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Fortune Teller Script A fun and creative role playing random fortune generator script with over 940,000 different possible outcomes.   I was watching an old episode of "Critical Role" and saw how they incorporated a fortune teller into the story.  I absolutely suck at just making stuff up out of thin air like they canI need prompts to help get the brain working.  So I did some research and developed this fun tool to help me improve my creative role play.  I give credit to the reddit article and author below that inspired this script if you want to research further.   Use:   Have player execute the script with their token selected. Script will then select 3 separate cards for the GM to weave a fortune around (See image below). An event A person An outcome It displays the 3 cards selected to the group chat, and whispers the extra detail/color text to the GM.  For future reference, it will also append the detailed card info to the selected character's GM Notes field if you have The Aaron's gmnote script (See link below in requirements).   The GM then uses the Detailed/Color text as inspiration to generate a custom fortune (scriptcards can't do all the work for you).   Note: You can have the player execute this once for a simple fortune, or three times, one for past , one for present and one for future .   Credits:   This is based on an article and accompanying table I found on reddit by user Bellociraptor ( reddit Link ). Requirements: Scriptcards 1.4.0+ SelectManager The Aaron's GMNote scipt   !script --#hidecard0 --#emoteStatevisible --#emoteText@ is dealt three cards --#bodyFontFaceShadows Into Light --#bodyFontSize2.0em --/#whisperself --#debug0 --/Event/Card --=SelCard11d98 --=SelCard21d98 --=SelCard31d98 --/Event -->R[$SelCard1.Raw] --&SelCardName1[&CardName] --&SelEvent[&Event] --/Person to be encountered -->R[$SelCard2.Raw] --&SelCardName2[&CardName] --&SelPerson[&Person] --/OutcomeNear to mid Future -->R[$SelCard3.Raw] --&SelCardName3[&CardName] --&SelOutcome[&Outcome] --/ Output Fortune --+[img]

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Download RZL Trainer v4.0.1 (Cheat Menu) My weapons script and break down. If anyone has a question send me a message and I will try to help. I am no expert at this and I am sure it can be done better but it works.  First the code:  !scriptcard --#targetToken@ --#emoteText@ attacks @ --/ >>>>> Formatting <<<<< --#titlecardbackgroundimagelinear-gradient(360deg, rgba(2,0,36,1) 0%, rgba(147,39,41,1) 100%); --#emoteBackground#transparent --#titleCardBackground#932729 --#titlefontsize1.75em --#titlefontlineheight1.75em --#titleFontColorwhite --#titlefontfaceShadows Into Light --#subtitleFontSize12px --#subtitleFontFaceVerdana --#evenRowBackground#B6AB91 --#evenRowFontColor#000000 --#oddRowBackground#CEC7B6 --#oddRowFontColor#000000 --:What is the Base Weapons Damage express 1dx --&BaseWeaponDamage1d4 --:Magic change settings here --=Magic0 --:Damage Type Slashing, Bludgeoning, Piercing --=DamageTypePiercing --: Check for attack mods like Bless and Damage mods like Sneak Attack -->Lib5E_Active_Global_Attack_Modifiers@;Bless -->Lib5E_Active_Global_Damage_Modifiers@;Sneak;CritDam --:Get Targets AC --=TargetAC@ --?[$TargetAC.Total] -gt 0DoneWithAC --=TargetAC@ --:DoneWithAC --?[*S:strength_mod] -gt [*S:dexterity_mod]>SetMod;strength>SetMod;dexterity --:Advantage, Disadvantage, Normal --&RollType? --=AttackRoll[&RollType] [BASE] + [&FinesseMod] [MOD] + [*S:pb] [PROF] + [$Magic] [Magic] [&Bless] --+Attack@ rolls [$AttackRoll] vs AC [$TargetAC]. --+Base roll: [b] [$AttackRoll.Base] [/b] --?[$AttackRoll.Base] -eq 20Crit --?[$AttackRoll.Base] -eq 1Fumble --?[$AttackRoll.Total] -ge [$TargetAC.Total]Hit --+MissThe attack missed. --^Final --:Fumble --+Fumble!The attack went horribly wrong. --^Final --:Hit --=Damage [&BaseWeaponDamage] + [&FinesseMod] [MOD] + [$Magic] [Magic] [&Sneak] --+Hit!The attack hit @ for [$Damage] [$DamageType.RollText]. --+Rolled:[b][$Damage.Text] [/b] --@alter_target@ _bar1 _amount-[$Damage] --^Healthcheck --:Crit --=Damage[&BaseWeaponDamage]+ [&FinesseMod] [MOD] + [&BaseWeaponDamage] [CRIT] [&Sneak] [&CritDam] --+Critical Hit!The attack hit @ for [$Damage] [$DamageType.RollText]. --@alter_target@ _bar1 _amount-[$Damage] --:Healthcheck --=targethp@-[$Damage] --?[$targethp] -lt 1Dead --^Final --:Dead --+Status:[b]@ is Dead and worth @[/b] --@token-mod_ids @ _set statusmarkerspath-dead --:Final --:SetModwhich mod to use --&FinesseMod[*S:[%1%]_mod] --< --:Final --X }} What it looks like:  Break down: The Finesse part is use for Finesse weapons and I use  --&FinesseMod[*S:strength_mod] Other changes I use are for Versatile and Great Weapon Fighting.  --:What is the Base Weapons Damage express 1dx --&BaseWeaponDamage1d8 --:What is the Base Weapons Damage express 1dx 1dxro<2 re-roll once if less then 2 --&BaseWeaponDamage1d8ro<2 --:What is the Base Weapons Damage express 1dx --&BaseWeaponDamage? --&BaseWeaponDamage? --&BaseWeaponDamage? Hope this can help someone.  Craven

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Hacking Online Casino with Money Maker V01 Hack online Kurt, I'm trying to update this for a breath weapon for a dragonborn character. His breath weapon is a 30ft line. How do I stop the calculation at 30ft? Also it keeps crashing my sandbox. Any ideas? Kurt J. said: 5E Lightning Bolt (Easily changeable for other line-based spells)

Target releases web skimming detection tool Merry Maker as open source Hello all Magic Scriptcards writers ! Here's a little demand from someone who absolutely cannot code ! I'd like to know if anyone could create a scriptcard that would do the same as grpcheck and apply damages scripts but with the slight difference that these checks would take into consideration the immunities/resistances/vulnerabilities of the selected tokens. As a reminder, you can have a look on how the groupcheck and apply damages works on this very good Nick Olivo's Group Check and apply damage video . The only thing about this script is that it doesn't make any difference if the monster is especially affected by fire or cold or whatsoever. So there will probably be a need for including the damage type query in the scriptcard. I know that fireball scriptcard for example does all this, but i really would like to have a similar and generic dm accessible group check+apply damages procedure only. Please accept the challenge :)

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That's great!  I did get it to skip tokens on the gmlayer by adjusting it with your modifications and adding:      --?[&checkLayers] -ninc [*[&tokenid]:t-layer]skipThisToken I also added this to skip over tokens that were already "dead".  I referenced the new &hitPointsBar variable.     --?[*[&tokenid]:t-bar[&hitPointsBar]_value] -le 0skipThisToken Very nice.  Thanks! Kurt J. said: I have made some updates to my 5E sample scripts on the GitHub : Dragon Breath has had some formatting cleaned up. I plan to do a code walkthrough youtube video on this script in the near future, so I wanted to add some additional comments and rearrange a couple of things. Dragon Breath, Lightning Bolt, and Burning Hands have all been updated to allow for a "checkLayers" setting to mask out tokens on some layers. By default, both object and gmlayer tokens are included, since invisible tokens don't normally escape AOE damage just because they are invisible, but it is now customizable as a setting in all three scripts. Lightning Bolt and Burning Hands have received ports of my newer apply damage code, allowing for settings for the script (alterbar or token-mod) to use and the bar to change. The fireball sample will need more or less a complete rewrite to incorporate these features, but I'll work on that over the next week or so. I'll probably use one of the above scripts as a base for rewriting it.

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Save Time with Expert Level TextExpander Snippets I think I understand what you are getting at, but I believe the GM/DM would have to be the one to run the script every round or whenever someone is hit.  I believe there is an event that could be leveraged in Javascript, but that would take a little more work for me as I'm still a hack at JS.  I could easily write a ScriptCard macro that would: 1. Traverse the list of tokens in the current Turn Order List 2. Apply the math/logic to establish injury level 3. Place that injury level in the Tool Tip and make sure it's being shown I think a JS solution is more elegant, and I'll take a look at what it would take.  I believe there is a health/aura script I can learn from.   Lionel V. said: Hi all,  Could we combine the management of the tool tip above with this 

Set Monster HP (With a Twist) This is a GM utility to quickly establish HP for all selected NPCs on the page, with a Twist .  That T wist being that it gives you the option to select from several methods (described below) to calculate HP.  It ignores PC tokens and tokens not tied to a character sheet. This is handy when you want to either randomize monster HP, or even randomize with a greater chance of getting higher or lower HP values.   Methods: DefaultStandard static HP based on NPC_HPFormula (no randomness) RandomUses the NPC_HPFormula to derive HP Random High (x Rolls)Will take the highest value of x(2,5, or 10) random rolls. Random Low (x Rolls)Will take the lowest value of x(2,5, or 10) random rolls.  AdderA value (+/-) to add to the final result.  Can also be in roll syntax (e.g.; 2d6) Use: Select all tokens you wish to establish a new HP Execute Script Select a method (Default, Random, Random High 2, Random High 5, Random High 10, Random Low 2, Random Low 5, Random Low 10) Input an adder (example possible values: 0, 8, -3, 2d6) The script will then calculate HP for all selected tokens based on the desired method, setting the token's HP accordingly. The "Random High 5" will randomly execute the npc_hpformula 5 times and keep the highest result.  This should normally producer higher HPs than the default and simple Random method.   Requirements: Scriptcards 1.4.0+ TokenMod Configuration Item: Token HPField:   Around Line 30 of the code there is a variable  HPField , that needs to be set to the field you use for HP in your campaign.  It's current value is bar1_value.  Set to bar3_value if you use bar3 for tracking HP.   !script --&Adder? --+Adder[&Adder] --?[&Mode] -eq 2.2[ --&Mode2 --&HP_ROLL_COUNT2 --] --?[&Mode] -eq 2.5[ --&Mode2 --&HP_ROLL_COUNT5 --] --?[&Mode] -eq 2.10 [ --&Mode2 --&HP_ROLL_COUNT10 --] --?[&Mode] -eq 3.2[ --&Mode3 --&HP_ROLL_COUNT2 --] --?[&Mode] -eq 3.5[ --&Mode3 --&HP_ROLL_COUNT5 --] --?[&Mode] -eq 3.10[ --&Mode3 --&HP_ROLL_COUNT10 --] --=i0 --/ !token-mod --set bar1[[@]] --/ For each selected Token --~Tokengetselected --+TokenCount[&TokenCount] --+Mode[&Mode] --:MAIN_LOOP_TOP --?[$i.Raw] -eq [&TokenCount]MAIN_LOOP_EXIT --=i[$i] + 1 --/ If it is an NPC token associated with a monster sheet then proceed --?[*[&Token[$i.Raw]]:npc] -ne 1MAIN_LOOP_TOP --?"[*[&Token[$i.Raw]]:t-represents]" -ninc "-"MAIN_LOOP_TOP --/ Get the npc_hpformula --&CharId[*[&Token[$i.Raw]]:t-represents] --&HPFormula[*[&CharId]:npc_hpformula] --/ Based on Modedetermine HP --C[&Mode]0:MODE_DEFAULT1:MODE_RANDOM2:MODE_RAND_HIGH3:MODE_RAND_LOW --/Case 0Default --:MODE_DEFAULT --=HP[*[&CharId]:hp^] + [&Adder] --^END_CASE --/Case 1Random --:MODE_RANDOM --=HP[&HPFormula] + [&Adder] --^END_CASE --/Case 2RandomHigh --:MODE_RAND_HIGH -->HP_RAND_HIGH --^END_CASE --/Case 3RandomLow --:MODE_RAND_LOW -->HP_RAND_LOW --^END_CASE --:END_CASE --+[$i.Raw].[*[&Token[$i.Raw]]:t-name]: ([&HPFormula]) + [&Adder] [$HP] --@token-mod_set [&HPField][$HP.Raw] _ids [&Token[$i.Raw]] _ignore-selected --/Apply Calculated HP --/ Next token --^MAIN_LOOP_TOP --:MAIN_LOOP_EXIT --+Done! --X --:HP_RAND_HIGH --=HP-500 --=j0 --:HPRH_LOOP_TOP --?[$j.Raw] -eq [&HP_ROLL_COUNT]HPRH_LOOP_END --=x[&HPFormula] + [&Adder] --+&nbsp;&nbsp;RHigh(x / HP)[$x] / [$HP] --~HPmath;max;[$HP];[$x] --=j[$j] + 1 --^HPRH_LOOP_TOP --:HPRH_LOOP_END --< --:HP_RAND_LOW --=HP500 --=j0 --:HPRL_LOOP_TOP --?[$j.Raw] -eq [&HP_ROLL_COUNT]HPRL_LOOP_END --=x[&HPFormula] + [&Adder] --+&nbsp;&nbsp;RLow(x / HP)[$x] / [$HP] --~HPmath;min;[$HP];[$x] --=j[$j] + 1 --^HPRL_LOOP_TOP --:HPRL_LOOP_END --< }} Set Monster HP (With a Twist)Link

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How to Use the Elgato Stream Deck to Hack Your Productivity Scriptcard for "Gust of Wind" spell The following script can be used to execute a D&D 5e "Gust of Wind" spell attack This new script requires version 1.3.9a+ of scriptcards, specifically the new math "Angle" function.   !script --#targettoken@ --&TTokenId@ --=SpellSaveDC[*S:spell_save_dc] --=Result1d20 + [*T:strength_save_bonus] --?[$Result.Base] -eq 1TARGET_FAILED --?[$Result.Base] -eq 20TARGET_PASSED --?[$Result.Raw] -lt [$SpellSaveDC]TARGET_FAILED --:TARGET_PASSED --+Target [b]succeeded[/b] on their strength saving throw with a [$Result] vs. Spellsave DC of [$SpellSaveDC] --x --:TARGET_FAILED --+Target [b]failed[/b] on their strength saving throw with a [$Result] vs. Spellsave DC of [$SpellSaveDC] --&tStylestyle = "width:100%;padding:1px;border-spacing:0px;border-collapse:collapse;text-shadow: 0px 0px 0px black;border:0px dashed black;" --&trStyle1style="border-top:0px dashed black;" --&tdStyle1style="width:33%;text-align:center;background-color:#FFFFFF;font-size:80%" --/ Angle function returns a string variable (&) with lots of decimal points. --~Amath;angle;@;@ --/ I've found that TokenMod chokes on a movement angle with lots of decimal points, so rounding is needed --/$Ar will now contain a rounded integer version of &A --~Armath;round;[&A] --/&Angle will end up being one of the common directions which may work better for grids --?[$Ar] -gt 337.5 -or [$Ar] -le 22.5&Angle;0 --?[$Ar] -gt 22.5 -and [$Ar] -le 67.5&Angle;45 --?[$Ar] -gt 67.5 -and [$Ar] -le 112.5&Angle;90 --?[$Ar] -gt 112.5 -and [$Ar] -le 157.5&Angle;135 --?[$Ar] -gt 157.5 -and [$Ar] -le 202.5&Angle;180 --?[$Ar] -gt 202.5 -and [$Ar] -le 247.5&Angle;225 --?[$Ar] -gt 247.5 -and [$Ar] -le 292.5&Angle;270 --?[$Ar] -gt 292.5 -and [$Ar] -le 337.5&Angle;315 --/ Added for dealing with a SC 1.39a bug (returns negative angles beteen 270 and 360) --?[$Ar] -gt -90 -and [$Ar] -le -67.5&Angle;270 --?[$Ar] -gt -67.5 -and [$Ar] -le -22.5&Angle;315 --?[$Ar] -gt -22.5 -and [$Ar] -le 0&Angle;0 --&UnitsFactor1 --?[&Angle] -eq 45&UnitsFactor;1.4142 --?[&Angle] -eq 135&UnitsFactor;1.4142 --?[&Angle] -eq 225&UnitsFactor;1.4142 --?[&Angle] -eq 315&UnitsFactor;1.4142 --=U3 * [&UnitsFactor] --/*Angles[&Angle] ([&A]) ([$Ar]) --/ Time to call the magic TokenMod function to make the target token move across the screen --@token-mod_move =[&Angle][$U.Raw]g _ids @ _ignore-selected --X }} Index Entry 5e Gust of Wind spell -  Link

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Download Aviator Hack on PC (Emulator) This looks awesome.  I might be missing something, but is there a way to tell who the target was other than AC once an action was taken? Kurt J. said: 5E Action Menu Script This ScriptCards script will display (to the person executing the script) a menu containing buttons for actions (NPCs), attacks (PCs) and spells (Both). These buttons can be clicked to execute the action, which will be displayed as an output card to everyone. While not technically required, there are some features that won't work on ScriptCards below 1.3.9. With any character token selected, executing the macro will present the caller with a list of actions and spells available to that character as a set of buttons. Items in the Character's "Attacks & Spellcasting" section will only be displayed as actions if the AREN'T a spell (they will be displayed under the appropriate spell level instead). The reentrant functions attempt to analyze the attack or spell and construct an appropriate output card. This should work for most 5e spells and attacks. You can define a "spell mule" (see the beginning of the script). If you do, the script will check for Ability names on the spell mule character that match the names of the spells it is creating buttons for. If it finds on (CASE SENSITIVE) it will create a sheet button to that ability instead of a reentrant button. This allows odd-ball spells to fire their own custom scripts from the same card interface (I've got a character named "Spell_Mule" in my game, with an ability "Fireball" that contains the fireball macro. When the card is displayed and fireball is clicked it will run the full fireball script instead of trying to come up with something on its own). If you wish to suppress the output of ACs from public view, change the "showGmInfo" value near the top of the script from 0 to 1. If you don't upgrade to 1.3.9, the formatting will look a little weird and the spell mule stuff won't work, but otherwise the script should function. The script is hosted on a GIST, and is  available here . It is likely to be updated and revised as bugs are discovered, etc. I do intend to add support for global modifiers, but I haven't gotten there yet. Here is a sample video using the script for a couple of PCs and NPCs, as well as how to use the "Spell_Mule" to substitute custom scripts for spells. In this case, I fire the Lightning Bolt spell without the Spell_Mule setup and then set up the mule and fire it again to see the custom script.

Kurt J. said: The fireball sample will need more or less a complete rewrite to incorporate these features, but I'll work on that over the next week or so. I'll probably use one of the above scripts as a base for rewriting it. I ended up doing a rewrite of the fireball script for myself using the above features.  But I also do it a little differently by spawning a target icon on the caster, letting them move that to target the AoE spell, then clicking a button to "cast" the spell.  I had to reverse some of the variables since the source is now the target icon, not the spellcaster, but ended up getting it working pretty smoothly.  I look forward to seeing what you come up with on the updated Fireball script.

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Downloading Unreal Engine Source Code Scriptcard for Away From Keyboard (AFK) toggle Here's a simple script to toggle an AFK status marker (make sure you have one loaded in your campaign) when someone steps away and then back.  Place this in your campaign macros area or on a Macro Mule and give all your players access to it.  When they click it for the first time it will: Places your assigned AFK marker on their token Sends the GM a message that the player is AFK When they get back and click it: Clears the AFK marker from their token Sends the GM a message that the player is Back If you don't have a marker called AFK, you could always designate one you do have and change the name in the code below to your desired marker name.   Requires: TokenMod API !script --#leftsub@ --#hidecard0 --#oddRowBackground#FFFFFF --#evenRowBackground#FFFFFF --#whispergm --#titleCardBackground[&SendingPlayerColor] --#debug1 --/ Name of Status Marker for indicating AFK --&AFKAFK --/Loop through all of the status markers on the targetted token --~array;statusmarkers;aryToken_SM;@ --~SMItemarray;getfirst;aryToken_SM --:LOOPTOP --?[&SMItem] -eq ArrayErrorENDLOOP --&SMItem_Name[&SMItem] --/ The rbutton syntax doesn't like '::' in the name- messes with the parser --~SMItemstring;replace;::;^^;[&SMItem] --~SMItem_Namestring;before;::;[&SMItem_Name] --?[&AFK] -eq [&SMItem_Name]AFK_ON --~SMItemarray;getnext;aryToken_SM --^LOOPTOP --:ENDLOOP Not AFK --#titleAFK --@token-mod_set statusmarkers[&AFK] _ids @ _ignore-selected --/+[c]@ is now [b]"Away From Keyboard"[/b][/c] --X --:AFK_ON --#titleBack --@token-mod_set statusmarkers-[&AFK] _ids @ _ignore-selected --/+[c]@ is [b]back[/b][/c] --X }} Index Entry Away from Keyboard (AFK) Toggle -  Link

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Source] Wicked Menu / Cheat Engine Will M. said: Scriptcard for "Gust of Wind" spell The following script can be used to execute a D&D 5e "Gust of Wind" spell attack This new script requires version 1.3.9a+ of scriptcards, specifically the new math "Angle" function.   That's a cool script. One question though, how complicated would it be to add the limitation when encountering a wall or a door (or a window of course). For the moment, tokens pass through the walls when blown away against one wall.

I'm just starting to teach myself how to write these scripts. I want to do an Eldritch Blast. Is anyone working on this? If not I'll post what I come up with once I get it to work.

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This is awesome for line-based spells and easily adaptable!  Thanks.   One question: How would I only target tokens on the object layer (or remove tokens on the gm or map layer).  As it stands, if the line goes through a token on the gm layer it shows in the output (and takes damage).  Or maybe this can be an option to customize at the top (which layers to include)? Kurt J. said: 5E Lightning Bolt (Easily changeable for other line-based spells) NOTE: This requires v1.2.8+ of ScriptCards and uses AlterBars to apply damage. NOTE 2: Updated on 5/19/2021 to fix a bug in the saving throw roll This script requires a selected token and a target token. The token can be a non-creature token if you want to create one for spell targeting. The script will calculate a line between the two tokens and determine which squares are impacted by the spell and apply damage to the tokens hit taking resistance, vulnerability, and immunity into account. The script can easily be updated for other line-based spells by changing the variables near the top of the script, including spellName, spellDamageDice, spellDamageDieType, damageType, and saveType. You can alter the list of spell levels the player can select from by changing the SpellLevel roll query.

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Google Analytics 4: Ecommerce Guide For Google Tag Manager I tested this and lines on the Lighting Layer and with Restrict Movement option enabled, it does not prevent the token from moving through the wall.  I think this may be a limitation of tokenmod (doesn't check or respect dynamic lighting barriers). Will M. said: Lionel V. said: Will M. said: Scriptcard for "Gust of Wind" spell The following script can be used to execute a D&D 5e "Gust of Wind" spell attack This new script requires version 1.3.9a+ of scriptcards, specifically the new math "Angle" function.   That's a cool script. One question though, how complicated would it be to add the limitation when encountering a wall or a door (or a window of course). For the moment, tokens pass through the walls when blown away against one wall. I thought about that while I was writing it, but there isn't a way to read the map layer and determine what's a wall.  It may be that you would could use the Dynamic Lighting lines to draw borders and select the option to restrict token movement.  Not sure if that would work as I've not tested it.

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Will M. said: I think I understand what you are getting at, but I believe the GM/DM would have to be the one to run the script every round or whenever someone is hit.  I believe there is an event that could be leveraged in Javascript, but that would take a little more work for me as I'm still a hack at JS.  I could easily write a ScriptCard macro that would: 1. Traverse the list of tokens in the current Turn Order List 2. Apply the math/logic to establish injury level 3. Place that injury level in the Tool Tip and make sure it's being shown I think a JS solution is more elegant, and I'll take a look at what it would take.  I believe there is a health/aura script I can learn from.   Lionel V. said: Hi all,  Could we combine the management of the tool tip above with this 

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5E basic attack script V1.1 Here is an example of a basic attack script I use.  I like it this way because if a weapon is bought or discovered, I can add it quickly.  As always, I am not a programmer, so if you have any recommendations, it would be appreciated.  I might have missed it, but I didn't see anyone else post one, so I thought I would share mine. I would like to add library references, but for some reason the variable carry downs, i.e. [%1%], don't seem to be working.  I don't know if I am doing something wrong or how to fix it.  Once I figure it out, I will add those. V1.1 updates I added Kurt's Ammo check script so that you just need the name of the Ammo used, you don't have to change it for each Ammo slot. I added a magical weapon section. I added a check for proficiency that the DM changes with yes or no. Added the formatting section that Craven uses.  I thought that was nice. Separated out vulnerability check from damage roll.  I use this with things like hunters and paladins because I will add procedures that do their own damage, such as Ensnaring Strike, that might do a different damage type.  This will allow me to reference the vulnerability/resistance check an additional time without writing it out. !Scriptcard --#targetToken@ --/ >>>>> Formatting <<<<< --#titlecardbackgroundimagelinear-gradient(360deg, rgba(2,0,36,1) 0%, rgba(0,227,208,1) 100%); --#emoteBackground#transparent --#titleCardBackground#00e3d0 --#titlefontsize1.75em --#titlefontlineheight1.75em --#titleFontColorwhite --#titlefontfaceShadows Into Light --#subtitleFontSize12px --#subtitleFontFaceVerdana --#evenRowBackground#B6AB91 --#evenRowFontColor#000000 --#oddRowBackground#CEC7B6 --#oddRowFontColor#000000 --#TitleAttack --#whisperself,gm --/his will whisper the possible attacks that can be used. It will whisper the buttons to the PC and the DM, that way the DM can see where the Player is at in the process. --+Choose your weapon.[rbutton]Dragon Slayer 1 handed::knowYourWeapon;5[/rbutton][rbutton]Dragon Slayer 2 handed::knowYourWeapon;6[/rbutton][rbutton]Ice Pick::knowYourWeapon;3[/rbutton][rbutton]Handaxe Thrown::knowYourWeapon;2[/rbutton][rbutton]Handaxe Melee::knowYourWeapon;1[/rbutton][rbutton]Sling::knowYourWeapon;4[/rbutton] --X --:knowYourWeapon --#whisperself,gm --=Which[&reentryval] --?[$Which] -eq 1>Attack;Handaxe;slashing;1d6; @ [STR];Handaxe;no;5 ft;melee;no;0;yes --?[$Which] -eq 2>Attack;Handaxe;slashing;1d6; @ [STR];Handaxe;yes;20/60;thrown;no;0;yes --?[$Which] -eq 3>Attack;Ice Pick;piercing;1d8; @ [STR];none;no;5 ft;melee;none;none;no;0;yes --?[$Which] -eq 4>Attack;Sling;bludgeoning;1d4; @ [DEX];Sling bullets;yes;30/120;ranged;no;0;yes --?[$Which] -eq 5>Attack;Dragon Slayer;slashing;1d8; @ [STR];none;no;5 ft;melee;yes;1;yes --?[$Which] -eq 6>Attack;Dragon Slayer;slashing;1d10; @ [STR];none;no;5 ft;melee;yes;1;yes --/This will pass down the variables to save them for use later. --:AttackVariables are 1 Weapon Name;2 damage type;3 damage dice amount;4 damage modifier;5 ammo;6 If it will use ammo;7 range;8 melee, ranged, or thrown;9 magical;10 Magic Level (Sword +2 would just be 2.);Profficient(Yes or No) --&Weapon[%1%] --=Weap[%1%] --&DamageType[%2%] --&DamageAmount[%3%] --&DamageMod[%4%] --&ResourceUsed[%5%] --&SpendAmmo[%6%] --&Range[%7%] --&AttackType[%8%] --&Magical[%9%] --&MagicLvl[%10%] --&Prof[%11%] --#Title[&Weapon] --#leftsub[&AttackType] Attack --#rightsub[&Range] -->ProfficientCheck for the yes or no on &Prof. If yes, will add profiency bonus. -->MagicalWeaponWill check if yes or no on &Magical and add &MagicLvl bonus to attack and damage. This example also adds damage from Dragon slayer for example. --/This section will check if there is a resource needed for an attack. Since a handaxe can be thrown, the PC may not have it in order to attack. First it will see if there is Ammo needed, then it will find where it is, and then it will check if the PC still has some. --?"[&ResourceUsed]" -eq "none"noAmmoNeeded -->GetAndCheckAmmoInformation[*S:character_id];[&ResourceUsed];Ammoname;Ammo -->AmmoAvailable --:noAmmoNeeded --/This will whisper to the DM and Player the possible rolls and allow the DM to inform the player for where they ar at. --+Choose an attack roll type.[rbutton]Standard::knowYourRoll1;1d20[/rbutton][rbutton]Advantage::knowYourRoll1;2d20kh1[/rbutton][rbutton]Disadvantage::knowYourRoll1;2d20kl1[/rbutton] --X DONE --:knowYourRoll1 --=AttackRoll[&reentryval] + [&DamageMod][&PB] --#emoteText@ attempts to attack @ with their [&Weapon]. -->RollResultsI have a seperate procedure for roll result due to PCs having spells and abilities like Bless and Bardic Inspiration. --?[$AttackRoll.Base] -eq 20Crit --?[$AttackRoll.Base] -eq 1Fumble --/This is where you can put roll modifier procedures like bless and bardic inspiration, as these will just add to the roll, they won't affect Crit or Fumble. I will provide examples of those procedures of how I have them at the bottom. --=AttackRoll[$AttackRoll] + [$BlessRoll] + [$BardicRoll] --?[$AttackRoll.Total] -lt @Miss --:Hit --#whisper -->Vulnerable -->RollDamage -->PlayEffectsnone;none;none;[&Weapon] --+Hit!Your attack hit for [$Damage] [&DamageType] damage! --@alter_target@ _bar1 _amount-[$Damage] --?"[&SpendAmmo]" -eq "no"noAmmoSpent -->AmmoSpent --:noAmmoSpent --X --:Miss --#whisper --+MissYour attack missed! --?"[&SpendAmmo]" -eq "no"noAmmoSpent -->AmmoSpent --:noAmmoSpent --X --:FumbleThis will roll a fumble table for a "Bad" thing that happened and show it to everyone. You can intrupret how you want to use it. I got mine from

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Kurt, I'm trying to get this updated to check and deduct spell slots. Any guidance? Kurt J. said: 5E Lightning Bolt (Easily changeable for other line-based spells)

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The Best Seven Hacks for Beating Video Poker Games at the Casino Scriptcard for 5e Shove Action The following script can be used to execute a D&D 5e Shove attack. This new script requires version 1.3.9a of scriptcards, specifically the new math "Angle" function.   !script --#targetToken@ --#debug1 --&STid@ --&TTid@ --#leftsub[*[&STid]:t-name] --#rightsub[*[&TTid]:t-name] -->GET_SKILL_BONUS[&STid];athletics --&SBonus[&Bonus] -->GET_SKILL_BONUS[&TTid];athletics --&TAthBonus[&Bonus] -->GET_SKILL_BONUS[&TTid];acrobatics --&TAcrBonus[&Bonus] --&tStylestyle = "width:100%;padding:1px;border-spacing:0px;border-collapse:collapse;text-shadow: 0px 0px 0px black;border:0px dashed black;" --&trStyle1style="border-top:0px dashed black;" --&tdStyle1style="width:100%;text-align:center;background-color:#FFFFFF;font-size:80%" --:STEP1 Setup the Shove Attack, ask if attacker is using advantage --+Select the Roll Type for the attacker([*[&STid]:t-name]) using [b]athletics[/b]: --+[t [&tStyle]] [tr [&trStyle1]][td [&tdStyle1]][rbutton]Normal::STEP2;N[/rbutton][/td][/tr] [tr [&trStyle1]][td [&tdStyle1]][rbutton]Advantage::STEP2;A[/rbutton][/td][/tr] [tr [&trStyle1]][td [&tdStyle1]][rbutton]Disadvantage::STEP2;D[/rbutton][/td][/tr] [/t] --X --:STEP2 Process result from step 1 and Get defender info --#emotetext --#emoteState1 --#hideTitleCard1 --&SRT1d20 --?[&reentryval] -eq A&SRT;2d20kh1 --?[&reentryval] -eq D&SRT;2d20kl1 --+Defender ([*[&TTid]:t-name]) preferred skill for countering shove? --+[t [&tStyle]] [tr [&trStyle1]][td [&tdStyle1]][rbutton]Athletics/Str([&TAthBonus])::STEP3;athletics[/rbutton][/td][/tr] [tr [&trStyle1]][td [&tdStyle1]][rbutton]Acrobatics/Dex([&TAcrBonus])::STEP3;acrobatics[/rbutton][/td][/tr] [/t] --X --:STEP3 Process result from step 2 and Get defender roll type --&TSkillathletics --&TBonus[&TAthBonus] --?[&reentryval] -eq athleticsSTEP3_ASK --&TSkillacrobatics --&TBonus[&TAcrBonus] --:STEP3_ASK --+Select the Roll Type for the defender([*[&TTid]:t-name]) using [b][&TSkill][/b]: --+[t [&tStyle]] [tr [&trStyle1]][td [&tdStyle1]][rbutton]Normal::STEP4;N[/rbutton][/td][/tr] [tr [&trStyle1]][td [&tdStyle1]][rbutton]Advantage::STEP4;A[/rbutton][/td][/tr] [tr [&trStyle1]][td [&tdStyle1]][rbutton]Disadvantage::STEP4;D[/rbutton][/td][/tr] [/t] --X --:STEP4 Process result from step 3 and execute the roll --&TRT1d20 --?[&reentryval] -eq A&TRT;2d20kh1 --?[&reentryval] -eq D&TRT;2d20kl1 --=SResult[&SRT] + [&SBonus] --=TResult[&TRT] + [&TBonus] --?[$SResult.Raw] -ge [$TResult.Raw]WONLOST --:WON --+Attacker [b]won[/b] ([$SResult] vs. [$TResult])the contest, select the desired effect: --+[t [&tStyle]] [tr [&trStyle1]][td [&tdStyle1]][rbutton]Knock it Prone::STEP5;PRONE[/rbutton][/td][/tr] [tr [&trStyle1]][td [&tdStyle1]][rbutton]Push it away 5'::STEP5;PUSH[/rbutton][/td][/tr] [/t] --x --:LOST --+Defender [b]won[/b] ([$SResult] vs. [$TResult]) the contest, better luck next time! --x --:STEP5 If attacker won the contest, decide on prone or shoved back 5 feet --?[&reentryval] -eq PUSHPUSHPRONE --:PUSH -->MOVE_TOKEN[&STid];[&TTid];1 --+[*[&STid]:t-name] has pushed [*[&TTid]:t-name] back five feet! --X --:PRONE --@token-mod_set statusmarkersProne _ids [&TTid] _ignore-selected --+[*[&TTid]:t-name] is now [b]prone[/b]! --+A [b][i]prone[/b][/i] creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. --+The creature has **Disadvantage** on attack rolls. --+An attack roll against the creature has **Advantage** if the attacker is within 5 feet of the creature. Otherwise, the attack roll has **Disadvantage**. --X --:GET_SKILL_BONUSTokenID, skill --&Tid[%1%] --&Skill[%2%] --&SB[&Skill]_bonus --/*Token[*[&Tid]:t-name] --/*Skill[&Skill] --/*SB[&SB]: [*[&Tid]:[&SB]] --/*NPC[*[&Tid]:npc] --?"[*[&Tid]:npc]" -eq 1NPCCHAR --:NPC --&NSFnpc_[&Skill]_flag --&NSBnpc_[&Skill] --/*NSF[&NSF]: [*[&Tid]:[&NSF]] --/*NSB[&NSB]: [*[&Tid]:[&NSB]]: [*[&Tid]:[&NSB]] --?[*[&Tid]:[&NSF]] -eq 1&Bonus;[*[&Tid]:[&NSB]]&Bonus;[*[&Tid]:[&SB]] --/*Bonus[&Bonus] --<Return --:CHAR --&Bonus[*[&Tid]:[&SB]] --/*Bonus[&Bonus] --<Return --x --:MOVE_TOKENSTokenid, TTokenId, Units --&TId1[%1%] --&TId2[%2%] --&Units[%3%] --/ Angle function returns a string variable (&) with lots of decimal points. --~Amath;angle;[&TId1];[&TId2] --/ I've found that TokenMod chokes on a movement angle with lots of decimal points, so rounding is needed --/$Ar will now contain a rounded integer version of &A --~Armath;round;[&A] --/&Angle will end up being one of the common directions which may work better for grids --?[$Ar] -gt 337.5 -or [$Ar] -le 22.5&Angle;0 --?[$Ar] -gt 22.5 -and [$Ar] -le 67.5&Angle;45 --?[$Ar] -gt 67.5 -and [$Ar] -le 112.5&Angle;90 --?[$Ar] -gt 112.5 -and [$Ar] -le 157.5&Angle;135 --?[$Ar] -gt 157.5 -and [$Ar] -le 202.5&Angle;180 --?[$Ar] -gt 202.5 -and [$Ar] -le 247.5&Angle;225 --?[$Ar] -gt 247.5 -and [$Ar] -le 292.5&Angle;270 --?[$Ar] -gt 292.5 -and [$Ar] -le 337.5&Angle;315 --/ Added for dealing with a SC 1.39a bug (returns negative angles beteen 270 and 360) --?[$Ar] -gt -90 -and [$Ar] -le -67.5&Angle;270 --?[$Ar] -gt -67.5 -and [$Ar] -le -22.5&Angle;315 --?[$Ar] -gt -22.5 -and [$Ar] -le 0&Angle;0 --&UnitsFactor1 --?[&Angle] -eq 45&UnitsFactor;1.4142 --?[&Angle] -eq 135&UnitsFactor;1.4142 --?[&Angle] -eq 225&UnitsFactor;1.4142 --?[&Angle] -eq 315&UnitsFactor;1.4142 --=U[&Units] * [&UnitsFactor] --*Angles[&Angle] ([&A]) ([$Ar]) --/ Time to call the magic TokenMod function to make the target token move across the screen --@token-mod_move =[&Angle][$U.Raw]g _ids [&TId2] _ignore-selected --<Return }} Index Entry 5e Shove Attack actionLink

Justin G. said: This looks awesome.  I might be missing something, but is there a way to tell who the target was other than AC once an action was taken? Kurt J. said: 5E Action Menu Script This ScriptCards script will display (to the person executing the script) a menu containing buttons for actions (NPCs), attacks (PCs) and spells (Both). These buttons can be clicked to execute the action, which will be displayed as an output card to everyone. While not technically required, there are some features that won't work on ScriptCards below 1.3.9. With any character token selected, executing the macro will present the caller with a list of actions and spells available to that character as a set of buttons. Items in the Character's "Attacks & Spellcasting" section will only be displayed as actions if the AREN'T a spell (they will be displayed under the appropriate spell level instead). The reentrant functions attempt to analyze the attack or spell and construct an appropriate output card. This should work for most 5e spells and attacks. You can define a "spell mule" (see the beginning of the script). If you do, the script will check for Ability names on the spell mule character that match the names of the spells it is creating buttons for. If it finds on (CASE SENSITIVE) it will create a sheet button to that ability instead of a reentrant button. This allows odd-ball spells to fire their own custom scripts from the same card interface (I've got a character named "Spell_Mule" in my game, with an ability "Fireball" that contains the fireball macro. When the card is displayed and fireball is clicked it will run the full fireball script instead of trying to come up with something on its own). If you wish to suppress the output of ACs from public view, change the "showGmInfo" value near the top of the script from 0 to 1. If you don't upgrade to 1.3.9, the formatting will look a little weird and the spell mule stuff won't work, but otherwise the script should function. The script is hosted on a GIST, and is  available here . It is likely to be updated and revised as bugs are discovered, etc. I do intend to add support for global modifiers, but I haven't gotten there yet. Here is a sample video using the script for a couple of PCs and NPCs, as well as how to use the "Spell_Mule" to substitute custom scripts for spells. In this case, I fire the Lightning Bolt spell without the Spell_Mule setup and then set up the mule and fire it again to see the custom script. I've updated the GitHub with version 1.6.5 of this script. It corrects a couple of bugs, and now enables emote display with the source/target tokens and a description of the action.

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I should have something tomorrow I've written the logic to traverse the Turnorder List.  Just need to add the logic to grab the HP, HPMax, Calc the PCT and populate the Tooltip.  

Mads said: This is fantastic Will. Many thx You might grab the new version I posted.  It runs much quicker.  However, it is no longer using the TurnOrder list, and instead processing all tokens based on the filter I describe in my post above (pc, npc, char).  

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Will,  I'm trying to rework this for another spell. Is there a way to query each target for something like Hex? Will M. said: Spell: Scorching Ray  My version of Scorching Ray.  Based largely on Michael C's original version but with the following differences: Modified to work with TokenMod (instead of AlterBars) to apply damage. Asks for targets one at a time instead of all at once.  Formatting changes

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How to hack online casino39s burn through playthrough Manage Token Tooltip (All selected) Simple GM utility to set, remove, show/hide token tooltips.   Just recently Roll20 snuck in a new token feature called Tooltips.  The Aaron added ability to update associated fields in version 0.8.72 of his amazing TokenMod utility.  This script uses TokenMod's new functionality to manage tooltips across a group of selected tokens.   Use: Select all the tokens you want to manage tooltips on. Execute the macro Requirements: Scriptcards 1.4.0+ TokenMod 0.8.72 (Currently in Dev and not available on 1-Click) !script } Manage Token TooltipsLink

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Spotlight On Community Champion: Building One Community 5E Pact of the Blade No one should have to create this again.  First thing is the Warlock using their action to create the weapon.  You will need to create an attribute called pactblade.  It will warn the GM to unequip shields or other weapons if they select a 2 handed weapon. !Scriptcard --#TitlePact of the Blade --#leftsubClass Ability --#rightsubAction --&Weapon? --#emoteText@ creates a magical [&Weapon] in his empty hand. --@setattr_charid [*S:character_id] _pactblade[&Weapon] _silent --?[&Weapon] -inc "Greatclub" -or "Glaive" -or "Greataxe" -or "Greatsword" -or "Halberd" -or "Maul" -or "Pike"TwoHanded --X --:TwoHanded --*Uneqiup Shield and other weapon. }} Next is the attack script.   It does have the hexblade curse script I added the post before this. !Scriptcard --#targetToken@ --&Which@ --?"[&Which]" -inc "Club">Attack;Club;bludgeoning;1d4; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Dagger">Attack;Dagger;piercing;1d4; @ [DEX];none;no;5 ft;thrown;none;none --?"[&Which]" -inc "Greatclub">Attack;Greatclub;bludgeoning;1d8; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Handaxe">Attack;Handaxe;slashing;1d6; @ [STR];none;no;5 ft;thrown;none;none --?"[&Which]" -inc "Javelin">Attack;Javelin;piercing;1d8; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Light hammer">Attack;Greatclub;bludgeoning;1d4; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Mace">Attack;Mace;bludgeoning;6; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Quarterstaff">Attack;Quarterstaff;bludgeoning;1d6; @ [STR];Versa;1d8;5 ft;melee;none;none --?"[&Which]" -inc "Sickle">Attack;Sickle;slashing;1d4; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Spear">Attack;Spear;piercing;1d6; @ [STR];Versa;1d8;5 ft;melee;none;none --?"[&Which]" -inc "Greatclub">Attack;Greatclub;bludgeoning;1d8; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Battleaxe">Attack;[&Which];slashing;1d8; @ [STR];Versa;1d10;5 ft;melee;none;none --?"[&Which]" -inc "Flail">Attack;[&Which];bludgeoning;1d8; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Glaive">Attack;[&Which];slashing;1d10; @ [STR];none;no;10 ft;melee;none;none --?"[&Which]" -inc "Greataxe">Attack;[&Which];slashing;1d12; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Greatsword">Attack;[&Which];slashing;2d6; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Halberd">Attack;[&Which];slashing;1d10; @ [STR];none;no;10 ft;melee;none;none --?"[&Which]" -inc "Lance">Attack;[&Which];piercing;1d12; @ [STR];none;no;10 ft;melee;none;none --?"[&Which]" -inc "Longsword">Attack;[&Which];slashing;1d8; @ [STR];Versa;1d10;5 ft;melee;none;none --?"[&Which]" -inc "Maul">Attack;[&Which];bludgeoning;2d6; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Morningstar">Attack;[&Which];piercing;1d8; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Pike">Attack;[&Which];piercing;1d10; @ [STR];none;no;10 ft;melee;none;none --?"[&Which]" -inc "Rapier">Attack;[&Which];piercing;1d8; @ [DEX];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Scimitar">Attack;[&Which];slashing;1d6; @ [DEX];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Shortsword">Attack;[&Which];slashing;1d6; @ [DEX];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Trident">Attack;[&Which];piercing;1d6; @ [STR];Versa;1d8;5 ft;melee;none;none --?"[&Which]" -inc "War pick">Attack;[&Which];piercing;1d8; @ [STR];none;no;5 ft;melee;none;none --?"[&Which]" -inc "Warhammer">Attack;[&Which];bludgeoning;1d8; @ [STR];Versa;1d10;5 ft;melee;none;none --?"[&Which]" -inc "Whip">Attack;[&Which];slashing;1d4; @ [DEX];none;no;10 ft;melee;none;none --:AttackVariables are 1 Weapon Name;2 damage type;3 damage dice amount;4 damage modifier;5 Versaile;6 Versatile Damage;7 range;8 melee or thrown;9 resource used;10 resource used name (not used in this script) --&Weapon[%1%] --=Weap[%1%] --&DamageAmount[%3%] --&DamageType[%2%] --&DamageMod[%4%] --&Versatile[%5%] --&VersitileDamage[%6%] --&AttackType[%8%] --&ResourceUsed[%9%] --&AmmoName[%10%] --?"[&AttackType]" -ninc "Thrown"notThrown --iAre you going to throw the weapon;Click to select a if you are going to throw the weapon or not.q;AttackType;Throw the weapon or Melee attack?MeleeThrown --:notThrown --?"[&Versatile]" -ninc "Versa"notVersatile --iThis weapon is Versatile.;Click to select if you are going to use this as a one or two-handed weapon.q;UseVersatile;One or Two HandedTwoOne --?"[&UseVersatile]" -inc "One"notVersatile --&DamageAmount[&VersitileDamage] --:notVersatile --#Title[%1%] --#leftsub[&AttackType] Attack --#rightsub[%7%] --=AttackRoll ? + [%4%] + @ [PROF] -->CheckHexBlade --#emoteText@ attempts to attack @ with their Pact Weapon. --+RollYou rolled a [$AttackRoll]. --?"@" -ninc "@"notHexed --?[$AttackRoll.Base] -eq 19Crit --:notHexed --?[$AttackRoll.Base] -eq 20Crit --?[$AttackRoll.Base] -eq 1Fumble --?[$AttackRoll.Total] -lt @Miss --:Hit -->RollDamage --:AfterDamageHit -->PlayEffectsnone;none;none;[&Weapon] --+Hit!Your attack hit for [$Damage] [%2%] damage! --@alter_target@ _bar1 _amount-[$Damage] --?"[&AttackType]" -ninc "Thrown"noAmmoSpent -->AmmoSpent --:noAmmoSpent --X --:Miss --+MissYour attack missed! --?"[&AttackType]" -ninc "Thrown"noAmmoSpent -->AmmoSpent --:noAmmoSpent --X --:Fumble --=Fumblet[T#Fumble-Table] -->PlayEffectsnone;none;none;Failure --+[img]

Cheat Engine Slot 2023: Hack Scatter, Jackpot & Maxwin Will M. said: Scriptcard for "Gust of Wind" spell The following script can be used to execute a D&D 5e "Gust of Wind" spell attack This new script requires version 1.3.9a+ of scriptcards, specifically the new math "Angle" function.   Very nice, I used this and modified it for my Minotaur player for his Hammering Horn attack.

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REQUEST] YAKUZA 3/4/5 REMASTERED ON STEAM David M. said: Scriptcard for Random Terrain My players are journeying into a cursed forest region, so I just picked up Gabriel Pickard's Excellent Critical Trails: Blighted Forest asset pack. Faced with the prospect of manually assembling a bunch of maps for random encounters, I wondered how hard it would be to make a random terrain generator using Scriptcards & SpawnDefaultToken. Turns out, not that hard! A bit of a kluge, but might give some folks ideas :) Dependencies: Scriptcards, SpawnDefaultToken, SelectManager Beautiful thank you for sharing

slot machine · GitHub Topics · GitHub You da man. Kurt J. said: Justin G. said: This looks awesome.  I might be missing something, but is there a way to tell who the target was other than AC once an action was taken? Kurt J. said: 5E Action Menu Script This ScriptCards script will display (to the person executing the script) a menu containing buttons for actions (NPCs), attacks (PCs) and spells (Both). These buttons can be clicked to execute the action, which will be displayed as an output card to everyone. While not technically required, there are some features that won't work on ScriptCards below 1.3.9. With any character token selected, executing the macro will present the caller with a list of actions and spells available to that character as a set of buttons. Items in the Character's "Attacks & Spellcasting" section will only be displayed as actions if the AREN'T a spell (they will be displayed under the appropriate spell level instead). The reentrant functions attempt to analyze the attack or spell and construct an appropriate output card. This should work for most 5e spells and attacks. You can define a "spell mule" (see the beginning of the script). If you do, the script will check for Ability names on the spell mule character that match the names of the spells it is creating buttons for. If it finds on (CASE SENSITIVE) it will create a sheet button to that ability instead of a reentrant button. This allows odd-ball spells to fire their own custom scripts from the same card interface (I've got a character named "Spell_Mule" in my game, with an ability "Fireball" that contains the fireball macro. When the card is displayed and fireball is clicked it will run the full fireball script instead of trying to come up with something on its own). If you wish to suppress the output of ACs from public view, change the "showGmInfo" value near the top of the script from 0 to 1. If you don't upgrade to 1.3.9, the formatting will look a little weird and the spell mule stuff won't work, but otherwise the script should function. The script is hosted on a GIST, and is  available here . It is likely to be updated and revised as bugs are discovered, etc. I do intend to add support for global modifiers, but I haven't gotten there yet. Here is a sample video using the script for a couple of PCs and NPCs, as well as how to use the "Spell_Mule" to substitute custom scripts for spells. In this case, I fire the Lightning Bolt spell without the Spell_Mule setup and then set up the mule and fire it again to see the custom script. I've updated the GitHub with version 1.6.5 of this script. It corrects a couple of bugs, and now enables emote display with the source/target tokens and a description of the action.

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Is it just me or weu0027re gonna end up having thousands of magical ores and still havenu0027t made the wind catcher coz itu0027s too expensive it doesnu0027t make sense? TAGS Script Link GET THE SCRIPTS httpspastebincom

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5E Hexblade's Curse I handle this like I do Hunter's mark.  You will need an attribute added called hexblade.  I also keep track of this on the class_resource.  The rest API script I use will reset it on a short or long rest.  This will also use token-mod to mark the token. !scriptcards --#targetToken@ -->GetAndCheckSlotInformation --#emoteText @ has chosen @ as their next victim of vengance. --@token-mod _ids @ _set statusmarkersdeath-zone --@setattr_charid [*S:character_id] _hexblade[*T:t-id] _silent --@act -1 10 _Hexblade Curse Braeden -->DeductSpellSlot --:AllDone --X --:GetAndCheckSlotInformation --=SlotsTotal0 --=SlotsExpended[*S:class_resource] --?[$SlotsExpended.Total] -eq [$SlotsTotal.Total]NoSlotsLeft --< --:DeductSpellSlot --=SlotsLeft[$SlotsExpended]1 --@setattr_charid [*S:character_id] _class_resource[$SlotsLeft] _silent --+You need to rest before you can curse someone else. --XFull Stop --:NoSlotsLeft --+You need to rest before you can do this again. --#emoteText[*S:character_name] cannot use Hexblade's Curse --XNoSlotsLeftStop }} Next you will need to add this to your attack macro.  I added this to check if a 19 was roll for Crit. --?"@" -ninc "@"notHexed --?[$AttackRoll.Base] -eq 19Crit --:notHexed  I usually put   -->CheckHexBlade right after the attack roll. --:CheckHexBlade --&HexBlade --+@ --+@ --?"@" -ninc "@"noHexBlade --&HexBlade+ + @ [Hexblade Curse] --:noHexBlade --<

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I have made some updates to my 5E sample scripts on the GitHub : Dragon Breath has had some formatting cleaned up. I plan to do a code walkthrough youtube video on this script in the near future, so I wanted to add some additional comments and rearrange a couple of things. Dragon Breath, Lightning Bolt, and Burning Hands have all been updated to allow for a "checkLayers" setting to mask out tokens on some layers. By default, both object and gmlayer tokens are included, since invisible tokens don't normally escape AOE damage just because they are invisible, but it is now customizable as a setting in all three scripts. Lightning Bolt and Burning Hands have received ports of my newer apply damage code, allowing for settings for the script (alterbar or token-mod) to use and the bar to change. The fireball sample will need more or less a complete rewrite to incorporate these features, but I'll work on that over the next week or so. I'll probably use one of the above scripts as a base for rewriting it.

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7 Hacks that Slots Players Should Start Using Immediately Spell: Scorching Ray  My version of Scorching Ray.  Based largely on Michael C's original version but with the following differences: Modified to work with TokenMod (instead of AlterBars) to apply damage. Asks for targets one at a time instead of all at once.  Formatting changes !script --#emoteText@ Casts Scorching Rays! --&TFColor#FFFFFF --&STFColor#000000 --&FColor1#000000 --&FColor2#000000 --&EBColor#FFFFFF --&BColor1#FFFFFF --&BColor2#FFFFFF --#titlecardbackground[&BColor1] --#titlecardbackgroundimagelinear-gradient(to bottom, #FFF000, #FF0000) --#titleFontColor[&TFColor] --#subtitleFontColor[&STFColor] --#emoteBackground[&EBColor] --#titlefontsize2.0em --#titlefontlineheight1.2em --#titlefontfaceTimes New Roman --#norollhighlight0 --#hideTitleCard0 --#bodyfontsize12px --#oddrowbackground[&BColor1] --#oddrowfontcolor[&FColor2] --#evenrowbackground[&BColor2] --#evenrowfontcolor[&FColor1] --#leftsubLevel 2 Evocation Action --#rightsub 120' V S Fire --#debug1 --:STEP1 Setup --&DamageTypefire --=MissileDamage2d6 --=DisplayCount0 --+You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. --+[b]At Higher Levels.[/b] When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. --+[br] --+[c][b]Spell Save DC: [#FF0000][*S:spell_save_dc][/#] Damage: [#FF0000][$MissileDamage.Raw][/#][/b][/c] --+[br] --+[b][c]Spell Level?[/c][/b] --+[c][rbutton]2nd::STEP2;2[/rbutton][rbutton]3rd::STEP2;3[/rbutton][rbutton]4th::STEP2;4[/rbutton][rbutton]5th::STEP2;5[/rbutton][/c] --+[c][rbutton]6th::STEP2;6[/rbutton][rbutton]7th::STEP2;7[/rbutton][rbutton]8th::STEP2;8[/rbutton][rbutton]9th::STEP2;9[/rbutton][/c] --+[br] --+After picking a level above, you will be asked to select a series of targets until all your rays are delivered[b]Good Luck![/b] --X --:STEP2 --&SlotLevel[&reentryval] --=SlotsTotal[*S:lvl[&SlotLevel]_slots_total] --=SlotsRemaining[*S:lvl[&SlotLevel]_slots_expended] --?[$SlotsRemaining.Total] -le 0NoSlotsLeft --=MissileCount[&SlotLevel]2 + 3 --:MissileLoop --=DisplayCount[$DisplayCount] + 1 --?[$DisplayCount] -gt [$MissileCount]EndMacro --?[$DisplayCount] -ne 1[ --+[hr] --+[br] --+[c][rbutton]Next Target::NEXT_TARGET[/rbutton][/c] --+[br] --+[c][b]Spell Save DC: [#FF0000][*S:spell_save_dc][/#] Damage: [#FF0000][$MissileDamage.Raw][/#][/b][/c] --+[br] --X --] --:NEXT_TARGET --I Select the target of your Scoring Ray.;Scoring Ray #[$DisplayCount].t;ThisTarget;Scorching Ray #[$DisplayCount]: --#leftsubRay # [$DisplayCount.Raw] --#rightsub[*[&ThisTarget]:t-name] --#targetToken[&ThisTarget] --#emoteTextScorching Ray #[$DisplayCount.Raw] -->PlayEffects@;[&ThisTarget];none;burst-smoke;beam-magic --&DamageResistNote --=TotalDamage[$MissileDamage] --?"[*[&ThisTarget]:npc_ac]" -gt 0[ --=TargetAC[*[&ThisTarget]:npc_ac] --?"[*[&ThisTarget]:npc_immunities]" -inc "[&DamageType]">Immune --?"[*[&ThisTarget]:npc_resistances]" -inc "[&DamageType]">DamageResist --?"[*[&ThisTarget]:npc_vulnerabilities]" -inc "[&DamageType]">DamageVuln --][ --=TargetAC[*[&ThisTarget]:ac] --] --=AttackRoll1d20 [BASE] + [*S:spell_attack_bonus] --/Determine results --?[$AttackRoll.Base] -eq 1FUMBLE --?[$AttackRoll.Base] -eq 20CRITICAL --?[$AttackRoll.Total] -lt [$TargetAC.Total]MISS --?[$AttackRoll.Total] -ge [$TargetAC.Total]HIT --X --< --:EndMacro --X --/PROCEDURES --:DeductSpellSlot --=SlotsRemaining[$SlotsRemaining]1 --@setattr_charid [*S:character_id] _lvl[&SlotLevel]_slots_expended[$SlotsRemaining] _silent --< --:NoSlotsLeft --+[*S:character_name] has no level [&SlotLevel] spell slots available. --X --:DamageResist --=TotalDamage[$MissileDamage] \ 2 --&DamageResistNote(Resistant) --< --:DamageVuln --=TotalDamage[$MissileDamage] * 2 --&DamageResistNote(Vulnerable) --< --:Immune --=TotalDamage0 --&DamageResistNote(Immune) --< --:FUMBLE --+&#x1F613;Ray #[$DisplayCount.Raw] Fumbles! [*S:character_name] rolls [$AttackRoll] to attack [*[&ThisTarget]:t-name] and something went horribly wrong. --^MissileLoop --:MISS --+&#x274C;Ray #[$DisplayCount.Raw] Misses! [*S:character_name] rolls [$AttackRoll] to attack [*[&ThisTarget]:t-name] and missed. --^MissileLoop --:HIT pass Damage string --+&#x1F3AF;Ray #[$DisplayCount.Raw] hits! [*S:character_name] rolls [$AttackRoll] to attack and hits [*[&ThisTarget]:t-name] for [$TotalDamage] [&DamageType] damage. [&DamageResistNote] -->ApplyDamage --^MissileLoop --:CRITICAL --=TotalDamage[$TotalDamage] * 2 --+&#x2757;&#x2757;&#x2757;Crits![*S:character_name] rolls [$AttackRoll] to attack and CRITS [*[&ThisTarget]:t-name] for [$TotalDamage] [&DamageType] damage. [&DamageResistNote] -->ApplyDamage --^MissileLoop --:ApplyDamage --=CurrentHP[*[&ThisTarget]:t-bar1_value] --@token-mod_ids [&ThisTarget] _ignore-selected _set bar1_value-[$TotalDamage.Raw] --/@alter_target[&ThisTarget] _bar1 _amount-[$TotalDamage.Raw] --/Did that kill them? --?[$CurrentHP.Raw] -gt [$TotalDamage.Raw]ALIVEDEAD --:ALIVE --/+[*[&ThisTarget]:character_name] is still alive and kicking! --< --:DEAD --+CongratsYou managed to kill [*[&ThisTarget]:character_name] --@token-mod_ids [&ThisTarget] _ignore-selected _set statusmarkersdead bar1_value0 --< --:PlayEffectsParameters are : sourcetoken; targettoken; source effect; target effect; line effect --vtoken[%1%] [%3%] --vtoken[%2%] [%4%] --vbetweentokens[%1%] [%2%] [%5%] --< }} Spell: Scorching Ray -  Link

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Termux Hack Slot Online Pragmatic 2023 StiGO Per request here is my (beginner) Scorching Ray using Kurt's MM as a template, along with Will's (? There are so many excellent contributors it is hard for an old man like me to keep them straight!) color template and other borrowings.   !scriptcards   --#emoteText@ Casts Scorching Rays!   --&TFColor#FFFFFF   --&STFColor#000000   --&FColor1#000000   --&FColor2#000000   --&EBColor#7DEDFF   --&BColor1#7C83FD   --&BColor2#96BAFF   --#titlecardbackground[&BColor1]   --#titlecardbackgroundimagelinear-gradient(to bottom, #96BAFF, #7C83FD)   --#titleFontColor[&TFColor]   --#subtitleFontColor[&STFColor]   --#emoteBackground[&EBColor]   --#titlefontsize2.0em   --#titlefontlineheight1.2em   --#titlefontfaceTimes New Roman   --#norollhighlight0   --#hideTitleCard0   --#bodyfontsize12px   --#bodyfontfaceAlgerian   --#oddrowbackground[&BColor1]   --#oddrowfontcolor[&FColor2]   --#evenrowbackground[&BColor2]   --#evenrowfontcolor[&FColor1]   --#leftsubLevel 2 Evocation Action   --#rightsub 120' V S M   --#debug1   --:Setup      -->GetAndCheckSlotInformation      --&DamageTypefire     --=MissileCount[$SlotLevel] + 1     -->BuildAndAskTargets[$MissileCount.Total]     --=DisplayCount1     --=MissileDamage2d6     --+[c]Spell Save DC: [*S:spell_save_dc]   Damage: [#ffff00][$MissileDamage][/#][/c]   --:MissileLoop      -->FireMissile[$DisplayCount.Total]      --=DisplayCount[$DisplayCount] + 1      --?[$DisplayCount] -le [$MissileCount]MissileLoopEndMacro   --X   --:FireMissile      --&ThisTarget[&target[%1%]]      -->PlayEffects@;[&ThisTarget];none;burst-smoke;beam-magic      -->Attack[&ThisTarget]   --<   --:EndMacro   --X   --:PROCEDURES   --:GetAndCheckSlotInformation      --=SlotLevel?      --=SlotsTotal[*S:lvl[$SlotLevel]_slots_total]      --=SlotsExpended[*S:lvl[$SlotLevel]_slots_expended]      --?[$SlotsExpended.Total] -ge [$SlotsTotal.Total]NoSlotsLeft   --:DeductSpellSlot      --=SlotsExpended[$SlotsExpended] + 1      --@setattr_charid [*S:character_id] _lvl[$SlotLevel]_slots_expended[$SlotsExpended] _silent      --=SlotsRemaining[$SlotsTotal][$SlotsExpended]   --<   --:NoSlotsLeft      --+[*S:character_name] has no level [$SlotLevel.Total] spell slots available.   --X --:Attack     --?"[*[%1%]:npc_ac]" -gt 0=TargetAC;[*[%1%]:npc_ac]=TargetAC;[*[%1%]:ac]     --=TotalDamage[$MissileDamage]     --?"[*[%1%]:npc_immunities]" -inc "[&DamageType]"Immune     --?"[*[%1%]:npc_resistances]" -inc "[&DamageType]">DamageResist;[%1%];[$MissileDamage]     --?"[*[%1%]:npc_vulnerabilities]" -inc "[&DamageType]">DamageVuln;[%1%];[$MissileDamage]     --=AttackRoll1d20 [BASE] + [*S:spell_attack_bonus]     --+Attack[*S:character_name] rolls [$AttackRoll] vs AC [$TargetAC].   --:Determine results     --?[$AttackRoll.Base] -eq 1>Fumble;[&ThisTarget]     --?[$AttackRoll.Total] -lt [$TargetAC.Total]>Miss;[&ThisTarget]     --?[$AttackRoll.Base] -eq 20]>DamageCrit;[&ThisTarget];[$TotalDamage]     --?[$AttackRoll.Total] -ge [$TargetAC.Total] -and [$AttackRoll.Base] -ne 20>Hit;[&ThisTarget];[$TotalDamage]   --X   --:DamageResist     --=TotalDamage[%2%] \ 2     --+[b]Resistant![/b][b][*[%1%]:character_name] takes [$TotalDamage] damage![/b]   --<   --:DamageVuln     --=TotalDamage[%2%] * 2     --+[b]Vulnerable![/b][b][*[%1%]:character_name] takes [$TotalDamage] damage![/b]   --<   --:Fumble       --+Fumble!The attack on [*[%1%]:character_name] went horribly wrong.   --^MissileLoop   --:Miss       --+Miss!The attack on [*[%1%]:character_name] missed.   --^MissileLoop   --:Hit pass Damage string      --+Hit![*S:character_name]'s Spell hits [*[%1%]:character_name] for [$TotalDamage] [&DamageType] damage.   -->ApplyDamage[%1%];[$TotalDamage]   --:DamageCrit     --=TotalDamage[%2%] * 2     --+[b]Crit![/b][b][*[%1%]:character_name] takes [$TotalDamage] [&DamageType] damage![/b]   -->ApplyDamage[%1%];[$TotalDamage]   --:Immune      --=DisplayCount[$DisplayCount] + 1      --+[b][*[%1%]:character_name] is immune to [&DamageType] damage![/b]   --^MissileLoop   --:ApplyDamage     --@alter_target[%1%] _bar1 _amount-[%2%]      --=DisplayCount[$DisplayCount] + 1      --?[$DisplayCount] -le [$MissileCount]MissileLoopEndMacro   --:BuildAndAskTargets      --&TargetString      --=targetCount1      --:TargetLoop         --&TargetString+t;target[$targetCount.Raw];Missile [$targetCount.Raw] Target         --=targetCount[$targetCount.Total] + 1         --?[$targetCount.Total] -le [%1%]>AddSeparator         --?[$targetCount.Total] -le [%1%]TargetLoop      --iClick button below to select targets. The same target may be selected more than once;Select [%1%] Targets[&TargetString]   --<   --:AddSeparator      --&TargetString+   --<   --:PlayEffectsParameters are : sourcetoken; targettoken; source effect; target effect; line effect      --vtoken[%1%] [%3%]      --vtoken[%2%] [%4%]      --vbetweentokens[%1%] [%2%] [%5%]   --< }}

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Armlet toggling macros, can this be considered as cheating? Lionel V. said: Will M. said: Scriptcard for "Gust of Wind" spell The following script can be used to execute a D&D 5e "Gust of Wind" spell attack This new script requires version 1.3.9a+ of scriptcards, specifically the new math "Angle" function.   That's a cool script. One question though, how complicated would it be to add the limitation when encountering a wall or a door (or a window of course). For the moment, tokens pass through the walls when blown away against one wall. I thought about that while I was writing it, but there isn't a way to read the map layer and determine what's a wall.  It may be that you would could use the Dynamic Lighting lines to draw borders and select the option to restrict token movement.  Not sure if that would work as I've not tested it.

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Best Slot Machine Source Code Slot Game Software PHP Slot Lionel V. said: Gene S. said: I'm just starting to teach myself how to write these scripts. I want to do an Eldritch Blast. Is anyone working on this? If not I'll post what I come up with once I get it to work. I think that Will M. has created one on this

How a new breed of hack compromised 2,500 gambling sites at once With some help from Kurt and David, I made 1 change to Will's Awesome Spell Book.  Just before the Cast Spell sheetbutton, I added: --~MacroNamestring;replaceall; ;;[*R:spellname] I then changed the button to be: --+[c][sheetbutton] Cast Spell 慄::@::[&MacroName][/sheetbutton][/c] I generally have a macro for every spell.  Now I will just change the macro name to the spell name with no spaces and it uses the macro for the spell. Thanks for the Spell Book Will and for the help David and Kurt. Will's spell book:

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5E Bardic Inspiration This one is pretty simple.  First, you will need to add an attribute called Bard to all the other PCs.  I have the bard use the ability on another character.   !scriptcards --#targetToken@ -->GetAndCheckSlotInformation --#emoteText@ gives @ Bardic Inspiration with some tasty jams. --@setattr_charid @ _Bard1 _silent -->PlayEffects@;@nonenonenoneBardic Inspiration -->ApplyDamage --:GetAndCheckSlotInformation --=SlotsTotal0 --=SlotsExpended@ --?[$SlotsExpended] -eq [$SlotsTotal]NoSlotsLeft --=SlotsExpended[$SlotsExpended]1 --< --:NoSlotsLeft --#emoteText@ doesn't have what it takes to cast Bardic Inspiration. --+You need a long rest before you can do that again. --X --:ApplyDamage --@setattr_charid [*S:character_id] _repeating_resource_$0_resource_left[$SlotsExpended] _silent --+bardic Inspiration Left left: [$SlotsExpended] --X --:PlayEffectsParameters are : sourcetoken; targettoken; source effect; target effect; line effect; sound effect --vtoken[%1%] [%3%] --vtoken[%2%] [%4%] --vbetweentokens[%1%] [%2%] [%5%] --@roll20AM_audio,play,nomenuBardic Inspiration --< }} In the attack macro for the other PCs, I add this right after I check for Crit or Fumble check:   --?[$AttackRoll.Base] -eq 20Crit   --?[$AttackRoll.Base] -eq 1Fumble   -->Bardic   --:AfterBardic   --=AttackRoll[$AttackRoll] + [$BardicRoll] and then I have this that will check if they have bardic inspiration and then ask if they want to use it: --:Bardic --?@ -eq 1BardOn -->AfterBardic --:BardOn --iYou rolled a [$AttackRoll.Base] for attack for a total of [$AttackRoll].;Click this button to to decide if you want to use Bardic Inspraition.q;maybe;Yes or No?YesNo --?"[&maybe]" -inc "yes"BardYes -->AfterBardic --:BardYes --=BardDie@ \ 5 * 2 + 6 --=BardicRoll 1d[$BardDie] --+Bardic InspirationYou added [$BardicRoll] to your roll. --@setattr_charid @ _Bard0 _silent -->AfterBardic Our bard's name is Bob and he is multileveled into Bard.  You will need to change  @  to match your bards name and level.  You can do the same thing for savings rolls and ability checks very easily. I would also recommend adding this to turn it off or for a rest: --@setattr_charid @ _Bard0 _silent

Planescape Torment Enhanced 3.1.4.0 ++ (Godmode,Gold, Large Character Editor) 5E Action Menu Script This ScriptCards script will display (to the person executing the script) a menu containing buttons for actions (NPCs), attacks (PCs) and spells (Both). These buttons can be clicked to execute the action, which will be displayed as an output card to everyone. While not technically required, there are some features that won't work on ScriptCards below 1.3.9. With any character token selected, executing the macro will present the caller with a list of actions and spells available to that character as a set of buttons. Items in the Character's "Attacks & Spellcasting" section will only be displayed as actions if the AREN'T a spell (they will be displayed under the appropriate spell level instead). The reentrant functions attempt to analyze the attack or spell and construct an appropriate output card. This should work for most 5e spells and attacks. You can define a "spell mule" (see the beginning of the script). If you do, the script will check for Ability names on the spell mule character that match the names of the spells it is creating buttons for. If it finds on (CASE SENSITIVE) it will create a sheet button to that ability instead of a reentrant button. This allows odd-ball spells to fire their own custom scripts from the same card interface (I've got a character named "Spell_Mule" in my game, with an ability "Fireball" that contains the fireball macro. When the card is displayed and fireball is clicked it will run the full fireball script instead of trying to come up with something on its own). If you wish to suppress the output of ACs from public view, change the "showGmInfo" value near the top of the script from 0 to 1. If you don't upgrade to 1.3.9, the formatting will look a little weird and the spell mule stuff won't work, but otherwise the script should function. The script is hosted on a GIST, and is  available here . It is likely to be updated and revised as bugs are discovered, etc. I do intend to add support for global modifiers, but I haven't gotten there yet. Here is a sample video using the script for a couple of PCs and NPCs, as well as how to use the "Spell_Mule" to substitute custom scripts for spells. In this case, I fire the Lightning Bolt spell without the Spell_Mule setup and then set up the mule and fire it again to see the custom script.

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How to cheat online casino by Netent 2023 BNC Tooltip Health Indicator Update: Previous version traversed the Turn Order list which was a bit sluggish.  This new version has an option to traverse NPCs, PCs or all Characters and runs much quicker.   How it works: This script when run will do the following:  Advance the Turn Order (via the !eot command if you have installed Aaron's TurnMarker Script .) Traverse the list of tokens on the current page filtered by (pcs, npcs or all characters) Apply the math/logic to establish a textual injury level Place that injury level in the Tool Tip and make sure it's being shown (Using TokenMod script) Health Text Logic:  Uninjured = 0% dmg taken Barely Injured = 0-25% dmg taken Injured = 25-50% dmg taken Badly Injured = 50-75% dmg taken Near Death = 75-100% dmg taken Death = 100% dmg taken There are a couple configuration items to be aware of (Around row 23): --#hidecard1 --&HealthBarbar1 --&TokenTypechar Set #hidecard0 value to 1 if you don't want the whispered debug text Set the &HealthBarbar1 to bar2 or bar3 if you use those for tracking HP. Set TokenType to char, npc or pc based on  Tip: Add a " Next"  macro button to your macro bar to run this script to execute this script.   !eot !script ;[&TokenType] --~TokenIdarray;getfirst;PgTokens --/ For each token in the PgTokens array --:STARTLOOP --?[&TokenId] -eq ArrayErrorENDLOOP --/ Calculate Damage Pct --=HP[*[&TokenId]:t-[&HealthBar]_value] --=HPMax[*[&TokenId]:t-[&HealthBar]_max] --=HPPct[$HP]/[$HPMax]*100 --/Determine Damage Text --?[$HPPct.Raw] -ge 100&DmgText;Uninjured --?[$HPPct.Raw] -lt 100&DmgText;Barely Injured --?[$HPPct.Raw] -lt 75&DmgText;Injured --?[$HPPct.Raw] -lt 50&DmgText;Badly Injured --?[$HPPct.Raw] -lt 25&DmgText;Near Death --?[$HPPct.Raw] -le 0&DmgText;Death --+[*[&TokenId]:t-name]:[&DmgText] [$HP]/[$HPMax] --/Debug Text --+TT [&CurrTT] [&DmgText] --/ Push Damage text into Token Tooltip --@token-mod_on show_tooltip _set tooltip"[&DmgText]" _ids [&TokenId] _ignore-selected --:SKIP --/ Retrieve the next TokenID from the array PgTokens and repeat the loop --~TokenIdarray;getnext;PgTokens --^STARTLOOP --:ENDLOOP --+DONE!!! --x }}

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This is great. I'm curious if there is a way to run a macro from the script? I have a macro that i use to mark a token as dead and that automatically adds the XP to a character that i call Viewers (I got the idea from Carnivorous Meat on YouTube). Here is the macro I have: /fx nova-blood @ /w gm @ has died. !token-mod --set statusmarkers=dead !token-mod --set bar3_value0 !token-mod --set bar3_max0 !token-mod --off light_hassight !token-mod --off showname !token-mod --set aura1_radius aura2_radius  !wammo @ experience [[@*?]] EarnedXP !noturn  Any ideas? Craven said: My weapons script and break down. If anyone has a question send me a message and I will try to help. I am no expert at this and I am sure it can be done better but it works. 

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Automating my gym slot Reservation Scriptcard for Cone of Cold Spell Based off of Kurt's Burning Hands Scriptcard Can be used for Breath Weapon attack of Dragon by changing damage type.  Or prompt for damage type with ? Arrays are expanded for 60 ft cones (I used Excel to map out the cells).  Visually, the Up, Down, Left and Right arrays are overlapped by the Diagonals, but the arrays are the full area of effect. Expanded Saving Throws section to show if target was Resistant, Immune or Vulnerable Maybe some other changes, since I based this off my Burning Hands script which was based on Kurt's !script   --&spellDamageDieType8   --&damageTypecold   --&saveTypeconstitution   --&tokenVFXburn-frost   --&lineVFXbreath-frost   --/Set this to either "token-mod", "alterbars", or anything else to not apply damage   --&damageApplyScripttoken-mod   --/Set this to the bar number you use to track hit points   --&hitPointsBar1   --/Set this to a list of layers to a semicolon separated check for tokens on. By default, objects and gmlayer are checked.   --/possible values are objects, gmlayer, and map, so to check all three, use "objects;gmlayer;map"   --&checkLayersobjects      --/Source Token is the caster, and target token is the "end of the line". Can be a non-creature (no represents) token.   --#sourcetoken@   --/Get all of the tokens on the page so we can cache their positions   --~array;pagetokens;alltokens;@   --#leftsubSave DC @   --#rightsubSpell Level: [$SpellLevel]    --#title[&spellName]   --#emoteBackground#eeffee   --#emoteText*@ casts [&spellName].*  -->GetAndCheckSlotInformation  -->DeductSpellSlot   --/Calculate damage based on spell slot.   --=DamageDice[$SpellLevel.Total] + [&spellL0DamageDice]   --=Damage[$DamageDice.Total]d[&spellDamageDieType]   --=HalfDamage[$Damage.Total] \ 2   --=DoubleDamage[$Damage.Total] * 2   --=ImmuneDamage[$Damage.Total] * 0   --=QuarterDamage[$Damage.Total] \ 4   --/Determine damage subroutine. Start by assuming we aren't going to apply damage   --&damageRoutineDontApplyDamage   --?[&damageApplyScript] -eq "token-mod"&damageRoutine;ApplyDamageTokenmod   --?[&damageApplyScript] -eq "alterbars"&damageRoutine;ApplyDamageAlterbars   --/Since we want to be able to hover over a roll and see the dice details, output the rolled damage at the   --/top of the card. If all critters make their save, the half damage roll won't contain the details.   --+[c][b]Damage Roll: [/b][$Damage][/c]   --+[c]60ft cone, [$Damage.RollText] [&damageType] damage[/c]       --/Create an array to hold the tokens that are intersected by the line.   --~array;define;tokensHit;      -->createTokenLookup   --/Prompt for a direction for the cast, and define arrays that indicate the relative spaces that will be hit.   --&direction?   --~array;define;U;0,-1;-1,-2;0,-2;1,-2;-1,-3;0,-3;1,-3;-2,-4;-1,-4;0,-4;1,-4;2,-4;-2,-5;-1,-5;0,-5;1,-5;2,-5;-3,-6;-2,-6;-1,-6;0,-6;1,-6;2,-6;3,-6;-3,-7;-2,-7;-1,-7;0,-7;1,-7;2,-7;3,-7;-4,-8;-3,-8;-2,-8;-1,-8;0,-8;1,-8;2,-8;3,-8;4,-8;-4,-9;-3,-9;-2,-9;-1,-9;0,-9;1,-9;2,-9;3,-9;4,-9;-5,-10;-4,-10;-3,-10;-2,-10;-1,-10;0,-10;1,-10;2,-10;3,-10;4,-10;5,-10;-5,-11;-4,-11;-3,-11;-2,-11;-1,-11;0,-11;1,-11;2,-11;3,-11;4,-11;5,-11;-6,-12;-5,-12;-4,-12;-3,-12;-2,-12;-1,-12;0,-12;1,-12;2,-12;3,-12;4,-12;5,-12;6,-12   --~array;define;D;0,1;-1,2;0,2;1,2;-1,3;0,3;1,3;-2,4;-1,4;0,4;1,4;2,4;-2,5;-1,5;0,5;1,5;2,5;-3,6;-2,6;-1,6;0,6;1,6;2,6;3,6;-3,7;-2,7;-1,7;0,7;1,7;2,7;3,7;-4,8;-3,8;-2,8;-1,8;0,8;1,8;2,8;3,8;4,8;-4,9;-3,9;-2,9;-1,9;0,9;1,9;2,9;3,9;4,9;-5,10;-4,10;-3,10;-2,10;-1,10;0,10;1,10;2,10;3,10;4,10;5,10;-5,11;-4,11;-3,11;-2,11;-1,11;0,11;1,11;2,11;3,11;4,11;5,11;-6,12;-5,12;-4,12;-3,12;-2,12;-1,12;0,12;1,12;2,12;3,12;4,12;5,12;6,12   --~array;define;R;1,0;2,-1;2,0;2,1;3,-1;3,0;3,1;4,-2;4,-1;4,0;4,1;4,2;5,-2;5,-1;5,0;5,1;5,2;6,-3;6,-2;6,-1;6,0;6,1;6,2;6,3;7,-3;7,-2;7,-1;7,0;7,1;7,2;7,3;8,-4;8,-3;8,-2;8,-1;8,0;8,1;8,2;8,3;8,4;9,-4;9,-3;9,-2;9,-1;9,0;9,1;9,2;9,3;9,4;10,-5;10,-4;10,-3;10,-2;10,-1;10,0;10,1;10,2;10,3;10,4;10,5;11,-5;11,-4;11,-3;11,-2;11,-1;11,0;11,1;11,2;11,3;11,4;11,5;12,-6;12,-5;12,-4;12,-3;12,-2;12,-1;12,0;12,1;12,2;12,3;12,4;12,5;12,6   --~array;define;L;-1,0;-2,-1;-2,0;-2,1;-3,-1;-3,0;-3,1;-4,-2;-4,-1;-4,0;-4,1;-4,2;-5,-2;-5,-1;-5,0;-5,1;-5,2;-6,-3;-6,-2;-6,-1;-6,0;-6,1;-6,2;-6,3;-7,-3;-7,-2;-7,-1;-7,0;-7,1;-7,2;-7,3;-8,-4;-8,-3;-8,-2;-8,-1;-8,0;-8,1;-8,2;-8,3;-8,4;-9,-4;-9,-3;-9,-2;-9,-1;-9,0;-9,1;-9,2;-9,3;-9,4;-10,-5;-10,-4;-10,-3;-10,-2;-10,-1;-10,0;-10,1;-10,2;-10,3;-10,4;-10,5;-11,-5;-11,-4;-11,-3;-11,-2;-11,-1;-11,0;-11,1;-11,2;-11,3;-11,4;-11,5;-12,-6;-12,-5;-12,-4;-12,-3;-12,-2;-12,-1;-12,0;-12,1;-12,2;-12,3;-12,4;-12,5;-12,6   --~array;define;UR;1,-1;1,-2;1,-3;2,-1;2,-2;2,-3;2,-4;2,-5;2,-6;3,-1;3,-2;3,-3;3,-4;3,-5;3,-6;3,-7;3,-8;3,-9;4,-2;4,-3;4,-4;4,-5;4,-6;4,-7;4,-8;4,-9;4,-10;4,-11;4,-12;5,-2;5,-3;5,-4;5,-5;5,-6;5,-7;5,-8;5,-9;5,-10;5,-11;5,-12;5,-13;6,-2;6,-3;6,-4;6,-5;6,-6;6,-7;6,-8;6,-9;6,-10;6,-11;6,-12;7,-3;7,-4;7,-5;7,-6;7,-7;7,-8;7,-9;7,-10;7,-11;8,-3;8,-4;8,-5;8,-6;8,-7;8,-8;8,-9;8,-10;9,-3;9,-4;9,-5;9,-6;9,-7;9,-8;9,-9;10,-4;10,-5;10,-6;10,-7;10,-8;11,-4;11,-5;11,-6;11,-7;12,-4;12,-5;12,-6;13,-5   --~array;define;DR;1,1;2,1;3,1;1,2;2,2;3,2;4,2;5,2;6,2;1,3;2,3;3,3;4,3;5,3;6,3;7,3;8,3;9,3;2,4;3,4;4,4;5,4;6,4;7,4;8,4;9,4;10,4;11,4;12,4;2,5;3,5;4,5;5,5;6,5;7,5;8,5;9,5;10,5;11,5;12,5;13,5;2,6;3,6;4,6;5,6;6,6;7,6;8,6;9,6;10,6;11,6;12,6;3,7;4,7;5,7;6,7;7,7;8,7;9,7;10,7;11,7;3,8;4,8;5,8;6,8;7,8;8,8;9,8;10,8;3,9;4,9;5,9;6,9;7,9;8,9;9,9;4,10;5,10;6,10;7,10;8,10;4,11;5,11;6,11;7,11;4,12;5,12;6,12;5,13   --~array;define;UL;-1,-1;-1,-2;-1,-3;-2,-1;-2,-2;-2,-3;-2,-4;-2,-5;-2,-6;-3,-1;-3,-2;-3,-3;-3,-4;-3,-5;-3,-6;-3,-7;-3,-8;-3,-9;-4,-2;-4,-3;-4,-4;-4,-5;-4,-6;-4,-7;-4,-8;-4,-9;-4,-10;-4,-11;-4,-12;-5,-2;-5,-3;-5,-4;-5,-5;-5,-6;-5,-7;-5,-8;-5,-9;-5,-10;-5,-11;-5,-12;-5,-13;-6,-2;-6,-3;-6,-4;-6,-5;-6,-6;-6,-7;-6,-8;-6,-9;-6,-10;-6,-11;-6,-12;-7,-3;-7,-4;-7,-5;-7,-6;-7,-7;-7,-8;-7,-9;-7,-10;-7,-11;-8,-3;-8,-4;-8,-5;-8,-6;-8,-7;-8,-8;-8,-9;-8,-10;-9,-3;-9,-4;-9,-5;-9,-6;-9,-7;-9,-8;-9,-9;-10,-4;-10,-5;-10,-6;-10,-7;-10,-8;-11,-4;-11,-5;-11,-6;-11,-7;-12,-4;-12,-5;-12,-6;-13,-5   --~array;define;DL;-1,1;-1,2;-1,3;-2,1;-2,2;-2,3;-2,4;-2,5;-2,6;-3,1;-3,2;-3,3;-3,4;-3,5;-3,6;-3,7;-3,8;-3,9;-4,2;-4,3;-4,4;-4,5;-4,6;-4,7;-4,8;-4,9;-4,10;-4,11;-4,12;-5,2;-5,3;-5,4;-5,5;-5,6;-5,7;-5,8;-5,9;-5,10;-5,11;-5,12;-5,13;-6,2;-6,3;-6,4;-6,5;-6,6;-6,7;-6,8;-6,9;-6,10;-6,11;-6,12;-7,3;-7,4;-7,5;-7,6;-7,7;-7,8;-7,9;-7,10;-7,11;-8,3;-8,4;-8,5;-8,6;-8,7;-8,8;-8,9;-8,10;-9,3;-9,4;-9,5;-9,6;-9,7;-9,8;-9,9;-10,4;-10,5;-10,6;-10,7;-10,8;-11,4;-11,5;-11,6;-11,7;-12,4;-12,5;-12,6;-13,5   --/Call the "checkForTokenHits" subroutine. The passed parameter will be the per-space VFX. Leave blank for none.   -->checkForTokenHits[&tokenVFX]   --/The first item in the array will be a blank dummy item, so remove it.   --~array;removeat;tokensHit;0      --/Loop through the tokensHit tokens and roll saves for each one and apply damage   --~tokenidarray;getfirst;tokensHit   --?[&tokenid] -eq ArrayErrorendOutput   --:loopDisplay   --=SaveRoll1d20 + [*[&tokenid]:[&saveType]_save_bonus]  --/Make the Saving Throw, checking whether creature is immune, resistant, or vulnerable. Output Result and Apply Damage.    --/Compare the save roll to the save DC and either apply full or half damage   --?"[*[&tokenid]:npc_immunities]" -inc "[&damageType]"Immune   --?"[*[&tokenid]:npc_resistances]" -inc "[&damageType]"Resistant   --?"[*[&tokenid]:npc_vulnerabilities]" -inc "[&damageType]"Vulnerable   --?[$SaveRoll.Total] -lt @>FailedSave>madeSave   --/Here are various damage applications if the creature is immune, resistant, or vulnerable. In some cases, we will reuse output lines,   --/for example, a resistant creature that fails its save will jump to "madeSave", since that is the correct damage amount. (half), while   --/a vulnerable creature that makes its save will jump to "FailedSave" since that will be normal damage.   --/Output a line, apply damage and add status marker for a failed saving throw    --:FailedSave   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$Damage.Total]   --+[*[&tokenid]:t-name]:Fail [r][$Damage] [&damageType][/r]   --^afterSave      --:Immune   --+[*[&tokenid]:t-name]:Immune [r][$ImmuneDamage] [&damageType][/r]   --^afterSave   --:Resistant   --?[$SaveRoll.Total] -lt @>ResistantFail>ResistantSave   --^afterSave   --/Output a line and apply damage for a successful saving throw for Resistant   --:ResistantSave   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$QuarterDamage.Total]   --+[*[&tokenid]:t-name]:Save (Resistant) [r][$QuarterDamage] [&damageType][/r]   --^afterSave   --/Output a line, apply damage and add status marker for a failed saving throw for Resistant   --:ResistantFail   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$HalfDamage.Total]   --+[*[&tokenid]:t-name]:Fail (Resistant) [r][$HalfDamage] [&damageType][/r]   --^afterSave   --:Vulnerable   --?[$SaveRoll.Total] -lt @>VulnerableFail>VulnerableSave   --^afterSave   --/Output a line for a successful saving throw for Vulnerable   --:VulnerableSave   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$Damage.Total]   --+[*[&tokenid]:t-name]:Save (Vulnerable) [r][$Damage] [&damageType][/r]   --^afterSave   --/Output a line, apply damage and status marker for a failed saving throw for Vulnerable   --:VulnerableFail   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$DoubleDamage.Total]   --+[*[&tokenid]:t-name]:Fail (Vulnerable) [r][$DoubleDamage] [&damageType][/r]   --^afterSave   --/Output a line and apply damage for a successful saving throw   --:madeSave   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$HalfDamage.Total]   --+[*[&tokenid]:t-name]:Save [r][$HalfDamage] [&damageType][/r]      --:afterSave   --~tokenidarray;getnext;tokensHit   --?[&tokenid] -ne ArrayErrorloopDisplay   --/Put a visual effect on impacted tokens   --vtoken[&tokenid] [&tokenVFX]   --~tokenidarray;getnext;inRange   --?[&tokenid] -ne ArrayErrorloopDisplay   --/Add some extra visual effectsa nova-fire at the target, and a beam-fire from source to target   --vbetweentokens@ @ [&lineVFX]   --:endOutput    --X      --:ApplyDamageTokenmodParameters are tokenid;bar#;amount   --@token-mod_ignore-selected _ids [%1%] _set bar[%2%]_value-[%3%]!   --<    --/AlterBars supports relative values for the amount parameter, so we just pass it the value with a "-" in front of it.   --:ApplyDamageAlterbarsParameters are tokenid;bar#;amount   --@alter_target[%1%] _bar[%2%] _amount-[%3%] _shownone   --<   --/Just a dummy routine that doesn't do anything, but it is easier to do it this way than adding logic to see if we are   --/skipping applying damage in the main routine.   --:DontApplyDamage   --<       --:checkForTokenHitsparameter is vfx descriptor   --=baseX[*S:t-left]1 \ 70   --=baseY[*S:t-top]1 \ 70   --~offsetarray;getfirst;?   --:checkTokenLoop   --?"[&offset]" -eq "ArrayError"endCheckForTokenHits   --~splitstring;split;,;[&offset]   --=thisX[$baseX] + [&split1]   --=thisY[$baseY] + [&split2]   --/IF we passed a visual effect specifier in %1%, create a point VFX in the square   --?"X[%1%]X" -ne "XX" [     --=VX[$thisX] * 70 + 35        --=VY[$thisY] * 70 + 35        --vpoint[$VX] [$VY] [%1%]   --]   -->checkTokens[$thisX];[$thisY]   --~offsetarray;getnext;?   --^checkTokenLoop   --:endCheckForTokenHits   --<        --/Reads the variables created by createTokenLookup to find any tokens that occupy a given space.   --:checkTokensx;y   --?"X[&tok[%1%]-[%2%]]X" -ne "XX"[   --~splitstring;split;!;[&tok[%1%]-[%2%]]   --%P1;[$splitCount.Total];1   --=varsplit[&P]   --?"X[&[$var.RollText]]X" -eq "XX"%   --~existsarray;indexof;tokensHit;[&[$var.RollText]]   --?[&exists] -ne ArrayErrorskipAdd   --?[&[$var.RollText]] -eq ArrayErrorskipAdd   --~array;add;tokensHit;[&[$var.RollText]]   --:skipAdd   --%   --<      --/Creates a series of string variables with names like 'tok12-15' which represent the various squares that are   --/occupied by tokens on the page. Handle 1x1, 2x2, and 3x3 tokens by simply adding extra squares in the appropriate   --/pattern around the center point location. The result is that if there are two tokens at 12,15, the tok12-15 string   --/will contain something like "-asln34njfn2nafd!-sdnfklaserfs" (IDs separated by exclamation points) that we can use to   --/quickly evaluate hits by essentially asking "what is in square 12x15" by just reading the variable.   --:createTokenLookup   --~tokenidarray;getfirst;alltokens   --:tokenSetupLoop     --?[&tokenid] -eq ArrayErrorendSetupLoop     --?[&checkLayers] -ninc [*[&tokenid]:t-layer]skipThisToken     --?[*[&tokenid]:t-bar[&hitPointsBar]_value] -le 0skipThisToken     --=tLeft[*[&tokenid]:t-left]1 \ 70   --=tTop[*[&tokenid]:t-top]1 \ 70   --=tWidth[*[&tokenid]:t-width]   --?[$tWidth] -eq 70[      --&tok[$tLeft]-[$tTop]+[&tokenid]!     --/+[*[&tokenid]:character_name]At [$tLeft],[$tTop] : [&tok[$tLeft.Total]-[$tTop.Total]]   --]   --?[$tWidth] -eq 140[      --=NX[$tLeft] + 1     --=NY[$tTop] + 1     --&tok[$tLeft]-[$tTop]+[&tokenid]!     --&tok[$tLeft]-[$NY]+[&tokenid]!     --&tok[$NX]-[$tTop]+[&tokenid]!     --&tok[$NX]-[$NY]+[&tokenid]!   --]   --?[$tWidth] -eq 210[      --=PX[$tLeft]1     --=PY[$tTop]1     --=NX[$tLeft] + 1     --=NY[$tTop] + 1       --&tok[$tLeft]-[$tTop]+[&tokenid]!       --&tok[$PX]-[$PY]+[&tokenid]!     --&tok[$tLeft]-[$PY]+[&tokenid]!     --&tok[$NX]-[$PY]+[&tokenid]!       --&tok[$PX]-[$tTop]+[&tokenid]!     --&tok[$NX]-[$tTop]+[&tokenid]!       --&tok[$PX]-[$NY]+[&tokenid]!       --&tok[$tLeft]-[$NY]+[&tokenid]!       --&tok[$NX]-[$NY]+[&tokenid]!   --]   --:skipThisToken   --~tokenidarray;getnext;alltokens   --^tokenSetupLoop   --:endSetupLoop   --<   --:GetAndCheckSlotInformation     --=SlotLevel[$SpellLevel]     --=SlotsTotal[*S:lvl[$SlotLevel]_slots_total]     --=SlotsExpended[*S:lvl[$SlotLevel]_slots_expended]     --?[$SlotsExpended.Total] -eq 0NoSlotsLeft     --?[$SlotsExpended.Total] -gt [$SlotsTotal.Total]NoSlotsLeft   --<    --:DeductSpellSlot     --=SlotsExpended[$SlotsExpended] -1      --@setattr_charid [*S:character_id] _lvl[$SlotLevel]_slots_expended[$SlotsExpended] _silent     --=SlotsRemaining[$SlotsTotal]1    --<   --:NoSlotsLeft     --+[b][*S:character_name] has no level [$SlotLevel.Total] spell slots available.[/b]   --XNoSlotsLeftStop }}

Cara Daftar Game Slot Online Tanpa Rekening

Automating my gym slot Script Hack Slot Online Reservation Scriptcard for Cone of Cold Spell Based off of Kurt's Burning Hands Scriptcard Can be used for Breath Weapon attack of Dragon by changing damage type.  Or prompt for damage type with ? Arrays are expanded for 60 ft cones (I used Excel to map out the cells).  Visually, the Up, Down, Left and Right arrays are overlapped by the Diagonals, but the arrays are the full area of effect. Expanded Saving Throws section to show if target was Resistant, Immune or Vulnerable Maybe some other changes, since I based this off my Burning Hands script which was based on Kurt's !script   --&spellDamageDieType8   --&damageTypecold   --&saveTypeconstitution   --&tokenVFXburn-frost   --&lineVFXbreath-frost   --/Set this to either "token-mod", "alterbars", or anything else to not apply damage   --&damageApplyScripttoken-mod   --/Set this to the bar number you use to track hit points   --&hitPointsBar1   --/Set this to a list of layers to a semicolon separated check for tokens on. By default, objects and gmlayer are checked.   --/possible values are objects, gmlayer, and map, so to check all three, use "objects;gmlayer;map"   --&checkLayersobjects      --/Source Token is the caster, and target token is the "end of the line". Can be a non-creature (no represents) token.   --#sourcetoken@   --/Get all of the tokens on the page so we can cache their positions   --~array;pagetokens;alltokens;@   --#leftsubSave DC @   --#rightsubSpell Level: [$SpellLevel]    --#title[&spellName]   --#emoteBackground#eeffee   --#emoteText*@ casts [&spellName].*  -->GetAndCheckSlotInformation  -->DeductSpellSlot   --/Calculate damage based on spell slot.   --=DamageDice[$SpellLevel.Total] + [&spellL0DamageDice]   --=Damage[$DamageDice.Total]d[&spellDamageDieType]   --=HalfDamage[$Damage.Total] \ 2   --=DoubleDamage[$Damage.Total] * 2   --=ImmuneDamage[$Damage.Total] * 0   --=QuarterDamage[$Damage.Total] \ 4   --/Determine damage subroutine. Start by assuming we aren't going to apply damage   --&damageRoutineDontApplyDamage   --?[&damageApplyScript] -eq "token-mod"&damageRoutine;ApplyDamageTokenmod   --?[&damageApplyScript] -eq "alterbars"&damageRoutine;ApplyDamageAlterbars   --/Since we want to be able to hover over a roll and see the dice details, output the rolled damage at the   --/top of the card. If all critters make their save, the half damage roll won't contain the details.   --+[c][b]Damage Roll: [/b][$Damage][/c]   --+[c]60ft cone, [$Damage.RollText] [&damageType] damage[/c]       --/Create an array to hold the tokens that are intersected by the line.   --~array;define;tokensHit;      -->createTokenLookup   --/Prompt for a direction for the cast, and define arrays that indicate the relative spaces that will be hit.   --&direction?   --~array;define;U;0,-1;-1,-2;0,-2;1,-2;-1,-3;0,-3;1,-3;-2,-4;-1,-4;0,-4;1,-4;2,-4;-2,-5;-1,-5;0,-5;1,-5;2,-5;-3,-6;-2,-6;-1,-6;0,-6;1,-6;2,-6;3,-6;-3,-7;-2,-7;-1,-7;0,-7;1,-7;2,-7;3,-7;-4,-8;-3,-8;-2,-8;-1,-8;0,-8;1,-8;2,-8;3,-8;4,-8;-4,-9;-3,-9;-2,-9;-1,-9;0,-9;1,-9;2,-9;3,-9;4,-9;-5,-10;-4,-10;-3,-10;-2,-10;-1,-10;0,-10;1,-10;2,-10;3,-10;4,-10;5,-10;-5,-11;-4,-11;-3,-11;-2,-11;-1,-11;0,-11;1,-11;2,-11;3,-11;4,-11;5,-11;-6,-12;-5,-12;-4,-12;-3,-12;-2,-12;-1,-12;0,-12;1,-12;2,-12;3,-12;4,-12;5,-12;6,-12   --~array;define;D;0,1;-1,2;0,2;1,2;-1,3;0,3;1,3;-2,4;-1,4;0,4;1,4;2,4;-2,5;-1,5;0,5;1,5;2,5;-3,6;-2,6;-1,6;0,6;1,6;2,6;3,6;-3,7;-2,7;-1,7;0,7;1,7;2,7;3,7;-4,8;-3,8;-2,8;-1,8;0,8;1,8;2,8;3,8;4,8;-4,9;-3,9;-2,9;-1,9;0,9;1,9;2,9;3,9;4,9;-5,10;-4,10;-3,10;-2,10;-1,10;0,10;1,10;2,10;3,10;4,10;5,10;-5,11;-4,11;-3,11;-2,11;-1,11;0,11;1,11;2,11;3,11;4,11;5,11;-6,12;-5,12;-4,12;-3,12;-2,12;-1,12;0,12;1,12;2,12;3,12;4,12;5,12;6,12   --~array;define;R;1,0;2,-1;2,0;2,1;3,-1;3,0;3,1;4,-2;4,-1;4,0;4,1;4,2;5,-2;5,-1;5,0;5,1;5,2;6,-3;6,-2;6,-1;6,0;6,1;6,2;6,3;7,-3;7,-2;7,-1;7,0;7,1;7,2;7,3;8,-4;8,-3;8,-2;8,-1;8,0;8,1;8,2;8,3;8,4;9,-4;9,-3;9,-2;9,-1;9,0;9,1;9,2;9,3;9,4;10,-5;10,-4;10,-3;10,-2;10,-1;10,0;10,1;10,2;10,3;10,4;10,5;11,-5;11,-4;11,-3;11,-2;11,-1;11,0;11,1;11,2;11,3;11,4;11,5;12,-6;12,-5;12,-4;12,-3;12,-2;12,-1;12,0;12,1;12,2;12,3;12,4;12,5;12,6   --~array;define;L;-1,0;-2,-1;-2,0;-2,1;-3,-1;-3,0;-3,1;-4,-2;-4,-1;-4,0;-4,1;-4,2;-5,-2;-5,-1;-5,0;-5,1;-5,2;-6,-3;-6,-2;-6,-1;-6,0;-6,1;-6,2;-6,3;-7,-3;-7,-2;-7,-1;-7,0;-7,1;-7,2;-7,3;-8,-4;-8,-3;-8,-2;-8,-1;-8,0;-8,1;-8,2;-8,3;-8,4;-9,-4;-9,-3;-9,-2;-9,-1;-9,0;-9,1;-9,2;-9,3;-9,4;-10,-5;-10,-4;-10,-3;-10,-2;-10,-1;-10,0;-10,1;-10,2;-10,3;-10,4;-10,5;-11,-5;-11,-4;-11,-3;-11,-2;-11,-1;-11,0;-11,1;-11,2;-11,3;-11,4;-11,5;-12,-6;-12,-5;-12,-4;-12,-3;-12,-2;-12,-1;-12,0;-12,1;-12,2;-12,3;-12,4;-12,5;-12,6   --~array;define;UR;1,-1;1,-2;1,-3;2,-1;2,-2;2,-3;2,-4;2,-5;2,-6;3,-1;3,-2;3,-3;3,-4;3,-5;3,-6;3,-7;3,-8;3,-9;4,-2;4,-3;4,-4;4,-5;4,-6;4,-7;4,-8;4,-9;4,-10;4,-11;4,-12;5,-2;5,-3;5,-4;5,-5;5,-6;5,-7;5,-8;5,-9;5,-10;5,-11;5,-12;5,-13;6,-2;6,-3;6,-4;6,-5;6,-6;6,-7;6,-8;6,-9;6,-10;6,-11;6,-12;7,-3;7,-4;7,-5;7,-6;7,-7;7,-8;7,-9;7,-10;7,-11;8,-3;8,-4;8,-5;8,-6;8,-7;8,-8;8,-9;8,-10;9,-3;9,-4;9,-5;9,-6;9,-7;9,-8;9,-9;10,-4;10,-5;10,-6;10,-7;10,-8;11,-4;11,-5;11,-6;11,-7;12,-4;12,-5;12,-6;13,-5   --~array;define;DR;1,1;2,1;3,1;1,2;2,2;3,2;4,2;5,2;6,2;1,3;2,3;3,3;4,3;5,3;6,3;7,3;8,3;9,3;2,4;3,4;4,4;5,4;6,4;7,4;8,4;9,4;10,4;11,4;12,4;2,5;3,5;4,5;5,5;6,5;7,5;8,5;9,5;10,5;11,5;12,5;13,5;2,6;3,6;4,6;5,6;6,6;7,6;8,6;9,6;10,6;11,6;12,6;3,7;4,7;5,7;6,7;7,7;8,7;9,7;10,7;11,7;3,8;4,8;5,8;6,8;7,8;8,8;9,8;10,8;3,9;4,9;5,9;6,9;7,9;8,9;9,9;4,10;5,10;6,10;7,10;8,10;4,11;5,11;6,11;7,11;4,12;5,12;6,12;5,13   --~array;define;UL;-1,-1;-1,-2;-1,-3;-2,-1;-2,-2;-2,-3;-2,-4;-2,-5;-2,-6;-3,-1;-3,-2;-3,-3;-3,-4;-3,-5;-3,-6;-3,-7;-3,-8;-3,-9;-4,-2;-4,-3;-4,-4;-4,-5;-4,-6;-4,-7;-4,-8;-4,-9;-4,-10;-4,-11;-4,-12;-5,-2;-5,-3;-5,-4;-5,-5;-5,-6;-5,-7;-5,-8;-5,-9;-5,-10;-5,-11;-5,-12;-5,-13;-6,-2;-6,-3;-6,-4;-6,-5;-6,-6;-6,-7;-6,-8;-6,-9;-6,-10;-6,-11;-6,-12;-7,-3;-7,-4;-7,-5;-7,-6;-7,-7;-7,-8;-7,-9;-7,-10;-7,-11;-8,-3;-8,-4;-8,-5;-8,-6;-8,-7;-8,-8;-8,-9;-8,-10;-9,-3;-9,-4;-9,-5;-9,-6;-9,-7;-9,-8;-9,-9;-10,-4;-10,-5;-10,-6;-10,-7;-10,-8;-11,-4;-11,-5;-11,-6;-11,-7;-12,-4;-12,-5;-12,-6;-13,-5   --~array;define;DL;-1,1;-1,2;-1,3;-2,1;-2,2;-2,3;-2,4;-2,5;-2,6;-3,1;-3,2;-3,3;-3,4;-3,5;-3,6;-3,7;-3,8;-3,9;-4,2;-4,3;-4,4;-4,5;-4,6;-4,7;-4,8;-4,9;-4,10;-4,11;-4,12;-5,2;-5,3;-5,4;-5,5;-5,6;-5,7;-5,8;-5,9;-5,10;-5,11;-5,12;-5,13;-6,2;-6,3;-6,4;-6,5;-6,6;-6,7;-6,8;-6,9;-6,10;-6,11;-6,12;-7,3;-7,4;-7,5;-7,6;-7,7;-7,8;-7,9;-7,10;-7,11;-8,3;-8,4;-8,5;-8,6;-8,7;-8,8;-8,9;-8,10;-9,3;-9,4;-9,5;-9,6;-9,7;-9,8;-9,9;-10,4;-10,5;-10,6;-10,7;-10,8;-11,4;-11,5;-11,6;-11,7;-12,4;-12,5;-12,6;-13,5   --/Call the "checkForTokenHits" subroutine. The passed parameter will be the per-space VFX. Leave blank for none.   -->checkForTokenHits[&tokenVFX]   --/The first item in the array will be a blank dummy item, so remove it.   --~array;removeat;tokensHit;0      --/Loop through the tokensHit tokens and roll saves for each one and apply damage   --~tokenidarray;getfirst;tokensHit   --?[&tokenid] -eq ArrayErrorendOutput   --:loopDisplay   --=SaveRoll1d20 + [*[&tokenid]:[&saveType]_save_bonus]  --/Make the Saving Throw, checking whether creature is immune, resistant, or vulnerable. Output Result and Apply Damage.    --/Compare the save roll to the save DC and either apply full or half damage   --?"[*[&tokenid]:npc_immunities]" -inc "[&damageType]"Immune   --?"[*[&tokenid]:npc_resistances]" -inc "[&damageType]"Resistant   --?"[*[&tokenid]:npc_vulnerabilities]" -inc "[&damageType]"Vulnerable   --?[$SaveRoll.Total] -lt @>FailedSave>madeSave   --/Here are various damage applications if the creature is immune, resistant, or vulnerable. In some cases, we will reuse output lines,   --/for example, a resistant creature that fails its save will jump to "madeSave", since that is the correct damage amount. (half), while   --/a vulnerable creature that makes its save will jump to "FailedSave" since that will be normal damage.   --/Output a line, apply damage and add status marker for a failed saving throw    --:FailedSave   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$Damage.Total]   --+[*[&tokenid]:t-name]:Fail [r][$Damage] [&damageType][/r]   --^afterSave      --:Immune   --+[*[&tokenid]:t-name]:Immune [r][$ImmuneDamage] [&damageType][/r]   --^afterSave   --:Resistant   --?[$SaveRoll.Total] -lt @>ResistantFail>ResistantSave   --^afterSave   --/Output a line and apply damage for a successful saving throw for Resistant   --:ResistantSave   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$QuarterDamage.Total]   --+[*[&tokenid]:t-name]:Save (Resistant) [r][$QuarterDamage] [&damageType][/r]   --^afterSave   --/Output a line, apply damage and add status marker for a failed saving throw for Resistant   --:ResistantFail   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$HalfDamage.Total]   --+[*[&tokenid]:t-name]:Fail (Resistant) [r][$HalfDamage] [&damageType][/r]   --^afterSave   --:Vulnerable   --?[$SaveRoll.Total] -lt @>VulnerableFail>VulnerableSave   --^afterSave   --/Output a line for a successful saving throw for Vulnerable   --:VulnerableSave   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$Damage.Total]   --+[*[&tokenid]:t-name]:Save (Vulnerable) [r][$Damage] [&damageType][/r]   --^afterSave   --/Output a line, apply damage and status marker for a failed saving throw for Vulnerable   --:VulnerableFail   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$DoubleDamage.Total]   --+[*[&tokenid]:t-name]:Fail (Vulnerable) [r][$DoubleDamage] [&damageType][/r]   --^afterSave   --/Output a line and apply damage for a successful saving throw   --:madeSave   -->[&damageRoutine][&tokenid];[&hitPointsBar];[$HalfDamage.Total]   --+[*[&tokenid]:t-name]:Save [r][$HalfDamage] [&damageType][/r]      --:afterSave   --~tokenidarray;getnext;tokensHit   --?[&tokenid] -ne ArrayErrorloopDisplay   --/Put a visual effect on impacted tokens   --vtoken[&tokenid] [&tokenVFX]   --~tokenidarray;getnext;inRange   --?[&tokenid] -ne ArrayErrorloopDisplay   --/Add some extra visual effectsa nova-fire at the target, and a beam-fire from source to target   --vbetweentokens@ @ [&lineVFX]   --:endOutput    --X      --:ApplyDamageTokenmodParameters are tokenid;bar#;amount   --@token-mod_ignore-selected _ids [%1%] _set bar[%2%]_value-[%3%]!   --<    --/AlterBars supports relative values for the amount parameter, so we just pass it the value with a "-" in front of it.   --:ApplyDamageAlterbarsParameters are tokenid;bar#;amount   --@alter_target[%1%] _bar[%2%] _amount-[%3%] _shownone   --<   --/Just a dummy routine that doesn't do anything, but it is easier to do it this way than adding logic to see if we are   --/skipping applying damage in the main routine.   --:DontApplyDamage   --<       --:checkForTokenHitsparameter is vfx descriptor   --=baseX[*S:t-left]1 \ 70   --=baseY[*S:t-top]1 \ 70   --~offsetarray;getfirst;?   --:checkTokenLoop   --?"[&offset]" -eq "ArrayError"endCheckForTokenHits   --~splitstring;split;,;[&offset]   --=thisX[$baseX] + [&split1]   --=thisY[$baseY] + [&split2]   --/IF we passed a visual effect specifier in %1%, create a point VFX in the square   --?"X[%1%]X" -ne "XX" [     --=VX[$thisX] * 70 + 35        --=VY[$thisY] * 70 + 35        --vpoint[$VX] [$VY] [%1%]   --]   -->checkTokens[$thisX];[$thisY]   --~offsetarray;getnext;?   --^checkTokenLoop   --:endCheckForTokenHits   --<        --/Reads the variables created by createTokenLookup to find any tokens that occupy a given space.   --:checkTokensx;y   --?"X[&tok[%1%]-[%2%]]X" -ne "XX"[   --~splitstring;split;!;[&tok[%1%]-[%2%]]   --%P1;[$splitCount.Total];1   --=varsplit[&P]   --?"X[&[$var.RollText]]X" -eq "XX"%   --~existsarray;indexof;tokensHit;[&[$var.RollText]]   --?[&exists] -ne ArrayErrorskipAdd   --?[&[$var.RollText]] -eq ArrayErrorskipAdd   --~array;add;tokensHit;[&[$var.RollText]]   --:skipAdd   --%   --<      --/Creates a series of string variables with names like 'tok12-15' which represent the various squares that are   --/occupied by tokens on the page. Handle 1x1, 2x2, and 3x3 tokens by simply adding extra squares in the appropriate   --/pattern around the center point location. The result is that if there are two tokens at 12,15, the tok12-15 string   --/will contain something like "-asln34njfn2nafd!-sdnfklaserfs" (IDs separated by exclamation points) that we can use to   --/quickly evaluate hits by essentially asking "what is in square 12x15" by just reading the variable.   --:createTokenLookup   --~tokenidarray;getfirst;alltokens   --:tokenSetupLoop     --?[&tokenid] -eq ArrayErrorendSetupLoop     --?[&checkLayers] -ninc [*[&tokenid]:t-layer]skipThisToken     --?[*[&tokenid]:t-bar[&hitPointsBar]_value] -le 0skipThisToken     --=tLeft[*[&tokenid]:t-left]1 \ 70   --=tTop[*[&tokenid]:t-top]1 \ 70   --=tWidth[*[&tokenid]:t-width]   --?[$tWidth] -eq 70[      --&tok[$tLeft]-[$tTop]+[&tokenid]!     --/+[*[&tokenid]:character_name]At [$tLeft],[$tTop] : [&tok[$tLeft.Total]-[$tTop.Total]]   --]   --?[$tWidth] -eq 140[      --=NX[$tLeft] + 1     --=NY[$tTop] + 1     --&tok[$tLeft]-[$tTop]+[&tokenid]!     --&tok[$tLeft]-[$NY]+[&tokenid]!     --&tok[$NX]-[$tTop]+[&tokenid]!     --&tok[$NX]-[$NY]+[&tokenid]!   --]   --?[$tWidth] -eq 210[      --=PX[$tLeft]1     --=PY[$tTop]1     --=NX[$tLeft] + 1     --=NY[$tTop] + 1       --&tok[$tLeft]-[$tTop]+[&tokenid]!       --&tok[$PX]-[$PY]+[&tokenid]!     --&tok[$tLeft]-[$PY]+[&tokenid]!     --&tok[$NX]-[$PY]+[&tokenid]!       --&tok[$PX]-[$tTop]+[&tokenid]!     --&tok[$NX]-[$tTop]+[&tokenid]!       --&tok[$PX]-[$NY]+[&tokenid]!       --&tok[$tLeft]-[$NY]+[&tokenid]!       --&tok[$NX]-[$NY]+[&tokenid]!   --]   --:skipThisToken   --~tokenidarray;getnext;alltokens   --^tokenSetupLoop   --:endSetupLoop   --<   --:GetAndCheckSlotInformation     --=SlotLevel[$SpellLevel]     --=SlotsTotal[*S:lvl[$SlotLevel]_slots_total]     --=SlotsExpended[*S:lvl[$SlotLevel]_slots_expended]     --?[$SlotsExpended.Total] -eq 0NoSlotsLeft     --?[$SlotsExpended.Total] -gt [$SlotsTotal.Total]NoSlotsLeft   --<    --:DeductSpellSlot     --=SlotsExpended[$SlotsExpended] -1      --@setattr_charid [*S:character_id] _lvl[$SlotLevel]_slots_expended[$SlotsExpended] _silent     --=SlotsRemaining[$SlotsTotal]1    --<   --:NoSlotsLeft     --+[b][*S:character_name] has no level [$SlotLevel.Total] spell slots available.[/b]   --XNoSlotsLeftStop }}

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