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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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