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EventManager = { | |
Register = {}, | |
} | |
---@alias EventManagerObjectFlagSetCallback fun(flag:string, targetGUID:GUID, dialogInstance:integer) | |
local _Callbacks = { | |
ObjectFlagSet = { | |
---@type table<string, EventManagerObjectFlagSetCallback[]> | |
Active = {}, |
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--[[ | |
Add LeaderLib's Lua folder to VSCode workspace (not the mod) so EmmyLua will use the scripts for auto-completion. | |
With the way EmmyLua works, if you set up these globals in a different file, | |
EmmyLua will associate their usage with LeaderLib's scripts, so you'll see types/etc pointing back to the originals. | |
]] | |
--This should ideally be called in a script loaded by both client and server. | |
--It will import LeaderLib's various globals into your mod's table, so you can use helpers without setting them first. | |
--Mods.MyModTable needs to be the name you specified in your mod's ositools settings. | |
Mods.LeaderLib.Import(Mods.MyModTable) |
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import numpy as np | |
class ExtraDataClass(): | |
def Reset(self): | |
setattr(self, "VitalityStartingAmount", 21) | |
setattr(self, "VitalityExponentialGrowth", 1.25) | |
setattr(self, "VitalityLinearGrowth", 9.091) | |
setattr(self, "VitalityToDamageRatio", 5) | |
setattr(self, "VitalityToDamageRatioGrowth", 0.2) | |
setattr(self, "FirstVitalityLeapLevel", 9) |
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local player_stats = { | |
--["_Base"] = true, | |
["_Hero"] = true, | |
["HumanFemaleHero"] = true, | |
["HumanMaleHero"] = true, | |
["DwarfFemaleHero"] = true, | |
["DwarfMaleHero"] = true, | |
["ElfFemaleHero"] = true, | |
["ElfMaleHero"] = true, | |
["LizardFemaleHero"] = true, |
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PROC | |
MyMod_ToggleScript_Enable((STRING)_Script) | |
AND | |
NOT SysIsActive(_Script) | |
THEN | |
SysActivateGoal(_Script); | |
PROC | |
MyMod_ToggleScript_Disable("MyMod_TS_ElementalArrowheads") | |
AND |
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INIT | |
EVENTS | |
EVENT MyMod_CheckWeaponTypes | |
VARS | |
CHARACTER:_Char | |
INT:_FoundType | |
ON | |
OnCharacterEvent(_Char, "MyMod_CheckWeaponType") | |
ACTIONS |
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//REGION AUTO_IDENTIFY | |
IF | |
ItemTemplateOpening(_, _Item, _Char) | |
AND | |
ObjectGetFlag(_Item, "LLTEST_LORE_Identified", 0) | |
AND | |
CharacterIsPlayer(_Char, 1) | |
AND | |
LLTEST_LORE_PartyHasHighEnoughLoremaster(_Char, 5) | |
AND |
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<?xml version="1.0" encoding="UTF-8" ?> | |
<save> | |
<header version="2" /> | |
<version major="3" minor="6" revision="2" build="0" /> | |
<region id="Config"> | |
<node id="root"> | |
<children> | |
<node id="Dependencies"> | |
<children> | |
<node id="ModuleShortDesc"> |
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INIT | |
EVENTS | |
/* | |
Apply MYMOD_PAIN_APPLY with a skill or whatever is appropriate (weapon, script, etc). | |
This status should have the amount of turns you want the actual status to be, i.e.: | |
MYMOD_PAIN_APPLY,100,3 | |
MYMOD_PAIN_1 to 5 should have increasing StackPriority properties, |
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INIT | |
INT:%MyMod_InitialTalentCheck = 0 | |
EVENTS | |
//MYMOD_ESCAPIST_BONUS is a CONSUME status that applies a potion via the StatsId property that increases movement speed. | |
EVENT MyMod_EscapistTalent_Added | |
VARS | |
CHARACTER:_Player | |
ON | |
OnTalentUnlocked(_Player, Escapist) |
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