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using UnityEngine; | |
using System.IO; | |
using System.Text; | |
using System.Collections.Generic; | |
using System; | |
using Object = UnityEngine.Object; | |
using Debug = UnityEngine.Debug; | |
using System.Threading.Tasks; | |
using UnityEngine.Events; |
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// By: Christopher Buchholz | |
// with heavy copying from, I mean use of as a Pattern, TokenMod | |
var ChangeTokenImg = ChangeTokenImg || (function() { | |
'use strict'; | |
var version = '0.1.32', | |
lastUpdate = 1509192678, | |
observers = { | |
tokenChange: [] |
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// This script will block tokens from going through "windows", | |
// or other transparent obstacles but allow sight through them. | |
// Will work for any paths drawn, even freehand and circles. | |
// (Circle/oval detection accuracy is reduced to save on processing time, | |
// because it's WAY harder to determine the intersect of an elipsoid vs. | |
// a line rather than line segments vs. a line. For better accuracy on curves, | |
// draw it freehand. Excessive use of this might cause slow performance) | |
// Default color for detecting the window path is yellow (#ffff00) | |
// You may change this color in the config below |
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/* ************ Splen's Easy Doors and Stairs ***************** | |
* AUTOTELEPORTING: This feature allows you to place a token on | |
one square (for example stairs) and it will auto move a token | |
to the linked location and back again should you choose. | |
* Linked locations need to be tokens placed on the GMLayer. | |
* Naming conventions: | |
* ex: Two way doors: XXXXXXX02A, XXXXXXXX02B | |
In this example, "2" refers to the amount of stops. | |
This number must always match the total amount of |
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//Make this number larger to slow the script down and prevent overheats. | |
public const int SlownessLevel = 2; | |
// Use this tag to identify LCDs managed by this script | |
// Name filtering rules can be used here so you can use even G:Group or T:[My LCD] | |
public string LCD_TAG = "T:[LCD]"; | |
// How many lines to scroll per step | |
public const int SCROLL_LINES_PER_STEP = 1; |
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//For use with the Frontier Economy mod | |
// | |
//You'll need a grid that collects the prices of all the shops on the server. I recommend | |
//Network LCDs for this job. One shop per LCD is ideal. Doesn't matter if the prices don't all fit | |
//on screen. You should hide these ugly things out of sight anyway. | |
// | |
//On each screen, put [PRICES] in the name. Should then look like [Economy] [PRICES] | |
// | |
//Create an LCD with [Routes] in the name. That's it! This script will do the rest. | |
//It's a bit heavy on calculations so consider putting it on a timer block. See line 15. |
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// SET CONFIG FIRST, THEN CHANGE "RUN" TO TRUE | |
// Create a button to roll HP for a selected NPC token. Requires TokenMod | |
var doHP = false, | |
// If you're done with all the config, set this to true and save the script. | |
// Be careful and make sure you're 100 percent ready. This script is going | |
// to make macro buttons for EVERY CHARACTER YOU HAVE. It will take a moment. | |
// These actions are not easily undone. Consider copying your campaign | |
// to test it first. |
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var SplenectomY = SplenectomY || {}; | |
SplenectomY.planets = SplenectomY.planets || {}; | |
////////////////////////////////////////////////// | |
//HERES THE CONFIG. SAVE AND RESTART UPON CHANGING. | |
SplenectomY.planets.clockwise = false; | |
////////////////////////////////////////////////// | |
////////////////////////////////////////////////// |
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var SplenectomY = SplenectomY || {}; | |
SplenectomY.planets = SplenectomY.planets || {}; | |
////////////////////////////////////////////////// | |
//HERES THE CONFIG. SAVE AND RESTART UPON CHANGING. | |
SplenectomY.planets.clockwise = false; | |
////////////////////////////////////////////////// | |
////////////////////////////////////////////////// |
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state.SplenectomY = state.SplenectomY || {}; | |
state.SplenectomY.inventory = state.SplenectomY.inventory || {}; | |
state.SplenectomY.inventory.pageID = state.SplenectomY.inventory.pageID || {}; | |
state.SplenectomY.players = state.SplenectomY.players || {}; | |
state.SplenectomY.inventory.currentCaller = state.SplenectomY.inventory.currentCaller || {}; | |
state.SplenectomY.inventory.currentCallerid = state.SplenectomY.inventory.currentCallerid || {}; |
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