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| from enum import Enum | |
| from struct import * | |
| import base64 | |
| import json | |
| import io | |
| class BinaryStream: | |
| def __init__(self, base_stream): | |
| self.base_stream = base_stream |
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| var snd = { | |
| //buffer | |
| dat: "", | |
| //playback | |
| pos: 0, | |
| stop: 0, | |
| //song data | |
| tickWait: 120, //ms between each tick | |
| startLoop: 0, //start of loop | |
| endLoop: 1, //end of loop |
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| // Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) | |
| // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. | |
| using System; | |
| using System.Collections.Generic; | |
| using System.Threading.Tasks; | |
| using Xenko.Core.Mathematics; | |
| using Xenko.Assets.Presentation.AssetEditors.EntityHierarchyEditor.Game; | |
| using Xenko.Assets.Presentation.AssetEditors.GameEditor; | |
| using Xenko.Assets.Presentation.AssetEditors.GameEditor.Game; |
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| using System.Collections.Generic; | |
| using Xenko.Input; | |
| namespace GREENHOUSEF | |
| { | |
| class GreenOSInput | |
| { | |
| private static Dictionary<Keys, char> keyToChar = new Dictionary<Keys, char>() | |
| { | |
| {Keys.OemTilde , '`'}, |
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| // ==UserScript== | |
| // @name Grand Prix Chart | |
| // @namespace me.xpaw.grandprixchart | |
| // @version 0.6 | |
| // @match https://store.steampowered.com/grandprix* | |
| // @grant GM_xmlhttpRequest | |
| // @grant unsafeWindow | |
| // @require https://cdnjs.cloudflare.com/ajax/libs/highcharts/7.1.2/highstock.js | |
| // @run-at document-end | |
| // ==/UserScript== |
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| Calculating quantity: | |
| For each child, a range from min to max (max is exclusive, so if min is 1 and max is 3, the range would be 1 or 2) will be chosen. This means for a min of 1 and max of 3, that each child will have a chance of dropping 1 to 2 minerals. There is also chance, which dictates whether or not the resources will drop. The game uses FairRandomizer which is different as it is dictated by previous drops (so you don't get too many or too few.) However I will stick with a normal randomization here. Possible chance is the actual range of what you can possibly get. Probably chance is both values multiplied by the chance, so that if you only got (say for a chance = 0.35) got 35% of those values, then you would get the probable range (these are rounded the nearest whole value.) | |
| DrillableCopper - | |
| minResources = 1 | |
| maxResources = 3 | |
| chance = 1 | |
| techType = 7 | |
| chance = 1 | |
| childrenCount = 8 |