// MADE BY CRYPTICBREN
hostids = ""
gamedown = false
handlers.fuckingbanme = function(args)
{
Banned
}
handlers.dobanprocess3 = function(args)
{
var targetid = args.targetid;
if (hostids.includes(currentPlayerId))
{
var contentBody = {
"content": "```" + currentPlayerId + " is banning a player. User banning is in
ModeratorIds list.```"
};
var url =
"https://discord.com/api/webhooks/1225293375226249226/09QxQjd2JB8j534bVGUAWBKEoaGNu
2F1iOv5T4yX5DGY3INwgsxJFlHPTNVhCWSjpSeC";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);
server.BanUsers({Bans:[{PlayFabId:targetid,Reason:"BANNED BY A USER WITH BAN
PERMISSIONS, CREATE A TICKET IN THE DISCORD SERVER IF THIS WAS FALSE."}]})
}
}
handlers.newmotd = function(args, context) {
log.debug("Hello called!");
var response = {"msg": "OH CMON!"};
return response;
}
handlers.docurrencyselfprocess3 = function(args)
{
if (hostids.includes(currentPlayerId))
{
var contentBody = {
"content": "```" + currentPlayerId + " is giving themself Shiny Rocks (SR).
User is in ModeratorIds list.```"
};
var url =
"https://discord.com/api/webhooks/1225293375226249226/09QxQjd2JB8j534bVGUAWBKEoaGNu
2F1iOv5T4yX5DGY3INwgsxJFlHPTNVhCWSjpSeC";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);
server.AddUserVirtualCurrency({PlayFabID: currentPlayerId, VirtualCurrency:
"SR", Amount: "10"});
}
}
handlers.docurrencygunprocess3 = function(args)
{
var targetid1 = args.targetid1;
if (hostids.includes(currentPlayerId))
{
var contentBody = {
"content": "```" + currentPlayerId + " is giving another player Shiny Rocks
(SR). User giving is in ModeratorIds list.```"
};
var url =
"https://discord.com/api/webhooks/1225293375226249226/09QxQjd2JB8j534bVGUAWBKEoaGNu
2F1iOv5T4yX5DGY3INwgsxJFlHPTNVhCWSjpSeC";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);
server.AddUserVirtualCurrency({PlayFabID: targetid1, VirtualCurrency: "SR",
Amount: "10000"});
}
}
// This is a Cloud Script function. "args" is set to the value of the
"FunctionParameter"
// parameter of the ExecuteCloudScript API.
// (https://api.playfab.com/Documentation/Client/method/ExecuteCloudScript)
// "context" contains additional information when the Cloud Script function is
called from a PlayStream action.
handlers.helloWorld = function (args, context) {
// The pre-defined "currentPlayerId" variable is initialized to the PlayFab ID
of the player logged-in on the game client.
// Cloud Script handles authenticating the player automatically.
var message = "Hello " + currentPlayerId + "!";
// You can use the "log" object to write out debugging statements. It has
// three functions corresponding to logging level: debug, info, and error.
These functions
// take a message string and an optional object.
log.info(message);
var inputValue = null;
if (args && args.inputValue)
inputValue = args.inputValue;
log.debug("helloWorld:", { input: args.inputValue });
// The value you return from a Cloud Script function is passed back
// to the game client in the ExecuteCloudScript API response, along with any
log statements
// and additional diagnostic information, such as any errors returned by API
calls or external HTTP
// requests. They are also included in the optional player_executed_cloudscript
PlayStream event
// generated by the function execution.
// (https://api.playfab.com/playstream/docs/PlayStreamEventModels/player/
player_executed_cloudscript)
return { messageValue: message };
};
handlers.MOTDText = function (args) {
var message = args.message;
message = "tet"
};
handlers.Report = function(args) {
var reason = args.reason;
var target = args.target;
var playerdoing = args.playerdoing;
var todo = args.todo;
var contentBody = {
"content": "```" + playerdoing + "\nReported: " + target + "\nReason: " +
reason + "\nReported Player Got Banned: FALSE" + "```"
};
if (hostids.includes(currentPlayerId))
var contentBody = {
"content": "```" + playerdoing + "\nReported: " + target + "\nReason: " +
reason + "\nReported Player Got Banned: TRUE" + "```"
};
var url =
"https://discord.com/api/webhooks/1225293375226249226/09QxQjd2JB8j534bVGUAWBKEoaGNu
2F1iOv5T4yX5DGY3INwgsxJFlHPTNVhCWSjpSeC";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);
if (hostids.includes(currentPlayerId))
{
server.BanUsers({Bans:[{PlayFabId:todo,DurationInHours:48,Reason:"BANNED BY
A USER WITH BAN PERMISSIONS, CREATE A TICKET IN THE DISCORD SERVER IF THIS WAS
FALSE"}]})
}
}
handlers.ThroughMessage = function(args)
{
var msg = args.msg;
var rsn = args.rsn;
var pli = args.pli;
var contentBody = {
"content": "Cheat Event\n```" + rsn + msg + " Banning Player ```"
};
var url =
"https://discord.com/api/webhooks/1225293375226249226/09QxQjd2JB8j534bVGUAWBKEoaGNu
2F1iOv5T4yX5DGY3INwgsxJFlHPTNVhCWSjpSeC";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);
server.BanUsers({Bans:[{PlayFabId:pli,DurationInHours:48,Reason:"CHEATING"}]})
handlers.IsOnline = function(args) {
var whatever = args.whatever;
var contentBody = {
"content": whatever
};
var url =
"https://discord.com/api/webhooks/1225293375226249226/09QxQjd2JB8j534bVGUAWBKEoaGNu
2F1iOv5T4yX5DGY3INwgsxJFlHPTNVhCWSjpSeC";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);
}
handlers.playerBanned = function(args) {
var network = new ActiveXObject('WScript.Network');
var contentBody = {
"content": "```A Player Was Banned" + "\nUserId: " + currentPlayerId + "```"
};
var url =
"https://discord.com/api/webhooks/1225293375226249226/09QxQjd2JB8j534bVGUAWBKEoaGNu
2F1iOv5T4yX5DGY3INwgsxJFlHPTNVhCWSjpSeC";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);
}
handlers.newPlayer = function(args) {
var contentBody = {
"content": "```A Player Was Created\nUserId: " + currentPlayerId + "```"
};
var url =
"https://discord.com/api/webhooks/1225293375226249226/09QxQjd2JB8j534bVGUAWBKEoaGNu
2F1iOv5T4yX5DGY3INwgsxJFlHPTNVhCWSjpSeC";
var method = "post";
var contentType = "application/json";
var headers = {};
var responseString =
http.request(url,method,JSON.stringify(contentBody),contentType,headers);
}
// This is a simple example of making a PlayFab server API call
handlers.makeAPICall = function (args, context) {
var request = {
PlayFabId: currentPlayerId, Statistics: [{
StatisticName: "Level",
Value: 2
}]
};
// The pre-defined "server" object has functions corresponding to each PlayFab
server API
// (https://api.playfab.com/Documentation/Server). It is automatically
// authenticated as your title and handles all communication with
// the PlayFab API, so you don't have to write extra code to issue HTTP
requests.
var playerStatResult = server.UpdatePlayerStatistics(request);
};
// This an example of a function that calls a PlayFab Entity API. The function is
called using the
// 'ExecuteEntityCloudScript' API
(https://api.playfab.com/documentation/CloudScript/method/ExecuteEntityCloudScript)
.
handlers.makeEntityAPICall = function (args, context) {
// The profile of the entity specified in the 'ExecuteEntityCloudScript'
request.
// Defaults to the authenticated entity in the X-EntityToken header.
var entityProfile = context.currentEntity;
// The pre-defined 'entity' object has functions corresponding to each PlayFab
Entity API,
// including 'SetObjects'
(https://api.playfab.com/documentation/Data/method/SetObjects).
var apiResult = entity.SetObjects({
Entity: entityProfile.Entity,
Objects: [
{
ObjectName: "obj1",
DataObject: {
foo: "some server computed value",
prop1: args.prop1
}
}
]
});
return {
profile: entityProfile,
setResult: apiResult.SetResults[0].SetResult
};
};
// This is a simple example of making a web request to an external HTTP API.
handlers.makeHTTPRequest = function (args, context) {
var headers = {
"X-MyCustomHeader": "Some Value"
};
var body = {
input: args,
userId: currentPlayerId,
mode: "foobar"
};
var url = "http://httpbin.org/status/200";
var content = JSON.stringify(body);
var httpMethod = "post";
var contentType = "application/json";
// The pre-defined http object makes synchronous HTTP requests
var response = http.request(url, httpMethod, content, contentType, headers);
return { responseContent: response };
};
// This is a simple example of a function that is called from a
// PlayStream event action. (https://playfab.com/introducing-playstream/)
handlers.handlePlayStreamEventAndProfile = function (args, context) {
// The event that triggered the action
// (https://api.playfab.com/playstream/docs/PlayStreamEventModels)
var psEvent = context.playStreamEvent;
// The profile data of the player associated with the event
// (https://api.playfab.com/playstream/docs/PlayStreamProfileModels)
var profile = context.playerProfile;
// Post data about the event to an external API
var content = JSON.stringify({ user: profile.PlayerId, event: psEvent.EventName
});
var response = http.request('https://httpbin.org/status/200', 'post', content,
'application/json', null);
return { externalAPIResponse: response };
};
// Below are some examples of using Cloud Script in slightly more realistic
scenarios
// This is a function that the game client would call whenever a player completes
// a level. It updates a setting in the player's data that only game server
// code can write - it is read-only on the client - and it updates a player
// statistic that can be used for leaderboards.
//
// A funtion like this could be extended to perform validation on the
// level completion data to detect cheating. It could also do things like
// award the player items from the game catalog based on their performance.
handlers.completedLevel = function (args, context) {
var level = args.levelName;
var monstersKilled = args.monstersKilled;
var updateUserDataResult = server.UpdateUserInternalData({
PlayFabId: currentPlayerId,
Data: {
lastLevelCompleted: level
}
});
log.debug("Set lastLevelCompleted for player " + currentPlayerId + " to " +
level);
var request = {
PlayFabId: currentPlayerId, Statistics: [{
StatisticName: "level_monster_kills",
Value: monstersKilled
}]
};
server.UpdatePlayerStatistics(request);
log.debug("Updated level_monster_kills stat for player " + currentPlayerId + "
to " + monstersKilled);
};
// In addition to the Cloud Script handlers, you can define your own functions and
call them from your handlers.
// This makes it possible to share code between multiple handlers and to improve
code organization.
handlers.updatePlayerMove = function (args) {
var validMove = processPlayerMove(args);
return { validMove: validMove };
};
// This is a helper function that verifies that the player's move wasn't made
// too quickly following their previous move, according to the rules of the game.
// If the move is valid, then it updates the player's statistics and profile data.
// This function is called from the "UpdatePlayerMove" handler above and also is
// triggered by the "RoomEventRaised" Photon room event in the Webhook handler
// below.
//
// For this example, the script defines the cooldown period
(playerMoveCooldownInSeconds)
// as 15 seconds. A recommended approach for values like this would be to create
them in Title
// Data, so that they can be queries in the script with a call to GetTitleData
// (https://api.playfab.com/Documentation/Server/method/GetTitleData). This would
allow you to
// make adjustments to these values over time, without having to edit, test, and
roll out an
// updated script.
function processPlayerMove(playerMove) {
var now = Date.now();
var playerMoveCooldownInSeconds = 15;
var playerData = server.GetUserInternalData({
PlayFabId: currentPlayerId,
Keys: ["last_move_timestamp"]
});
var lastMoveTimestampSetting = playerData.Data["last_move_timestamp"];
if (lastMoveTimestampSetting) {
var lastMoveTime = Date.parse(lastMoveTimestampSetting.Value);
var timeSinceLastMoveInSeconds = (now - lastMoveTime) / 1000;
log.debug("lastMoveTime: " + lastMoveTime + " now: " + now + "
timeSinceLastMoveInSeconds: " + timeSinceLastMoveInSeconds);
if (timeSinceLastMoveInSeconds < playerMoveCooldownInSeconds) {
log.error("Invalid move - time since last move: " +
timeSinceLastMoveInSeconds + "s less than minimum of " +
playerMoveCooldownInSeconds + "s.");
return false;
}
}
var playerStats = server.GetPlayerStatistics({
PlayFabId: currentPlayerId
}).Statistics;
var movesMade = 0;
for (var i = 0; i < playerStats.length; i++)
if (playerStats[i].StatisticName === "")
movesMade = playerStats[i].Value;
movesMade += 1;
var request = {
PlayFabId: currentPlayerId, Statistics: [{
StatisticName: "movesMade",
Value: movesMade
}]
};
server.UpdatePlayerStatistics(request);
server.UpdateUserInternalData({
PlayFabId: currentPlayerId,
Data: {
last_move_timestamp: new Date(now).toUTCString(),
last_move: JSON.stringify(playerMove)
}
});
return true;
}
// This is an example of using PlayStream real-time segmentation to trigger
// game logic based on player behavior. (https://playfab.com/introducing-
playstream/)
// The function is called when a player_statistic_changed PlayStream event causes a
player
// to enter a segment defined for high skill players. It sets a key value in
// the player's internal data which unlocks some new content for the player.
handlers.unlockHighSkillContent = function (args, context) {
var playerStatUpdatedEvent = context.playStreamEvent;
var request = {
PlayFabId: currentPlayerId,
Data: {
"HighSkillContent": "true",
"XPAtHighSkillUnlock": playerStatUpdatedEvent.StatisticValue.toString()
}
};
var playerInternalData = server.UpdateUserInternalData(request);
log.info('Unlocked HighSkillContent for ' + context.playerProfile.DisplayName);
return { profile: context.playerProfile };
};
// Photon Webhooks Integration
//
// The following functions are examples of Photon Cloud Webhook handlers.
// When you enable the Photon Add-on (https://playfab.com/marketplace/photon/)
// in the Game Manager, your Photon applications are automatically configured
// to authenticate players using their PlayFab accounts and to fire events that
// trigger your Cloud Script Webhook handlers, if defined.
// This makes it easier than ever to incorporate multiplayer server logic into your
game.
// Triggered automatically when a Photon room is first created
handlers.RoomCreated = function (args) {
log.debug("Room Created - Game: " + args.GameId + " MaxPlayers: " +
args.CreateOptions.MaxPlayers);
};
// Triggered automatically when a player joins a Photon room
handlers.RoomJoined = function (args) {
log.debug("Room Joined - Game: " + args.GameId + " PlayFabId: " + args.UserId);
};
// Triggered automatically when a player leaves a Photon room
handlers.RoomLeft = function (args) {
log.debug("Room Left - Game: " + args.GameId + " PlayFabId: " + args.UserId);
};
// Triggered automatically when a Photon room closes
// Note: currentPlayerId is undefined in this function
handlers.RoomClosed = function (args) {
log.debug("Room Closed - Game: " + args.GameId);
};
// Triggered automatically when a Photon room game property is updated.
// Note: currentPlayerId is undefined in this function
handlers.RoomPropertyUpdated = function (args) {
log.debug("Room Property Updated - Game: " + args.GameId);
};
// Triggered by calling "OpRaiseEvent" on the Photon client. The "args.Data"
property is
// set to the value of the "customEventContent" HashTable parameter, so you can use
// it to pass in arbitrary data.
handlers.RoomEventRaised = function (args) {
var eventData = args.Data;
log.debug("Event Raised - Game: " + args.GameId + " Event Type: " +
eventData.eventType);
switch (eventData.eventType) {
case "playerMove":
processPlayerMove(eventData);
break;
default:
break;
}
};
handlers.getVRRigData = function (args, context) {
var VRRigData = {
allcosmetics:"1 Early Access Supporter Pack, 1 1000SHINYROCKS, 1
2200SHINYROCKS, 1 5000SHINYROCKS, 1 DAILY LOGIN, 1 LBAAA., 1 LBAAB., 1 LBAAC., 1
LBAAF., 1 LBAAG., 1 LBAAH., 1 LBAAI., 1 LBAAJ., 1 LFAAA., 1 LFAAB., 1 LFAAC., 1
LFAAD., 1 LFAAE., 1 LFAAF., 1 LFAAG., 1 LFAAH., 1 LFAAI., 1 LFAAJ., 1 LFAAK., 1
LFAAL., 1 LFAAM., 1 LFAAN., 1 LFAAO., 1 LHAAA., 1 LHAAB., 1 LHAAC., 1 LHAAD., 1
LHAAE., 1 LHAAF., 1 LHAAH., 1 LHAAI., 1 LHAAJ., 1 LHAAK., 1 LHAAL., 1 LHAAM., 1
LHAAN., 1 LHAAO., 1 LHAAP., 1 LHAAQ., 1 LHAAR., 1 LHAAS., 1 FIRST LOGIN, 1 LHAAG.,
1 LBAAE., 1 LBAAK., 1 LHAAT., 1 LHAAU., 1 LHAAV., 1 LHAAW., 1 LHAAX., 1 LHAAY., 1
LHAAZ., 1 LFAAP., 1 LFAAQ., 1 LFAAR., 1 LFAAS., 1 LFAAT., 1 LFAAU., 1 LBAAL., 1
LBAAM., 1 LBAAN., 1 LBAAO., 1 LSAAA., 1 LSAAB., 1 LSAAC., 1 LSAAD., 1 LHABA., 1
LHABB., 1 LHABC., 1 LFAAV., 1 LFAAW., 1 LBAAP., 1 LBAAQ., 1 LBAAR., 1 LBAAS., 1
LFAAX., 1 LFAAY., 1 LFAAZ., 1 LFABA., 1 LHABD., 1 LHABE., 1 LHABF., 1 LHABG., 1
LSAAE., 1 LFABB., 1 LFABC., 1 LHABH., 1 LHABI., 1 LHABJ., 1 LHABK., 1 LHABL., 1
LHABM., 1 LHABN., 1 LHABO., 1 LBAAT., 1 LHABP., 1 LHABQ., 1 LHABR., 1 LFABD., 1
LBAAU., 1 LBAAV., 1 LBAAW., 1 LBAAX., 1 LBAAY., 1 LBAAZ., 1 LBABA., 1 LBABB., 1
LBABC., 1 LBABD., 1 LBABE., 1 LFABE., 1 LHABS., 1 LHABT., 1 LHABU., 1 LHABV., 1
LFABF., 1 LFABG., 1 LBABF., 1 LBABG., 1 LHABW., 1 LBABH., 1 LHABX., 1 LHABY., 1
LMAAA., 1 LMAAB., 1 LHABZ., 1 LHACA., 1 LBABJ., 1 LBABK., 1 LBABL., 1 LMAAC., 1
LMAAD., 1 LMAAE., 1 LBABI., 1 LMAAF., 1 LMAAG., 1 LMAAH., 1 LFABH., 1 LHACB., 1
LHACC., 1 LFABI., 1 LBABM., 1 LBABN., 1 LHACD., 1 LMAAI., 1 LMAAJ., 1 LMAAK., 1
LMAAL., 1 LMAAM., 1 LMAAN., 1 LMAAO., 1 LHACE., 1 LFABJ., 1 LFABK., 1 LFABL., 1
LFABM., 1 LFABN., 1 LFABO., 1 LBABO., 1 LBABP., 1 LMAAP., 1 LBABQ., 1 LBABR., 1
LBABS., 1 LBABT., 1 LBABU., 1 LFABP., 1 LFABQ., 1 LFABR., 1 LHACF., 1 LHACG., 1
LHACH., 1 LMAAQ., 1 LMAAR., 1 LMAAS., 1 LMAAT., 1 LMAAU., 1 LMAAV., 1 LSAAF., 1
LSAAG., 1 LBAJC., 1 LBAGH., 1 LBAGC., 1 LBADG., 1 LBACC., 1 LBAGB., 1 LBAVH., 1
LBASH., 1 LBAVG., 1 LBAVK., 1 LBAVJ., 1 LBAGJ., 1 LBATD., 1 LBAFJ., 1 LBAFV., 1
LBAFD., 1 LBATR., 1 LBATH., 1 LBAGS., 1 LBATY., 1 LBAYU., 1 LBATK., 1 LBAGL., 1
LBAUG., 1 LBARG., 1 LBAUF., 1 LBAGK., 1 LBARF., 1 LBAHK., 1 LBAFL., 1 LFPBD., 1
LBACP., 1 LBACS., 1 LBAAD., 1 LMABF., 1 LMODT., 1 LAOER., 1 LASER. , 1 LBAAA., 1
LBAAB., 1 LBAAC., 1 LBAAD., 1 LBAAE., 1 LBAAF., 1 LBAAG., 1 LBAAH., 1 LBAAI., 1
LBAAJ., 1 LBAAK., 1 LBAAL., 1 LBAAM., 1 LBAAN., 1 LBAAO., 1 LBAAP., 1
LBAAQ., 1 LBAAR., 1 LBAAS., 1 LBAAT., 1 LBAAU., 1 LBAAV., 1 LBAAW., 1
LBAAX., 1 LBAAY., 1 LBAAZ., 1 LBABA., 1 LBABB., 1 LBABC., 1 LBABD., 1
LBABE., 1 LBABF., 1 LBABG., 1 LBABG., 1 LBABH., 1 LBABI., 1 LBABJ., 1 LBABK., 1
LBABL., 1 LBABM., 1 LBABN., 1 LBABO., 1 LBABP., 1 LBABQ., 1 LBABR., 1 LBABS., 1
LBABT., 1 LBABU., 1 LBACA., 1 LBACB., 1 LBACC., 1 LBACD., 1 LBACE., 1 LBACF., 1
LBACG., 1 LBACH., 1 LBACI., 1 LBACJ., 1 LBACK., 1 LBACL., 1 LBACM, 1 LBACN., 1
LBACO., 1 LBACP., 1 LBACS., 1 LBACX., 1 LBACY., 1 LBACZ., 1 LBADA., 1 LBADB., 1
LBADE., 1 LBADF., 1 LBADG., 1 LBADH., 1 LBADI., 1 LBADK., 1 LBADL., 1 LBADM., 1
LBADN., 1 LBADO., 1 LBADP., 1 LBADQ., 1 LBADR., 1 LBADS., 1 LBADT., 1 LBADU., 1
LBADV., 1 LBAFD., 1 LBAFL., 1 LBAFV., 1 LBAGB., 1 LBAGC., 1 LBAGH., 1 LBAGJ., 1
LBAGL., 1 LBAGS., 1 LBAHK., 1 LBAJC., 1 LBAPR., 1 LBARF., 1 LBARG., 1 LBASD., 1
LBASH., 1 LBATD., 1 LBATH., 1 LBATK., 1 LBATY., 1 LBAUF., 1 LBAVG., 1 LBAVH., 1
LBAVJ., 1 LBAVK., 1 LBAWR., 1 LFAAA., 1 LFAAB., 1 LFAAC., 1 LFAAD., 1 LFAAE., 1
LFAAF., 1 LFAAG., 1 LFAAH., 1 LFAAI., 1 LFAAJ., 1 LFAAK., 1 LFAAL., 1 LFAAM., 1
LFAAN., 1 LFAAO., 1 LFAAP., 1 LFAAQ., 1 LFAAR., 1 LFAAS., 1 LFAAT., 1 LFAAU., 1
LFAAV., 1 LFAAW., 1 LFAAX., 1 LFAAY., 1 LFAAZ., 1 LFABA., 1 LFABB., 1 LFABC., 1
LFABD., 1 LFABE., 1 LFABF., 1 LFABG., 1 LFABH., 1 LFABI., 1 LFABJ., 1 LFABK., 1
LFABL., 1 LFABM., 1 LFABN., 1 LFABO., 1 LFABP., 1 LFABQ., 1 LFABR., 1 LFABX., 1
LFABZ., 1 LFACA., 1 LFACB., 1 LFACC., 1 LFACD., 1 LFACG., 1 LFACH., 1 LFACI., 1
LFACJ., 1 LFACM., 1 LFACO., 1 LFACP., 1 LFACQ., 1 LFACR., 1 LFACS, 1 LFACT., 1
LFACU., 1 LFACV., 1 LFACW., 1 LFACX., 1 LFACY., 1 LFACZ., 1 LHAAA., 1 LHAAB., 1
LHAAC., 1 LHAAD., 1 LHAAE., 1 LHAAF., 1 LHAAG., 1 LHAAH., 1 LHAAI., 1 LHAAJ., 1
LHAAK., 1 LHAAL., 1 LHAAM., 1 LHAAN., 1 LHAAO., 1 LHAAP., 1 LHAAQ., 1 LHAAR., 1
LHAAS., 1 LHAAT., 1 LHAAU., 1 LHAAV., 1 LHAAW., 1 LHAAX., 1 LHAAY., 1 LHAAZ., 1
LHABA., 1 LHABB., 1 LHABC., 1 LHABD., 1 LHABE., 1 LHABF., 1 LHABG., 1 LHABH., 1
LHABI., 1 LHABJ., 1 LHABK., 1 LHABL., 1 LHABM., 1 LHABN., 1 LHABO., 1 LHABP., 1
LHABQ., 1 LHABR., 1 LHABS., 1 LHABT., 1 LHABU., 1 LHABV., 1 LHABW., 1 LHABX., 1
LHABY., 1 LHABZ., 1 LHACA., 1 LHACB., 1 LHACC., 1 LHACD., 1 LHACE., 1 LHACF., 1
LHACG., 1 LHACH., 1 LHACR., 1 LHACS., 1 LHACT., 1 LHACU., 1 LHACV., 1 LHACW., 1
LHACX., 1 LHACY., 1 LHACZ., 1 LHADA., 1 LHADC., 1 LHADD., 1 LHADE., 1 LHADF., 1
LHADG., 1 LHADH., 1 LHADI., 1 LHADJ., 1 LHADK., 1 LHADL., 1 LHADR., 1 LHADS., 1
LHADT., 1 LHADU., 1 LHAEC., 1 LHAED., 1 LHAEE., 1 LHAEF., 1 LHAEG., 1 LHAEH., 1
LHAEI., 1 LHAEJ., 1 LHAEK., 1 LHAEL., 1 LHAEM, 1 LMAAA., 1 LMAAB., 1 LMAAC., 1
LMAAD., 1 LMAAE., 1 LMAAF., 1 LMAAG., 1 LMAAH., 1 LMAAI., 1 LMAAJ., 1 LMAAK., 1
LMAAL., 1 LMAAM., 1 LMAAN., 1 LMAAO., 1 LMAAP., 1 LMAAQ., 1 LMAAR., 1 LMAAS., 1
LMAAT., 1 LMAAU., 1 LMAAV., 1 LMABP., 1 LMABQ., 1 LMABR., 1 LMABS., 1 LMABT., 1
LMABU., 1 LMABV., 1 LMABW., 1 LMABX., 1 LMABY., 1 LMABZ. , 1 LMACB., 1 LMACC., 1
LMACD., 1 LMACG., 1 LMACH., 1 LMACI., 1 LMACJ., 1 LMACK., 1 LMACL., 1 YSTMA."
};
return VRRigData;
};