shiFt
Member
- Reaction score
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What are these scripts and how to use them? Iv seen them floating around recently and Id like to know what it is they're used for?
can you for instance get the value of a units attack damage?
Note that the GrimExt tools can only be used for editing. They are not able to be used during the game, only for ease of map making and implementation.
Lua is mainly used for object generation ;P.
With Lua Framework for wc3, you can also generate JASS scripts and other Lua scripts ; ).
if this is true then, what happens to the scripts if you cannot use them ingame?
can you for instance get the value of a units attack damage?
//! textmacro Unit_SetAttackPoint takes raw, val
//object generation
//! externalblock extension=lua ObjectMerger $FILENAME$
//! i setobjecttype("units")
//! i modifyobject("$raw$")
//! i makechange(current, "udp1", $val$)
//! endexternalblock
//storing the value in jass somewhere
call SaveReal(<hashtable>, 039;$raw$039;, <key>, $val$)
//! endtextmacro
//! runtextmacro Unit_SetAttackPoint("u000", "1.234")
if this is true then, what happens to the scripts if you cannot use them ingame?
What you can do is, that you combine object generation with your jass script. Like this for example:
Well, you can also use writejass feature in LUA_FILE_HEADER to generate the JASS, which is what I personally do =).
//! textmacro BONUS_CONFIG
//! i powers[armor] = 13 --bonus armor
//! i powers[damage] = 16 --bonus damage
//! i powers[agility] = 14 --bonus agility
//! i powers[strength] = 14 --bonus strength
//! i powers[intelligence] = 14 --bonus intelligence
//! i powers[life] = 20 --bonus life
//! i powers[liferegen] = 16 --bonus life regen
//! i powers[mana] = 20 --bonus mana
//! i powers[manaregen] = 9 --bonus mana regen (%) (9 max?)
//! i powers[sight] = 11 --bonus sight range (11 max)
//! i powers[attackspeed] = 9 --bonus attack speed (%) (9 max)
//! i enabled[armor] = true --bonus armor
//! i enabled[damage] = true --bonus damage
//! i enabled[agility] = true --bonus agility
//! i enabled[strength] = true --bonus strength
//! i enabled[intelligence] = true --bonus intelligence
//! i enabled[life] = true --bonus life
//! i enabled[liferegen] = true --bonus life regen
//! i enabled[mana] = true --bonus mana
//! i enabled[manaregen] = true --bonus mana regen (%)
//! i enabled[sight] = true --bonus sight range
//! i enabled[attackspeed] = true --bonus attack speed (%)
//! endtextmacro
//! externalblock extension=lua ObjectMerger $FILENAME$
//! runtextmacro LUA_FILE_HEADER()
//! i dofile("GetVarObject")
//! i local ABILITY_MAX = 10 --0 through 10
//! i local armor = 0
//! i local damage = 1
//! i local agility = 2
//! i local strength = 3
//! i local intelligence = 4
//! i local life = 5
//! i local liferegen = 6
//! i local mana = 7
//! i local manaregen = 8
//! i local sight = 9
//! i local attackspeed = 10
//! i local powers = {} --max power
//! i local enabled = {} --enabled
//! runtextmacro BONUS_CONFIG()
//! i local abilities = {} --array of generated ability ids
//! i percent = {} --is value percent
//! i local abils = {} --ability base ids
//! i local fields = {} --bonus field ids
//! i local names = {} --ability names
//! i local function init(id,perc,abilityid,bonusfield,name)
//! i if (enabled[id]) then
//! i abilities[id] = {}
//! i percent[id] = perc
//! i abils[id] = abilityid
//! i fields[id] = bonusfield
//! i names[id] = name
//! i end
//! i end
//! i init(armor,false,"AId1","Idef","ARMOR")
//! i init(damage,false,"AItg","Iatt","DAMAGE")
//! i init(agility,false,"AIa1","Iagi","AGILITY")
//! i init(strength,false,"AIs1","Istr","STRENGTH")
//! i init(intelligence,false,"AIi1","Iint","INTELLIGENCE")
//! i init(life,false,"AIlz","Ilif","LIFE")
//! i init(liferegen,false,"Arel","Ihpr","LIFE_REGEN")
//! i init(mana,false,"AImv","Iman","MANA")
//! i init(manaregen,true,"AIrm","Imrp","MANA_REGEN")
//! i init(sight,false,"AIsi","Isib","SIGHT")
//! i init(attackspeed,true,"AIsx","Isx1","ATTACK_SPEED")
//! i local function getbonus(id,power)
//! i if (enabled[id]) then
//! i local div = 1
//! i if (percent[id]) then
//! i div = 0.01
//! i end
//! i local bonus = getvarobject(abils[id],"abilities","BONUS_" .. names[id] .. "_" .. tostring(power),false)
//! i abilities[id][power] = bonus
//! i createobject(abils[id], bonus)
//! i makechange(current, "anam", "BONUS_" .. names[id] .. "_" .. tostring(power))
//! i if (power == powers[id]+1) then
//! i makechange(current, fields[id], 1, -div*2^(power-1))
//! i else
//! i makechange(current, fields[id], 1, div*2^power)
//! i end
//! i end
//! i end
//! i local function genconst(id,power)
//! i if (enabled[id]) then
//! i return "constant integer BONUS_" .. names[id] .. "=" .. tostring(power) .. "\n"
//! i end
//! i return ""
//! i end
//! i local function genpow(id,index)
//! i if (enabled[id]) then
//! i return "set bp[" .. tostring(index) .. "]=" .. tostring(2^powers[id]) .. "\n"
//! i end
//! i return ""
//! i end
//! i local function genpowmax(id,index)
//! i if (enabled[id]) then
//! i return "set pm[" .. tostring(index) .. "]=" .. tostring(powers[id]+1) .. "\n"
//! i end
//! i return ""
//! i end
//! i local function genabi(id,power,index)
//! i if (enabled[id]) then
//! i return "set bd[" .. tostring(index) .. "]='" .. abilities[id][power] .. "'\n"
//! i end
//! i return ""
//! i end
//! i local function preloadabi(id,power)
//! i if (enabled[id]) then
//! i return "call UnitAddAbility(u,'" .. abilities[id][power] .. "')\n"
//! i end
//! i end
//! i local function genpowermax(id,index,power)
//! i if (enabled[id]) then
//! i if (power == powers[id]+1) then
//! i return "set pw[" .. tostring(index) .. "]=" .. tostring(-(2^(power-1))) .. "\n"
//! i end
//! i return "set pw[" .. tostring(index) .. "]=" .. tostring(2^power) .. "\n"
//! i end
//! i return ""
//! i end
//! i local const = "" --constant script
//! i local powmax = "" --power max script
//! i local pows = "" --power script
//! i local abil2 = "" --ability 2D array script
//! i local powerarray = "" --power array script
//! i local preload = "" --preload ability script
//! i cur = 0 --current ability
//! i curp = 0 --current ability power
//! i local curp2 = 0 --current 2D array index
//! i while (cur <= ABILITY_MAX) do --loop through each ability
//! i const = const .. genconst(cur,curp2) --create constant that marks start of ability set
//! i pows = pows .. genpow(cur,curp2) --generate max power range
//! i powmax = powmax .. genpowmax(cur,curp2) --generate max power
//! i curp = 0
//! i while (curp <= powers[cur]+1) do --loop through each power
//! i getbonus(cur,curp) --generate bonus ability
//! i abil2 = abil2 .. genabi(cur,curp,curp2) --put bonus ability into 2D array
//! i preload = preload .. preloadabi(cur,curp) --for preloading abilities
//! i powerarray = powerarray .. genpowermax(cur,curp2,curp) --for power value array
//! i curp = curp + 1 --go to next power specific to ability
//! i curp2 = curp2 + 1 --go to next array index
//! i end
//! i cur = cur + 1
//! i end
//! i local script =
//! i [[//! textmacro BONUS_DATA
//! i globals
//! i private integer array bd
//! i private integer array bp
//! i private integer array pw
//! i private integer array pm
//! i ]]
//! i script = script .. const --ability constant sets
//! i script = script ..
//! i [[endglobals
//! i private module I
//! i private static method onInit takes nothing returns nothing
//! i ]]
//! i script = script ..
//! i [[static if PRELOAD then
//! i local unit u = CreateUnit(Player(14),'hpea',100000,100000,0)
//! i ]]
//! i script = script .. preload
//! i script = script ..
//! i [[call RemoveUnit(u)
//! i set u = null
//! i endif
//! i ]]
//! i script = script .. abil2 --ability data
//! i script = script .. powmax --max power (n)
//! i script = script .. pows --max power range (2^n)
//! i script = script .. powerarray --power on ability
//! i script = script..
//! i [[endmethod
//! i endmodule
//! i private struct O extends array
//! i implement I
//! i endstruct
//! i ]]
//! i script = script .. [[//! endtextmacro]]
//! i writejass("BONUS",script)
//! i updateobjects()
//! endexternalblock
//! textmacro BONUS_DATA
globals
private integer array bd
private integer array bp
private integer array pw
private integer array pm
constant integer BONUS_ARMOR=0
constant integer BONUS_DAMAGE=15
constant integer BONUS_AGILITY=33
constant integer BONUS_STRENGTH=49
constant integer BONUS_INTELLIGENCE=65
constant integer BONUS_LIFE=81
constant integer BONUS_LIFE_REGEN=103
constant integer BONUS_MANA=121
constant integer BONUS_MANA_REGEN=143
constant integer BONUS_SIGHT=154
constant integer BONUS_ATTACK_SPEED=167
endglobals
private module I
private static method onInit takes nothing returns nothing
static if PRELOAD then
local unit u = CreateUnit(Player(14),039;hpea039;,100000,100000,0)
call UnitAddAbility(u,039;A!(@039;)
call UnitAddAbility(u,039;A!([039;)
call UnitAddAbility(u,039;A!(]039;)
call UnitAddAbility(u,039;A!(^039;)
call UnitAddAbility(u,039;A!(_039;)
call UnitAddAbility(u,039;A!({039;)
call UnitAddAbility(u,039;A!(|039;)
call UnitAddAbility(u,039;A!(}039;)
call UnitAddAbility(u,039;A!(~039;)
call UnitAddAbility(u,039;A!)!039;)
call UnitAddAbility(u,039;A!)"039;)
call UnitAddAbility(u,039;A!)#039;)
call UnitAddAbility(u,039;A!)$039;)
call UnitAddAbility(u,039;A!)%039;)
call UnitAddAbility(u,039;A!)&039;)
call UnitAddAbility(u,039;A!)(039;)
call UnitAddAbility(u,039;A!))039;)
call UnitAddAbility(u,039;A!)*039;)
call UnitAddAbility(u,039;A!)+039;)
call UnitAddAbility(u,039;A!)-039;)
call UnitAddAbility(u,039;A!).039;)
call UnitAddAbility(u,039;A!):039;)
call UnitAddAbility(u,039;A!);039;)
call UnitAddAbility(u,039;A!)<039;)
call UnitAddAbility(u,039;A!)=039;)
call UnitAddAbility(u,039;A!)>039;)
call UnitAddAbility(u,039;A!)?039;)
call UnitAddAbility(u,039;A!)@039;)
call UnitAddAbility(u,039;A!)[039;)
call UnitAddAbility(u,039;A!)]039;)
call UnitAddAbility(u,039;A!)^039;)
call UnitAddAbility(u,039;A!)_039;)
call UnitAddAbility(u,039;A!){039;)
call UnitAddAbility(u,039;A!)|039;)
call UnitAddAbility(u,039;A!)}039;)
call UnitAddAbility(u,039;A!)~039;)
call UnitAddAbility(u,039;A!*!039;)
call UnitAddAbility(u,039;A!*"039;)
call UnitAddAbility(u,039;A!*#039;)
call UnitAddAbility(u,039;A!*$039;)
call UnitAddAbility(u,039;A!*%039;)
call UnitAddAbility(u,039;A!*&039;)
call UnitAddAbility(u,039;A!*(039;)
call UnitAddAbility(u,039;A!*)039;)
call UnitAddAbility(u,039;A!**039;)
call UnitAddAbility(u,039;A!*+039;)
call UnitAddAbility(u,039;A!*-039;)
call UnitAddAbility(u,039;A!*.039;)
call UnitAddAbility(u,039;A!*:039;)
call UnitAddAbility(u,039;A!*;039;)
call UnitAddAbility(u,039;A!*<039;)
call UnitAddAbility(u,039;A!*=039;)
call UnitAddAbility(u,039;A!*>039;)
call UnitAddAbility(u,039;A!*?039;)
call UnitAddAbility(u,039;A!*@039;)
call UnitAddAbility(u,039;A!*[039;)
call UnitAddAbility(u,039;A!*]039;)
call UnitAddAbility(u,039;A!*^039;)
call UnitAddAbility(u,039;A!*_039;)
call UnitAddAbility(u,039;A!*{039;)
call UnitAddAbility(u,039;A!*|039;)
call UnitAddAbility(u,039;A!*}039;)
call UnitAddAbility(u,039;A!*~039;)
call UnitAddAbility(u,039;A!+!039;)
call UnitAddAbility(u,039;A!+"039;)
call UnitAddAbility(u,039;A!+#039;)
call UnitAddAbility(u,039;A!+$039;)
call UnitAddAbility(u,039;A!+%039;)
call UnitAddAbility(u,039;A!+&039;)
call UnitAddAbility(u,039;A!+(039;)
call UnitAddAbility(u,039;A!+)039;)
call UnitAddAbility(u,039;A!+*039;)
call UnitAddAbility(u,039;A!++039;)
call UnitAddAbility(u,039;A!+-039;)
call UnitAddAbility(u,039;A!+.039;)
call UnitAddAbility(u,039;A!+:039;)
call UnitAddAbility(u,039;A!+;039;)
call UnitAddAbility(u,039;A!+<039;)
call UnitAddAbility(u,039;A!+=039;)
call UnitAddAbility(u,039;A!+>039;)
call UnitAddAbility(u,039;A!+?039;)
call UnitAddAbility(u,039;A!+@039;)
call UnitAddAbility(u,039;A!+[039;)
call UnitAddAbility(u,039;A!+]039;)
call UnitAddAbility(u,039;A!+^039;)
call UnitAddAbility(u,039;A!+_039;)
call UnitAddAbility(u,039;A!+{039;)
call UnitAddAbility(u,039;A!+|039;)
call UnitAddAbility(u,039;A!+}039;)
call UnitAddAbility(u,039;A!+~039;)
call UnitAddAbility(u,039;A!-!039;)
call UnitAddAbility(u,039;A!-"039;)
call UnitAddAbility(u,039;A!-#039;)
call UnitAddAbility(u,039;A!-$039;)
call UnitAddAbility(u,039;A!-%039;)
call UnitAddAbility(u,039;A!-&039;)
call UnitAddAbility(u,039;A!-(039;)
call UnitAddAbility(u,039;A!-)039;)
call UnitAddAbility(u,039;A!-*039;)
call UnitAddAbility(u,039;A!-+039;)
call UnitAddAbility(u,039;A!--039;)
call UnitAddAbility(u,039;A!-.039;)
call UnitAddAbility(u,039;A!-:039;)
call UnitAddAbility(u,039;A!-;039;)
call UnitAddAbility(u,039;A!-<039;)
call UnitAddAbility(u,039;A!-=039;)
call UnitAddAbility(u,039;A!->039;)
call UnitAddAbility(u,039;A!-?039;)
call UnitAddAbility(u,039;A!-@039;)
call UnitAddAbility(u,039;A!-[039;)
call UnitAddAbility(u,039;A!-]039;)
call UnitAddAbility(u,039;A!-^039;)
call UnitAddAbility(u,039;A!-_039;)
call UnitAddAbility(u,039;A!-{039;)
call UnitAddAbility(u,039;A!-|039;)
call UnitAddAbility(u,039;A!-}039;)
call UnitAddAbility(u,039;A!-~039;)
call UnitAddAbility(u,039;A!.!039;)
call UnitAddAbility(u,039;A!."039;)
call UnitAddAbility(u,039;A!.#039;)
call UnitAddAbility(u,039;A!.$039;)
call UnitAddAbility(u,039;A!.%039;)
call UnitAddAbility(u,039;A!.&039;)
call UnitAddAbility(u,039;A!.(039;)
call UnitAddAbility(u,039;A!.)039;)
call UnitAddAbility(u,039;A!.*039;)
call UnitAddAbility(u,039;A!.+039;)
call UnitAddAbility(u,039;A!.-039;)
call UnitAddAbility(u,039;A!..039;)
call UnitAddAbility(u,039;A!.:039;)
call UnitAddAbility(u,039;A!.;039;)
call UnitAddAbility(u,039;A!.<039;)
call UnitAddAbility(u,039;A!.=039;)
call UnitAddAbility(u,039;A!.>039;)
call UnitAddAbility(u,039;A!.?039;)
call UnitAddAbility(u,039;A!.@039;)
call UnitAddAbility(u,039;A!.[039;)
call UnitAddAbility(u,039;A!.]039;)
call UnitAddAbility(u,039;A!.^039;)
call UnitAddAbility(u,039;A!._039;)
call UnitAddAbility(u,039;A!.{039;)
call UnitAddAbility(u,039;A!.|039;)
call UnitAddAbility(u,039;A!.}039;)
call UnitAddAbility(u,039;A!.~039;)
call UnitAddAbility(u,039;A!:!039;)
call UnitAddAbility(u,039;A!:"039;)
call UnitAddAbility(u,039;A!:#039;)
call UnitAddAbility(u,039;A!:$039;)
call UnitAddAbility(u,039;A!:%039;)
call UnitAddAbility(u,039;A!:&039;)
call UnitAddAbility(u,039;A!<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" />039;)
call UnitAddAbility(u,039;A!<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />039;)
call UnitAddAbility(u,039;A!:*039;)
call UnitAddAbility(u,039;A!:+039;)
call UnitAddAbility(u,039;A!:-039;)
call UnitAddAbility(u,039;A!:.039;)
call UnitAddAbility(u,039;A!::039;)
call UnitAddAbility(u,039;A!:;039;)
call UnitAddAbility(u,039;A!:<039;)
call UnitAddAbility(u,039;A!:=039;)
call UnitAddAbility(u,039;A!:>039;)
call UnitAddAbility(u,039;A!:?039;)
call UnitAddAbility(u,039;A!<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite4" alt=":mad:" title="Mad :mad:" loading="lazy" data-shortname=":mad:" />039;)
call UnitAddAbility(u,039;A!:[039;)
call UnitAddAbility(u,039;A!:]039;)
call UnitAddAbility(u,039;A!:^039;)
call UnitAddAbility(u,039;A!:_039;)
call UnitAddAbility(u,039;A!:{039;)
call UnitAddAbility(u,039;A!:|039;)
call UnitAddAbility(u,039;A!:}039;)
call UnitAddAbility(u,039;A!:~039;)
call UnitAddAbility(u,039;A!;!039;)
call UnitAddAbility(u,039;A!;"039;)
call UnitAddAbility(u,039;A!;#039;)
call UnitAddAbility(u,039;A!;$039;)
call UnitAddAbility(u,039;A!;%039;)
call UnitAddAbility(u,039;A!;&039;)
call UnitAddAbility(u,039;A!;(039;)
call RemoveUnit(u)
set u = null
endif
set bd[0]=039;A!(@039;
set bd[1]=039;A!([039;
set bd[2]=039;A!(]039;
set bd[3]=039;A!(^039;
set bd[4]=039;A!(_039;
set bd[5]=039;A!({039;
set bd[6]=039;A!(|039;
set bd[7]=039;A!(}039;
set bd[8]=039;A!(~039;
set bd[9]=039;A!)!039;
set bd[10]=039;A!)"039;
set bd[11]=039;A!)#039;
set bd[12]=039;A!)$039;
set bd[13]=039;A!)%039;
set bd[14]=039;A!)&039;
set bd[15]=039;A!)(039;
set bd[16]=039;A!))039;
set bd[17]=039;A!)*039;
set bd[18]=039;A!)+039;
set bd[19]=039;A!)-039;
set bd[20]=039;A!).039;
set bd[21]=039;A!):039;
set bd[22]=039;A!);039;
set bd[23]=039;A!)<039;
set bd[24]=039;A!)=039;
set bd[25]=039;A!)>039;
set bd[26]=039;A!)?039;
set bd[27]=039;A!)@039;
set bd[28]=039;A!)[039;
set bd[29]=039;A!)]039;
set bd[30]=039;A!)^039;
set bd[31]=039;A!)_039;
set bd[32]=039;A!){039;
set bd[33]=039;A!)|039;
set bd[34]=039;A!)}039;
set bd[35]=039;A!)~039;
set bd[36]=039;A!*!039;
set bd[37]=039;A!*"039;
set bd[38]=039;A!*#039;
set bd[39]=039;A!*$039;
set bd[40]=039;A!*%039;
set bd[41]=039;A!*&039;
set bd[42]=039;A!*(039;
set bd[43]=039;A!*)039;
set bd[44]=039;A!**039;
set bd[45]=039;A!*+039;
set bd[46]=039;A!*-039;
set bd[47]=039;A!*.039;
set bd[48]=039;A!*:039;
set bd[49]=039;A!*;039;
set bd[50]=039;A!*<039;
set bd[51]=039;A!*=039;
set bd[52]=039;A!*>039;
set bd[53]=039;A!*?039;
set bd[54]=039;A!*@039;
set bd[55]=039;A!*[039;
set bd[56]=039;A!*]039;
set bd[57]=039;A!*^039;
set bd[58]=039;A!*_039;
set bd[59]=039;A!*{039;
set bd[60]=039;A!*|039;
set bd[61]=039;A!*}039;
set bd[62]=039;A!*~039;
set bd[63]=039;A!+!039;
set bd[64]=039;A!+"039;
set bd[65]=039;A!+#039;
set bd[66]=039;A!+$039;
set bd[67]=039;A!+%039;
set bd[68]=039;A!+&039;
set bd[69]=039;A!+(039;
set bd[70]=039;A!+)039;
set bd[71]=039;A!+*039;
set bd[72]=039;A!++039;
set bd[73]=039;A!+-039;
set bd[74]=039;A!+.039;
set bd[75]=039;A!+:039;
set bd[76]=039;A!+;039;
set bd[77]=039;A!+<039;
set bd[78]=039;A!+=039;
set bd[79]=039;A!+>039;
set bd[80]=039;A!+?039;
set bd[81]=039;A!+@039;
set bd[82]=039;A!+[039;
set bd[83]=039;A!+]039;
set bd[84]=039;A!+^039;
set bd[85]=039;A!+_039;
set bd[86]=039;A!+{039;
set bd[87]=039;A!+|039;
set bd[88]=039;A!+}039;
set bd[89]=039;A!+~039;
set bd[90]=039;A!-!039;
set bd[91]=039;A!-"039;
set bd[92]=039;A!-#039;
set bd[93]=039;A!-$039;
set bd[94]=039;A!-%039;
set bd[95]=039;A!-&039;
set bd[96]=039;A!-(039;
set bd[97]=039;A!-)039;
set bd[98]=039;A!-*039;
set bd[99]=039;A!-+039;
set bd[100]=039;A!--039;
set bd[101]=039;A!-.039;
set bd[102]=039;A!-:039;
set bd[103]=039;A!-;039;
set bd[104]=039;A!-<039;
set bd[105]=039;A!-=039;
set bd[106]=039;A!->039;
set bd[107]=039;A!-?039;
set bd[108]=039;A!-@039;
set bd[109]=039;A!-[039;
set bd[110]=039;A!-]039;
set bd[111]=039;A!-^039;
set bd[112]=039;A!-_039;
set bd[113]=039;A!-{039;
set bd[114]=039;A!-|039;
set bd[115]=039;A!-}039;
set bd[116]=039;A!-~039;
set bd[117]=039;A!.!039;
set bd[118]=039;A!."039;
set bd[119]=039;A!.#039;
set bd[120]=039;A!.$039;
set bd[121]=039;A!.%039;
set bd[122]=039;A!.&039;
set bd[123]=039;A!.(039;
set bd[124]=039;A!.)039;
set bd[125]=039;A!.*039;
set bd[126]=039;A!.+039;
set bd[127]=039;A!.-039;
set bd[128]=039;A!..039;
set bd[129]=039;A!.:039;
set bd[130]=039;A!.;039;
set bd[131]=039;A!.<039;
set bd[132]=039;A!.=039;
set bd[133]=039;A!.>039;
set bd[134]=039;A!.?039;
set bd[135]=039;A!.@039;
set bd[136]=039;A!.[039;
set bd[137]=039;A!.]039;
set bd[138]=039;A!.^039;
set bd[139]=039;A!._039;
set bd[140]=039;A!.{039;
set bd[141]=039;A!.|039;
set bd[142]=039;A!.}039;
set bd[143]=039;A!.~039;
set bd[144]=039;A!:!039;
set bd[145]=039;A!:"039;
set bd[146]=039;A!:#039;
set bd[147]=039;A!:$039;
set bd[148]=039;A!:%039;
set bd[149]=039;A!:&039;
set bd[150]=039;A!<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" />039;
set bd[151]=039;A!<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />039;
set bd[152]=039;A!:*039;
set bd[153]=039;A!:+039;
set bd[154]=039;A!:-039;
set bd[155]=039;A!:.039;
set bd[156]=039;A!::039;
set bd[157]=039;A!:;039;
set bd[158]=039;A!:<039;
set bd[159]=039;A!:=039;
set bd[160]=039;A!:>039;
set bd[161]=039;A!:?039;
set bd[162]=039;A!<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite4" alt=":mad:" title="Mad :mad:" loading="lazy" data-shortname=":mad:" />039;
set bd[163]=039;A!:[039;
set bd[164]=039;A!:]039;
set bd[165]=039;A!:^039;
set bd[166]=039;A!:_039;
set bd[167]=039;A!:{039;
set bd[168]=039;A!:|039;
set bd[169]=039;A!:}039;
set bd[170]=039;A!:~039;
set bd[171]=039;A!;!039;
set bd[172]=039;A!;"039;
set bd[173]=039;A!;#039;
set bd[174]=039;A!;$039;
set bd[175]=039;A!;%039;
set bd[176]=039;A!;&039;
set bd[177]=039;A!;(039;
set pm[0]=14
set pm[15]=17
set pm[33]=15
set pm[49]=15
set pm[65]=15
set pm[81]=21
set pm[103]=17
set pm[121]=21
set pm[143]=10
set pm[154]=12
set pm[167]=10
set bp[0]=8192
set bp[15]=65536
set bp[33]=16384
set bp[49]=16384
set bp[65]=16384
set bp[81]=1048576
set bp[103]=65536
set bp[121]=1048576
set bp[143]=512
set bp[154]=2048
set bp[167]=512
set pw[0]=1
set pw[1]=2
set pw[2]=4
set pw[3]=8
set pw[4]=16
set pw[5]=32
set pw[6]=64
set pw[7]=128
set pw[8]=256
set pw[9]=512
set pw[10]=1024
set pw[11]=2048
set pw[12]=4096
set pw[13]=8192
set pw[14]=-8192
set pw[15]=1
set pw[16]=2
set pw[17]=4
set pw[18]=8
set pw[19]=16
set pw[20]=32
set pw[21]=64
set pw[22]=128
set pw[23]=256
set pw[24]=512
set pw[25]=1024
set pw[26]=2048
set pw[27]=4096
set pw[28]=8192
set pw[29]=16384
set pw[30]=32768
set pw[31]=65536
set pw[32]=-65536
set pw[33]=1
set pw[34]=2
set pw[35]=4
set pw[36]=8
set pw[37]=16
set pw[38]=32
set pw[39]=64
set pw[40]=128
set pw[41]=256
set pw[42]=512
set pw[43]=1024
set pw[44]=2048
set pw[45]=4096
set pw[46]=8192
set pw[47]=16384
set pw[48]=-16384
set pw[49]=1
set pw[50]=2
set pw[51]=4
set pw[52]=8
set pw[53]=16
set pw[54]=32
set pw[55]=64
set pw[56]=128
set pw[57]=256
set pw[58]=512
set pw[59]=1024
set pw[60]=2048
set pw[61]=4096
set pw[62]=8192
set pw[63]=16384
set pw[64]=-16384
set pw[65]=1
set pw[66]=2
set pw[67]=4
set pw[68]=8
set pw[69]=16
set pw[70]=32
set pw[71]=64
set pw[72]=128
set pw[73]=256
set pw[74]=512
set pw[75]=1024
set pw[76]=2048
set pw[77]=4096
set pw[78]=8192
set pw[79]=16384
set pw[80]=-16384
set pw[81]=1
set pw[82]=2
set pw[83]=4
set pw[84]=8
set pw[85]=16
set pw[86]=32
set pw[87]=64
set pw[88]=128
set pw[89]=256
set pw[90]=512
set pw[91]=1024
set pw[92]=2048
set pw[93]=4096
set pw[94]=8192
set pw[95]=16384
set pw[96]=32768
set pw[97]=65536
set pw[98]=131072
set pw[99]=262144
set pw[100]=524288
set pw[101]=1048576
set pw[102]=-1048576
set pw[103]=1
set pw[104]=2
set pw[105]=4
set pw[106]=8
set pw[107]=16
set pw[108]=32
set pw[109]=64
set pw[110]=128
set pw[111]=256
set pw[112]=512
set pw[113]=1024
set pw[114]=2048
set pw[115]=4096
set pw[116]=8192
set pw[117]=16384
set pw[118]=32768
set pw[119]=65536
set pw[120]=-65536
set pw[121]=1
set pw[122]=2
set pw[123]=4
set pw[124]=8
set pw[125]=16
set pw[126]=32
set pw[127]=64
set pw[128]=128
set pw[129]=256
set pw[130]=512
set pw[131]=1024
set pw[132]=2048
set pw[133]=4096
set pw[134]=8192
set pw[135]=16384
set pw[136]=32768
set pw[137]=65536
set pw[138]=131072
set pw[139]=262144
set pw[140]=524288
set pw[141]=1048576
set pw[142]=-1048576
set pw[143]=1
set pw[144]=2
set pw[145]=4
set pw[146]=8
set pw[147]=16
set pw[148]=32
set pw[149]=64
set pw[150]=128
set pw[151]=256
set pw[152]=512
set pw[153]=-512
set pw[154]=1
set pw[155]=2
set pw[156]=4
set pw[157]=8
set pw[158]=16
set pw[159]=32
set pw[160]=64
set pw[161]=128
set pw[162]=256
set pw[163]=512
set pw[164]=1024
set pw[165]=2048
set pw[166]=-2048
set pw[167]=1
set pw[168]=2
set pw[169]=4
set pw[170]=8
set pw[171]=16
set pw[172]=32
set pw[173]=64
set pw[174]=128
set pw[175]=256
set pw[176]=512
set pw[177]=-512
endmethod
endmodule
private struct O extends array
implement I
endstruct
//! endtextmacro