Compatible with 6.2 or higher. Assign tasks to members to complete each day and give them a cash bonus. Admin can assign tasks like PTC ads, Video ads, Points, Offerwall completes, forum posts, *clixgrid clicks and *traffic exchange views.
(*) It is available if you have those addons.
Is there any Demo of backend with plugin and rest setting to view if Scrit working bug free after decoding mostly after decoding scrit have bug what about yours kindly let us know if there is demo backend and front same script and plugin
Disclaimer:
This is the first mod I upload. It works fine for me without crashes, but chances are I don't know what I'm doing and something is broken when you play on different settings than mine. Also I'm not 100% sure I put all the needed files in the mod.
This version of BHS is based on the 1.6.7 version from bvcx
( -anomaly/addons/body-health-system-16x-test).
That in turn is based on Groks Body Health System Redux, whis is based on Favkis_Nexerade's Body Health System. I also included the excellent "Fillable Canteens" mod from HarukaSai, because akvatabs now don't do anything else than that
( -anomaly/addons/fillable-canteens).
So most of the content here was not done by me, I merely expanded upon their work. If I left anyone out that needs to be aknowledged here, my sincere apologies. Please write in the comments, I will add them to the list of sources.
As for me: you can use my work however you like. It would be nice if you aknowledged me, but I will not be angry if you forget.
Compatibility:
Does not need a new game. However, some items will disappear from a vendors inventory until the vendor has restocked (All the items where I changed the number of uses. Bandages for example.).
Has about the same compatibility as Groks BHS, but I also edited actor_effects.script and actor_status.script.
- Food and drink tweaks.
Changed some not very logical values to make more sense. Canned corn gives a bit of hydration, beer as well, these kind of things. The biggest change is that water is just water now. It does not give calories. It only removes a tiny bit of radiation, much less than before. It is also a lot cheaper. This was necessary because of the included "Fillable canteen" mod, where you can get the basic water by filling up an empty bottle with swamp water and then boil it. It was just too immersion breaking for me if boiled swamp water could remove that much radiation from your body, and also feed you. Description text adjusted accordingly.
And since I am editing food and drinks, I might as well edit cooking. Made the cooking devices lighter, and they are permanent now (don't get used up). The army kettle is now light enough that I don't mind to carry it around all the time.
I was also tired of looking at the food options and calculating which offered the best value for the money. I adjusted the prices based on a simple formula: price is calories x2. A bit cheaper if the food is unhealthy or weighs a lot for it's calories (bread, canned tomatoes). More expensive if it is light (MRE) or otherwise special (chocolate). This change is not about immersion but about balance. Cheap food is heavy, expensive food is light. Prices don't vary *that* much, buy what you feel like.
I also changed the protein bar to a three use item in an effort to balance it's use in crafting. Overhaul of crafting is not finished yet though.
ToDo list. Things that I wanted to do but did not have the knowledge or time for yet.
- Update to Grok's BHS 2.0 as base. Took me long enough to get this out, will do it when I find the time.
- Consumables that cause damage on consumption randomly damage a body part (morphine for example). If they damage the head and the damage is high enough, this will trigger a concussion, which makes no sense. This needs to be redirected to always damage the body. Since I could not fix that, I reduced the damages to below default concussion trigger level. If you lower the concussion trigger level in mcm, beware of the consequences.
- Improve influence of painkillers on actor effects. I barely know anything about how actor effects work. Someone with more knowledge could do a lot here. The code already has a variable to test if a painkiller is active. I tried to do something like that in actor_effects.script in "function Update_Impact(actor)", using this variable. It does not do what I had hoped, but I tried.
- Add effect that outfit bleed upgrades speed up body part healing like bleed artifacts do.
- Russian translation. I don't speak any russian, so I would need help with that.
1.6.1:
Food Drugs and Animations + Grok's or Nav's Masks Patch (HUD is not hidden while drinking / etc with FDDA).
Introduction of a new rework of debuffs based on limb health, courtesy of xcvb, real big brain, and balanced by yours trully.
- When Arms loose a certain amount of HP, your view while aiming down sight starts to sway. The heavier the weapon and the less health your arms have, the bigger the sway.
- When your Legs are damaged below a certain threshold, you start limping. You can still run. However running and sprinting speeds are reduced. Moreover, running will occasionnaly cause extreme pain and health loss (sounds from Desman voice pack included).
Reorganisation of the archive folder.
Removal of the damaging property of most healing items (stims notably). Cocain is still hurting you, don't do drugs.
Drugs post-heals rebalance.
Drugs description update, removing some misleading debuffs and updating the new post-heals values.
BHS evolution 1.04:
Added MCM option to turn off painkiller effect grain shader.
Added MCM option to make the bandage not act as a splint and not heal body parts. Instead, the tourniquet acts as a splint and fixes broken limbs. NOTICE: If you change this option, you need to exit the game and reload for this to take effect. Also, the item text does not change, as this is a quick and dirty implementation.
wow just one cat bite can broke your leg? are you playing with some other addons that edits damages or maybe you're playing with protection set to poor? have you considered to lower the bhs script damage values a bit?
My changes to the actor_effects.script are not integral to the mod working. It's just some effects of the painkillers. The main thing that is in there is active painkillers preventing you from dropping your weapon.
I'm new at scripting, but I thought it would be handy to have a script that would change the extensions of selected files in Finder. I run this script from an automator service so that batch changing extensions in Finder is always just a right click away.
So far, it has worked as I expect, but since this is one of my first scripts, my question is: is there a cleaner way to obtain this functionality? Can anyone point out a case I haven't thought of in which this would fail?
I updated the script to handle the failed test case (sort of, at the users discretion). Previously, when I ran it on file names with multiple points and no pre-existing extension, text in the filename following the last point would be lost. As a workaround, I added a button to the dialog that forces the new extension to be appended to the full filename. This mode could be useful if you want to keep a record of the previous extension in the filename as well.
The first version of Plug'n Script came out in 2014 and though it was unable to generate any standalone plugins, it's core functionality stays the same up to this day. It was a plugin that could load scripts written in AngelScript, and these scripts could process audio or MIDI.
Plug'n Script comes with dozen of ready-to-run scripts, that are extremely helpful: just open the code, modify and learn. You don't have to search on forums, try code that is not working: here everything is working "out of the box" (though the examples are mostly very basic).
Also because AngelScript is compiled on the fly, you can write your script on Windows and it will run on Mac without any changes! The drawback of using AngelScript is the performance, which is approximately 5 times slower, than the native C++ code. It makes difference for plugins that do intensive processing and are supposed to be used many times inside one project. But if you write mostly MIDI-processing plugins or some basic audio processing then AngelScript speed is perfectly fine.
The other important thing is that you can relax about the user interface: GUI is generated automatically depending on the parameters you add in your DSP script. Or if you want, you can customize it, even write your own GUI from scratch.
Plug'n Script version 2 came out in 2015 and brought a significant improvement: now you can write your DSP code using C++ as well, so it runs as fast as regular plugins. It's still much easier to use AngelScript for prototyping, but when your script is ready, you can rather quickly port it to C++ using the same API as for AngelScript. (Of course, you'll need Visual Studio or XCode for compiling your code, and you have to do it separately for Windows and Mac). Also, C++ lets you use other libraries and all the benefits of C++.
I noticed there is no syntax for subscript and supscript. I know StackOverflow allows HTML tags and for that but a native support could be nice in this format to avoid again conflicts. I know one French website which uses the syntax 1^st^ for 1st and H2O for H2O.
Eventually you might get to the point where guys who want to use LaTeX notation want to interact with guys who prefer a lightweight extension that only supports subscripts and superscripts on the same (Discourse or like) web site. The only way that works is if each posting is tagged with what extensions it uses.
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