diff --git a/docs/asset-manifest.json b/docs/asset-manifest.json index e1236c8..e07500e 100644 --- a/docs/asset-manifest.json +++ b/docs/asset-manifest.json @@ -1,7 +1,7 @@ { "files": { "main.css": "/static/css/main.227156c4.css", - "main.js": "/static/js/main.3703e36b.js", + "main.js": "/static/js/main.45743cd2.js", "static/js/984.b2865733.chunk.js": "/static/js/984.b2865733.chunk.js", "static/js/941.0c0a870a.chunk.js": "/static/js/941.0c0a870a.chunk.js", "static/js/911.e40081a5.chunk.js": "/static/js/911.e40081a5.chunk.js", @@ -11,7 +11,7 @@ "static/media/Calamity-Regular.otf": "/static/media/Calamity-Regular.cbeefc650e6ac39335b6.otf", "index.html": "/index.html", "main.227156c4.css.map": "/static/css/main.227156c4.css.map", - "main.3703e36b.js.map": "/static/js/main.3703e36b.js.map", + "main.45743cd2.js.map": "/static/js/main.45743cd2.js.map", "984.b2865733.chunk.js.map": "/static/js/984.b2865733.chunk.js.map", "941.0c0a870a.chunk.js.map": "/static/js/941.0c0a870a.chunk.js.map", "911.e40081a5.chunk.js.map": "/static/js/911.e40081a5.chunk.js.map", @@ -19,6 +19,6 @@ }, "entrypoints": [ "static/css/main.227156c4.css", - "static/js/main.3703e36b.js" + "static/js/main.45743cd2.js" ] } \ No newline at end of file diff --git a/docs/index.html b/docs/index.html index 3d56bb2..cb06e49 100644 --- a/docs/index.html +++ b/docs/index.html @@ -1 +1 @@ -
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});\n\t\t\t\t\tpromises.push(installedChunkData[2] = promise);\n\n\t\t\t\t\t// start chunk loading\n\t\t\t\t\tvar url = __webpack_require__.p + __webpack_require__.u(chunkId);\n\t\t\t\t\t// create error before stack unwound to get useful stacktrace later\n\t\t\t\t\tvar error = new Error();\n\t\t\t\t\tvar loadingEnded = function(event) {\n\t\t\t\t\t\tif(__webpack_require__.o(installedChunks, chunkId)) {\n\t\t\t\t\t\t\tinstalledChunkData = installedChunks[chunkId];\n\t\t\t\t\t\t\tif(installedChunkData !== 0) installedChunks[chunkId] = undefined;\n\t\t\t\t\t\t\tif(installedChunkData) {\n\t\t\t\t\t\t\t\tvar errorType = event && (event.type === 'load' ? 'missing' : event.type);\n\t\t\t\t\t\t\t\tvar realSrc = event && event.target && event.target.src;\n\t\t\t\t\t\t\t\terror.message = 'Loading chunk ' + chunkId + ' failed.\\n(' + errorType + ': ' + realSrc + ')';\n\t\t\t\t\t\t\t\terror.name = 'ChunkLoadError';\n\t\t\t\t\t\t\t\terror.type = errorType;\n\t\t\t\t\t\t\t\terror.request = realSrc;\n\t\t\t\t\t\t\t\tinstalledChunkData[1](error);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\t\t\t\t\t__webpack_require__.l(url, loadingEnded, \"chunk-\" + chunkId, chunkId);\n\t\t\t\t} else installedChunks[chunkId] = 0;\n\t\t\t}\n\t\t}\n};\n\n// no prefetching\n\n// no preloaded\n\n// no HMR\n\n// no HMR manifest\n\n// no on chunks loaded\n\n// install a JSONP callback for chunk loading\nvar webpackJsonpCallback = function(parentChunkLoadingFunction, data) {\n\tvar chunkIds = data[0];\n\tvar moreModules = data[1];\n\tvar runtime = data[2];\n\t// add \"moreModules\" to the modules object,\n\t// then flag all \"chunkIds\" as loaded and fire callback\n\tvar moduleId, chunkId, i = 0;\n\tif(chunkIds.some(function(id) { return installedChunks[id] !== 0; })) {\n\t\tfor(moduleId in moreModules) {\n\t\t\tif(__webpack_require__.o(moreModules, moduleId)) {\n\t\t\t\t__webpack_require__.m[moduleId] = moreModules[moduleId];\n\t\t\t}\n\t\t}\n\t\tif(runtime) var result = runtime(__webpack_require__);\n\t}\n\tif(parentChunkLoadingFunction) parentChunkLoadingFunction(data);\n\tfor(;i < chunkIds.length; i++) {\n\t\tchunkId = chunkIds[i];\n\t\tif(__webpack_require__.o(installedChunks, chunkId) && installedChunks[chunkId]) {\n\t\t\tinstalledChunks[chunkId][0]();\n\t\t}\n\t\tinstalledChunks[chunkId] = 0;\n\t}\n\n}\n\nvar chunkLoadingGlobal = self[\"webpackChunkbotw_hundo_dupl\"] = self[\"webpackChunkbotw_hundo_dupl\"] || [];\nchunkLoadingGlobal.forEach(webpackJsonpCallback.bind(null, 0));\nchunkLoadingGlobal.push = webpackJsonpCallback.bind(null, chunkLoadingGlobal.push.bind(chunkLoadingGlobal));","export default function _arrayLikeToArray(arr, len) {\n if (len == null || len > arr.length) len = arr.length;\n\n for (var i = 0, arr2 = new Array(len); i < len; i++) {\n arr2[i] = arr[i];\n }\n\n return arr2;\n}","import arrayLikeToArray from \"./arrayLikeToArray.js\";\nexport default function _unsupportedIterableToArray(o, minLen) {\n if (!o) return;\n if (typeof o === \"string\") return arrayLikeToArray(o, minLen);\n var n = Object.prototype.toString.call(o).slice(8, -1);\n if (n === \"Object\" && o.constructor) n = o.constructor.name;\n if (n === \"Map\" || n === \"Set\") return Array.from(o);\n if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return arrayLikeToArray(o, minLen);\n}","import arrayWithoutHoles from \"./arrayWithoutHoles.js\";\nimport iterableToArray from \"./iterableToArray.js\";\nimport unsupportedIterableToArray from \"./unsupportedIterableToArray.js\";\nimport nonIterableSpread from \"./nonIterableSpread.js\";\nexport default function _toConsumableArray(arr) {\n return arrayWithoutHoles(arr) || iterableToArray(arr) || unsupportedIterableToArray(arr) || nonIterableSpread();\n}","import arrayLikeToArray from \"./arrayLikeToArray.js\";\nexport default function _arrayWithoutHoles(arr) {\n if (Array.isArray(arr)) return arrayLikeToArray(arr);\n}","export default function _iterableToArray(iter) {\n if (typeof Symbol !== \"undefined\" && iter[Symbol.iterator] != null || iter[\"@@iterator\"] != null) return Array.from(iter);\n}","export default function _nonIterableSpread() {\n throw new TypeError(\"Invalid attempt to spread non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}","import arrayWithHoles from \"./arrayWithHoles.js\";\nimport iterableToArrayLimit from \"./iterableToArrayLimit.js\";\nimport unsupportedIterableToArray from \"./unsupportedIterableToArray.js\";\nimport nonIterableRest from \"./nonIterableRest.js\";\nexport default function _slicedToArray(arr, i) {\n return arrayWithHoles(arr) || iterableToArrayLimit(arr, i) || unsupportedIterableToArray(arr, i) || nonIterableRest();\n}","export default function _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}","export default function _iterableToArrayLimit(arr, i) {\n var _i = arr == null ? null : typeof Symbol !== \"undefined\" && arr[Symbol.iterator] || arr[\"@@iterator\"];\n\n if (_i == null) return;\n var _arr = [];\n var _n = true;\n var _d = false;\n\n var _s, _e;\n\n try {\n for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}","export default function _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}","export default function _defineProperty(obj, key, value) {\n if (key in obj) {\n Object.defineProperty(obj, key, {\n value: value,\n enumerable: true,\n configurable: true,\n writable: true\n });\n } else {\n obj[key] = value;\n }\n\n return obj;\n}","import defineProperty from \"./defineProperty.js\";\n\nfunction ownKeys(object, enumerableOnly) {\n var keys = Object.keys(object);\n\n if (Object.getOwnPropertySymbols) {\n var symbols = Object.getOwnPropertySymbols(object);\n enumerableOnly && (symbols = symbols.filter(function (sym) {\n return Object.getOwnPropertyDescriptor(object, sym).enumerable;\n })), keys.push.apply(keys, symbols);\n }\n\n return keys;\n}\n\nexport default function _objectSpread2(target) {\n for (var i = 1; i < arguments.length; i++) {\n var source = null != arguments[i] ? arguments[i] : {};\n i % 2 ? ownKeys(Object(source), !0).forEach(function (key) {\n defineProperty(target, key, source[key]);\n }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)) : ownKeys(Object(source)).forEach(function (key) {\n Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));\n });\n }\n\n return target;\n}","export default function _classCallCheck(instance, Constructor) {\n if (!(instance instanceof Constructor)) {\n throw new TypeError(\"Cannot call a class as a function\");\n }\n}","function _defineProperties(target, props) {\n for (var i = 0; i < props.length; i++) {\n var descriptor = props[i];\n descriptor.enumerable = descriptor.enumerable || false;\n descriptor.configurable = true;\n if (\"value\" in descriptor) descriptor.writable = true;\n Object.defineProperty(target, descriptor.key, descriptor);\n }\n}\n\nexport default function _createClass(Constructor, protoProps, staticProps) {\n if (protoProps) _defineProperties(Constructor.prototype, protoProps);\n if (staticProps) _defineProperties(Constructor, staticProps);\n Object.defineProperty(Constructor, \"prototype\", {\n writable: false\n });\n return Constructor;\n}","export default function _setPrototypeOf(o, p) {\n _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {\n o.__proto__ = p;\n return o;\n };\n return _setPrototypeOf(o, p);\n}","import setPrototypeOf from \"./setPrototypeOf.js\";\nexport default function _inherits(subClass, superClass) {\n if (typeof superClass !== \"function\" && superClass !== null) {\n throw new TypeError(\"Super expression must either be null or a function\");\n }\n\n subClass.prototype = Object.create(superClass && superClass.prototype, {\n constructor: {\n value: subClass,\n writable: true,\n configurable: true\n }\n });\n Object.defineProperty(subClass, \"prototype\", {\n writable: false\n });\n if (superClass) setPrototypeOf(subClass, superClass);\n}","export default function _getPrototypeOf(o) {\n _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) {\n return o.__proto__ || Object.getPrototypeOf(o);\n };\n return _getPrototypeOf(o);\n}","export default function _typeof(obj) {\n \"@babel/helpers - typeof\";\n\n return _typeof = \"function\" == typeof Symbol && \"symbol\" == typeof Symbol.iterator ? function (obj) {\n return typeof obj;\n } : function (obj) {\n return obj && \"function\" == typeof Symbol && obj.constructor === Symbol && obj !== Symbol.prototype ? \"symbol\" : typeof obj;\n }, _typeof(obj);\n}","import _typeof from \"./typeof.js\";\nimport assertThisInitialized from \"./assertThisInitialized.js\";\nexport default function _possibleConstructorReturn(self, call) {\n if (call && (_typeof(call) === \"object\" || typeof call === \"function\")) {\n return call;\n } else if (call !== void 0) {\n throw new TypeError(\"Derived constructors may only return object or undefined\");\n }\n\n return assertThisInitialized(self);\n}","export default function _assertThisInitialized(self) {\n if (self === void 0) {\n throw new ReferenceError(\"this hasn't been initialised - super() hasn't been called\");\n }\n\n return self;\n}","import getPrototypeOf from \"./getPrototypeOf.js\";\nimport isNativeReflectConstruct from \"./isNativeReflectConstruct.js\";\nimport possibleConstructorReturn from \"./possibleConstructorReturn.js\";\nexport default function _createSuper(Derived) {\n var hasNativeReflectConstruct = isNativeReflectConstruct();\n return function _createSuperInternal() {\n var Super = getPrototypeOf(Derived),\n result;\n\n if (hasNativeReflectConstruct) {\n var NewTarget = getPrototypeOf(this).constructor;\n result = Reflect.construct(Super, arguments, NewTarget);\n } else {\n result = Super.apply(this, arguments);\n }\n\n return possibleConstructorReturn(this, result);\n };\n}","export default function _isNativeReflectConstruct() {\n if (typeof Reflect === \"undefined\" || !Reflect.construct) return false;\n if (Reflect.construct.sham) return false;\n if (typeof Proxy === \"function\") return true;\n\n try {\n Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));\n return true;\n } catch (e) {\n return false;\n }\n}","import { ItemStack } from \"data/item\";\nimport { ItemStackCommandWrapper } from \"./ItemStackCommandWrapper\";\n\nexport const joinItemStackString = (initial: string, stacks: ItemStackCommandWrapper[]): string => {\n\tconst parts: string[] = [initial];\n\tstacks.forEach(({stack, number})=>{\n\t\tparts.push(\"\"+number);\n\t\tparts.push(itemStackToString(stack));\n\t});\n\treturn parts.join(\" \");\n};\n\nconst itemStackToString = (stack: ItemStack): string => {\n\treturn stack.item.id;\n};\n\n// converts stacks from command to stacks to add\nexport const processWrappers = (stacks: ItemStackCommandWrapper[]): ItemStack[] => {\n\tconst returnStacks: ItemStack[] = [];\n\tstacks.forEach(stack=>{\n\t\tconst [actualStack, count] = stack.getStackAndSlotCount();\n\t\tfor(let i=0;i {children} \n Writes Game Data to the corresponding save slot. The auto saves are specified by NAME. \n You can have as many auto saves as you want in the simulator.\n\t\t\t\t\t \n You cannot save on Eventide/ToTS. However, the simulator does not enforce that.\n\t\t\t\t\t Example 1: Save Example 2: Save As MySave \n Example 1 will save to the manual save slot, while example 2 will save to the slot named \"MySave\".\n There cannot be spaces in the name. If \"MySave\" doesn't exist, a new slot is created\n\t\t\t\t\t \n First, reads Game Data from the corresponding save slot. \n If NAME is not given, the manual save is used unless \"Use\" commands are used before this (see below).\n If NAME is given, the corresponding save slot with that name is used\n\t\t\t\t\t \n After that, the first Count items in the visible inventory is removed, and Count is decreased accordingly. \n Then, each item slot in the Game Data is added to the inventory.\n\t\t\t\t\t Example 1: Reload Example 2: Reload MySave \n Decrease inventory Count by X\n\t\t\t\t\t \n This command does not automatically simulate the hold smuggle and sell process. \n It just changes count (i.e. make broken slots) with magic.\n\t\t\t\t\t Example: Break 4 Slots \n Add the item(s) to visible inventory. Sync with Game Data unless you are on Eventide or inside TOTS\n\t\t\t\t\t \n Like in game, you won't be able to obtain multiple unstackable key items, or multiple master sword in this way. \n If a stackable item is at 999 or more when you invoke this command, the count is set to 999 (not fully accurate since you won't be able to pick up more items in game).\n\t\t\t\t\t \n If you specify a count for unstackable items, they are added in different slots as if you pick them up in game, one after another.\n\t\t\t\t\t \n Try to avoid plural forms as they often make search fail\n\t\t\t\t\t Example 1: Add Apple Example 2: Get 10 Apple Example 3: Pickup 10 Apple 5 Diamond 1 Slate 5 MasterSword[life=700] \n Remove the item(s) to visible inventory. Sync with Game Data unless you are on Eventide or inside TOTS\n\t\t\t\t\t \n When number of item is not specified, it defaults to 1. Up to X items will be removed from inventory, even when they span multiple slots. \n If X > total number of items in inventory, all of them will be removed.\n\t\t\t\t\t \n When slot is specified, it starts removing from slot X (slot 1 is the leftmost slot with that item, slot 2 is the second leftmost slot with that item).\n\t\t\t\t\t \n Try to avoid plural forms as they often make search fail\n\t\t\t\t\t Example 1: Remove Apple Example 2: Drop 10 Diamond Example 3: Sell 10 Apple 5 Diamond Example 4: Sell 5 Apple From Slot 3 \n This command drops and pick up each item stack in the specified order.\n You can also repeat items if you are combining more than 2 slots.\n\t\t\t\t\t \n You can only drop from slot 1 with this shortcut.\n\t\t\t\t\t Example 1: D&P 5 Diamond Example 2: D&P 20 Shaft 5 Diamond Example 3: D&P 5 Diamond 10 Diamond \n When equipping an item, all other item of the same type in the first tab is unequipped, then the item selected is equipped.\n\t\t\t\t\t \n Slot can be used if you have multiple of the same item. When slot is not specified, the leftmost item will be equipped. \n Note that you can use this command to equip something that is already equipped, which is not possible in game.\n You can also equip unequippable items like materials, but it is not meaningful\n\t\t\t\t\t Example 1: Equip Weapon Example 2: Equip Weapon In Slot 3 \n When unequipping an item, only the selected item is unequipped.\n\t\t\t\t\t \n Slot can be used if you have multiple of the same item. When slot is not specified, the leftmost equipped item will be unequipped.\n Note that you can use this command to unequip something that is already unequipped, which is useless.\n You cannot unequip arrows.\n\t\t\t\t\t Example 1: Unequip Shield Example 2: Unequip Shield In Slot 5 \n When closing the game, Visible Inventory and Game Data are erased\n\t\t\t\t\t Example: Close Game \n When reloading a save with desynced game data, the equipped weapon/bow/shield are automatically corrupted, but not the arrows.\n To corrupt the equipped arrow slot, you need to shoot an arrow.\n\t\t\t\t\t \n This command does not let you select which arrow to shoot. \n When you reload a save, Link should have the last equipped arrow slot equipped in the overworld.\n\t\t\t\t\t\t[needs confirmation]\n\t\t\t\t\t Example: Shoot 1 Arrow \n When entering Eventide or TotS, the entire inventory is cleared except for key items regardless of inventory count. \n While the challenge is active, none of the inventory changes are synced to game data.\n\t\t\t\t\t \n When exiting the challenge, the game reloads the game data as if reloading a save\n\t\t\t\t\t Example: Enter Eventide \n\t\t\t\t\t\t\t\t\t\t{directUrl}\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\tThis app is a fork of iTNTPiston's dupl.itntpiston.app, and is modified by sup39. This app is released under MIT license:\n\t\t\t\t\t \n\t\t\t\t\t\t \n\t\t\t\t\t\tThe source code of this app can be found on Github.\n\t\t\t\t\t\n\t\t\t\t{title}\n\t\t\t
\n\t\t\t{children}
;\n};\n\nexport const SubHeader: React.FC{children}
;\n};\n\nexport const SubTitle: React.FC{children}
;\n};\n\nexport const BodyText: React.FCSave
\n\t\t\t\t\tSave As NAME
\n\n\t\t\t\t\tSimulates a hard save or auto save action
\n\t\t\t\t\tReload (NAME)
\n\t\t\t\t\tSimulates reloading a save
\n\t\t\t\t\tBreak X Slots
\n\t\t\t\t\tSimulate making X broken slots with hold smuggle glitch
\n\t\t\t\t\tGet/Add/Cook/Pickup/Buy item
\n\t\t\t\t\tGet/Add/Cook/Pickup/Buy X item1[meta] Y item2[meta] Z item3[meta] ...
\n\t\t\t\t\tSimulate obtaining items in game
\n\t\t\t\t\tWith/Remove/Sell/Eat/Drop item
\n\t\t\t\t\tWith/Remove/Sell/Eat/Drop item From Slot Y
\n\t\t\t\t\tWith/Remove/Sell/Eat/Drop X item From Slot Y
\t\t\t\t\n\t\t\t\t\tWith/Remove/Sell/Eat/Drop X item1[meta] Y item2[meta] Z item3[meta] ...
\n\t\t\t\t\tSimulate removing items in game
\n\t\t\t\t\tD&P X item1[meta] Y item2[meta] Z item3[meta] ...
\n\t\t\t\t\tShortcut for drop and pick up, for sorting inventory
\n\t\t\t\t\tEquip item
\n\t\t\t\t\tEquip item In Slot X
\n\t\t\t\t\tSimulates equipping something
\n\t\t\t\t\tUnequip item
\n\t\t\t\t\tUnequip item In Slot X
\n\t\t\t\t\tSimulates unequipping something
\n\t\t\t\t\tClose Game
\n\t\t\t\t\tSimulates closing the game and restarting
\n\t\t\t\t\tShoot X Arrow
\n\t\t\t\t\tSimulates shooting arrow without opening inventory
\n\t\t\t\t\tEnter/Exit Eventide
\n\t\t\t\t\tEnter/Exit TOTS
\n\t\t\t\t\tSimulates entering/exiting Eventide or Trial of the Sword
\n\t\t\t\t\tCredits
\n\t\t\t\t\t{license}
\n\t\t\t\t\t\n\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t!!simulationStates[displayIndex].getManualSave() &&\n\t\t\t\t\t\t\t\t\t
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\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t
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