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mkdir temp | |
cd temp | |
mkdir deploy | |
echo "Contents of the build file!" > deploy/resources.build.php | |
ln -s deploy/resources.build.php deploy/resources.php | |
cat deploy/resources.php | |
echo "That cat should work, but it doesn't, how the flip do people create symlinks in subdirectories then? So weird." |
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<?php | |
// Recursively determine the max | |
// Does not handle badly formed input | |
// Not yet optimized for performance | |
function my_max( $data ) { | |
$max = null; | |
foreach($data as $elem){ | |
$new_max = is_array($elem)? my_max($elem) : $elem; | |
$max = $new_max > $max? $new_max : $max; |
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<?php | |
// Recursively determine the max | |
// Does not handle badly formed input | |
// Not yet optimized for performance | |
function my_max( $data ) { | |
if(is_int($data)){ | |
return $data; // end of the line, just return the int | |
} | |
$max = null; |
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var myTeam = this.team; | |
var eSoldiers = []; | |
var itemUpdateDelay = 0.5; | |
var itemTimer = 0; | |
var soldiersCount = 0; | |
var goldStormCD = 0; | |
var firstBlast = true; | |
var initiate = false; | |
var atkType = 2; | |
var manaBlastCD = this.now(); |
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RRrrandom gist test! |
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How do I shot webs? | |
void function afunctionzors(){ | |
sprintf("pie"); | |
} |
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} else if ($victom == "Group of Theives") { | |
$turn_cost = 1; | |
if (getcounter($username) <5) { | |
echo "A group of theives is waiting for you. They seem to be angered by your attacks on their Theif brethren." | |
$Group_attack= rand(200, 500) | |
if (!subtracthealth($username, $Group_attack) |
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<?php | |
} else if ($victom == "Thief") { // You only get ganged up on by the thieves if you're already trying to attack the theif. | |
// Check the counter to see whether they've attacked a thief multiple times in a row. | |
if(SESSION::get('counter')){ | |
$counter = SESSION::get('counter'); | |
} else { | |
$counter = 1; | |
} | |
$counter = $counter + 1; |
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public $includes = array( | |
"list" => array( | |
"desc" => "List of images and image detail"), | |
"toplevel" => array( | |
"desc" => "List of top-level categories only", | |
"fixed" => array( | |
"action" => "toplevel")), | |
"nestedlevels" => array( | |
"desc" => "List of all category depths", | |
"default" => array( |
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Experience System Goals: | |
Disincentivize spamming by rewarding risk | |
(i.e. winning against a single strong target should be more rewarding than winning against the equivalent hp of many weak targets) | |
(and actually taking damage should be more rewarding than taking no damage) | |
Reward tactics, better damage with the same tools, more than spamming. | |
(e.g. rewards for a kill instead of just a hit and run) | |
(and more experience for damage done) | |
(and eventually additive use of effects like poison) | |
Reward difficulty |
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