType = "Sphere"
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Dark
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.D = 50
Gyro.cframe = Dark.CFrame
while DarkCharge == true do
if Dark.Transparency < 0 then
Dark.Transparency = Dark.Transparency + 0
end
Dark.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, 0, -20)
if Dark.Size.X <= 20 then
Dark.Size = Dark.Size + Vector3.new(1, 0, 1)
Dark.CFrame = Me.Character.Torso.CFrame * CFrame.new(0, 0, -20)
end
wait()
end
wait(0.2)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
end
if Mode == "Raise" then
if mouse.Target ~= nil then
Activated = true
MousePosition = mouse.Hit.p
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new("Dark stone grey")
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new("Dark stone grey")
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new("Dark stone grey")
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.13)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
onCharge(28)
WidthSize = 10
for i = 1 , 20 do
Rock = Instance.new("Part")
Rock.Parent = Tool
Rock.Name = "Rock"
Rock.Anchored = true
Rock.BrickColor = BrickColor.new("Dark stone grey")
Base = Workspace:findFirstChild("Base")
if Base ~= nil then
Rock.BrickColor = Base.BrickColor
end
Rock.Material = "Concrete"
Rock.Size = Vector3.new(60+(WidthSize*i), 2, 60+(WidthSize*i))
Rock.formFactor = "Symmetric"
Rock.Locked = true
Rock.BottomSurface = "Smooth"
Rock.CFrame = CFrame.new(MousePosition-Vector3.new(0, 2+((WidthSize/1.9)*i), 0))
end
for i = 1 , 32 do
Stuff = Tool:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name == "Rock" then
Stuff2 = Workspace:GetChildren()
for i = 1 , #Stuff2 do
Torso = Stuff2[i]:findFirstChild("Torso")
if Torso ~= nil then
if (Rock.Position-Torso.Position).magnitude <= 30 then
Torso.Velocity = Vector3.new(0, 200, 0)
end
end
end
Stuff[i].Velocity = Vector3.new(0, 100, 0)
P = Stuff[i].CFrame
Stuff[i].Size = Stuff[i].Size + Vector3.new(0, 4, 0)
Stuff[i].CFrame = P * CFrame.new(0, 1.5, 0)
end
end
wait()
end
wait(5)
for i = 1 , 40 do
Stuff = Tool:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name == "Rock" then
P = Stuff[i].CFrame
Stuff[i].Size = Stuff[i].Size + Vector3.new(0, -4, 0)
Stuff[i].CFrame = P * CFrame.new(0, -1.5, 0)
end
end
wait()
end
Stuff = Tool:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name == "Rock" then
Stuff[i]:Remove()
end
end
wait(0.2)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new("Dark stone grey")
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new("Dark stone grey")
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new("Dark stone grey")
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, -0.13)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Activated = false
end
end
if Mode == "Stone" then
Activated = true
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new("Dark stone grey")
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new("Dark stone grey")
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new("Dark stone grey")
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.13)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
onCharge(27)
Stuff = game.Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name ~= Me.Name then
Torso = Stuff[i]:findFirstChild("Torso")
Humanoid = Stuff[i]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (Me.Character.Torso.Position-Torso.Position).magnitude <= 200 then
Humanoid.Sit = true
Rock = Instance.new("Part")
Rock.Parent = Tool
Rock.Name = "Rock"
Rock.Anchored = true
Rock.BrickColor = BrickColor.new("Dark stone grey")
Rock.Material = "Concrete"
Rock.Size = Vector3.new(10, 2, 10)
Rock.formFactor = "Symmetric"
Rock.Locked = true
Rock.TopSurface = "Smooth"
Rock.BottomSurface = "Smooth"
Rock.CFrame = CFrame.new(Torso.Position-Vector3.new(0, 2, 0))
Torso.Velocity = Vector3.new(math.random(-20, 20), 150, math.random(-20, 20))
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage*3)
end
end
end
end
for i = 1 , 10 do
Stuff = Tool:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name == "Rock" then
P = Stuff[i].CFrame
Stuff[i].Size = Stuff[i].Size + Vector3.new(0, 2, 0)
Stuff[i].CFrame = P * CFrame.new(0, 1, 0)
end
end
wait()
end
wait(0.1)
for i = 1 , 10 do
Stuff = Tool:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name == "Rock" then
P = Stuff[i].CFrame
Stuff[i].Size = Stuff[i].Size - Vector3.new(0, 2, 0)
Stuff[i].CFrame = P * CFrame.new(0, -1, 0)
end
end
wait()
end
Stuff = Tool:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name == "Rock" then
Stuff[i]:Remove()
end
end
wait(0.2)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new("Dark stone grey")
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new("Dark stone grey")
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new("Dark stone grey")
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, -0.13)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Activated = false
end
if Mode == "Shield" then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new("Dark stone grey")
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new("Dark stone grey")
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new("Dark stone grey")
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Shielding = true
while Shielding == true do
Me.Character.Humanoid.WalkSpeed = 0
Stuff = game.Workspace:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name ~= "Base" and Stuff[i].Name ~= Me.Name then
if Stuff[i].className == "Part" then
if (Me.Character.Torso.Position-Stuff[i].Position).magnitude <= 30 then
Stuff[i]:Remove()
end
end
if Stuff[i].className == "Model" then
Stuff2 = Stuff[i]:GetChildren()
for i = 1 , #Stuff2 do
if Stuff2[i].className == "Part" then
if (Me.Character.Torso.Position-Stuff2[i].Position).magnitude <= 30 then
Stuff2[i]:Remove()
end
end
end
end
end
end
wait()
end
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new("Dark stone grey")
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new("Dark stone grey")
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new("Dark stone grey")
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
if Mode == "Snipe" then
if mouse.Target ~= nil then
Torso = mouse.Target.Parent:findFirstChild("Torso")
if mouse.Target.Parent.Name ~= Me.Name and Torso ~= nil then
Activated = true
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
Sound.SoundId = "rbxasset://sounds\\swordslash.wav"
Sound:play()
for i = 1 , 4 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
Weld:Remove()
Sound.SoundId = "http://www.roblox.com/asset/?id=18478970"
Sound:play()
Gyro = Instance.new("BodyGyro")
Gyro.Parent = Handle
Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
Gyro.cframe = Me.Character.Torso.CFrame * CFrame.Angles(0, 0, 1.57)
Gyro.D = 50
Position = Instance.new("BodyPosition")
Position.Parent = Handle
Position.maxForce = Vector3.new(9999999999, 9999999999, 9999999999)
Position.position = Torso.Position
for i = 1 , 4 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(-0.39, 0, 0)
wait()
end
for i = 1 , 20 do
if Torso ~= nil then
Gyro.cframe = CFrame.new(Handle.Position, Torso.Position) * CFrame.Angles(-1.57, 0, 0)
Position.position = Torso.Position
end
wait(0.1)
end
Gyro:Remove()
Position:Remove()
for i = 1 , 10 do
Gyro.cframe = CFrame.new(Handle.Position, Me.Character.Torso.Position) * CFrame.Angles(-1.57, 0, 0)
Position.position = Me.Character.Torso.Position
wait(0.1)
end
Weld = Instance.new("Weld")
Weld.Parent = Me.Character["Left Arm"]
Weld.Part0 = Me.Character["Left Arm"]
Weld.Part1 = Handle
Weld.C0 = CFrame.new(0.3, -1, -0.05) * CFrame.Angles(-1.15, 0.3, -1.3)
for i = 1 , 8 do
Clone1 = Grip17:clone()
Clone1.Parent = Tool
Clone1.Name = "Shadow"
Clone1.Anchored = true
Clone1.CanCollide = false
Clone1.Transparency = 0.2
Clone1.BrickColor = BrickColor.new(1003)
Clone2 = Grip18:clone()
Clone2.Parent = Tool
Clone2.Name = "Shadow"
Clone2.Anchored = true
Clone2.CanCollide = false
Clone2.Transparency = 0.2
Clone2.BrickColor = BrickColor.new(1003)
Clone3 = Grip19:clone()
Clone3.Parent = Tool
Clone3.Name = "Shadow"
Clone3.Anchored = true
Clone3.CanCollide = false
Clone3.Transparency = 0.2
Clone3.BrickColor = BrickColor.new(1003)
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.13, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.new(0, 0, 0) * CFrame.Angles(0.39, 0, 0)
wait()
end
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
Activated = false
end
end
end
end
------------------------------------------------------------>
--[[
? -->> onButton1Up
--]]
------------------------------------------------------------>
function onButton1Up()
Flaming = false
Shielding = false
if DarkCharge == true then
Sound.SoundId = "http://www.roblox.com/asset/?id=11998770"
Sound:play()
DarkCharge = false
Dark.Anchored = false
Velocity = Instance.new("BodyVelocity")
Velocity.Parent = Dark
Velocity.maxForce = Vector3.new(math.huge, math.huge, math.huge)
Velocity.velocity = Me.Character.Torso.CFrame.lookVector * 150
for i = 1 , 40 do
Dark.Transparency = Dark.Transparency + 0.02
function DarkHit(Hit)
if Hit.Name ~= "Base" and Hit.Parent.Name ~= "Sword" and Hit.Parent.Name ~= Me.Name and Hit.Parent.Parent.Name ~= Me.Name then
Hit:Remove()
end
end
Dark.Touched:connect(DarkHit)
wait(0.1)
end
Dark:Remove()
Activated = false
end
if SlimeCharge == true then
SlimeCharge = false
Slime.Anchored = false
Nucleus.Anchored = false
SlimeWeld = Instance.new("Weld")
SlimeWeld.Parent = Slime
SlimeWeld.Part0 = Slime
SlimeWeld.Part1 = Nucleus
SlimeWeld.C0 = CFrame.new(0, 0, 0)
Velocity = Instance.new("BodyVelocity")
Velocity.Parent = Slime
Velocity.maxForce = Vector3.new(math.huge, 0, math.huge)
Velocity.velocity = Me.Character.Torso.CFrame.lookVector * 100
function SlimeWeld(Hit)
if Hit.Parent.Name ~= Me.Name then
Humanoid = Hit.Parent:findFirstChild("Humanoid")
if Humanoid ~= nil then
Humanoid.MaxHealth = 0
Humanoid.Health = 0
Stuff = Humanoid.Parent:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Part" then
SlimeWeldz = Instance.new("Weld")
SlimeWeldz.Parent = Slime
SlimeWeldz.Part0 = Slime
SlimeWeldz.Part1 = Stuff[i]
SlimeWeldz.C0 = CFrame.new(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1)) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
end
end
end
end
end
Slime.Touched:connect(SlimeWeld)
end
end
------------------------------------------------------------>
--[[
? -->> Selected
--]]
------------------------------------------------------------>
function onSelected(Mouse)
Sound.SoundId = "rbxasset://sounds\\unsheath.wav"
Sound:play()
Mouse.Button1Down:connect(function() onButton1Down(mouse) end)
Mouse.Button1Up:connect(function() onButton1Up(mouse) end)
mouse = Mouse
FakeRightShoulder = Instance.new("Weld")
FakeRightShoulder.Parent = Me.Character.Torso
FakeRightShoulder.Part0 = Me.Character.Torso
FakeRightShoulder.Part1 = Me.Character["Right Arm"]
FakeRightShoulder.C0 = OriginalRightShoulder
FakeRightShoulder.C1 = OriginalRightShoulder2
FakeLeftShoulder = Instance.new("Weld")
FakeLeftShoulder.Parent = Me.Character.Torso
FakeLeftShoulder.Part0 = Me.Character.Torso
FakeLeftShoulder.Part1 = Me.Character["Left Arm"]
FakeLeftShoulder.C0 = OriginalLeftShoulder * CFrame.new(-0.25, 0, -0.45)
FakeLeftShoulder.C1 = OriginalLeftShoulder2
Weld:Remove()
Weld = Instance.new("Weld")
Weld.Parent = Me.Character["Torso"]
Weld.Part0 = Me.Character["Torso"]
Weld.Part1 = Handle
Weld.C0 = CFrame.new(1.6, 2.5, 0.6) * CFrame.Angles(0, 0, 2.2)
Weld.C0 = Weld.C0 * CFrame.Angles(0, 1.57, 0)
equipped = true
Activated = false
Equipping = true
Unequipping = false
Flaming = false
Shielding = false
SlimeCharge = false
DarkCharge = false
for i = 1 , 16 do
FakeRightShoulder.C0 = OriginalRightShoulder * CFrame.Angles(0, 0, (i/5.2))
Weld.C0 = Weld.C0 * CFrame.new(0, 0, -0.03) * CFrame.Angles(0.03, 0, 0.11)
wait()
end
wait()
Weld.Parent = Me.Character["Right Arm"]
Weld.Part0 = Me.Character["Right Arm"]
Weld.C0 = CFrame.new(-0.3, -1, 0.05) * CFrame.Angles(-1.15, -0.3, -0.15)
for i = 1 , 8 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, -0.2)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 0, -0.19)
wait()
end
wait()
for i = 1 , 8 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0.05, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0.15, 0, 0)
wait()
end
Equipping = false
end
HopperBin.Selected:connect(onSelected)
------------------------------------------------------------>
--[[
? -->> Deselected
--]]
------------------------------------------------------------>
function onDeselected(Mouse)
Sound.SoundId = "rbxasset://sounds\\unsheath.wav"
Sound:play()
for i = 1 , 8 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(-0.05, 0, 0)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(-0.15, 0, 0)
wait()
end
wait()
for i = 1 , 8 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, 0.2)
FakeLeftShoulder.C0 = FakeLeftShoulder.C0 * CFrame.Angles(0, 0, 0.19)
wait()
end
FakeLeftShoulder.C0 = OriginalLeftShoulder
Weld = Instance.new("Weld")
Weld.Parent = Me.Character["Torso"]
Weld.Part0 = Me.Character["Torso"]
Weld.Part1 = Handle
Weld.C0 = CFrame.new(1.6, 2.5, 0.6) * CFrame.Angles(0, 0, 2.2)
Weld.C0 = Weld.C0 * CFrame.Angles(0, 1.57, 0)
for i = 1 , 16 do
Weld.C0 = Weld.C0 * CFrame.new(0, 0, -0.03) * CFrame.Angles(0.03, 0, 0.11)
end
for i = 1 , 16 do
FakeRightShoulder.C0 = FakeRightShoulder.C0 * CFrame.Angles(0, 0, -0.1)
Weld.C0 = Weld.C0 * CFrame.new(0, 0, 0.03) * CFrame.Angles(-0.03, 0, -0.11)
wait()
end
FakeRightShoulder:Remove()
FakeLeftShoulder:Remove()
FakeRightShoulder = Instance.new("Weld")
FakeRightShoulder.Parent = Me.Character.Torso
FakeRightShoulder.Part0 = Me.Character.Torso
FakeRightShoulder.Part1 = Me.Character["Right Arm"]
FakeRightShoulder.C0 = OriginalRightShoulder
FakeRightShoulder.C1 = OriginalRightShoulder2
FakeLeftShoulder = Instance.new("Weld")
FakeLeftShoulder.Parent = Me.Character.Torso
FakeLeftShoulder.Part0 = Me.Character.Torso
FakeLeftShoulder.Part1 = Me.Character["Left Arm"]
FakeLeftShoulder.C0 = OriginalLeftShoulder
FakeLeftShoulder.C1 = OriginalLeftShoulder2
Equipped = false
Activated = false
Equipping = false
Flaming = false
DarkCharge = false
Shielding = false
Unequipping = true
SlimeCharge = false
Unequipping = false
end
HopperBin.Deselected:connect(onDeselected)
------------------------------------------------------------>
--[[
? -->> onTouched() Functions
--]]
------------------------------------------------------------>
function onTouched(Hit)
if Activated then
if Hit.Parent.Name ~= Me.Name and Hit.Parent.Name ~= HopperBinName then
Humanoid = Hit.Parent:findFirstChild("Humanoid")
if Humanoid ~= nil and Mode ~= "Assassinate" then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
for i = 1 , (Humanoid.Health/10) do
Blood = Instance.new("Part")
Blood.Parent = Workspace
Blood.CanCollide = false
Blood.Transparency = 0.1
Blood.TopSurface = "Smooth"
Blood.BottomSurface = "Smooth"
Blood.Size = Vector3.new(1, 1, 1)
Blood.Locked = true
Blood.BrickColor = BrickColor.new(1004)
Blood.CFrame = Hit.CFrame * CFrame.new(math.random(-0.5, 0.5), math.random(-0.5, 0.5), math.random(-0.5, 0.5)) * CFrame.Angles(math.random(-3, 3), math.random(-3, 3), math.random(-3, 3))
Blood.Velocity = Vector3.new(math.random(-50, 50), math.random(30, 50), math.random(-50, 50))
BloodMesh = Instance.new("SpecialMesh")
BloodMesh.Parent = Blood
BloodMesh.MeshType = "Sphere"
BloodMesh.Scale = Vector3.new(0.35, 0.35, 0.35)
Blood:BreakJoints()
Blood.Velocity = Vector3.new(math.random(-50, 50), math.random(30, 50), math.random(-50, 50))
end
end
end
end
end
Stuff = Tool:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Part" then
Stuff[i].Touched:connect(onTouched)
end
end
------------------------------------------------------------>
--[[
? -->> Gui
--]]
------------------------------------------------------------>
wait(1)
Gui = PlayerGui:findFirstChild("LoadGui")
if Gui ~= nil then
Gui:Remove()
end
PlayerGui = Me["PlayerGui"]
Gui = PlayerGui:findFirstChild("SwordGui")
if Gui ~= nil then
Gui:Remove()
end
Gui = Instance.new("ScreenGui")
Gui.Parent = PlayerGui
Gui.Name = "SwordGui"
Background = Instance.new("ImageLabel")
Background.Parent = Gui
Background.Name = "Background"
Background.Size = UDim2.new(0.25, 0, 0.5, 0)
Background.BackgroundTransparency = 0.7
Background.Position = UDim2.new(0.55, 0, 0, 0)
Background.BackgroundColor = BrickColor.new(1003)
Page1 = Instance.new("ImageLabel")
Page1.Parent = Background
Page1.Name = "Page1"
Page1.Size = UDim2.new(1, 0, 1, 0)
Page1.BackgroundTransparency = 1
Page1.Position = UDim2.new(0, 0, 0, 0)
Reset = Instance.new("TextButton")
Reset.Parent = Page1
Reset.Name = "Swing"
Reset.Size = UDim2.new(0.2, 0, 0.07, 0)
Reset.BackgroundTransparency = 0.1
Reset.Position = UDim2.new(0.02, 0, 0.02, 0)
Reset.BorderSizePixel = 0
Reset.BackgroundColor = BrickColor.new(1004)
Reset.Text = "[ Reset ]"
Reset.MouseButton1Down:connect(function()
p = game.Workspace:findFirstChild(Me.Name)
if p ~= nil then
p:BreakJoints()
end
end)
Hint = Instance.new("TextLabel")
Hint.Parent = Background
Hint.Name = "Hint"
Hint.Size = UDim2.new(1, 0, 0.07, 0)
Hint.BackgroundTransparency = 0.1
Hint.Position = UDim2.new(0, 0, -0.07, 0)
Hint.BorderSizePixel = 0
Hint.BackgroundColor = BrickColor.new(1004)
Hint.Text = "[ ]"
Header1 = Instance.new("TextLabel")
Header1.Parent = Page1
Header1.Name = "Header1"
Header1.Size = UDim2.new(0, 0, 0, 0)
Header1.BackgroundTransparency = 1
Header1.Position = UDim2.new(0.5, 0, 0.08, 0)
Header1.Text = "[ Sword Modes ]"
Swing = Instance.new("TextButton")
Swing.Parent = Page1
Swing.Name = "Swing"
Swing.Size = UDim2.new(0.25, 0, 0.07, 0)
Swing.BackgroundTransparency = 0.1
Swing.Position = UDim2.new(0.05, 0, 0.2, 0)
Swing.BorderSizePixel = 0
Swing.BackgroundColor = BrickColor.new(1004)
Swing.Text = "[ Swing ]"
Swing.MouseButton1Down:connect(function()
Mode = "Swing"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Swing.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to Slash ]"
end
end
end)
Spin = Instance.new("TextButton")
Spin.Parent = Page1
Spin.Name = "Spin"
Spin.Size = UDim2.new(0.25, 0, 0.07, 0)
Spin.BackgroundTransparency = 0.1
Spin.Position = UDim2.new(0.05, 0, 0.3, 0)
Spin.BorderSizePixel = 0
Spin.BackgroundColor = BrickColor.new(1004)
Spin.Text = "[ Spin ]"
Spin.MouseButton1Down:connect(function()
Mode = "Spin"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Spin.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to Spin Slash ]"
end
end
end)
TripleSlash = Instance.new("TextButton")
TripleSlash.Parent = Page1
TripleSlash.Name = "TripleSlash"
TripleSlash.Size = UDim2.new(0.25, 0, 0.07, 0)
TripleSlash.BackgroundTransparency = 0.1
TripleSlash.Position = UDim2.new(0.05, 0, 0.4, 0)
TripleSlash.BorderSizePixel = 0
TripleSlash.BackgroundColor = BrickColor.new(1004)
TripleSlash.Text = "[ TripleSlash ]"
TripleSlash.MouseButton1Down:connect(function()
Mode = "TripleSlash"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
TripleSlash.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to slash 3 times quickly ]"
end
end
end)
ForwardSpin = Instance.new("TextButton")
ForwardSpin.Parent = Page1
ForwardSpin.Name = "Spin"
ForwardSpin.Size = UDim2.new(0.25, 0, 0.07, 0)
ForwardSpin.BackgroundTransparency = 0.1
ForwardSpin.Position = UDim2.new(0.05, 0, 0.5, 0)
ForwardSpin.BorderSizePixel = 0
ForwardSpin.BackgroundColor = BrickColor.new(1004)
ForwardSpin.Text = "[ ForwardSpin ]"
ForwardSpin.MouseButton1Down:connect(function()
Mode = "ForwardSpin"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
ForwardSpin.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to Spin Slash forward ]"
end
end
end)
Boomerang = Instance.new("TextButton")
Boomerang.Parent = Page1
Boomerang.Name = "Boomerang"
Boomerang.Size = UDim2.new(0.25, 0, 0.07, 0)
Boomerang.BackgroundTransparency = 0.1
Boomerang.Position = UDim2.new(0.05, 0, 0.6, 0)
Boomerang.BorderSizePixel = 0
Boomerang.BackgroundColor = BrickColor.new(1004)
Boomerang.Text = "[ Boomerang ]"
Boomerang.MouseButton1Down:connect(function()
Mode = "Boomerang"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Boomerang.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to throw your sword ]"
end
end
end)
Remover = Instance.new("TextButton")
Remover.Parent = Page1
Remover.Name = "Remover"
Remover.Size = UDim2.new(0.25, 0, 0.07, 0)
Remover.BackgroundTransparency = 0.1
Remover.Position = UDim2.new(0.05, 0, 0.7, 0)
Remover.BorderSizePixel = 0
Remover.BackgroundColor = BrickColor.new(1004)
Remover.Text = "[ Remover ]"
Remover.MouseButton1Down:connect(function()
Mode = "Remover"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Remover.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to remove anything nearby ]"
end
end
end)
Alchemy = Instance.new("TextButton")
Alchemy.Parent = Page1
Alchemy.Name = "Alchemy"
Alchemy.Size = UDim2.new(0.25, 0, 0.07, 0)
Alchemy.BackgroundTransparency = 0.1
Alchemy.Position = UDim2.new(0.05, 0, 0.8, 0)
Alchemy.BorderSizePixel = 0
Alchemy.BackgroundColor = BrickColor.new(1004)
Alchemy.Text = "[ Alchemy ]"
Alchemy.MouseButton1Down:connect(function()
Mode = "Alchemy"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Alchemy.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to use alchemy ]"
end
end
end)
Lightning = Instance.new("TextButton")
Lightning.Parent = Page1
Lightning.Name = "Lightning"
Lightning.Size = UDim2.new(0.25, 0, 0.07, 0)
Lightning.BackgroundTransparency = 0.1
Lightning.Position = UDim2.new(0.05, 0, 0.9, 0)
Lightning.BorderSizePixel = 0
Lightning.BackgroundColor = BrickColor.new(1004)
Lightning.Text = "[ Lightning ]"
Lightning.MouseButton1Down:connect(function()
Mode = "Lightning"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Lightning.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to fire a bolt of lightning ]"
end
end
end)
Fire = Instance.new("TextButton")
Fire.Parent = Page1
Fire.Name = "Fire"
Fire.Size = UDim2.new(0.25, 0, 0.07, 0)
Fire.BackgroundTransparency = 0.1
Fire.Position = UDim2.new(0.375, 0, 0.2, 0)
Fire.BorderSizePixel = 0
Fire.BackgroundColor = BrickColor.new(1004)
Fire.Text = "[ Fire ]"
Fire.MouseButton1Down:connect(function()
Mode = "Fire"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Fire.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click and hold to shoot fire ]"
end
end
end)
Slimeball = Instance.new("TextButton")
Slimeball.Parent = Page1
Slimeball.Name = "Slime"
Slimeball.Size = UDim2.new(0.25, 0, 0.07, 0)
Slimeball.BackgroundTransparency = 0.1
Slimeball.Position = UDim2.new(0.375, 0, 0.3, 0)
Slimeball.BorderSizePixel = 0
Slimeball.BackgroundColor = BrickColor.new(1004)
Slimeball.Text = "[ Slime ]"
Slimeball.MouseButton1Down:connect(function()
Mode = "Slime"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Slimeball.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click and hold to fire a slime ]"
end
end
end)
Stone = Instance.new("TextButton")
Stone.Parent = Page1
Stone.Name = "Stone"
Stone.Size = UDim2.new(0.25, 0, 0.07, 0)
Stone.BackgroundTransparency = 0.1
Stone.Position = UDim2.new(0.375, 0, 0.4, 0)
Stone.BorderSizePixel = 0
Stone.BackgroundColor = BrickColor.new(1004)
Stone.Text = "[ Stone ]"
Stone.MouseButton1Down:connect(function()
Mode = "Stone"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Stone.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to hit anybody near you ]"
end
end
end)
Escape = Instance.new("TextButton")
Escape.Parent = Page1
Escape.Name = "Escape"
Escape.Size = UDim2.new(0.25, 0, 0.07, 0)
Escape.BackgroundTransparency = 0.1
Escape.Position = UDim2.new(0.375, 0, 0.5, 0)
Escape.BorderSizePixel = 0
Escape.BackgroundColor = BrickColor.new(1004)
Escape.Text = "[ Escape ]"
Escape.MouseButton1Down:connect(function()
Mode = "Escape"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Escape.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to escape when stuck ]"
end
end
end)
Shield = Instance.new("TextButton")
Shield.Parent = Page1
Shield.Name = "Shield"
Shield.Size = UDim2.new(0.25, 0, 0.07, 0)
Shield.BackgroundTransparency = 0.1
Shield.Position = UDim2.new(0.375, 0, 0.6, 0)
Shield.BorderSizePixel = 0
Shield.BackgroundColor = BrickColor.new(1004)
Shield.Text = "[ Shield ]"
Shield.MouseButton1Down:connect(function()
Mode = "Shield"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Shield.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click and hold for an invisible shield ]"
end
end
end)
DarkPulse = Instance.new("TextButton")
DarkPulse.Parent = Page1
DarkPulse.Name = "DarkPulse"
DarkPulse.Size = UDim2.new(0.25, 0, 0.07, 0)
DarkPulse.BackgroundTransparency = 0.1
DarkPulse.Position = UDim2.new(0.375, 0, 0.7, 0)
DarkPulse.BorderSizePixel = 0
DarkPulse.BackgroundColor = BrickColor.new(1004)
DarkPulse.Text = "[ DarkPulse ]"
DarkPulse.MouseButton1Down:connect(function()
Mode = "DarkPulse"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
DarkPulse.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click and hold to fire a dark wave ]"
end
end
end)
Snipe = Instance.new("TextButton")
Snipe.Parent = Page1
Snipe.Name = "Snipe"
Snipe.Size = UDim2.new(0.25, 0, 0.07, 0)
Snipe.BackgroundTransparency = 0.1
Snipe.Position = UDim2.new(0.375, 0, 0.8, 0)
Snipe.BorderSizePixel = 0
Snipe.BackgroundColor = BrickColor.new(1004)
Snipe.Text = "[ Snipe ]"
Snipe.MouseButton1Down:connect(function()
Mode = "Snipe"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Snipe.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click a person to zoom toward him ]"
end
end
end)
Wave = Instance.new("TextButton")
Wave.Parent = Page1
Wave.Name = "Wave"
Wave.Size = UDim2.new(0.25, 0, 0.07, 0)
Wave.BackgroundTransparency = 0.1
Wave.Position = UDim2.new(0.375, 0, 0.9, 0)
Wave.BorderSizePixel = 0
Wave.BackgroundColor = BrickColor.new(1004)
Wave.Text = "[ Wave ]"
Wave.MouseButton1Down:connect(function()
Mode = "Wave"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Wave.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to send out a wave to damage ]"
end
end
end)
Ice = Instance.new("TextButton")
Ice.Parent = Page1
Ice.Name = "Ice"
Ice.Size = UDim2.new(0.25, 0, 0.07, 0)
Ice.BackgroundTransparency = 0.1
Ice.Position = UDim2.new(0.7, 0, 0.2, 0)
Ice.BorderSizePixel = 0
Ice.BackgroundColor = BrickColor.new(1004)
Ice.Text = "[ Ice ]"
Ice.MouseButton1Down:connect(function()
Mode = "Ice"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Ice.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to send out a beam of ice ]"
end
end
end)
Tornado = Instance.new("TextButton")
Tornado.Parent = Page1
Tornado.Name = "Tornado"
Tornado.Size = UDim2.new(0.25, 0, 0.07, 0)
Tornado.BackgroundTransparency = 0.1
Tornado.Position = UDim2.new(0.7, 0, 0.3, 0)
Tornado.BorderSizePixel = 0
Tornado.BackgroundColor = BrickColor.new(1004)
Tornado.Text = "[ Tornado ]"
Tornado.MouseButton1Down:connect(function()
Mode = "Tornado"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Tornado.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to throw people near you ]"
end
end
end)
Explosion = Instance.new("TextButton")
Explosion.Parent = Page1
Explosion.Name = "BlackHole"
Explosion.Size = UDim2.new(0.25, 0, 0.07, 0)
Explosion.BackgroundTransparency = 0.1
Explosion.Position = UDim2.new(0.7, 0, 0.4, 0)
Explosion.BorderSizePixel = 0
Explosion.BackgroundColor = BrickColor.new(1004)
Explosion.Text = "[ Explosion ]"
Explosion.MouseButton1Down:connect(function()
Mode = "Explosion"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Explosion.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to summon a huge explosion ]"
end
end
end)
ExplodeVictim = Instance.new("TextButton")
ExplodeVictim.Parent = Page1
ExplodeVictim.Name = "ExplodeVictim"
ExplodeVictim.Size = UDim2.new(0.25, 0, 0.07, 0)
ExplodeVictim.BackgroundTransparency = 0.1
ExplodeVictim.Position = UDim2.new(0.7, 0, 0.5, 0)
ExplodeVictim.BorderSizePixel = 0
ExplodeVictim.BackgroundColor = BrickColor.new(1004)
ExplodeVictim.Text = "[ ExplodeVictim ]"
ExplodeVictim.MouseButton1Down:connect(function()
Mode = "ExplodeVictim"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
ExplodeVictim.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click a person to explode him ]"
end
end
end)
Raise = Instance.new("TextButton")
Raise.Parent = Page1
Raise.Name = "Raise"
Raise.Size = UDim2.new(0.25, 0, 0.07, 0)
Raise.BackgroundTransparency = 0.1
Raise.Position = UDim2.new(0.7, 0, 0.6, 0)
Raise.BorderSizePixel = 0
Raise.BackgroundColor = BrickColor.new(1004)
Raise.Text = "[ Raise ]"
Raise.MouseButton1Down:connect(function()
Mode = "Raise"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Raise.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click the ground to make a mountain ]"
end
end
end)
Teleport = Instance.new("TextButton")
Teleport.Parent = Page1
Teleport.Name = "Teleport"
Teleport.Size = UDim2.new(0.25, 0, 0.07, 0)
Teleport.BackgroundTransparency = 0.1
Teleport.Position = UDim2.new(0.7, 0, 0.7, 0)
Teleport.BorderSizePixel = 0
Teleport.BackgroundColor = BrickColor.new(1004)
Teleport.Text = "[ Teleport ]"
Teleport.MouseButton1Down:connect(function()
Mode = "Teleport"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Teleport.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to teleport and slash ]"
end
end
end)
DownThrust = Instance.new("TextButton")
DownThrust.Parent = Page1
DownThrust.Name = "DownThrust"
DownThrust.Size = UDim2.new(0.25, 0, 0.07, 0)
DownThrust.BackgroundTransparency = 0.1
DownThrust.Position = UDim2.new(0.7, 0, 0.8, 0)
DownThrust.BorderSizePixel = 0
DownThrust.BackgroundColor = BrickColor.new(1004)
DownThrust.Text = "[ DownThrust ]"
DownThrust.MouseButton1Down:connect(function()
Mode = "DownThrust"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
DownThrust.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to thurst downward ]"
end
end
end)
Slashes2 = Instance.new("TextButton")
Slashes2.Parent = Page1
Slashes2.Name = "Slashes"
Slashes2.Size = UDim2.new(0.25, 0, 0.07, 0)
Slashes2.BackgroundTransparency = 0.1
Slashes2.Position = UDim2.new(0.7, 0, 0.9, 0)
Slashes2.BorderSizePixel = 0
Slashes2.BackgroundColor = BrickColor.new(1004)
Slashes2.Text = "[ HeatSlashes ]"
Slashes2.MouseButton1Down:connect(function()
Mode = "Slashes"
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Slashes2.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to heat slash ]"
end
end
end)
Page2 = Instance.new("ImageLabel")
Page2.Parent = Background
Page2.Name = "Page2"
Page2.Visible = false
Page2.Size = UDim2.new(1, 0, 1, 0)
Page2.BackgroundTransparency = 1
Page2.Position = UDim2.new(0, 0, 0, 0)
Header2 = Instance.new("TextLabel")
Header2.Parent = Page2
Header2.Name = "Header2"
Header2.Size = UDim2.new(0, 0, 0, 0)
Header2.BackgroundTransparency = 1
Header2.Position = UDim2.new(0.5, 0, 0.08, 0)
Header2.Text = "[ Sword Modes #2 ]"
NextPage1 = Instance.new("TextButton")
NextPage1.Parent = Page1
NextPage1.Name = "NextPage1"
NextPage1.Size = UDim2.new(0.25, 0, 0.07, 0)
NextPage1.BackgroundTransparency = 0.1
NextPage1.Position = UDim2.new(0.7, 0, 0.02, 0)
NextPage1.BorderSizePixel = 0
NextPage1.BackgroundColor = BrickColor.new(1004)
NextPage1.Text = "[ Next ]"
NextPage1.MouseButton1Down:connect(function()
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
end
end
Stuff = Page2:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
end
end
Mode = ""
Page1.Visible = false
Page2.Visible = true
end)
BackPage1 = Instance.new("TextButton")
BackPage1.Parent = Page2
BackPage1.Name = "BackPage1"
BackPage1.Size = UDim2.new(0.25, 0, 0.07, 0)
BackPage1.BackgroundTransparency = 0.1
BackPage1.Position = UDim2.new(0.02, 0, 0.02, 0)
BackPage1.BorderSizePixel = 0
BackPage1.BackgroundColor = BrickColor.new(1004)
BackPage1.Text = "[ Back ]"
BackPage1.MouseButton1Down:connect(function()
Stuff = Page1:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
end
end
Stuff = Page2:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
end
end
Mode = ""
Page1.Visible = true
Page2.Visible = false
end)
Assassinate = Instance.new("TextButton")
Assassinate.Parent = Page2
Assassinate.Name = "Assassinate"
Assassinate.Size = UDim2.new(0.25, 0, 0.07, 0)
Assassinate.BackgroundTransparency = 0.1
Assassinate.Position = UDim2.new(0.05, 0, 0.2, 0)
Assassinate.BorderSizePixel = 0
Assassinate.BackgroundColor = BrickColor.new(1004)
Assassinate.Text = "[ Assassinate ]"
Assassinate.MouseButton1Down:connect(function()
Mode = "Assassinate"
Stuff = Page2:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Assassinate.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click a player to kill ]"
end
end
end)
Swing2 = Instance.new("TextButton")
Swing2.Parent = Page2
Swing2.Name = "Swing"
Swing2.Size = UDim2.new(0.25, 0, 0.07, 0)
Swing2.BackgroundTransparency = 0.1
Swing2.Position = UDim2.new(0.05, 0, 0.3, 0)
Swing2.BorderSizePixel = 0
Swing2.BackgroundColor = BrickColor.new(1004)
Swing2.Text = "[ Slow Swing ]"
Swing2.MouseButton1Down:connect(function()
Mode = "Slow Swing"
Stuff = Page2:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Swing2.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to Slash ]"
end
end
end)
Lazor = Instance.new("TextButton")
Lazor.Parent = Page2
Lazor.Name = "lazor"
Lazor.Size = UDim2.new(0.25, 0, 0.07, 0)
Lazor.BackgroundTransparency = 0.1
Lazor.Position = UDim2.new(0.05, 0, 0.4, 0)
Lazor.BorderSizePixel = 0
Lazor.BackgroundColor = BrickColor.new(1004)
Lazor.Text = "[ LAZOR ]"
Lazor.MouseButton1Down:connect(function()
Mode = "Lazor"
Stuff = Page2:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Lazor.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to FIRE LAZOOOOOR!!! ]"
end
end
end)
Lazor3 = Instance.new("TextButton")
Lazor3.Parent = Page2
Lazor3.Name = "Toss"
Lazor3.Size = UDim2.new(0.25, 0, 0.07, 0)
Lazor3.BackgroundTransparency = 0.1
Lazor3.Position = UDim2.new(0.05, 0, 0.5, 0)
Lazor3.BorderSizePixel = 0
Lazor3.BackgroundColor = BrickColor.new(1004)
Lazor3.Text = "[ Toss ]"
Lazor3.MouseButton1Down:connect(function()
Mode = "Toss"
Stuff = Page2:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "TextButton" then
Stuff[i].BackgroundColor = BrickColor.new(1004)
Lazor3.BackgroundColor = BrickColor.new(1010)
Hint.Text = "[ Click to toss Sword ]"
end
end
end)
------------------------------------------------------------>
--[[
? -->> onDied()
--]]
------------------------------------------------------------>
Me.Character.Humanoid.Died:connect(function()
f = Instance.new("Explosion")
f.Parent = Me.Character.Torso
f.Position = Me.Character.Torso.Position
f.BlastRadius = 3000
f.BlastPressure = 500000000
end)
Me.Character.Humanoid.Died:connect(function()
f = Instance.new("Explosion")
f.Parent = Me.Character.Head
f.Position = Me.Character.Head.Position
f.BlastRadius = 3000
f.BlastPressure = 500000000
end)
------------------------------------------------------------>
--[[
? -->> Suit
--]]
------------------------------------------------------------>
Hat = Instance.new("Part")
Hat.Parent = Me.Character
Hat.CanCollide = false
Hat.Locked = true
Hat.Size = Vector3.new(2, 2, 2)
Hat.TopSurface = "Smooth"
Hat.BottomSurface = "Smooth"
Hat.Name = "Hat"
Hat.CFrame = Me.Character.Head.CFrame
HatMesh = Instance.new("SpecialMesh")
HatMesh.Parent = Hat
HatMesh.MeshType = "FileMesh"
HatMesh.MeshId = "http://www.roblox.com/asset/?id=21057410"
HatMesh.Scale = Vector3.new(1.05, 1.05, 1.05)
HatMesh.TextureId = "http://www.roblox.com/asset/?id=22631553"
HatWeld = Instance.new("Weld")
HatWeld.Parent = Me.Character.Head
HatWeld.Part0 = Me.Character.Head
HatWeld.Part1 = Hat
HatWeld.C0 = CFrame.new(0, 0, 0)
Stuff = Me.Character:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].Name == "Shirt" or Stuff[i].Name == "Pants" then
Stuff[i]:Remove()
end
end
Shirt = Instance.new("Shirt")
Shirt.Parent = Me.Character
Shirt.Name = "Shirt"
Shirt.ShirtTemplate = "http://www.roblox.com/asset/?id=10428121"
Pants = Instance.new("Pants")
Pants.Parent = Me.Character
Pants.Name = "Pants"
Pants.PantsTemplate = "http://www.roblox.com/asset/?id=10428137"
Me.Character:MoveTo(Me.Character.Torso.Position+Vector3.new(0, 2, 0))
------------------------------------------------------------>
--[[
? -->> Loop
--]]
------------------------------------------------------------>
while true do
wait()
Stuff = Workspace:GetChildren()
for i = 1 , #Stuff do
Stuff2 = Stuff[i]:GetChildren()
for i = 1 , #Stuff2 do
Stuff3 = Stuff2[i]:GetChildren()
for i = 1 , #Stuff3 do
if Stuff3[i].className == "ForceField" then
Stuff3[i]:Remove()
end
end
if Stuff2[i].className == "ForceField" then
Stuff2[i]:Remove()
end
end
end
if Flaming == true then
Flame = Instance.new("Part")
Flame.Parent = Tool
Flame.Anchored = true
Flame.BrickColor = BrickColor.new("Really black")
Flame.CanCollide = false
Flame.Name = "Flame"
Color = math.random(1, 3)
if Color == 1 then
Flame.BrickColor = BrickColor.new(21)
else
if Color == 2 then
Flame.BrickColor = BrickColor.new(24)
end
if Color == 3 then
Flame.BrickColor = BrickColor.new(105)
end
end
Flame.Locked = true
Flame.Shape = "Ball"
Flame.Transparency = 0.2
Flame.Size = Vector3.new(1, 1, 1)
Flame.TopSurface = "Smooth"
Flame.BottomSurface = "Smooth"
Flame.CFrame = Me.Character.Torso.CFrame * CFrame.new(math.random(-2, 2), math.random(-2, 2), -(math.random(8, 12)))
FlameMesh = Instance.new("SpecialMesh")
FlameMesh.MeshType = "Sphere"
FlameMesh.Parent = Flame
FlameMesh.Scale = Vector3.new(1, 1, 1)
end
Me.Character.Humanoid.WalkSpeed = 80
Me.Character.Humanoid.MaxHealth = math.huge
if Me.Character.Torso.Position.Y <= -20 or Me.Character.Torso.Position.Y >= 10000 then
Base = Workspace:findFirstChild("Base")
if Base ~= nil then
Me.Character:MoveTo(Base.Position)
else
Me.Character:MoveTo(Vector3.new(0, 50, 0))
end
end
Stuff = Tool:GetChildren()
for i = 1 , #Stuff do
if Stuff[i].className == "Part" then
if Stuff[i].Name == "Shadow" then
Stuff[i].Transparency = Stuff[i].Transparency + 0.2
if Stuff[i].Transparency >= 1 then
Stuff[i]:Remove()
end
end
if Stuff[i].Name == "Flame" then
p = Stuff[i].CFrame * CFrame.new(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1))
Size = math.random(1, 3)
Stuff[i].Mesh.Scale = Stuff[i].Mesh.Scale + Vector3.new(Size, Size, Size)
Stuff[i].Transparency = Stuff[i].Transparency + 0.0785
Stuff[i].CFrame = p
Stuff[i].CFrame = Stuff[i].CFrame * CFrame.new(0, 0, -(math.random(3, 5)))
Stuff2 = Workspace:GetChildren()
for ii = 1 , #Stuff2 do
if Stuff2[ii].className == "Part" then
if (Stuff[i].Position-Stuff2[ii].Position).magnitude <= Stuff[i].Mesh.Scale.X then
if Stuff2[ii].Name ~= "Base" then
Stuff2[ii].Anchored = false
Stuff2[ii].BrickColor = BrickColor.new("Really black")
Stuff2[ii]:BreakJoints()
end
end
end
if Stuff2[ii].className == "Model" and Stuff2[ii].Name ~= Me.Name then
Torso = Stuff2[ii]:findFirstChild("Torso")
Humanoid = Stuff2[ii]:findFirstChild("Humanoid")
if Torso ~= nil and Humanoid ~= nil then
if (Stuff[i].Position-Torso.Position).magnitude <= Stuff[i].Mesh.Scale.X then
Humanoid.MaxHealth = 100
Humanoid:TakeDamage(Damage)
Parts = Humanoid.Parent:GetChildren()
for i = 1 , #Parts do
if Parts[i].className == "Part" then
Parts[i].BrickColor = BrickColor.new("Really black")
if Humanoid.Health <= 0 then
Parts[i].Anchored = false
Parts[i]:BreakJoints()
end
end
end
end
end
end
end
if Stuff[i].Transparency >= 1 then
Stuff[i]:Remove()
end
end
end
end
------------------------------------------------------------>
--[[
? -->> End of Script It is THE end of the script, NOW WATCH THE DISCO BALL! DUN DUN DUUUUUUUUUUUUUUUUUUN!!!!!!!!!!!!!!
--]]
------------------------------------------------------------>
end |
resource_manifest_version '77731fab-63ca-442c-a67b-abc70f28dfa5'
dependency 'essentialmode'
client_scripts {
"client.lua"
}
server_scripts {
"server.lua"
}
client_script "@Anticheat/acloader.lua" |
--[[
MIT License
Copyright (c) 2020 DekuJuice
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]--
local AABB_EXTENTS_DEFAULT = vec2(8, 16)
local AABB_OFFSET_DEFAULT = vec2(0, 0)
local CLING_DIST_DEFAULT = 1
local CLIMB_DIST_DEFAULT = 1
local intersect = require("enginelib.intersect")
local Collidable = require("class.engine.Collidable")
local Actor = Collidable:subclass("Actor")
Actor.static.noinstance = true
Actor.static.icon = IconFont and IconFont.USER
Actor:define_signal("actor_crushed")
Actor:export_var("aabb_extents", "vec2_int", {default = AABB_EXTENTS_DEFAULT, speed = 0.2, min = 0, max = math.huge} )
Actor:export_var("aabb_offset", "vec2_int", {default = AABB_OFFSET_DEFAULT, speed = 0.2, min = -math.huge, max = math.huge})
Actor:export_var("cling_dist", "int", {default = CLING_DIST_DEFAULT, speed = 0.05, min = 0, max = 16})
Actor:export_var("climb_dist", "int", {default = CLIMB_DIST_DEFAULT, speed = 0.05, min = 0, max = 16})
Actor:define_get_set("on_ground")
Actor:define_get_set("on_ceil")
Actor:define_get_set("on_wall")
Actor:define_get_set("on_slope")
Actor:define_get_set("jump_down_one_way")
Actor:define_get_set("stick_moving_ground")
Actor:define_get_set("stick_moving_wall_left")
Actor:define_get_set("stick_moving_wall_right")
Actor:define_get_set("stick_moving_ceil")
function Actor:initialize()
Collidable.initialize(self)
self.aabb_extents = AABB_EXTENTS_DEFAULT:clone()
self.aabb_offset = AABB_OFFSET_DEFAULT:clone()
self.cling_dist = CLIMB_DIST_DEFAULT
self.climb_dist = CLIMB_DIST_DEFAULT
self.on_ground = false
self.on_ceil = false
self.on_wall = false
self.on_wall_left = false
self.on_wall_right = false
self.on_ground_prev = false
self.jump_down_one_way = false
self.stick_moving_ground = true
self.stick_moving_wall_left = false
self.stick_moving_wall_right = false
self.stick_moving_ceil = false
end
function Actor:move_and_collide(delta)
local world = self:get_physics_world()
assert(world, "Actor must be in a tree")
self.on_ground_prev = self.on_ground
self.on_ground = false
self.on_ceil = false
self.on_wall = false
self.on_wall_left = false
self.on_wall_right = false
world:move_actor(self, delta)
self.jump_down_one_way = false
end
function Actor:get_aabb_extents()
return self.aabb_extents:clone()
end
function Actor:set_aabb_extents(ext)
self.aabb_extents = ext:clone()
end
function Actor:get_aabb_offset()
return self.aabb_offset:clone()
end
function Actor:set_aabb_offset(offset)
self.aabb_offset = offset:clone()
end
function Actor:get_bounding_box()
local gpos = self:get_global_position() + self.aabb_offset
local rmin = gpos - self.aabb_extents
local rmax = gpos + self.aabb_extents
return rmin, rmax
end
function Actor:hit_point(point)
local rmin, rmax = self:get_bounding_box()
return intersect.point_aabb(point, rmin, rmax)
end
function Actor:update_physics_position()
local world = self:get_physics_world()
assert(world, "Actor must be in a tree")
world:update_collidable_position(self)
end
function Actor:hit_rect(rmin, rmax)
local bmin, bmax = self:get_bounding_box()
return intersect.aabb_aabb(rmin, rmax, bmin, bmax)
end
function Actor:draw_collision()
local rectmin, rectmax = self:get_bounding_box()
local dim = rectmax - rectmin
love.graphics.push("all")
love.graphics.setColor(160/255, 201/255, 115/255, 0.3)
love.graphics.rectangle("fill", rectmin.x, rectmin.y, dim.x, dim.y)
love.graphics.pop()
end
return Actor |
function mod(a, b)
--a % b == a - math.floor(a / b) * b
return a - math.floor(a / b) * b
end
function sleep(n, channel)
t0 = os.clock()
while os.clock() - t0 <= n do
if channel and channel:peek() then
break
end
end
end
-- Functions for Ovals
function getOvalX(y, xLength, yLength, offsetX)
offsetX = offsetX or 0
return math.sqrt((1 - (math.pow(y, 2) / math.pow(yLength, 2))) * math.pow(xLength, 2)) + offsetX
end
function getOvalY(x, xLength, yLength, offsetY)
offsetY = offsetY or 0
return math.sqrt((1 - (math.pow(x, 2) / math.pow(xLength, 2))) * math.pow(yLength, 2)) + offsetY
end
function getFoci(a, b)
local c = math.sqrt(math.pow(b, 2) - math.pow(a, 2))
return c
end
|
object_mobile_smuggler_fence_emory = object_mobile_shared_smuggler_fence_emory:new {
}
ObjectTemplates:addTemplate(object_mobile_smuggler_fence_emory, "object/mobile/smuggler_fence_emory.iff")
|
include("/scripts/includes/consts.lua")
include("/scripts/includes/skill_consts.lua")
include("/scripts/includes/damage.lua")
include("/scripts/includes/attributes.lua")
include("/scripts/includes/monk.lua")
-- Touch skill
costEnergy = 15
costAdrenaline = 0
activation = 2000
recharge = 2000
overcast = 0
-- HP cost
hp = 0
range = RANGE_CASTING
effect = SkillEffectHeal
effectTarget = SkillTargetTarget | SkillTargetSelf | SkillTargetParty
targetType = SkillTargetTypeNone
function onStartUse(source, target)
return SkillErrorNone
end
function onSuccess(source, target)
local attribVal = source:GetAttributeRank(ATTRIB_HEALING)
local hp = math.floor(30 + (attribVal * 3))
local bonus = math.floor(getDevineFavorHealBonus(source))
local group = source:GetGroup();
local members = group:GetMembers()
for i, member in ipairs(members) do
member:Healing(source, self:Index(), hp)
member:Healing(source, self:Index(), bonus)
end
return SkillErrorNone
end
|
Ratings = SS.Plugins:New("Ratings")
Ratings.List = {}
// Add a rating
function Ratings.Add(ID)
table.insert(Ratings.List, ID)
end
// Rate
local Rate = SS.Commands:New("Rate")
Rate.Table = {}
// Rate console command
function Rate.Console(Player, Command, Args)
if not (Args) or not (Args[1]) or not (Args[2]) then return end
local Person, Error = SS.Lib.Find(Args[1])
local Rating = table.concat(Args, " ", 2)
if (Person) then
if Person == Player then SS.PlayerMessage(Player, "You cannot rate yourself!", 1) return end
if Rate.Table[Player] == nil then
Rate.Table[Player] = {}
Rate.Table[Player][Person] = CurTime() - 1
end
if Rate.Table[Player][Person] == nil then
Rate.Table[Player][Person] = CurTime() - 1
end
if Rate.Table[Player][Person] < CurTime() then
if (Ratings.Rate(Player, Person, Rating)) then
Rate.Table[Player][Person] = CurTime() + Ratings.Delay
end
else
SS.PlayerMessage(Player, "You cannot rate this person again so soon!", 1)
end
else
SS.PlayerMessage(Player, Error, 1)
end
end
concommand.Add("ss_rate", Rate.Console)
// Chat command
function Rate.Command(Player, Args)
local Index = Args[1]
local Rating = table.concat(Args, " ", 2)
Player:ConCommand('ss_rate "'..Index..'" "'..Rating..'"\n')
end
Rate:Create(Rate.Command, {"basic"}, "Rate somebody", "<Player> <Rating>", 1, " ")
// Config
include("Config.lua")
// When a players variables get set
function Ratings.PlayerSetVariables(Player)
CVAR.New(Player, "Ratings", "Ratings", {})
end
// When a players GUI gets updated
function Ratings.PlayerUpdateGUI(Player)
Player:SetNetworkedString("Rating", "Rating: "..Ratings.Rating(Player))
end
// Largest rating
function Ratings.Rating(Player)
local Size = 0
local Rating = "None"
local Real = "None"
if not (Player:IsReady()) then return "None" end
for K, V in pairs(CVAR.Request(Player, "Ratings")) do
if (V > Size) then
Size = V
Rating = K.." ("..Size..")"
Real = K
end
end
for K, V in pairs(Ratings.List) do
if (string.lower(V) == string.lower(Real)) then
Rating = V.." ("..Size..")"
end
end
return Rating
end
// Rate a player
function Ratings.Rate(Player, Person, Rating)
local Found = false
for K, V in pairs(Ratings.List) do
if (string.lower(V) == string.lower(Rating)) then
Found = V
end
end
if not Found then SS.PlayerMessage(Player, "The rating "..Rating.." could not be found", 1) return false end
CVAR.Request(Person, "Ratings")[Found] = CVAR.Request(Person, "Ratings")[Found] or 0
local Plus = CVAR.Request(Person, "Ratings")[Found] + 1
CVAR.Request(Person, "Ratings")[Found] = Plus
SS.PlayerMessage(0, Player:Name().." rated "..Person:Name().." "..Found, 0)
SS.Player.PlayerUpdateGUI(Person)
SS.Hooks.Run("PlayerGivenRating", Player, Person, Found)
return true
end
Ratings:Create()
SS.Adverts.Add("This server is using the Ratings plugin!") |
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Lighting
pcall 2 1 0
getfield -1 DualForsakenSwords
getfield -1 Clone
pushvalue -2
pcall 1 1 0
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 Backpack
pushvalue -1
setfield -6 Parent
getglobal game
getfield -1 Lighting
getfield -1 DualForsakenSwords
getfield -1 Clone
pushvalue -2
pcall 1 1 0
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 StarterGear
pushvalue -1
setfield -6 Parent
emptystack |
-----------------------------------
-- Area: Riverne - Site A01
-- Mob: Hippogryph
-- Note: PH for Heliodromos
-----------------------------------
local ID = require("scripts/zones/Riverne-Site_A01/IDs");
-----------------------------------
function disturbMob(mob)
local offset = mob:getID() - ID.mob.HELIODROMOS_PH_OFFSET;
if (offset >= 0 and offset <= 2) then
SetServerVariable("Heliodromos_ToD", os.time() + math.random(43200, 54000)); -- 12 to 15 hours
end
end
function onMobSpawn(mob)
disturbMob(mob);
end;
function onMobEngaged(mob, target)
disturbMob(mob);
end;
function onMobFight(mob, target)
disturbMob(mob);
end;
function onMobRoam(mob)
-- no PH has been disturbed for 12-15 hours
if (os.time() > GetServerVariable("Heliodromos_ToD")) then
local noHeliodromosSpawned = true;
for i = ID.mob.HELIODROMOS_OFFSET, ID.mob.HELIODROMOS_OFFSET + 2 do
if (GetMobByID(i):isSpawned()) then
noHeliodromosSpawned = false;
end
end
if (noHeliodromosSpawned) then
-- despawn placeholders
for i = ID.mob.HELIODROMOS_PH_OFFSET, ID.mob.HELIODROMOS_PH_OFFSET + 2 do
DisallowRespawn(i, true);
DespawnMob(i);
end
-- spawn heliodromos
for i = ID.mob.HELIODROMOS_OFFSET, ID.mob.HELIODROMOS_OFFSET + 2 do
SpawnMob(i);
end
end
end
end;
function onMobDeath(mob, player, isKiller)
end;
|
local third_character_id = 0x04 -- 0x04: rinoa, 0x01: zell
TrainCardGrindState = State:new()
function TrainCardGrindState:needToRun(game_context, bot_context)
-- must be in battle
if not game_context.battle.is_in_battle then
return false
end
for character_index = 0,2 do
local character = game_context.characters[character_index]
-- we shouldn't grind while there's magic to draw
local bot_context_character = bot_context.characters[character_index]
if character.current_hp > 0 and bot_context_character.can_draw then
return false
end
-- party must contain squall, zell and selfie
if not (character.id == 0x00 or character.id == 0x05 or character.id == third_character_id) then
console.writeline(character.id)
return false
end
end
-- all enemies must either be a card or alive
for enemy_index = 0,3 do
local enemy = game_context.battle.enemies[enemy_index]
if enemy.exists and not enemy.is_card and not enemy.is_alive then
return false
end
end
local all_enemies_are_cards = false
for enemy_index = 0,3 do
local enemy = game_context.battle.enemies[enemy_index]
if enemy.exists and not enemy.is_card then
all_enemies_are_cards = false
break
end
end
return not all_enemies_are_cards
end
function TrainCardGrindState:writeText(game_context, bot_context)
local y_offset = 30
gui.text(0, y_offset + 0, "Card grind")
for enemy_index = 0,3 do
local enemy = game_context.battle.enemies[enemy_index]
if enemy.exists then
local message = '' .. enemy_index .. ': ' .. enemy.current_hp .. '/' .. enemy.max_hp
if enemy.is_card then
message = '' .. enemy_index .. ': CARD'
elseif not enemy.is_alive then
message = '' .. enemy_index .. ': DEAD'
end
gui.text(0, y_offset + 15 + (enemy_index * 15), message)
end
end
end
function TrainCardGrindState:run(game_context, bot_context, keys)
-- if active character == selfie then card
-- if active character == squall then attack while enemy hp > x
local active_character = game_context.characters[game_context.battle.active_character]
if active_character == nil then
return
end
local enemy_to_attack = nil
local attack_with_zell = false
local attack_with_shiva = false
for enemy_index = 0,3 do
local enemy = game_context.battle.enemies[enemy_index]
if enemy.exists then
if enemy.max_hp > 10000 then
-- TODO: attack with shiva
if enemy.current_hp > 6000 then
enemy_to_attack = enemy_index
attack_with_shiva = true
break
end
else
if enemy.current_hp > 200 then
enemy_to_attack = enemy_index
break
elseif enemy.current_hp > 50 then
enemy_to_attack = enemy_index
attack_with_zell = true
break
end
end
end
end
if mainmemory.read_u8(0x0786D4) == 0x9D or mainmemory.read_u8(0x0786D5) == 0x9D then
enemy_to_attack = nil
attack_with_shiva = false
attack_with_zell = false
end
local enemy_to_card = nil
for enemy_index = 0,3 do
local enemy = game_context.battle.enemies[enemy_index]
if enemy.exists and not enemy.is_card then
if enemy.max_hp > 10000 then
if enemy.current_hp < 6000 then
enemy_to_card = enemy_index
break
end
elseif enemy.current_hp < 200 and enemy.max_hp > 50 then
enemy_to_card = enemy_index
break
end
end
end
-- zell should attack if enemy hp > 50
if active_character.id == third_character_id then
if enemy_to_attack == nil then
if game_context.characters_by_id[0x05].can_act and bot_context.characters_by_id[0x05].can_act and enemy_to_card ~= nil then
pressAndRelease(bot_context, keys, 'Circle')
else
return
end
elseif attack_with_zell then
-- select 'attack'
if game_context.battle.is_main_menu_active then
if game_context.battle.main_menu_index < 0 then
pressAndRelease(bot_context, keys, 'Down')
elseif game_context.battle.main_menu_index > 0 then
pressAndRelease(bot_context, keys, 'Up')
else
pressAndRelease(bot_context, keys, 'Cross')
end
-- select enemy
elseif game_context.battle.cursor_location == 0x01 then
--gui.text(0, 100, 'enemy to attk: ' .. enemy_to_attack)
--gui.text(0, 115, ' target enemy: ' .. game_context.battle.target_enemy)
if game_context.battle.target_enemy ~= enemy_to_attack then
bot_context.card_attack_moves = bot_context.card_attack_moves or 0
if bot_context.card_attack_moves < 50 then
pressAndRelease(bot_context, keys, 'Left')
else
pressAndRelease(bot_context, keys, 'Up')
end
bot_context.card_attack_moves = bot_context.card_attack_moves + 1
else
pressAndRelease(bot_context, keys, 'Cross')
bot_context.characters[game_context.battle.active_character].queued = true
bot_context.card_attack_moves = nil
end
end
else
if game_context.characters_by_id[0x00].can_act and bot_context.characters_by_id[0x00].can_act then
pressAndRelease(bot_context, keys, 'Circle')
end
end
end
-- squall should attack if enemy hp > 200
if active_character.id == 0x00 then
if enemy_to_attack == nil then
-- pass to selfie if we can't attack anything
if game_context.characters_by_id[0x05].can_act and bot_context.characters_by_id[0x05].can_act and enemy_to_card ~= nil then
pressAndRelease(bot_context, keys, 'Circle')
else
return
end
elseif attack_with_zell == false then
if attack_with_shiva then
-- select 'GF'
if game_context.battle.is_main_menu_active then
if game_context.battle.main_menu_index < 2 then
pressAndRelease(bot_context, keys, 'Down')
elseif game_context.battle.main_menu_index > 2 then
pressAndRelease(bot_context, keys, 'Up')
else
pressAndRelease(bot_context, keys, 'Cross')
end
-- select 'Shiva'
elseif game_context.battle.is_gf_menu_active then
if mainmemory.read_u8(0x103338) ~= 0xE2 then
pressAndRelease(bot_context, keys, 'Down')
else
pressAndRelease(bot_context, keys, 'Cross')
bot_context.characters[game_context.battle.active_character].queued = true
end
end
else
-- select 'attack'
if game_context.battle.is_main_menu_active then
if game_context.battle.main_menu_index < 0 then
pressAndRelease(bot_context, keys, 'Down')
elseif game_context.battle.main_menu_index > 0 then
pressAndRelease(bot_context, keys, 'Up')
else
pressAndRelease(bot_context, keys, 'Cross')
end
-- select enemy
elseif game_context.battle.cursor_location == 0x01 then
--gui.text(0, 100, 'enemy to attk: ' .. enemy_to_attack)
--gui.text(0, 115, ' target enemy: ' .. game_context.battle.target_enemy)
if game_context.battle.target_enemy ~= enemy_to_attack then
bot_context.card_attack_moves = bot_context.card_attack_moves or 0
if bot_context.card_attack_moves < 50 then
pressAndRelease(bot_context, keys, 'Left')
else
pressAndRelease(bot_context, keys, 'Up')
end
bot_context.card_attack_moves = bot_context.card_attack_moves + 1
else
pressAndRelease(bot_context, keys, 'Cross')
bot_context.characters[game_context.battle.active_character].queued = true
bot_context.card_attack_moves = nil
end
end
end
else
if game_context.characters_by_id[third_character_id].can_act and bot_context.characters_by_id[third_character_id].can_act then
pressAndRelease(bot_context, keys, 'Circle')
end
end
end
if active_character.id == 0x05 then
if enemy_to_card == nil then
-- pass to squall if we can't card anything
if game_context.characters_by_id[0x00].can_act and bot_context.characters_by_id[0x00].can_act and enemy_to_attack ~= nil then
pressAndRelease(bot_context, keys, 'Circle')
else
return
end
else
-- select 'card'
if game_context.battle.is_main_menu_active then
if game_context.battle.main_menu_index < 3 then
pressAndRelease(bot_context, keys, 'Down')
elseif game_context.battle.main_menu_index > 3 then
pressAndRelease(bot_context, keys, 'Up')
else
pressAndRelease(bot_context, keys, 'Cross')
end
-- select enemy
elseif game_context.battle.cursor_location == 0x01 then
--gui.text(0, 100, 'enemy to card: ' .. enemy_to_card)
--gui.text(0, 115, ' target enemy: ' .. game_context.battle.target_enemy)
if game_context.battle.target_enemy ~= enemy_to_card then
bot_context.card_moves = bot_context.card_moves or 0
if bot_context.card_moves < 50 then
pressAndRelease(bot_context, keys, 'Left')
else
pressAndRelease(bot_context, keys, 'Up')
end
bot_context.card_moves = bot_context.card_moves + 1
else
pressAndRelease(bot_context, keys, 'Cross')
bot_context.characters[game_context.battle.active_character].queued = true
bot_context.card_moves = nil
end
end
end
end
end
|
if GetLocale() ~= "zhTW" then return end
local L
---------------
-- Gruul --
---------------
L= DBM:GetModLocalization(1161)
L:SetOptionLocalization({
MythicSoakBehavior = "為神話模式團隊設置分傷戰術的團隊警告",
ThreeGroup = "三小隊一層的戰術",
TwoGroup = "兩小隊兩層的戰術"
})
---------------------------
-- Oregorger, The Devourer --
---------------------------
L= DBM:GetModLocalization(1202)
L:SetOptionLocalization({
InterruptBehavior = "設定中斷警告的行為模式",
Smart = "基於首領黑石彈幕層數發出中斷警告",
Fixed = "持續3中斷或5中斷警告"
})
---------------------------
-- The Blast Furnace --
---------------------------
L= DBM:GetModLocalization(1154)
L:SetWarningLocalization({
warnRegulators = "熱能調節閥剩餘:%d",
warnBlastFrequency = "爆炸施放頻率增加:大約每%d秒一次",
specWarnTwoVolatileFire = "你中了兩個烈性之火!"
})
L:SetOptionLocalization({
warnRegulators = "提示熱能調節閥還剩多少體力",
warnBlastFrequency = "提示$spell:155209施放頻率增加",
specWarnTwoVolatileFire = "當你中了兩個$spell:176121顯示特別警告",
InfoFrame = "為$spell:155192和$spell:155196顯示訊息框架",
VFYellType2 = "設定烈性之火的大喊方式 (只有傳奇模式)",
Countdown = "倒數直到消失",
Apply = "只有中了時候"
})
L:SetMiscLocalization({
heatRegulator = "熱能調節閥",
Regulator = "調節閥%d",
bombNeeded = "%d炸彈"
})
------------------
-- Hans'gar And Franzok --
------------------
L= DBM:GetModLocalization(1155)
--------------
-- Flamebender Ka'graz --
--------------
L= DBM:GetModLocalization(1123)
--------------------
--Kromog, Legend of the Mountain --
--------------------
L= DBM:GetModLocalization(1162)
L:SetMiscLocalization({
ExRTNotice = "%s發送ExRT的符文位置分配。你的位置為:%s"
})
--------------------------
-- Beastlord Darmac --
--------------------------
L= DBM:GetModLocalization(1122)
--------------------------
-- Operator Thogar --
--------------------------
L= DBM:GetModLocalization(1147)
L:SetWarningLocalization({
specWarnSplitSoon = "10秒後團隊分開"
})
L:SetOptionLocalization({
specWarnSplitSoon = "團隊分開10秒前顯示特別警告",
InfoFrameSpeed = "設定何時訊息框架顯示下一次列車的資訊",
Immediately = "車門一開後立即顯示此班列車",
Delayed = "在此班列車出站之後",
HudMapUseIcons = "為HudMap使用團隊圖示而非綠圈",
TrainVoiceAnnounce = "設定列車的語音警告模式",
LanesOnly = "只提示即將來的軌道",
MovementsOnly = "只提示軌道走位 (只有傳奇模式)",
LanesandMovements = "提示即將來的軌道和軌道走位 (只有傳奇模式)"
})
L:SetMiscLocalization({
Train = GetSpellInfo(174806),
lane = "車道",
oneTrain = "一個隨機列車道",
oneRandom = "出現一個隨機列車道",
threeTrains = "三個隨機列車道",
threeRandom = "出現三個隨機列車道",
helperMessage = "在這戰鬥推薦搭配協力插件'Thogar Assist'或是新版本的DBM語音包。可從Curse下載 "
})
--------------------------
-- The Iron Maidens --
--------------------------
L= DBM:GetModLocalization(1203)
L:SetWarningLocalization({
specWarnReturnBase = "快回到碼頭!"
})
L:SetOptionLocalization({
specWarnReturnBase = "當船上玩家可以安全回到碼頭時顯示特別警告",
filterBladeDash3 = "不要為$spell:155794顯示特別警告當中了$spell:170395",
filterBloodRitual3 = "不要為$spell:158078顯示特別警告當中了$spell:170405"
})
L:SetMiscLocalization({
shipMessage = "準備裝填無畏號的主砲了!",
EarlyBladeDash = "太慢了。"
})
--------------------------
-- Blackhand --
--------------------------
L= DBM:GetModLocalization(959)
L:SetWarningLocalization({
specWarnMFDPosition = "死亡標記站位:%s",
specWarnSlagPosition = "裝置熔渣彈站位: %s"
})
L:SetOptionLocalization({
PositionsAllPhases = "讓所有階段大喊$spell:156096 (這選項使用於測試確保功能正常,不推薦使用)",
InfoFrame = "為$spell:155992和$spell:156530顯示訊息框架"
})
L:SetMiscLocalization({
customMFDSay = "%2$s中了死亡標記(%1$s)",
customSlagSay = "%2$s中了裝置熔渣彈(%1$s)"
})
-------------
-- Trash --
-------------
L = DBM:GetModLocalization("BlackrockFoundryTrash")
L:SetGeneralLocalization({
name = "黑石鑄造場小怪"
})
|
require "require_required"
|
LightSample = {}
LightSample.__index = LightSample
function LightSample.new(L, EL)
local self = {}
self.L = L
self.EL = EL
setmetatable(self, LightSample)
return self
end
LightSample.Zero = LightSample.new(Vector.Zero, Color.Black)
-- 方向光源
DirectionLight = {}
DirectionLight.__index = DirectionLight
function DirectionLight.new(irradiance, direction)
local self = {}
self.irradiance = irradiance
self.direction = direction
self.L = self.direction:normalize():negate()
self.shadow = true
setmetatable(self, DirectionLight)
return self
end
function DirectionLight:sample(scene, position)
if self.shadow then
local shadow_ray = Ray.new(position, self.L)
local shadow_result = scene:intersect(shadow_ray)
if shadow_result and shadow_result.geometry then
return LightSample.Zero
end
return LightSample.new(self.L, self.irradiance)
end
end
-- 点光源
PointLight = {}
PointLight.__index = PointLight
function PointLight.new(intensity, position)
local self = {}
self.intensity = intensity
self.position = position
self.shadow = true
setmetatable(self, PointLight)
return self
end
function PointLight:sample(scene, position)
local delta = self.position - position
local rr = delta:sqrtLength()
local r = math.sqrt(rr)
local L = delta:normalize()
if self.shadow then
local shadow_ray = Ray.new(position, L)
local shadow_result = scene:intersect(shadow_ray)
if shadow_result and shadow_result.geometry and shadow_result.distance <= r then
return LightSample.Zero
end
end
local attenuation = 1 / rr
return LightSample.new(L, self.intensity * attenuation)
end
-- 聚光灯
SpotLight = {}
SpotLight.__index = SpotLight
function SpotLight.new(intensity, position, direction, theta, phi, falloff)
local self = {}
self.intensity = intensity
self.position = position
self.direction = direction
self.theta = theta
self.phi = phi
self.falloff = falloff
self.shadow = true
self.S = self.direction:normalize():negate()
self.cos_theta = math.cos(self.theta * math.pi / 180 / 2)
self.cos_phi = math.cos(self.phi * math.pi / 180 / 2)
self.base_multiplier = 1 / (self.cos_theta - self.cos_phi)
setmetatable(self, SpotLight)
return self
end
function SpotLight:sample(scene, position)
local delta = self.position - position
local rr = delta:sqrtLength()
local r = math.sqrt(rr)
local L = delta:normalize()
local spot
local SdotL = self.S:dot(L)
if SdotL >= self.cos_theta then
spot = 1
elseif SdotL <= self.cos_phi then
spot = 0
else
spot = math.pow((SdotL - self.cos_phi) * self.base_multiplier, self.falloff)
end
if self.shadow then
local shadow_ray = Ray.new(position, L)
local shadow_result = scene:intersect(shadow_ray)
if shadow_result and shadow_result.geometry and shadow_result.distance <= r then
return LightSample.Zero
end
end
local attenuation = 1 / rr
return LightSample.new(L, self.intensity * attenuation * spot)
end |
ctr=0
inc = set_timer(function() ctr=ctr+1 end,1)
update_draw(function()
love.graphics.print(time, 50, 100)
love.graphics.print(ctr, 50, 150)
love.graphics.print("Scaled text", 50, 50)
end)
update_update(function()
inc()
if love.keyboard.isDown("a") then
function love.draw()
love.graphics.push()
love.graphics.scale(scale.x,scale.y)
love.graphics.print("Scaled text", 50, 50)
love.graphics.pop()
end
end
end)
|
--[[
String Plugin -> Angle Utility (Shared)
by Tassilo (@TASSIA710)
String-Angle utilities.
--]]
--- Generates an angle from a string.
-- @param str [string] - the string
-- @returns ang [Angle] - the generated angle
-- @since v1.0.0
function string.ToAngle(str)
str = string.Explode(";", str)
if #str ~= 3 then return nil end
local x = tonumber(str[1])
local y = tonumber(str[2])
local z = tonumber(str[3])
if not x or not y or not z then return nil end
return Angle(x, y, z)
end
--- Generates a string from an angle.
-- @param ang [Angle] - the angle
-- @returns str [string] - the generated string
-- @since v1.0.0
function string.FromAngle(ang)
return ang.x .. ";" .. ang.y .. ";" .. ang.z
end
|
require "sprite"
require "theme"
require "timer"
instead.fading = false
local f = std.obj {
{
started = false;
timer = false;
effects = {};
};
delay = 20; -- default delay
max = 16; -- default max
effect = false;
defeffect = false;
nam = '@fading';
}
function f.effects.fadeblack(s, src, dst)
sprite.scr():fill('black')
if s.step < s.max / 2 then -- fadeout old
local alpha = 255 - (s.step * 2 / s.max) * 255;
if alpha > 0 then
src:draw(sprite.scr(), 0, 0, alpha);
end
else -- fadein new
local alpha = ((s.step - 1 - s.max / 2) / s.max) * 255 * 2;
if alpha > 0 then
dst:draw(sprite.scr(), 0, 0, alpha);
end
end
end
function f.effects.crossfade(s, src, dst)
local alpha = ((s.step - 1) / s.max) * 255;
src:draw(sprite.scr(), 0, 0, 255 - alpha);
dst:draw(sprite.scr(), 0, 0, alpha);
end
function f.effects.move_left(s, src, dst)
-- sprite.scr():fill('black')
local x = theme.scr.w() * s.step / s.max
src:copy(sprite.scr(), x, 0);
dst:copy(sprite.scr(), x - theme.scr.w(), 0);
end
function f.effects.move_right(s, src, dst)
-- sprite.scr():fill('black')
local x = theme.scr.w() * s.step / s.max
dst:copy(sprite.scr(), theme.scr.w() - x, 0);
src:copy(sprite.scr(), -x, 0);
end
function f.effects.move_up(s, src, dst)
-- sprite.scr():fill('black')
local y = theme.scr.h() * s.step / s.max
src:copy(sprite.scr(), 0, y);
dst:copy(sprite.scr(), 0, y - theme.scr.h());
end
function f.effects.move_down(s, src, dst)
-- sprite.scr():fill('black')
local y = theme.scr.h() * s.step / s.max
dst:copy(sprite.scr(), 0, theme.scr.h() - y);
src:copy(sprite.scr(), 0, -y);
end
local scr, scr2
local cb = timer.callback
function timer:callback(...)
if f.started then
return '@fading'
end
return cb(self, ...)
end
function f.start()
local old = sprite.direct()
sprite.direct(true)
sprite.scr():copy(scr)
sprite.direct(old)
f.timer = timer:get()
f.effect.step = 0
f.started = true
timer:set(f.effect.delay or 20)
end
function f.change(ops)
if type(ops) == 'string' then
ops = { ops }
end
ops.forever = true
f.set(ops)
end
function f.set(ops)
if type(ops) == 'string' then
ops = { ops }
end
ops.delay = ops.delay or f.delay
ops.max = ops.max or f.max
f.effect = std.clone(ops)
if ops.forever then
f.defeffect = std.clone(f.effect)
end
end
local oldrender = sprite.render_callback()
sprite.render_callback(function()
if f.started and not sprite.direct() then
sprite.direct(true)
sprite.scr():copy(scr2)
scr:copy(sprite.scr())
end
if not f.started and oldrender then
oldrender()
end
end)
std.mod_cmd(function(cmd)
if cmd[1] ~= '@fading' then
return
end
f.effect.step = f.effect.step + 1
f.effects[f.effect[1]](f.effect, scr, scr2)
if f.effect.step > f.effect.max then
f.started = false
if f.defeffect then
f.effect = std.clone(f.defeffect)
end
timer:set(f.timer)
sprite.direct(false)
return std.nop()
end
return
end)
std.mod_init(function()
f.change { 'crossfade' };
end)
std.mod_start(function()
scr = sprite.new(theme.get 'scr.w', theme.get 'scr.h')
scr2 = sprite.new(theme.get 'scr.w', theme.get 'scr.h')
if f.defeffect then
f.effect = std.clone(f.defeffect)
end
end)
std.mod_step(function(state)
if not state then
return
end
if (player_moved() or here().fading) and std.cmd[1] ~= 'load' and std.cmd[1] ~= '@fading' then
f.start()
end
end)
fading = f
|
require("std/num")
require("std/array")
require("math/tables/normal/table1")
normal.table2={}
normal.table2.start = 0
normal.table2.step =0.001
normal.table2.val = {
infinit_sym, 3.0902, 2.8182, 2.7478, 2.6521, 2.5758, 2.5121, 2.4573, 2.4089, 2.3656,
2.3263, 2.2904, 2.2571, 2.2262, 2.1973, 2.1701, 2.1444, 2.1201, 2.0969, 2.0749,
2.0537, 2.0335, 2.0141, 1.9954, 1.9774, 1.9600, 1.9431, 1.9268, 1.9110, 1.8957,
1.8808, 1.8663, 1.8522, 1.8384, 1.8250, 1.8119, 1.7991, 1.7866, 1.7744, 1.7624,
1.7507, 1.7392, 1.7279, 1.7169, 1.7060, 1.6954, 1.6849, 1.6747, 1.6646, 1.6546,
1.6449, 1.6352, 1.6258, 1.6164, 1.6072, 1.5982, 1.5893, 1.5805, 1.5718, 1.5632,
1.5548, 1.5464, 1.5382, 1.5301, 1.5220, 1.5141, 1.5063, 1.4985, 1.4909, 1.4833,
1.4758, 1.4684, 1.4611, 1.4538, 1.4466, 1.4395, 1.4325, 1.4255, 1.4187, 1.4118,
1.4051, 1.3984, 1.3917, 1.3852, 1.3787, 1.3722, 1.3658, 1.3595, 1.3532, 1.3469,
1.3408, 1.3346, 1.3285, 1.3225, 1.3165, 1.3106, 1.3047, 1.2988, 1.2930, 1.2873,
1.2816, 1.2759, 1.2702, 1.2646, 1.2591, 1.2536, 1.2481, 1.2426, 1.2372, 1.2319,
1.2265, 1.2212, 1.2160, 1.2107, 1.2055, 1.2004, 1.1952, 1.1901, 1.1850, 1.1800,
1.1750, 1.1700, 1.1650, 1.1601, 1.1552, 1.1503, 1.1455, 1.1407, 1.1359, 1.1311,
1.1264, 1.1217, 1.1170, 1.1123, 1.1077, 1.1031, 1.0985, 1.0939, 1.0893, 1.0848,
1.0803, 1.0758, 1.0714, 1.0669, 1.0625, 1.0581, 1.0537, 1.0494, 1.0450, 1.0407,
1.0364, 1.0322, 1.0279, 1.0237, 1.0194, 1.0152, 1.0110, 1.0069, 1.0027, 0.9986,
0.9945, 0.9904, 0.9863, 0.9822, 0.9782, 0.9741, 0.9701, 0.9661, 0.9621, 0.9581,
0.9542, 0.9502, 0.9463, 0.9424, 0.9385, 0.9346, 0.9307, 0.9269, 0.9230, 0.9192,
0.9154, 0.9116, 0.9078, 0.9040, 0.9002, 0.8965, 0.8927, 0.8890, 0.8853, 0.8813,
0.8779, 0.8742, 0.8705, 0.8669, 0.8633, 0.8596, 0.8560, 0.8524, 0.8488, 0.8452,
0.8416, 0.8381, 0.8345, 0.8310, 0.8274, 0.8239, 0.8204, 0.8169, 0.8134, 0.8099,
0.8064, 0.8030, 0.7995, 0.7961, 0.7926, 0.7892, 0.7858, 0.7824, 0.7790, 0.7755,
0.7722, 0.7688, 0.7655, 0.7621, 0.7588, 0.7554, 0.7521, 0.7488, 0.7454, 0.7421,
0.7388, 0.7356, 0.7323, 0.7290, 0.7257, 0.7225, 0.7192, 0.7160, 0.7128, 0.7095,
0.7063, 0.7031, 0.6999, 0.6967, 0.6935, 0.6903, 0.6871, 0.6840, 0.6808, 0.6776,
0.6745, 0.6713, 0.6682, 0.6651, 0.6620, 0.6588, 0.6557, 0.6526, 0.6495, 0.6464,
0.6433, 0.6403, 0.6372, 0.6341, 0.6311, 0.6280, 0.6250, 0.6219, 0.6189, 0.6158,
0.6128, 0.6098, 0.6068, 0.6038, 0.6008, 0.5978, 0.5948, 0.5918, 0.5888, 0.5858,
0.5828, 0.5799, 0.5769, 0.5740, 0.5710, 0.5681, 0.5651, 0.5622, 0.5592, 0.5568,
0.5534, 0.5505, 0.5476, 0.5446, 0.5417, 0.5388, 0.5359, 0.5330, 0.5302, 0.5278,
0.5244, 0.5215, 0.5187, 0.5158, 0.5129, 0.5101, 0.5072, 0.5044, 0.5015, 0.4987,
0.4959, 0.4930, 0.4902, 0.4874, 0.4845, 0.4817, 0.4789, 0.4761, 0.4733, 0.4705,
0.4677, 0.4649, 0.4621, 0.4593, 0.4565, 0.4538, 0.4510, 0.4482, 0.4454, 0.4427,
0.4399, 0.4372, 0.4344, 0.4316, 0.4289, 0.4261, 0.4234, 0.4207, 0.4179, 0.4152,
0.4125, 0.4097, 0.4070, 0.4043, 0.4016, 0.3989, 0.3961, 0.3934, 0.3907, 0.3880,
0.3853, 0.3826, 0.3799, 0.3772, 0.3745, 0.3719, 0.3692, 0.3665, 0.3638, 0.3611,
0.3585, 0.3558, 0.3531, 0.3505, 0.3478, 0.3451, 0.3425, 0.3398, 0.3372, 0.3345,
0.3319, 0.3292, 0.3266, 0.3239, 0.3213, 0.3186, 0.3160, 0.3134, 0.3107, 0.3081,
0.3055, 0.3029, 0.3002, 0.2976, 0.2950, 0.2924, 0.2898, 0.2871, 0.2845, 0.2819,
0.2793, 0.2767, 0.2741, 0.2715, 0.2689, 0.2663, 0.2637, 0.2611, 0.2585, 0.2553,
0.2533, 0.2508, 0.2482, 0.2456, 0.2430, 0.2404, 0.2378, 0.2353, 0.2327, 0.2301,
0.2275, 0.2250, 0.2224, 0.2198, 0.2173, 0.2147, 0.2121, 0.2096, 0.2070, 0.2045,
0.2019, 0.1993, 0.1968, 0.1942, 0.1917, 0.1891, 0.1866, 0.1840, 0.1815, 0.1789,
0.1764, 0.1738, 0.1713, 0.1687, 0.1662, 0.1637, 0.1611, 0.1586, 0.1560, 0.1535,
0.1510, 0.1484, 0.1459, 0.1434, 0.1408, 0.1383, 0.1358, 0.1332, 0.1307, 0.1282,
0.1257, 0.1231, 0.1206, 0.1181, 0.1156, 0.1130, 0.1105, 0.1080, 0.1055, 0.1030,
0.1004, 0.0979, 0.0954, 0.0929, 0.0904, 0.0878, 0.0853, 0.0828, 0.0803, 0.0773,
0.0753, 0.0728, 0.0702, 0.0677, 0.0652, 0.0627, 0.0602, 0.0577, 0.0552, 0.0527,
0.0502, 0.0476, 0.0451, 0.0426, 0.0401, 0.0376, 0.0351, 0.0326, 0.0301, 0.0276,
0.0251, 0.0226, 0.0201, 0.0175, 0.0150, 0.0125, 0.0100, 0.0075, 0.0050, 0.0025,
0.0000,
}
-- table size
function normal.table2.size()
return table.getn(normal.table2.val)
end
|
local playsession = {
{"tykak", {19404}},
{"Dimava", {55610}},
{"XAticAtacX", {67067}},
{"KIRkomMAX", {12456}},
{"waxman", {63204}},
{"GeileBeer", {20569}}
}
return playsession |
resource_manifest_version '44febabe-d386-4d18-afbe-5e627f4af937'
this_is_a_map 'yes'
data_file 'DLC_ITYP_REQUEST' 'stream/patoche_cyber_list.ytyp' |
AddCSLuaFile()
ENT.Base = "draconic_projectile_base"
ENT.Entity = "m301_grenade"
ENT.PrintName = "SPNKr Rocket"
ENT.Author = "Vuthakral"
ENT.Model = "models/vuthakral/halo/weapons/m139_grenade.mdl"
ENT.ProjectileType = "explosive"
ENT.ExplosionType = "lua"
ENT.FuseTime = 5
ENT.Damage = 150
ENT.DamageType = DMG_BLAST
ENT.Mass = 50
ENT.Gravity = true
ENT.ExplodeShakePower = 25
ENT.ExplodeShakeTime = 0.5
ENT.ExplodeShakeDistance = 500
ENT.LoopingSound = "drc.m139_flight"
ENT.ExplodeSoundNear = "drc.m139_explode"
ENT.ExplodeSoundFar = "drc.halofrag_dist"
ENT.ExplodePressure = 1.5
ENT.AffectRadius = 300
ENT.SpawnEffect = "drc_halo_spnkr_rocket_flash"
ENT.LuaExplEffect = "drc_halo_spnkr_rocket_explode"
ENT.TrailMat = "effects/draconic_halo/hunter_beam"
ENT.TrailColor = Color(255, 255, 0)
ENT.TrailAdditive = true
ENT.TrailStartWidth = 10
ENT.TrailEndWidth = 0
ENT.TrailLifeTime = 0.1 |
return function (Args)
if not FS.existsSync("./src") then
Logger.Error("The folder 'src' does not exist")
Logger.Error("please create it using './Dotter init'!")
BuildHelper.Fail()
return false
end
local JsonData = FS.readFileSync("./Dotter/Config/Output.json")
local Data = Json.decode(JsonData)
local ArchiveName = ""
if Data.Version == "0.0.0" then
ArchiveName = Data.BaseName
else
ArchiveName = Data.BaseName .. Data.Version
end
local PathLib = require("path")
local CurrentPath = PathLib.getRoot() .. PathLib.relative(PathLib.getRoot(), "./")
--print(CurrentPath)
local CommandWindows = "PowerShell -NoProfile -ExecutionPolicy unrestricted -File ./Dotter/Scripts/Executeable/Executeable.ps1 " .. ArchiveName
local Handle
require("Clean")()
if WorkingOS == "Windows" then
local ExeJson = FS.readFileSync("./Dotter/Config/ExeInfo.json")
local ExeInfo = Json.decode(ExeJson)
local ExeData = {
"TargetName=" .. CurrentPath .. "\\Dotter\\Output\\Cache\\Out.exe",
"FriendlyName=" .. ArchiveName,
"AppLaunched=Powershell -ExecutionPolicy unrestricted -File .\\ExeLoader.ps1",
"FILE0=\"Exeloader.ps1\"",
"FILE1=\"" .. ArchiveName .. ".dua" .. "\"",
"FILE2=\"Icon.ico\"",
"[SourceFiles]",
"SourceFiles0=" .. CurrentPath .. "\\Dotter\\Scripts\\Loaders\\",
"SourceFiles1=" .. CurrentPath .. "\\Dotter\\Output\\Build\\",
"SourceFiles2=" .. CurrentPath .. "\\Dotter\\Output\\Cache\\"
}
for i, v in pairs(ExeData) do
table.insert(ExeInfo.Data, v)
end
local ExeString = table.concat(ExeInfo.Data, "\n")
FS.writeFileSync("./Dotter/Output/Cache/ExeData.sed", ExeString)
Handle = io.popen(CommandWindows)
elseif WorkingOS == "Mac" then
end
for Line in Handle:lines() do
Logger.Info(Line)
end
Handle:close()
print()
BuildHelper.Complete()
end |
--[[
The Adventures of Bat
-- PlayState Class --
Author: Aniruddha Pai
aniruddh.g.pai@gmail.com
agpai2@illinois.edu
]]
PlayState = Class{__includes = BaseState}
local spawnTimer = math.random() * 1.5 + 1.5
function PlayState:init()
self.background = Background()
self.distance = 0
self.points = 0
self.timer = 0
self.coins = {}
self.obstacles = {}
-- each of the objects are assigned a specific slot within which it will be
-- rendered
self.slots = {0, 32, 64, 96}
end
function PlayState:enter(params)
self.background.backgroundFrame = params.backgroundFrame
-- dimensions of the bat is reduced for better game experience
-- bat is still rendered as the original size as the it's sprites
self.bat = Bat({
type = params.batType,
animations = BAT_DEFS[BAT_IDS[params.batType]].animations,
isPlay = true,
direction = 'right',
x = 10,
y = math.random(VIRTUAL_HEIGHT / 2),
width = 28,
height = 28
})
self.bat:changeAnimation('fly-' .. self.bat.direction)
end
function PlayState:update(dt)
self.background:update(dt)
self.bat:update(dt)
self.distance = self.distance + BAT_SPEED / BACKGROUND_SCROLL_SPEED * dt
-- update timer for object spawning
self.timer = self.timer + dt
-- after a set amount of time, both the coin and the obstacle will be rendered
if self.timer > spawnTimer then
-- dimensions of the coin is reduced for better game experience
-- coin is still rendered as the original size as the it's sprites
table.insert(self.coins, GameObject({
x = VIRTUAL_WIDTH + 32,
y = self.slots[math.random(#self.slots)],
width = 28,
height = 28,
animations = OBJECT_DEFS['coin'].animations
}))
--[[
local obstacleRandomizer = math.random(1, 40)
for i = 1, 5 do
OBJECT_DEFS['obstacle'].animations['animate'].frames[i] =
OBJECT_DEFS['obstacle'].animations['animate'].frames[i] * obstacleRandomizer
end
]]
-- dimensions of the obstacle is reduced for better game experience
-- obstacle is still rendered as the original size as the it's sprites
table.insert(self.obstacles, GameObject({
x = VIRTUAL_WIDTH + 32,
y = self.slots[math.random(#self.slots)],
width = 28,
height = 28,
animations = OBJECT_DEFS['obstacle'].animations
}))
-- reset timer
self.timer = 0
spawnTimer = math.random() * 1.5 + 1.5
end
for k, coin in pairs(self.coins) do
coin:changeAnimation('rotate')
--coin:update(dt)
if coin:collides(self.bat) then
coin.remove = true
self.points = self.points + 1
gSounds['confirm']:play()
end
if coin.remove then
table.remove(self.coins, k)
end
coin:update(dt)
end
for k, obstacle in pairs(self.obstacles) do
obstacle:changeAnimation('animate')
--obstacle:update(dt)
if obstacle:collides(self.bat) then
gStateMachine:change('end', {
backgroundFrame = self.background.backgroundFrame,
batType = self.bat.type,
distance = math.floor(self.distance),
coins = self.points
})
end
if obstacle.remove then
table.remove(self.obstacles, k)
end
obstacle:update(dt)
end
end
function PlayState:render()
self.background:render()
if #self.coins ~= 0 then
for k, coin in pairs(self.coins) do
coin:render()
end
end
self.bat:render()
if #self.obstacles ~= 0 then
for k, obstacle in pairs(self.obstacles) do
obstacle:render()
end
end
love.graphics.printf('DISTANCE : ' .. tostring(math.floor(self.distance)),
5, 5, VIRTUAL_WIDTH, 'left')
love.graphics.printf('COINS: ' .. tostring(self.points), 5, 15,
VIRTUAL_WIDTH, 'left')
end
|
function OnEvent(event, arg)
if event == "MOUSE_BUTTON_PRESSED" and arg > 3 and arg < 14 then
k = "f"..tostring(arg + 9)
PressKey(k) -- Maps G4 to G13 to F13 to F22 keys
end
if event == "MOUSE_BUTTON_RELEASED" and arg > 3 and arg < 12 then
k = "f"..tostring(arg + 9)
ReleaseKey(k) -- Maps G4 to G13 to F13 to F22 keys
end
end |
return {
cormort = {
acceleration = 0.132,
brakerate = 0.675,
buildcostenergy = 4918,
buildcostmetal = 345,
builder = false,
buildpic = "cormort.dds",
buildtime = 5200,
canattack = true,
canguard = true,
canmove = true,
canpatrol = true,
canstop = 1,
category = "ALL MEDIUM MOBILE SURFACE UNDERWATER",
collisionvolumeoffsets = "2 0 -4",
collisionvolumescales = "28 35 22",
collisionvolumetype = "Box",
corpse = "dead",
defaultmissiontype = "Standby",
description = "Mobile Mortar Kbot",
explodeas = "BIG_UNITEX",
firestandorders = 1,
footprintx = 2,
footprintz = 2,
idleautoheal = 5,
idletime = 1800,
losemitheight = 29,
maneuverleashlength = 640,
mass = 345,
maxdamage = 820,
maxslope = 14,
maxvelocity = 1.5,
maxwaterdepth = 12,
mobilestandorders = 1,
movementclass = "KBOT2",
name = "Morty",
noautofire = false,
objectname = "CORMORT",
radaremitheight = 29,
seismicsignature = 0,
selfdestructas = "BIG_UNIT",
sightdistance = 300,
standingfireorder = 2,
standingmoveorder = 1,
steeringmode = 2,
turninplaceanglelimit = 140,
turninplacespeedlimit = 0.99,
turnrate = 1099,
unitname = "cormort",
upright = true,
customparams = {
buildpic = "cormort.dds",
faction = "CORE",
},
featuredefs = {
dead = {
blocking = true,
collisionvolumeoffsets = "-2.46048736572 -3.00319400146 6.99045562744",
collisionvolumescales = "41.948348999 14.0481719971 51.4421844482",
collisionvolumetype = "Box",
damage = 1059,
description = "Morty Wreckage",
energy = 0,
featuredead = "heap",
footprintx = 2,
footprintz = 2,
metal = 303,
object = "CORMORT_DEAD",
reclaimable = true,
customparams = {
fromunit = 1,
},
},
heap = {
blocking = false,
damage = 1323,
description = "Morty Debris",
energy = 0,
footprintx = 2,
footprintz = 2,
metal = 162,
object = "2X2A",
reclaimable = true,
customparams = {
fromunit = 1,
},
},
},
sfxtypes = {
pieceexplosiongenerators = {
[1] = "piecetrail0",
[2] = "piecetrail1",
[3] = "piecetrail2",
[4] = "piecetrail3",
[5] = "piecetrail4",
[6] = "piecetrail6",
},
},
sounds = {
canceldestruct = "cancel2",
underattack = "warning1",
cant = {
[1] = "cantdo4",
},
count = {
[1] = "count6",
[2] = "count5",
[3] = "count4",
[4] = "count3",
[5] = "count2",
[6] = "count1",
},
ok = {
[1] = "kbcormov",
},
select = {
[1] = "kbcorsel",
},
},
weapondefs = {
core_mort = {
accuracy = 300,
areaofeffect = 48,
avoidfeature = false,
cegtag = "Trail_cannon",
craterareaofeffect = 0,
craterboost = 0,
cratermult = 0,
explosiongenerator = "custom:CORE_FIRE_SMALL",
gravityaffected = "TRUE",
impulseboost = 0.123,
impulsefactor = 0.123,
name = "PlasmaCannon",
nogap = 1,
noselfdamage = true,
range = 850,
reloadtime = 1.5,
rgbcolor = "1 0.88 0.26",
separation = 0.45,
size = 1.21,
sizedecay = -0.15,
soundhitdry = "xplomed3",
soundhitwet = "splshbig",
soundhitwetvolume = 0.6,
soundstart = "cannon1",
stages = 20,
turret = true,
weapontype = "Cannon",
weaponvelocity = 450,
damage = {
default = 105,
subs = 5,
},
},
},
weapons = {
[1] = {
def = "CORE_MORT",
onlytargetcategory = "SURFACE",
},
},
},
}
|
object_tangible_food_generic_drink_coffee = object_tangible_food_generic_shared_drink_coffee:new {
}
ObjectTemplates:addTemplate(object_tangible_food_generic_drink_coffee, "object/tangible/food/generic/drink_coffee.iff")
|
-- Routine for NPC "Inina" in Velius' Dungeon after Velius is dead.
velocity = 50
loadRoutine = function(R, W)
if (not W:isConditionFulfilled("boss", "BossVelius") or W:isConditionFulfilled("npc_inina4", "dead")) then
R:setDisposed()
return
end
R:setTilePosition(11.5,10)
R:setFacingRight()
R:setReloadEnabled(false)
R:setLooped(false)
end |
object_ship_z95_tier9 = object_ship_shared_z95_tier9:new {
}
ObjectTemplates:addTemplate(object_ship_z95_tier9, "object/ship/z95_tier9.iff")
|
-------------------------------------------------------------------------------
-- Spine Runtimes License Agreement
-- Last updated May 1, 2019. Replaces all prior versions.
--
-- Copyright (c) 2013-2019, Esoteric Software LLC
--
-- Integration of the Spine Runtimes into software or otherwise creating
-- derivative works of the Spine Runtimes is permitted under the terms and
-- conditions of Section 2 of the Spine Editor License Agreement:
-- http://esotericsoftware.com/spine-editor-license
--
-- Otherwise, it is permitted to integrate the Spine Runtimes into software
-- or otherwise create derivative works of the Spine Runtimes (collectively,
-- "Products"), provided that each user of the Products must obtain their own
-- Spine Editor license and redistribution of the Products in any form must
-- include this license and copyright notice.
--
-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
-- OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
-- OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
-- NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
-- INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
-- BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
-- INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
-- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
-- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
-- EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local table_insert = table.insert
local SkeletonData = require "spine-lua.SkeletonData"
local BoneData = require "spine-lua.BoneData"
local SlotData = require "spine-lua.SlotData"
local Skin = require "spine-lua.Skin"
local AttachmentLoader = require "spine-lua.AttachmentLoader"
local Animation = require "spine-lua.Animation"
local IkConstraintData = require "spine-lua.IkConstraintData"
local IkConstraint = require "spine-lua.IkConstraint"
local PathConstraintData = require "spine-lua.PathConstraintData"
local PathConstraint = require "spine-lua.PathConstraint"
local TransformConstraintData = require "spine-lua.TransformConstraintData"
local TransformConstraint = require "spine-lua.TransformConstraint"
local EventData = require "spine-lua.EventData"
local Event = require "spine-lua.Event"
local AttachmentType = require "spine-lua.attachments.AttachmentType"
local BlendMode = require "spine-lua.BlendMode"
local TransformMode = require "spine-lua.TransformMode"
local utils = require "spine-lua.utils"
local Color = require "spine-lua.Color"
local SkeletonJson = {}
function SkeletonJson.new (attachmentLoader)
if not attachmentLoader then attachmentLoader = AttachmentLoader.new() end
local self = {
attachmentLoader = attachmentLoader,
scale = 1,
linkedMeshes = {}
}
function self:readSkeletonDataFile (fileName, base)
return self:readSkeletonData(utils.readFile(fileName, base))
end
local readAttachment
local readAnimation
local readCurve
local getArray
local getValue = function (map, name, default)
local value = map[name]
if value == nil then return default else return value end
end
function self:readSkeletonData (jsonText)
local scale = self.scale
local skeletonData = SkeletonData.new(self.attachmentLoader)
local root = utils.readJSON(jsonText)
if not root then error("Invalid JSON: " .. jsonText, 2) end
-- Skeleton.
local skeletonMap = root["skeleton"]
if skeletonMap then
skeletonData.hash = skeletonMap["hash"]
skeletonData.version = skeletonMap["spine"]
skeletonData.x = skeletonMap["x"]
skeletonData.y = skeletonMap["y"]
skeletonData.width = skeletonMap["width"]
skeletonData.height = skeletonMap["height"]
skeletonData.fps = skeletonMap["fps"]
skeletonData.imagesPath = skeletonMap["images"]
end
-- Bones.
for i,boneMap in ipairs(root["bones"]) do
local boneName = boneMap["name"]
local parent = nil
local parentName = boneMap["parent"]
if parentName then
parent = skeletonData:findBone(parentName)
if not parent then error("Parent bone not found: " .. parentName) end
end
local data = BoneData.new(i, boneName, parent)
data.length = getValue(boneMap, "length", 0) * scale;
data.x = getValue(boneMap, "x", 0) * scale;
data.y = getValue(boneMap, "y", 0) * scale;
data.rotation = getValue(boneMap, "rotation", 0);
data.scaleX = getValue(boneMap, "scaleX", 1);
data.scaleY = getValue(boneMap, "scaleY", 1);
data.shearX = getValue(boneMap, "shearX", 0);
data.shearY = getValue(boneMap, "shearY", 0);
data.transformMode = TransformMode[getValue(boneMap, "transform", "normal")]
data.skinRequired = getValue(boneMap, "skin", false)
table_insert(skeletonData.bones, data)
end
-- Slots.
if root["slots"] then
for i,slotMap in ipairs(root["slots"]) do
local slotName = slotMap["name"]
local boneName = slotMap["bone"]
local boneData = skeletonData:findBone(boneName)
if not boneData then error("Slot bone not found: " .. boneName) end
local data = SlotData.new(i, slotName, boneData)
local color = slotMap["color"]
if color then
data.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
local dark = slotMap["dark"]
if dark then
data.darkColor = Color.newWith(1, 1, 1, 1)
data.darkColor:set(tonumber(dark:sub(1, 2), 16) / 255,
tonumber(dark:sub(3, 4), 16) / 255,
tonumber(dark:sub(5, 6), 16) / 255,
0)
end
data.attachmentName = getValue(slotMap, "attachment", nil)
data.blendMode = BlendMode[getValue(slotMap, "blend", "normal")]
table_insert(skeletonData.slots, data)
skeletonData.slotNameIndices[data.name] = #skeletonData.slots
end
end
-- IK constraints.
if root["ik"] then
for _,constraintMap in ipairs(root["ik"]) do
local data = IkConstraintData.new(constraintMap["name"])
data.order = getValue(constraintMap, "order", 0)
data.skinRequired = getValue(constraintMap, "skin", false)
for _,boneName in ipairs(constraintMap["bones"]) do
local bone = skeletonData:findBone(boneName)
if not bone then error("IK bone not found: " .. boneName) end
table_insert(data.bones, bone)
end
local targetName = constraintMap["target"]
data.target = skeletonData:findBone(targetName)
if not data.target then error("Target bone not found: " .. targetName) end
data.mix = getValue(constraintMap, "mix", 1)
data.softness = getValue(constraintMap, "softness", 0) * scale
if constraintMap["bendPositive"] == nil or constraintMap["bendPositive"] == true then
data.bendDirection = 1
else
data.bendDirection = -1
end
if constraintMap["compress"] == nil or constraintMap["compress"] == false then data.compress = false else data.compress = true end
if constraintMap["stretch"] == nil or constraintMap["stretch"] == false then data.stretch = false else data.stretch = true end
if constraintMap["uniform"] == nil or constraintMap["uniform"] == false then data.uniform = false else data.uniform = true end
table_insert(skeletonData.ikConstraints, data)
end
end
-- Transform constraints
if root["transform"] then
for _,constraintMap in ipairs(root["transform"]) do
local data = TransformConstraintData.new(constraintMap.name)
data.order = getValue(constraintMap, "order", 0)
data.skinRequired = getValue(constraintMap, "skin", false)
for _,boneName in ipairs(constraintMap.bones) do
local bone = skeletonData:findBone(boneName)
if not bone then error("Transform constraint bone not found: " .. boneName, 2) end
table_insert(data.bones, bone)
end
local targetName = constraintMap.target
data.target = skeletonData:findBone(targetName)
if not data.target then error("Transform constraint target bone not found: " .. (targetName or "none"), 2) end
data.offsetRotation = getValue(constraintMap, "rotation", 0);
data.offsetX = getValue(constraintMap, "x", 0) * scale;
data.offsetY = getValue(constraintMap, "y", 0) * scale;
data.offsetScaleX = getValue(constraintMap, "scaleX", 0);
data.offsetScaleY = getValue(constraintMap, "scaleY", 0);
data.offsetShearY = getValue(constraintMap, "shearY", 0);
data.rotateMix = getValue(constraintMap, "rotateMix", 1);
data.translateMix = getValue(constraintMap, "translateMix", 1);
data.scaleMix = getValue(constraintMap, "scaleMix", 1);
data.shearMix = getValue(constraintMap, "shearMix", 1);
table_insert(skeletonData.transformConstraints, data)
end
end
-- Path constraints
if root["path"] then
for _,constraintMap in ipairs(root.path) do
local data = PathConstraintData.new(constraintMap.name);
data.order = getValue(constraintMap, "order", 0)
data.skinRequired = getValue(constraintMap, "skin", false)
for _,boneName in ipairs(constraintMap.bones) do
local bone = skeletonData:findBone(boneName)
if not bone then error("Path constraint bone not found: " .. boneName, 2) end
table_insert(data.bones, bone)
end
local targetName = constraintMap.target;
data.target = skeletonData:findSlot(targetName)
if data.target == nil then error("Path target slot not found: " .. targetName, 2) end
data.positionMode = PathConstraintData.PositionMode[getValue(constraintMap, "positionMode", "percent"):lower()]
data.spacingMode = PathConstraintData.SpacingMode[getValue(constraintMap, "spacingMode", "length"):lower()]
data.rotateMode = PathConstraintData.RotateMode[getValue(constraintMap, "rotateMode", "tangent"):lower()]
data.offsetRotation = getValue(constraintMap, "rotation", 0);
data.position = getValue(constraintMap, "position", 0);
if data.positionMode == PathConstraintData.PositionMode.fixed then data.position = data.position * scale end
data.spacing = getValue(constraintMap, "spacing", 0);
if data.spacingMode == PathConstraintData.SpacingMode.length or data.spacingMode == PathConstraintData.SpacingMode.fixed then data.spacing = data.spacing * scale end
data.rotateMix = getValue(constraintMap, "rotateMix", 1);
data.translateMix = getValue(constraintMap, "translateMix", 1);
table_insert(skeletonData.pathConstraints, data)
end
end
-- Skins.
if root["skins"] then
for skinName,skinMap in pairs(root["skins"]) do
local skin = Skin.new(skinMap["name"])
for slotName,slotMap in pairs(skinMap.attachments) do
local slotIndex = skeletonData.slotNameIndices[slotName]
for attachmentName,attachmentMap in pairs(slotMap) do
local attachment = readAttachment(attachmentMap, skin, slotIndex, attachmentName, skeletonData)
if attachment then
skin:setAttachment(slotIndex, attachmentName, attachment)
end
end
end
table_insert(skeletonData.skins, skin)
if skin.name == "default" then skeletonData.defaultSkin = skin end
end
end
-- Linked meshes
for _, linkedMesh in ipairs(self.linkedMeshes) do
local skin = skeletonData.defaultSkin
if linkedMesh.skin then skin = skeletonData:findSkin(linkedMesh.skin) end
if not skin then error("Skin not found: " .. linkedMesh.skin) end
local parent = skin:getAttachment(linkedMesh.slotIndex, linkedMesh.parent)
if not parent then error("Parent mesh not found: " + linkedMesh.parent) end
if linkedMesh.inheritDeform then
linkedMesh.mesh.deformAttachment = parent
else
linkedMesh.mesh.deformAttachment = linkedMesh.mesh
end
linkedMesh.mesh:setParentMesh(parent)
linkedMesh.mesh:updateUVs()
end
self.linkedMeshes = {}
-- Events.
if root["events"] then
for eventName,eventMap in pairs(root["events"]) do
local data = EventData.new(eventName)
data.intValue = getValue(eventMap, "int", 0)
data.floatValue = getValue(eventMap, "float", 0)
data.stringValue = getValue(eventMap, "string", "")
data.audioPath = getValue(eventMap, "audio", nil)
if data.audioPath ~= nil then
data.volume = getValue(eventMap, "volume", 1)
data.balance = getValue(eventMap, "balance", 0)
end
table_insert(skeletonData.events, data)
end
end
-- Animations.
if root["animations"] then
for animationName,animationMap in pairs(root["animations"]) do
readAnimation(animationMap, animationName, skeletonData)
end
end
return skeletonData
end
readAttachment = function (map, skin, slotIndex, name, skeletonData)
local scale = self.scale
name = getValue(map, "name", name)
local type = AttachmentType[getValue(map, "type", "region")]
local path = getValue(map, "path", name)
if type == AttachmentType.region then
local region = attachmentLoader:newRegionAttachment(skin, name, path)
if not region then return nil end
region.path = path
region.x = getValue(map, "x", 0) * scale
region.y = getValue(map, "y", 0) * scale
region.scaleX = getValue(map, "scaleX", 1);
region.scaleY = getValue(map, "scaleY", 1);
region.rotation = getValue(map, "rotation", 0);
region.width = map.width * scale;
region.height = map.height * scale;
local color = map["color"]
if color then
region.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
region:updateOffset()
return region
elseif type == AttachmentType.boundingbox then
local box = attachmentLoader:newBoundingBoxAttachment(skin, name)
if not box then return nil end
readVertices(map, box, map.vertexCount * 2)
local color = map.color
if color then
box.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
return box
elseif type == AttachmentType.mesh or type == AttachmentType.linkedmesh then
local mesh = attachmentLoader:newMeshAttachment(skin, name, path)
if not mesh then return nil end
mesh.path = path
local color = map.color
if color then
mesh.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
mesh.width = getValue(map, "width", 0) * scale
mesh.height = getValue(map, "height", 0) * scale
local parent = map.parent
if parent then
table_insert(self.linkedMeshes, {
mesh = mesh,
skin = getValue(map, "skin", nil),
slotIndex = slotIndex,
parent = parent,
inheritDeform = getValue(map, "deform", true)
})
return mesh
end
local uvs = getArray(map, "uvs", 1)
readVertices(map, mesh, #uvs)
mesh.triangles = getArray(map, "triangles", 1)
-- adjust triangle indices by 1, vertices are one-indexed
for i,v in ipairs(mesh.triangles) do
mesh.triangles[i] = v + 1
end
mesh.regionUVs = uvs
mesh:updateUVs()
mesh.hullLength = getValue(map, "hull", 0) * 2
return mesh
elseif type == AttachmentType.path then
local path = self.attachmentLoader:newPathAttachment(skin, name)
if not path then return nil end
path.closed = getValue(map, "closed", false)
path.constantSpeed = getValue(map, "constantSpeed", true)
local vertexCount = map.vertexCount
readVertices(map, path, vertexCount * 2)
local lengths = utils.newNumberArray(vertexCount / 3, 0)
for i,v in ipairs(map.lengths) do
lengths[i] = v * scale
end
path.lengths = lengths
local color = map.color
if color then
path.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
return path;
elseif type == AttachmentType.point then
local point = self.attachmentLoader:newPointAttachment(skin, name)
if not point then return nil end
point.x = getValue(map, "x", 0) * scale
point.y = getValue(map, "y", 0) * scale
point.rotation = getValue(map, "rotation", 0)
local color = map.color
if color then
path.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
return point
elseif type == AttachmentType.clipping then
local clip = attachmentLoader:newClippingAttachment(skin, name)
if not clip then return nil end
local _end = getValue(map, "end", nil)
if _end then
local slot = skeletonData:findSlot(_end)
if not slot then error("Clipping end slot not found: " + _end) end
clip.endSlot = slot
end
readVertices(map, clip, map.vertexCount * 2)
local color = map.color
if color then
clip.color:set(tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255)
end
return clip
end
error("Unknown attachment type: " .. type .. " (" .. name .. ")")
end
readVertices = function (map, attachment, verticesLength)
local scale = self.scale
attachment.worldVerticesLength = verticesLength
local vertices = getArray(map, "vertices", 1)
if verticesLength == #vertices then
if scale ~= 1 then
local i = 0
local n = #vertices
while i < n do
vertices[i + 1] = vertices[i + 1] * scale
i = i + 1
end
end
attachment.vertices = vertices
return
end
local weights = {}
local bones = {}
local i = 0
local n = #vertices
while i < n do
local boneCount = vertices[i + 1]
i = i + 1
table_insert(bones, boneCount)
local nn = i + boneCount * 4
while i < nn do
table_insert(bones, vertices[i + 1] + 1) -- +1 because bones are one-indexed
table_insert(weights, vertices[i + 2] * scale)
table_insert(weights, vertices[i + 3] * scale)
table_insert(weights, vertices[i + 4])
i = i + 4
end
end
attachment.bones = bones
attachment.vertices = weights
end
readAnimation = function (map, name, skeletonData)
local timelines = {}
local duration = 0
local scale = self.scale
-- Slot timelines
local slotsMap = map["slots"]
if slotsMap then
for slotName,timelineMap in pairs(slotsMap) do
local slotIndex = skeletonData.slotNameIndices[slotName]
for timelineName,values in pairs(timelineMap) do
if timelineName == "color" then
local timeline = Animation.ColorTimeline.new(#values)
timeline.slotIndex = slotIndex
local frameIndex = 0
for _,valueMap in ipairs(values) do
local color = valueMap["color"]
timeline:setFrame(
frameIndex, getValue(valueMap, "time", 0),
tonumber(color:sub(1, 2), 16) / 255,
tonumber(color:sub(3, 4), 16) / 255,
tonumber(color:sub(5, 6), 16) / 255,
tonumber(color:sub(7, 8), 16) / 255
)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.ColorTimeline.ENTRIES])
elseif timelineName == "twoColor" then
local timeline = Animation.TwoColorTimeline.new(#values)
timeline.slotIndex = slotIndex
local frameIndex = 0
for _,valueMap in ipairs(values) do
local light = valueMap["light"]
local dark = valueMap["dark"]
timeline:setFrame(
frameIndex, getValue(valueMap, "time", 0),
tonumber(light:sub(1, 2), 16) / 255,
tonumber(light:sub(3, 4), 16) / 255,
tonumber(light:sub(5, 6), 16) / 255,
tonumber(light:sub(7, 8), 16) / 255,
tonumber(dark:sub(1, 2), 16) / 255,
tonumber(dark:sub(3, 4), 16) / 255,
tonumber(dark:sub(5, 6), 16) / 255
)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.TwoColorTimeline.ENTRIES])
elseif timelineName == "attachment" then
local timeline = Animation.AttachmentTimeline.new(#values)
timeline.slotIndex = slotIndex
local frameIndex = 0
for _,valueMap in ipairs(values) do
local attachmentName = valueMap["name"]
timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), attachmentName)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[timeline:getFrameCount() - 1])
else
error("Invalid frame type for a slot: " .. timelineName .. " (" .. slotName .. ")")
end
end
end
end
-- Bone timelines
local bonesMap = map["bones"]
if bonesMap then
for boneName,timelineMap in pairs(bonesMap) do
local boneIndex = skeletonData:findBoneIndex(boneName)
if boneIndex == -1 then error("Bone not found: " .. boneName) end
for timelineName,values in pairs(timelineMap) do
if timelineName == "rotate" then
local timeline = Animation.RotateTimeline.new(#values)
timeline.boneIndex = boneIndex
local frameIndex = 0
for _,valueMap in ipairs(values) do
timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), getValue(valueMap, "angle", 0))
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.RotateTimeline.ENTRIES])
elseif timelineName == "translate" or timelineName == "scale" or timelineName == "shear" then
local timeline
local timelineScale = 1
local defaultValue = 0
if timelineName == "scale" then
timeline = Animation.ScaleTimeline.new(#values)
defaultValue = 1
elseif timelineName == "shear" then
timeline = Animation.ShearTimeline.new(#values)
else
timeline = Animation.TranslateTimeline.new(#values)
timelineScale = self.scale
end
timeline.boneIndex = boneIndex
local frameIndex = 0
for _,valueMap in ipairs(values) do
local x = getValue(valueMap, "x", defaultValue) * timelineScale
local y = getValue(valueMap, "y", defaultValue) * timelineScale
timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), x, y)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.TranslateTimeline.ENTRIES])
else
error("Invalid timeline type for a bone: " .. timelineName .. " (" .. boneName .. ")")
end
end
end
end
-- IK timelines.
local ik = map["ik"]
if ik then
for ikConstraintName,values in pairs(ik) do
local ikConstraint = skeletonData:findIkConstraint(ikConstraintName)
local timeline = Animation.IkConstraintTimeline.new(#values)
for i,other in pairs(skeletonData.ikConstraints) do
if other == ikConstraint then
timeline.ikConstraintIndex = i
break
end
end
local frameIndex = 0
for _,valueMap in ipairs(values) do
local mix = 1
local softness = 0
if valueMap["mix"] ~= nil then mix = valueMap["mix"] end
if valueMap["softness"] ~= nil then softness = valueMap["softness"] * scale end
local bendPositive = 1
if valueMap["bendPositive"] == false then bendPositive = -1 end
local stretch = false
if valueMap["stretch"] ~= nil then stretch = valueMap["stretch"] end
local compress = false
if valueMap["compress"] ~= nil then compress = valueMap["compress"] end
timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), mix, softness, bendPositive, compress, stretch)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.IkConstraintTimeline.ENTRIES])
end
end
-- Transform constraint timelines.
local transform = map["transform"]
if transform then
for constraintName, values in pairs(transform) do
local constraint = skeletonData:findTransformConstraint(constraintName)
local timeline = Animation.TransformConstraintTimeline.new(#values)
for i,other in pairs(skeletonData.transformConstraints) do
if other == constraint then
timeline.transformConstraintIndex = i
break
end
end
local frameIndex = 0
for _,valueMap in ipairs(values) do
timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), getValue(valueMap, "rotateMix", 1), getValue(valueMap, "translateMix", 1), getValue(valueMap, "scaleMix", 1), getValue(valueMap, "shearMix", 1))
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.TransformConstraintTimeline.ENTRIES])
end
end
-- Path constraint timelines.
if map.paths then
for constraintName,constraintMap in pairs(map.paths) do
local index = skeletonData:findPathConstraintIndex(constraintName)
if index == -1 then error("Path constraint not found: " .. constraintName, 2) end
local data = skeletonData.pathConstraints[index]
for timelineName, timelineMap in pairs(constraintMap) do
if timelineName == "position" or timelineName == "spacing" then
local timeline = nil
local timelineScale = 1
if timelineName == "spacing" then
timeline = Animation.PathConstraintSpacingTimeline.new(#timelineMap)
if data.spacingMode == PathConstraintData.SpacingMode.length or data.spacingMode == PathConstraintData.SpacingMode.fixed then timelineScale = scale end
else
timeline = Animation.PathConstraintPositionTimeline.new(#timelineMap)
if data.positionMode == PathConstraintData.PositionMode.fixed then timelineScale = scale end
end
timeline.pathConstraintIndex = index
local frameIndex = 0
for _,valueMap in ipairs(timelineMap) do
timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), getValue(valueMap, timelineName, 0) * timelineScale)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.PathConstraintPositionTimeline.ENTRIES])
elseif timelineName == "mix" then
local timeline = Animation.PathConstraintMixTimeline.new(#timelineMap)
timeline.pathConstraintIndex = index
local frameIndex = 0
for _,valueMap in ipairs(timelineMap) do
timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), getValue(valueMap, "rotateMix", 1), getValue(valueMap, "translateMix", 1))
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[(timeline:getFrameCount() - 1) * Animation.PathConstraintMixTimeline.ENTRIES])
end
end
end
end
-- Deform timelines.
if map.deform then
for deformName, deformMap in pairs(map.deform) do
local skin = skeletonData:findSkin(deformName)
if not skin then error("Skin not found: " .. deformName, 2) end
for slotName,slotMap in pairs(deformMap) do
local slotIndex = skeletonData:findSlotIndex(slotName)
if slotIndex == -1 then error("Slot not found: " .. slotMap.name, 2) end
for timelineName,timelineMap in pairs(slotMap) do
local attachment = skin:getAttachment(slotIndex, timelineName)
if not attachment then error("Deform attachment not found: " .. timelineMap.name, 2) end
local weighted = attachment.bones ~= nil
local vertices = attachment.vertices;
local deformLength = #vertices
if weighted then deformLength = math.floor(#vertices / 3) * 2 end
local timeline = Animation.DeformTimeline.new(#timelineMap)
timeline.slotIndex = slotIndex
timeline.attachment = attachment
local frameIndex = 0
for _,valueMap in ipairs(timelineMap) do
local deform = nil
local verticesValue = getValue(valueMap, "vertices", nil)
if verticesValue == nil then
deform = vertices
if weighted then deform = utils.newNumberArray(deformLength) end
else
deform = utils.newNumberArray(deformLength)
local start = getValue(valueMap, "offset", 0) + 1
utils.arrayCopy(verticesValue, 1, deform, start, #verticesValue)
if scale ~= 1 then
local i = start
local n = i + #verticesValue
while i < n do
deform[i] = deform[i] * scale
i = i + 1
end
end
if not weighted then
local i = 1
local n = i + deformLength
while i < n do
deform[i] = deform[i] + vertices[i]
i = i + 1
end
end
end
timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), deform)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[timeline:getFrameCount() - 1])
end
end
end
end
-- Draworder timeline.
local drawOrderValues = map["drawOrder"]
if not drawOrderValues then drawOrderValues = map["draworder"] end
if drawOrderValues then
local timeline = Animation.DrawOrderTimeline.new(#drawOrderValues)
local slotCount = #skeletonData.slots
local frameIndex = 0
for _,drawOrderMap in ipairs(drawOrderValues) do
local drawOrder = nil
local offsets = drawOrderMap["offsets"]
if offsets then
drawOrder = {}
local unchanged = {}
local originalIndex = 1
local unchangedIndex = 1
for _,offsetMap in ipairs(offsets) do
local slotIndex = skeletonData:findSlotIndex(offsetMap["slot"])
if slotIndex == -1 then error("Slot not found: " .. offsetMap["slot"]) end
-- Collect unchanged items.
while originalIndex ~= slotIndex do
unchanged[unchangedIndex] = originalIndex
unchangedIndex = unchangedIndex + 1
originalIndex = originalIndex + 1
end
-- Set changed items.
drawOrder[originalIndex + offsetMap["offset"]] = originalIndex
originalIndex = originalIndex + 1
end
-- Collect remaining unchanged items.
while originalIndex <= slotCount do
unchanged[unchangedIndex] = originalIndex
unchangedIndex = unchangedIndex + 1
originalIndex = originalIndex + 1
end
-- Fill in unchanged items.
for ii = slotCount, 1, -1 do
if not drawOrder[ii] then
unchangedIndex = unchangedIndex - 1
drawOrder[ii] = unchanged[unchangedIndex]
end
end
end
timeline:setFrame(frameIndex, getValue(drawOrderMap, "time", 0), drawOrder)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[timeline:getFrameCount() - 1])
end
-- Event timeline.
local events = map["events"]
if events then
local timeline = Animation.EventTimeline.new(#events)
local frameIndex = 0
for _,eventMap in ipairs(events) do
local eventData = skeletonData:findEvent(eventMap["name"])
if not eventData then error("Event not found: " .. eventMap["name"]) end
local event = Event.new(getValue(eventMap, "time", 0), eventData)
if eventMap["int"] ~= nil then
event.intValue = eventMap["int"]
else
event.intValue = eventData.intValue
end
if eventMap["float"] ~= nil then
event.floatValue = eventMap["float"]
else
event.floatValue = eventData.floatValue
end
if eventMap["string"] ~= nil then
event.stringValue = eventMap["string"]
else
event.stringValue = eventData.stringValue
end
if eventData.audioPath ~= nil then
event.volume = getValue(eventMap, "volume", 1)
event.balance = getValue(eventMap, "balance", 0)
end
timeline:setFrame(frameIndex, event)
frameIndex = frameIndex + 1
end
table_insert(timelines, timeline)
duration = math.max(duration, timeline.frames[timeline:getFrameCount() - 1])
end
table_insert(skeletonData.animations, Animation.new(name, timelines, duration))
end
readCurve = function (map, timeline, frameIndex)
local curve = map["curve"]
if not curve then return end
if curve == "stepped" then
timeline:setStepped(frameIndex)
else
timeline:setCurve(frameIndex, getValue(map, "curve", 0), getValue(map, "c2", 0), getValue(map, "c3", 1), getValue(map, "c4", 1))
end
end
getArray = function (map, name, scale)
local list = map[name]
local values = {}
if scale == 1 then
for i = 1, #list do
values[i] = list[i]
end
else
for i = 1, #list do
values[i] = list[i] * scale
end
end
return values
end
return self
end
return SkeletonJson
|
return function()
local CorePackages = game:GetService("CorePackages")
local Roact = require(CorePackages.Roact)
local NetworkSummary = require(script.Parent.NetworkSummary)
it("should create and destroy without errors", function()
local element = Roact.createElement(NetworkSummary)
local instance = Roact.mount(element)
Roact.unmount(instance)
end)
end |
local version = 3
if frotify and frotify.VERSION >= version then return end
frotify = {
VERSION = version,
AUTHOR = "fruitwasp",
AUTHOR_URL = "https://steamcommunity.com/id/fruitwasp",
DEFAULT_PREFIX = "[game]",
PRINT_PREFIX_COLOR = Color( 0, 255, 0 ),
PRINT_COLOR = Color( 255, 255, 255 ),
DEFAULT_NOTIFICATION_LENGTH_TIME = 4
}
function frotify.print( message, prefix )
prefix = prefix or frotify.DEFAULT_PREFIX
MsgC( frotify.PRINT_PREFIX_COLOR, prefix .. " ", frotify.PRINT_COLOR, message .. "\n" )
end
if SERVER then
NOTIFY_GENERIC = NOTIFY_GENERIC or 0
NOTIFY_ERROR = NOTIFY_ERROR or 1
NOTIFY_UNDO = NOTIFY_UNDO or 2
NOTIFY_HINT = NOTIFY_HINT or 3
NOTIFY_CLEANUP = NOTIFY_CLEANUP or 4
util.AddNetworkString( "frotify" )
function frotify.notify( message, messageType, timeLength, targets )
messageType = messageType or NOTIFY_GENERIC
timeLength = timeLength or frotify.DEFAULT_NOTIFICATION_LENGTH_TIME
net.Start( "frotify" )
net.WriteString( message )
net.WriteUInt( messageType, 2 )
net.WriteUInt( timeLength, 4 )
net.Send( targets or player.GetAll() )
end
if DarkRP then
function DarkRP.notify( targets, messageType, timeLength, message )
frotify.notify( message, messageType, timeLength, targets )
end
end
end
if CLIENT then
net.Receive( "frotify", function()
local message = net.ReadString()
local messageType = net.ReadUInt( 2 )
local timeLength = net.ReadUInt( 4 )
frotify.notify( message, messageType, timeLength )
end )
function frotify.notify( message, messageType, timeLength )
notification.AddLegacy( message, messageType, timeLength )
end
end
|
require('kommentary.config').configure_language('default', {
prefer_single_line_comments = true,
ignore_whitespace = false
})
|
-- combat_AlienBuyFuncs.lua
function GetPurchasedTechIds()
local player = Client.GetLocalPlayer()
if player then
-- get All ups from the personal combat table (send from the server via OnCommandSetUpgrades(upgradeId)
local purchasedList = {}
if player.combatUpgrades then
for _, upgradeId in ipairs (player.combatUpgrades) do
local upgrade = GetUpgradeFromId(tonumber(upgradeId))
-- don't show the icon from a class
if (upgrade and upgrade:GetType() ~= kCombatUpgradeTypes.Class) then
table.insert(purchasedList, upgrade:GetTechId())
end
end
end
return purchasedList
end
return nil
end
function AlienBuy_GetUpgradePurchased(techId)
local player = Client.GetLocalPlayer()
if player then
-- get All ups from the personal combat table (send from the server via OnCommandSetUpgrades(upgradeId)
local gotTechId = false
if player.combatUpgrades then
for _, upgradeId in ipairs (player.combatUpgrades) do
local upgrade = GetUpgradeFromId(tonumber(upgradeId))
-- don't show the icon from a class
if (upgrade and upgrade:GetType() ~= kCombatUpgradeTypes.Class) then
if techId == upgrade:GetTechId() then
gotTechId = true
break
end
end
end
end
return gotTechId
end
return false
end
function AlienUI_GetUpgradesForCategory(category)
return { category }
end
-- iconx, icony, name, tooltip, research, cost. Need to change that to change the costs
function GetUnpurchasedUpgradeInfoArray(techIdTable)
local t = {}
local player = Client.GetLocalPlayer()
if player then
for _, techId in ipairs(techIdTable) do
local iconX, iconY = GetMaterialXYOffset(techId, false)
if iconX and iconY then
local techTree = GetTechTree(player:GetTeamNumber())
local upgradeName = GetDisplayNameForTechId(techId, string.format("<name not found - %s>", EnumToString(kTechId, techId)))
local upgrade = GetUpgradeFromTechId(techId)
table.insert(t, iconX)
table.insert(t, iconY)
table.insert(t, upgradeName)
table.insert(t, GetTooltipInfoText(techId))
table.insert(t, GetTechTree():GetResearchProgressForNode(techId))
-- cost
table.insert(t, upgrade:GetLevels())
table.insert(t, techId)
if techTree then
table.insert(t, techTree:GetIsTechAvailable(techId))
else
table.insert(t, false)
end
end
end
end
return t
end
function GetUnpurchasedTechIds()
-- get All ups for the aliens
local allUps = GetAllUpgrades("Alien")
local techUps = GetUpgradesOfType(allUps, kCombatUpgradeTypes.Tech)
local addOnUpgrades = {}
local player = Client.GetLocalPlayer()
for _, upgrade in ipairs(techUps) do
if not player:GotItemAlready(upgrade) then
table.insert(addOnUpgrades, upgrade:GetTechId())
end
end
return addOnUpgrades
end
function AlienBuy_GetPurchasedUpgradeInfoArray(techIdTable)
local t = {}
local player = Client.GetLocalPlayer()
for _, techId in ipairs(techIdTable) do
local iconX, iconY = GetMaterialXYOffset(techId, false)
if iconX and iconY then
local techTree = GetTechTree(player:GetTeamNumber())
table.insert(t, iconX)
table.insert(t, iconY)
table.insert(t, GetDisplayNameForTechId(techId, string.format("<not found - %s>", EnumToString(kTechId, techId))))
table.insert(t, GetTooltipInfoText(techId))
table.insert(t, techId)
table.insert(t, true)
if techTree then
table.insert(t, true)
else
table.insert(t, false)
end
else
Print("GetPurchasedUpgradeInfoArray():GetAlienUpgradeIconXY(%s): Couldn't find upgrade icon.", ToString(techId))
end
end
return t
end
function AlienBuy_GetPurchasedUpgrades(idx)
return AlienBuy_GetPurchasedUpgradeInfoArray(GetPurchasedTechIds(IndexToAlienTechId(idx)))
end
function AlienBuy_GetIsUpgradeAllowed(techId, upgradeTechIdList)
local player = Client.GetLocalPlayer()
if player then
local upgrade = GetUpgradeFromTechId(techId)
if upgrade then
return player:GotRequirementsFromTechIds(upgrade, upgradeTechIdList)
end
end
return false
end
function AlienBuy_GetTechIdForAlien(idx)
return IndexToAlienTechId(idx)
end
--
-- Return cost for the base alien type
--
function AlienBuy_GetAlienCost(alienType)
local techId = AlienBuy_GetTechIdForAlien(alienType)
local upgrade = GetUpgradeFromTechId(techId)
if upgrade then
return upgrade:GetLevels()
end
return 0
end
--
-- Return current alien type
--
function AlienBuy_GetCurrentAlien()
local player = Client.GetLocalPlayer()
local techId = player:GetTechId()
local index = AlienTechIdToIndex(techId)
index = ConditionalValue( index < 1, 5, index)
--ASSERT(index >= 1 and index <= table.count(indexToAlienTechIdTable), "AlienBuy_GetCurrentAlien(" .. ToString(techId) .. "): returning invalid index " .. ToString(index) .. " for " .. SafeClassName(player))
return index
end
function AlienBuy_Purchase(purchases)
local player = Client.GetLocalPlayer()
local textCodes = {}
if player then
for _, purchaseId in ipairs(purchases) do
local upgrade = GetUpgradeFromTechId(purchaseId)
if upgrade then
local textCode = upgrade:GetTextCode()
table.insert(textCodes, textCode)
end
end
if table.maxn(textCodes) > 0 then
player:Combat_PurchaseItemAndUpgrades(textCodes)
end
end
end
function AlienBuy_GetAbilitiesFor()
return {}
end
function AlienBuy_IsAlienResearched()
return true
end
|
module(..., package.seeall)
local config = require("core.config")
local manager = require("lib.ptree.ptree")
local PcapFilter = require("apps.packet_filter.pcap_filter").PcapFilter
local V4V6 = require("apps.lwaftr.V4V6").V4V6
local VirtioNet = require("apps.virtio_net.virtio_net").VirtioNet
local lwaftr = require("apps.lwaftr.lwaftr")
local lwutil = require("apps.lwaftr.lwutil")
local basic_apps = require("apps.basic.basic_apps")
local pcap = require("apps.pcap.pcap")
local ipv4_echo = require("apps.ipv4.echo")
local ipv4_fragment = require("apps.ipv4.fragment")
local ipv4_reassemble = require("apps.ipv4.reassemble")
local arp = require("apps.ipv4.arp")
local ipv6_echo = require("apps.ipv6.echo")
local ipv6_fragment = require("apps.ipv6.fragment")
local ipv6_reassemble = require("apps.ipv6.reassemble")
local ndp = require("apps.lwaftr.ndp")
local vlan = require("apps.vlan.vlan")
local pci = require("lib.hardware.pci")
local cltable = require("lib.cltable")
local ipv4 = require("lib.protocol.ipv4")
local ethernet = require("lib.protocol.ethernet")
local ipv4_ntop = require("lib.yang.util").ipv4_ntop
local binary = require("lib.yang.binary")
local S = require("syscall")
local engine = require("core.app")
local lib = require("core.lib")
local shm = require("core.shm")
local yang = require("lib.yang.yang")
local alarms = require("lib.yang.alarms")
local alarm_notification = false
local capabilities = {
['ietf-softwire-br']={feature={'binding'}},
['ietf-alarms']={feature={'operator-actions', 'alarm-shelving', 'alarm-history'}},
}
require('lib.yang.schema').set_default_capabilities(capabilities)
function read_config(filename)
return yang.load_configuration(filename,
{schema_name=lwaftr.LwAftr.yang_schema})
end
local function convert_ipv4(addr)
if addr ~= nil then return ipv4:pton(ipv4_ntop(addr)) end
end
-- Checks the existence of PCI devices.
local function validate_pci_devices(devices)
for _, address in pairs(devices) do
assert(lwutil.nic_exists(address),
("Could not locate PCI device '%s'"):format(address))
end
end
function lwaftr_app(c, conf)
assert(type(conf) == 'table')
local function append(t, elem) table.insert(t, elem) end
local function prepend(t, elem) table.insert(t, 1, elem) end
local device, id, queue = lwutil.parse_instance(conf)
-- Global interfaces
local gexternal_interface = conf.softwire_config.external_interface
local ginternal_interface = conf.softwire_config.internal_interface
-- Instance specific interfaces
local iexternal_interface = queue.external_interface
local iinternal_interface = queue.internal_interface
config.app(c, "reassemblerv4", ipv4_reassemble.Reassembler,
{ max_concurrent_reassemblies =
gexternal_interface.reassembly.max_packets,
max_fragments_per_reassembly =
gexternal_interface.reassembly.max_fragments_per_packet })
config.app(c, "reassemblerv6", ipv6_reassemble.Reassembler,
{ max_concurrent_reassemblies =
ginternal_interface.reassembly.max_packets,
max_fragments_per_reassembly =
ginternal_interface.reassembly.max_fragments_per_packet })
config.app(c, "icmpechov4", ipv4_echo.ICMPEcho,
{ address = convert_ipv4(iexternal_interface.ip) })
config.app(c, "icmpechov6", ipv6_echo.ICMPEcho,
{ address = iinternal_interface.ip })
config.app(c, "lwaftr", lwaftr.LwAftr, conf)
config.app(c, "fragmenterv4", ipv4_fragment.Fragmenter,
{ mtu=gexternal_interface.mtu })
config.app(c, "fragmenterv6", ipv6_fragment.Fragmenter,
{ mtu=ginternal_interface.mtu })
config.app(c, "ndp", ndp.NDP,
{ self_ip = iinternal_interface.ip,
self_mac = iinternal_interface.mac,
next_mac = iinternal_interface.next_hop.mac,
shared_next_mac_key = "group/"..device.."-ipv6-next-mac",
next_ip = iinternal_interface.next_hop.ip,
alarm_notification = conf.alarm_notification })
config.app(c, "arp", arp.ARP,
{ self_ip = convert_ipv4(iexternal_interface.ip),
self_mac = iexternal_interface.mac,
next_mac = iexternal_interface.next_hop.mac,
shared_next_mac_key = "group/"..device.."-ipv4-next-mac",
next_ip = convert_ipv4(iexternal_interface.next_hop.ip),
alarm_notification = conf.alarm_notification })
if conf.alarm_notification then
local lwaftr = require('program.lwaftr.alarms')
alarms.default_alarms(lwaftr.alarms)
end
local preprocessing_apps_v4 = { "reassemblerv4" }
local preprocessing_apps_v6 = { "reassemblerv6" }
local postprocessing_apps_v4 = { "fragmenterv4" }
local postprocessing_apps_v6 = { "fragmenterv6" }
if gexternal_interface.ingress_filter then
config.app(c, "ingress_filterv4", PcapFilter,
{ filter = gexternal_interface.ingress_filter,
alarm_type_qualifier='ingress-v4'})
append(preprocessing_apps_v4, "ingress_filterv4")
end
if ginternal_interface.ingress_filter then
config.app(c, "ingress_filterv6", PcapFilter,
{ filter = ginternal_interface.ingress_filter,
alarm_type_qualifier='ingress-v6'})
append(preprocessing_apps_v6, "ingress_filterv6")
end
if gexternal_interface.egress_filter then
config.app(c, "egress_filterv4", PcapFilter,
{ filter = gexternal_interface.egress_filter,
alarm_type_qualifier='egress-v4'})
prepend(postprocessing_apps_v4, "egress_filterv4")
end
if ginternal_interface.egress_filter then
config.app(c, "egress_filterv6", PcapFilter,
{ filter = ginternal_interface.egress_filter,
alarm_type_qualifier='egress-v6'})
prepend(postprocessing_apps_v6, "egress_filterv6")
end
-- Add a special hairpinning queue to the lwaftr app.
config.link(c, "lwaftr.hairpin_out -> lwaftr.hairpin_in")
append(preprocessing_apps_v4, { name = "arp", input = "south", output = "north" })
append(preprocessing_apps_v4, { name = "icmpechov4", input = "south", output = "north" })
prepend(postprocessing_apps_v4, { name = "icmpechov4", input = "north", output = "south" })
prepend(postprocessing_apps_v4, { name = "arp", input = "north", output = "south" })
append(preprocessing_apps_v6, { name = "ndp", input = "south", output = "north" })
append(preprocessing_apps_v6, { name = "icmpechov6", input = "south", output = "north" })
prepend(postprocessing_apps_v6, { name = "icmpechov6", input = "north", output = "south" })
prepend(postprocessing_apps_v6, { name = "ndp", input = "north", output = "south" })
set_preprocessors(c, preprocessing_apps_v4, "lwaftr.v4")
set_preprocessors(c, preprocessing_apps_v6, "lwaftr.v6")
set_postprocessors(c, "lwaftr.v6", postprocessing_apps_v6)
set_postprocessors(c, "lwaftr.v4", postprocessing_apps_v4)
end
local function link_apps(c, apps)
for i=1, #apps - 1 do
local output, input = "output", "input"
local src, dst = apps[i], apps[i+1]
if type(src) == "table" then
src, output = src["name"], src["output"]
end
if type(dst) == "table" then
dst, input = dst["name"], dst["input"]
end
config.link(c, ("%s.%s -> %s.%s"):format(src, output, dst, input))
end
end
function set_preprocessors(c, apps, dst)
assert(type(apps) == "table")
link_apps(c, apps)
local last_app, output = apps[#apps], "output"
if type(last_app) == "table" then
last_app, output = last_app.name, last_app.output
end
config.link(c, ("%s.%s -> %s"):format(last_app, output, dst))
end
function set_postprocessors(c, src, apps)
assert(type(apps) == "table")
local first_app, input = apps[1], "input"
if type(first_app) == "table" then
first_app, input = first_app.name, first_app.input
end
config.link(c, ("%s -> %s.%s"):format(src, first_app, input))
link_apps(c, apps)
end
local function link_source(c, v4_in, v6_in)
config.link(c, v4_in..' -> reassemblerv4.input')
config.link(c, v6_in..' -> reassemblerv6.input')
end
local function link_sink(c, v4_out, v6_out)
config.link(c, 'fragmenterv4.output -> '..v4_out)
config.link(c, 'fragmenterv6.output -> '..v6_out)
end
function load_phy(c, conf, v4_nic_name, v6_nic_name, ring_buffer_size)
local v4_pci, id, queue = lwutil.parse_instance(conf)
local v6_pci = queue.external_interface.device
local v4_info = pci.device_info(v4_pci)
local v6_info = pci.device_info(v6_pci)
validate_pci_devices({v4_pci, v6_pci})
lwaftr_app(c, conf, v4_pci)
config.app(c, v4_nic_name, require(v4_info.driver).driver, {
pciaddr=v4_pci,
vmdq=true, -- Needed to enable MAC filtering/stamping.
rxq=id,
txq=id,
poolnum=0,
vlan=queue.external_interface.vlan_tag,
rxcounter=1,
ring_buffer_size=ring_buffer_size,
macaddr=ethernet:ntop(queue.external_interface.mac)})
config.app(c, v6_nic_name, require(v6_info.driver).driver, {
pciaddr=v6_pci,
vmdq=true, -- Needed to enable MAC filtering/stamping.
rxq=id,
txq=id,
poolnum=0,
vlan=queue.internal_interface.vlan_tag,
rxcounter=1,
ring_buffer_size=ring_buffer_size,
macaddr = ethernet:ntop(queue.internal_interface.mac)})
link_source(c, v4_nic_name..'.'..v4_info.tx, v6_nic_name..'.'..v6_info.tx)
link_sink(c, v4_nic_name..'.'..v4_info.rx, v6_nic_name..'.'..v6_info.rx)
end
function load_on_a_stick(c, conf, args)
local pciaddr, id, queue = lwutil.parse_instance(conf)
local device = pci.device_info(pciaddr)
local driver = require(device.driver).driver
validate_pci_devices({pciaddr})
lwaftr_app(c, conf, pciaddr)
local v4_nic_name, v6_nic_name, v4v6, mirror = args.v4_nic_name,
args.v6_nic_name, args.v4v6, args.mirror
if v4v6 then
assert(queue.external_interface.vlan_tag == queue.internal_interface.vlan_tag)
config.app(c, 'nic', driver, {
pciaddr = pciaddr,
vmdq=true, -- Needed to enable MAC filtering/stamping.
rxq=id,
txq=id,
poolnum=0,
vlan=queue.external_interface.vlan_tag,
ring_buffer_size=args.ring_buffer_size,
macaddr = ethernet:ntop(queue.external_interface.mac)})
if mirror then
local Tap = require("apps.tap.tap").Tap
local ifname = mirror
config.app(c, 'tap', Tap, ifname)
config.app(c, v4v6, V4V6, {
mirror = true
})
config.link(c, v4v6..'.mirror -> tap.input')
else
config.app(c, v4v6, V4V6)
end
config.link(c, 'nic.'..device.tx..' -> '..v4v6..'.input')
config.link(c, v4v6..'.output -> nic.'..device.rx)
link_source(c, v4v6..'.v4', v4v6..'.v6')
link_sink(c, v4v6..'.v4', v4v6..'.v6')
else
config.app(c, v4_nic_name, driver, {
pciaddr = pciaddr,
vmdq=true, -- Needed to enable MAC filtering/stamping.
rxq=id,
txq=id,
poolnum=0,
vlan=queue.external_interface.vlan_tag,
ring_buffer_size=args.ring_buffer_size,
macaddr = ethernet:ntop(queue.external_interface.mac)})
config.app(c, v6_nic_name, driver, {
pciaddr = pciaddr,
vmdq=true, -- Needed to enable MAC filtering/stamping.
rxq=id,
txq=id,
poolnum=1,
vlan=queue.internal_interface.vlan_tag,
ring_buffer_size=args.ring_buffer_size,
macaddr = ethernet:ntop(queue.internal_interface.mac)})
link_source(c, v4_nic_name..'.'..device.tx, v6_nic_name..'.'..device.tx)
link_sink(c, v4_nic_name..'.'..device.rx, v6_nic_name..'.'..device.rx)
end
end
function load_virt(c, conf, v4_nic_name, v6_nic_name)
local v4_pci, id, queue = lwutil.parse_instance(conf)
local v6_pci = queue.external_device.device
lwaftr_app(c, conf, device)
validate_pci_devices({v4_pci, v6_pci})
config.app(c, v4_nic_name, VirtioNet, {
pciaddr=v4_pci,
vlan=queue.external_interface.vlan_tag,
macaddr=ethernet:ntop(queue.external_interface.mac)})
config.app(c, v6_nic_name, VirtioNet, {
pciaddr=v6_pci,
vlan=queue.internal_interface.vlan_tag,
macaddr = ethernet:ntop(queue.internal_interface.mac)})
link_source(c, v4_nic_name..'.tx', v6_nic_name..'.tx')
link_sink(c, v4_nic_name..'.rx', v6_nic_name..'.rx')
end
function load_bench(c, conf, v4_pcap, v6_pcap, v4_sink, v6_sink)
local device, id, queue = lwutil.parse_instance(conf)
lwaftr_app(c, conf, device)
config.app(c, "capturev4", pcap.PcapReader, v4_pcap)
config.app(c, "capturev6", pcap.PcapReader, v6_pcap)
config.app(c, "repeaterv4", basic_apps.Repeater)
config.app(c, "repeaterv6", basic_apps.Repeater)
if queue.external_interface.vlan_tag then
config.app(c, "untagv4", vlan.Untagger,
{ tag=queue.external_interface.vlan_tag })
end
if queue.internal_interface.vlan_tag then
config.app(c, "untagv6", vlan.Untagger,
{ tag=queue.internal_interface.vlan_tag })
end
config.app(c, v4_sink, basic_apps.Sink)
config.app(c, v6_sink, basic_apps.Sink)
config.link(c, "capturev4.output -> repeaterv4.input")
config.link(c, "capturev6.output -> repeaterv6.input")
local v4_src, v6_src = 'repeaterv4.output', 'repeaterv6.output'
if queue.external_interface.vlan_tag then
config.link(c, v4_src.." -> untagv4.input")
v4_src = "untagv4.output"
end
if queue.internal_interface.vlan_tag then
config.link(c, v6_src.." -> untagv6.input")
v6_src = "untagv6.output"
end
link_source(c, v4_src, v6_src)
link_sink(c, v4_sink..'.input', v6_sink..'.input')
end
function load_check_on_a_stick (c, conf, inv4_pcap, inv6_pcap, outv4_pcap, outv6_pcap)
local device, id, queue = lwutil.parse_instance(conf)
lwaftr_app(c, conf, device)
config.app(c, "capturev4", pcap.PcapReader, inv4_pcap)
config.app(c, "capturev6", pcap.PcapReader, inv6_pcap)
config.app(c, "output_filev4", pcap.PcapWriter, outv4_pcap)
config.app(c, "output_filev6", pcap.PcapWriter, outv6_pcap)
if queue.external_interface.vlan_tag then
config.app(c, "untagv4", vlan.Untagger,
{ tag=queue.external_interface.vlan_tag })
config.app(c, "tagv4", vlan.Tagger,
{ tag=queue.external_interface.vlan_tag })
end
if queue.internal_interface.vlan_tag then
config.app(c, "untagv6", vlan.Untagger,
{ tag=queue.internal_interface.vlan_tag })
config.app(c, "tagv6", vlan.Tagger,
{ tag=queue.internal_interface.vlan_tag })
end
config.app(c, 'v4v6', V4V6)
config.app(c, 'splitter', V4V6)
config.app(c, 'join', basic_apps.Join)
local sources = { "v4v6.v4", "v4v6.v6" }
local sinks = { "v4v6.v4", "v4v6.v6" }
if queue.external_interface.vlan_tag then
config.link(c, "capturev4.output -> untagv4.input")
config.link(c, "capturev6.output -> untagv6.input")
config.link(c, "untagv4.output -> join.in1")
config.link(c, "untagv6.output -> join.in2")
config.link(c, "join.output -> v4v6.input")
config.link(c, "v4v6.output -> splitter.input")
config.link(c, "splitter.v4 -> tagv4.input")
config.link(c, "splitter.v6 -> tagv6.input")
config.link(c, "tagv4.output -> output_filev4.input")
config.link(c, "tagv6.output -> output_filev6.input")
else
config.link(c, "capturev4.output -> join.in1")
config.link(c, "capturev6.output -> join.in2")
config.link(c, "join.output -> v4v6.input")
config.link(c, "v4v6.output -> splitter.input")
config.link(c, "splitter.v4 -> output_filev4.input")
config.link(c, "splitter.v6 -> output_filev6.input")
end
link_source(c, unpack(sources))
link_sink(c, unpack(sinks))
end
function load_check(c, conf, inv4_pcap, inv6_pcap, outv4_pcap, outv6_pcap)
local device, id, queue = lwutil.parse_instance(conf)
lwaftr_app(c, conf, device)
config.app(c, "capturev4", pcap.PcapReader, inv4_pcap)
config.app(c, "capturev6", pcap.PcapReader, inv6_pcap)
config.app(c, "output_filev4", pcap.PcapWriter, outv4_pcap)
config.app(c, "output_filev6", pcap.PcapWriter, outv6_pcap)
if queue.external_interface.vlan_tag then
config.app(c, "untagv4", vlan.Untagger,
{ tag=queue.external_interface.vlan_tag })
config.app(c, "tagv4", vlan.Tagger,
{ tag=queue.external_interface.vlan_tag })
end
if queue.internal_interface.vlan_tag then
config.app(c, "untagv6", vlan.Untagger,
{ tag=queue.internal_interface.vlan_tag })
config.app(c, "tagv6", vlan.Tagger,
{ tag=queue.internal_interface.vlan_tag })
end
local sources = { "capturev4.output", "capturev6.output" }
local sinks = { "output_filev4.input", "output_filev6.input" }
if queue.external_interface.vlan_tag then
sources = { "untagv4.output", "untagv6.output" }
sinks = { "tagv4.input", "tagv6.input" }
config.link(c, "capturev4.output -> untagv4.input")
config.link(c, "capturev6.output -> untagv6.input")
config.link(c, "tagv4.output -> output_filev4.input")
config.link(c, "tagv6.output -> output_filev6.input")
end
link_source(c, unpack(sources))
link_sink(c, unpack(sinks))
end
function load_soak_test(c, conf, inv4_pcap, inv6_pcap)
local device, id, queue = lwutil.parse_instance(conf)
lwaftr_app(c, conf, device)
config.app(c, "capturev4", pcap.PcapReader, inv4_pcap)
config.app(c, "capturev6", pcap.PcapReader, inv6_pcap)
config.app(c, "loop_v4", basic_apps.Repeater)
config.app(c, "loop_v6", basic_apps.Repeater)
config.app(c, "sink", basic_apps.Sink)
if queue.external_interface.vlan_tag then
config.app(c, "untagv4", vlan.Untagger,
{ tag=queue.external_interface.vlan_tag })
config.app(c, "tagv4", vlan.Tagger,
{ tag=queue.external_interface.vlan_tag })
end
if queue.internal_interface.vlan_tag then
config.app(c, "untagv6", vlan.Untagger,
{ tag=queue.internal_interface.vlan_tag })
config.app(c, "tagv6", vlan.Tagger,
{ tag=queue.internal_interface.vlan_tag })
end
local sources = { "loop_v4.output", "loop_v6.output" }
local sinks = { "sink.v4", "sink.v6" }
config.link(c, "capturev4.output -> loop_v4.input")
config.link(c, "capturev6.output -> loop_v6.input")
if queue.external_interface.vlan_tag then
sources = { "untagv4.output", "untagv6.output" }
sinks = { "tagv4.input", "tagv6.input" }
config.link(c, "loop_v4.output -> untagv4.input")
config.link(c, "loop_v6.output -> untagv6.input")
config.link(c, "tagv4.output -> sink.v4")
config.link(c, "tagv6.output -> sink.v6")
end
link_source(c, unpack(sources))
link_sink(c, unpack(sinks))
end
function load_soak_test_on_a_stick (c, conf, inv4_pcap, inv6_pcap)
local device, id, queue = lwutil.parse_instance(conf)
lwaftr_app(c, conf, device)
config.app(c, "capturev4", pcap.PcapReader, inv4_pcap)
config.app(c, "capturev6", pcap.PcapReader, inv6_pcap)
config.app(c, "loop_v4", basic_apps.Repeater)
config.app(c, "loop_v6", basic_apps.Repeater)
config.app(c, "sink", basic_apps.Sink)
if queue.external_interface.vlan_tag then
config.app(c, "untagv4", vlan.Untagger,
{ tag=queue.external_interface.vlan_tag })
config.app(c, "tagv4", vlan.Tagger,
{ tag=queue.external_interface.vlan_tag })
end
if queue.internal_interface.vlan_tag then
config.app(c, "untagv6", vlan.Untagger,
{ tag=queue.internal_interface.vlan_tag })
config.app(c, "tagv6", vlan.Tagger,
{ tag=queue.internal_interface.vlan_tag })
end
config.app(c, 'v4v6', V4V6)
config.app(c, 'splitter', V4V6)
config.app(c, 'join', basic_apps.Join)
local sources = { "v4v6.v4", "v4v6.v6" }
local sinks = { "v4v6.v4", "v4v6.v6" }
config.link(c, "capturev4.output -> loop_v4.input")
config.link(c, "capturev6.output -> loop_v6.input")
if queue.external_interface.vlan_tag then
config.link(c, "loop_v4.output -> untagv4.input")
config.link(c, "loop_v6.output -> untagv6.input")
config.link(c, "untagv4.output -> join.in1")
config.link(c, "untagv6.output -> join.in2")
config.link(c, "join.output -> v4v6.input")
config.link(c, "v4v6.output -> splitter.input")
config.link(c, "splitter.v4 -> tagv4.input")
config.link(c, "splitter.v6 -> tagv6.input")
config.link(c, "tagv4.output -> sink.in1")
config.link(c, "tagv6.output -> sink.in2")
else
config.link(c, "loop_v4.output -> join.in1")
config.link(c, "loop_v6.output -> join.in2")
config.link(c, "join.output -> v4v6.input")
config.link(c, "v4v6.output -> splitter.input")
config.link(c, "splitter.v4 -> sink.in1")
config.link(c, "splitter.v6 -> sink.in2")
end
link_source(c, unpack(sources))
link_sink(c, unpack(sinks))
end
-- Produces configuration for each worker. Each queue on each device
-- will get its own worker process.
local function compute_worker_configs(conf)
local ret = {}
local copier = binary.config_copier_for_schema_by_name('snabb-softwire-v2')
local make_copy = copier(conf)
for device, queues in pairs(conf.softwire_config.instance) do
for k, _ in cltable.pairs(queues.queue) do
local worker_id = string.format('%s/%s', device, k.id)
local worker_config = make_copy()
local instance = worker_config.softwire_config.instance
for other_device, queues in pairs(conf.softwire_config.instance) do
if other_device ~= device then
instance[other_device] = nil
else
for other_k, _ in cltable.pairs(queues.queue) do
if other_k.id ~= k.id then
instance[device].queue[other_k] = nil
end
end
end
end
ret[worker_id] = worker_config
end
end
return ret
end
function ptree_manager(f, conf, manager_opts)
-- Claim the name if one is defined.
local function switch_names(config)
local currentname = engine.program_name
local name = config.softwire_config.name
-- Don't do anything if the name isn't set.
if name == nil then
return
end
local success, err = pcall(engine.claim_name, name)
if success == false then
-- Restore the previous name.
config.softwire_config.name = currentname
assert(success, err)
end
end
local function setup_fn(conf)
switch_names(conf)
local worker_app_graphs = {}
for worker_id, worker_config in pairs(compute_worker_configs(conf)) do
local app_graph = config.new()
worker_config.alarm_notification = true
f(app_graph, worker_config)
worker_app_graphs[worker_id] = app_graph
end
return worker_app_graphs
end
local initargs = {
setup_fn = setup_fn,
initial_configuration = conf,
schema_name = 'snabb-softwire-v2',
default_schema = 'ietf-softwire-br',
-- log_level="DEBUG"
}
for k, v in pairs(manager_opts or {}) do
assert(not initargs[k])
initargs[k] = v
end
return manager.new_manager(initargs)
end
|
local function new(name, ...)
-- @example
-- local A = new(a)
-- local B = new(b)
-- local C = new(c)
-- local t = { a = A, b = B, c = C }
-- ===
-- @example
-- local t = new(a, b, c)
-- multiple constructor definition {{{
local args = {...}
if #args > 0 then
local ret = {}
ret[name] = new(name)
for _, name_ in ipairs(args) do
ret[name_] = new(name_)
end
return ret
end
--- }}}
name = name or '(annon)'
name = name .. ":" .. tostring({}):match("0x[0-f]+")
return setmetatable({name = name}, {
__call = function(_, ...)
local content = {...}
-- salting
content.name = name
return setmetatable(content, {
__pow = function(l, r)
return l.name == r.name
end
})
end
})
end
local match = function(e, t)
-- e = adt
-- t = {{adt, fun}, ...}
for _, tup in ipairs(t) do
if tup[1] ^ e then
return tup[2](table.unpack(e))
end
end
return error('pattern matching failed')
end
return {
new = new,
match = match
}
|
--[[
MIT License
Copyright (c) 2022 Michael Wiesendanger
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]--
-- luacheck: globals STANDARD_TEXT_FONT
local mod = rgpvpw
local me = {}
mod.zoneMenu = me
me.tag = "ZoneMenu"
-- track whether the menu was already built
local builtMenu = false
--[[
Build the ui for the general menu
@param {table} frame
The addon configuration frame to attach to
]]--
function me.BuildUi(frame)
if builtMenu then return end
me.BuildTitle(frame)
me.BuildLabel(
frame,
{"TOPLEFT", 20, -50},
rgpvpw.L["label_arenas"]
)
me.BuildZoneOption(
frame,
RGPVPW_CONSTANTS.ELEMENT_ZONE_NAGRAND_ARENA_CHECK_BOX,
{"TOPLEFT", 20, -80},
rgpvpw.L["arena_nagrand_arena"],
RGPVPW_ZONE.ZONE_ARENA_NAGRAND_ARENA
)
me.BuildZoneOption(
frame,
RGPVPW_CONSTANTS.ELEMENT_ZONE_RUINS_OF_LORDAERON_CHECK_BOX,
{"TOPLEFT", 20, -120},
rgpvpw.L["arena_ruins_of_lordaeron"],
RGPVPW_ZONE.ZONE_ARENA_RUINS_OF_LORDAERON
)
me.BuildZoneOption(
frame,
RGPVPW_CONSTANTS.ELEMENT_ZONE_BLADES_EDGE_ARENA_CHECK_BOX,
{"TOPLEFT", 20, -160},
rgpvpw.L["arena_bladges_edge_arena"],
RGPVPW_ZONE.ZONE_ARENA_BLADES_EDGE_ARENA
)
me.BuildLabel(
frame,
{"TOPLEFT", 20, -200},
rgpvpw.L["label_battlegrounds"]
)
me.BuildZoneOption(
frame,
RGPVPW_CONSTANTS.ELEMENT_ZONE_ALTERAC_VALLEY,
{"TOPLEFT", 20, -230},
rgpvpw.L["battleground_alterac_valley"],
RGPVPW_ZONE.ZONE_BATTLEGROUND_ALTERAC_VALLEY
)
me.BuildZoneOption(
frame,
RGPVPW_CONSTANTS.ELEMENT_ZONE_EYE_OF_THE_STORM,
{"TOPLEFT", 20, -270},
rgpvpw.L["battleground_eye_of_the_storm"],
RGPVPW_ZONE.ZONE_BATTLEGROUND_EYE_OF_THE_STORM
)
me.BuildZoneOption(
frame,
RGPVPW_CONSTANTS.ELEMENT_ZONE_ARATHI_BASIN,
{"TOPLEFT", 20, -310},
rgpvpw.L["battleground_arathi_basin"],
RGPVPW_ZONE.ZONE_BATTLEGROUND_ARATHI_BASIN
)
me.BuildZoneOption(
frame,
RGPVPW_CONSTANTS.ELEMENT_ZONE_WARSONG_GULCH,
{"TOPLEFT", 20, -350},
rgpvpw.L["battleground_warsong_gulch"],
RGPVPW_ZONE.ZONE_BATTLEGROUND_WARSONG_GULCH
)
me.BuildLabel(
frame,
{"TOPLEFT", 20, -390},
rgpvpw.L["label_world"]
)
me.BuildZoneOption(
frame,
RGPVPW_CONSTANTS.ELEMENT_ZONE_SHATTRATH,
{"TOPLEFT", 20, -420},
rgpvpw.L["world_shattrath"],
RGPVPW_ZONE.ZONE_WORLD_SHATTRATH
)
builtMenu = true
end
--[[
Build the title for the general menu
@param {table} parentFrame
The addon configuration frame to attach to
]]--
function me.BuildTitle(parentFrame)
local titleFontString = parentFrame:CreateFontString(RGPVPW_CONSTANTS.ELEMENT_ZONE_TITLE, "OVERLAY")
titleFontString:SetFont(STANDARD_TEXT_FONT, 20)
titleFontString:SetPoint("TOP", 0, -20)
titleFontString:SetSize(parentFrame:GetWidth(), 20)
titleFontString:SetText(rgpvpw.L["zone_title"])
end
--[[
@param {table} frame
@param {table} position
@param {string} text
]]--
function me.BuildLabel(frame, position, text)
local zoneLabel = frame:CreateFontString(
nil,
"OVERLAY"
)
zoneLabel:SetPoint(unpack(position))
zoneLabel:SetFont(STANDARD_TEXT_FONT, 20)
zoneLabel:SetTextColor(1, 1, 1)
zoneLabel:SetText(text)
end
--[[
Create a zone checkbox and load its state
@param {table} parentFrame
@param {string} frameName
@param {table} position
@param {string} text
@param {number} zone
A zone from RGPVPW_ZONE
]]--
function me.BuildZoneOption(parentFrame, frameName, position, text, zone)
local zoneOption = mod.guiHelper.CreateCheckBox(
frameName,
parentFrame,
position,
function(self)
me.OnClickCallback(self)
end,
function(self)
me.OnShowCallback(self)
end,
text
)
zoneOption.value = zone -- set the map or instance id
--[[
After creating a new zoneOption show and manually invoke its OnShowCallback to load the initial state
]]--
zoneOption:Show()
me.OnShowCallback(zoneOption)
end
--[[
Update the configuration state of the option. Invoked via onClick event.
@param {table} self
]]--
function me.OnClickCallback(self)
-- change state
local enabled = self:GetChecked()
if enabled then
mod.configuration.EnableZone(self.value)
else
mod.configuration.DisableZone(self.value)
end
end
--[[
Load the configuration state of the option. Invoked manually or via onShow event.
@param {table} self
]]--
function me.OnShowCallback(self)
-- initial state
local isZoneEnabled = mod.configuration.IsZoneEnabled(self.value)
if isZoneEnabled then
self:SetChecked(true)
else
self:SetChecked(false)
end
end
|
local Age = Class(function(self, inst)
self.saved_age = 0
self.spawntime = GetTime()
end)
function Age:GetAge()
return self.saved_age + (GetTime() - self.spawntime)
end
function Age:OnSave()
return
{
age = self:GetAge()
}
end
function Age:GetDebugString()
if self:GetAge() > .5*TUNING.TOTAL_DAY_TIME then
return string.format("%2.2f days", self:GetAge() / TUNING.TOTAL_DAY_TIME)
else
return string.format("%2.2f s", self:GetAge())
end
end
function Age:LongUpdate(dt)
self.saved_age = self.saved_age + dt
end
function Age:OnLoad(data)
if data and data.age then
self.saved_age = data.age
end
end
return Age
|
---------------------------------------------------------------------------------
--
-- scene.lua
--
---------------------------------------------------------------------------------
local sceneName = ...
local composer = require( "composer" )
-- Load scene with same root filename as this file
local scene = composer.newScene( sceneName )
---------------------------------------------------------------------------------
local nextSceneButton
function scene:create( event )
local sceneGroup = self.view
__brightness.getBright()
print("INITIAL BRIGHTNESS LEVEL SET TO = " .. __initialBrightLevel)
-- Called when the scene's view does not exist
--
-- INSERT code here to initialize the scene
-- e.g. add display objects to 'sceneGroup', add touch listeners, etc
local contentText = ""
if ( tonumber(__initialBrightLevel) < 0 ) then
contentText = "brightness.getBright() -- Your current brightness is using phone settings, because you haven't modified it yet"
else
contentText = "brightness.getBright() -- Your current brightness level is : " .. __initialBrightLevel * 100 .. "%"
end
text1 = display.newText( sceneGroup, contentText,
display.contentCenterX, display.contentCenterY, display.actualContentWidth-40, 0, fRegular ,20 )
text1:setFillColor(0, 0, 0, 1)
end
function scene:show( event )
local sceneGroup = self.view
local phase = event.phase
if phase == "will" then
-- Called when the scene is still off screen and is about to move on screen
local title = self:getObjectByName( "Title" )
title.x = display.contentWidth / 2
title.y = display.contentHeight / 2
title.size = display.contentWidth / 10
local goToScene2Btn = self:getObjectByName( "GoToScene2Btn" )
goToScene2Btn.x = display.contentWidth - 95
goToScene2Btn.y = display.contentHeight - 35
local goToScene2Text = self:getObjectByName( "GoToScene2Text" )
goToScene2Text.x = display.contentWidth - 92
goToScene2Text.y = display.contentHeight - 35
elseif phase == "did" then
-- Called when the scene is now on screen
--
-- INSERT code here to make the scene come alive
-- e.g. start timers, begin animation, play audio, etc
-- we obtain the object by id from the scene's object hierarchy
nextSceneButton = self:getObjectByName( "GoToScene2Btn" )
if nextSceneButton then
-- touch listener for the button
function nextSceneButton:touch ( event )
local phase = event.phase
if "ended" == phase then
composer.removeScene("scene1")
composer.gotoScene( "scene2", { effect = "fade", time = 300 } )
end
end
-- add the touch event listener to the button
nextSceneButton:addEventListener( "touch", nextSceneButton )
end
end
end
function scene:hide( event )
local sceneGroup = self.view
local phase = event.phase
if event.phase == "will" then
-- Called when the scene is on screen and is about to move off screen
--
-- INSERT code here to pause the scene
-- e.g. stop timers, stop animation, unload sounds, etc.)
elseif phase == "did" then
-- Called when the scene is now off screen
if nextSceneButton then
nextSceneButton:removeEventListener( "touch", nextSceneButton )
end
end
end
function scene:destroy( event )
local sceneGroup = self.view
-- Called prior to the removal of scene's "view" (sceneGroup)
--
-- INSERT code here to cleanup the scene
-- e.g. remove display objects, remove touch listeners, save state, etc
end
---------------------------------------------------------------------------------
-- Listener setup
scene:addEventListener( "create", scene )
scene:addEventListener( "show", scene )
scene:addEventListener( "hide", scene )
scene:addEventListener( "destroy", scene )
---------------------------------------------------------------------------------
return scene
|
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