over endlessly, or something equally abusable. mppromptUsage: mpprompt [pc name] [variable] [prompt string]This command blocks the current coffeemud thread and waits for the player character denoted by the pc name variable to enter either a string value. This command will then store the value in a variable of the given name under the pc name's context. If the pc name variable does not denote an online player, this command is skipped. ** WARNING ** This command BLOCKS its current thread. It is therefore NOT appropriate to use this command off any trigger that operates off a tick thread, such as ONCE_PROG (unless executed during Character Creation), TIME_PROG, or similar triggers. It is OK to trigger this off an event trigger, such as GREET_PROG, EXECMSG_PROG and others, so long as you are certain the trigger leading to this prompt came from a command entered by a player-user (as opposed to a MOB generated event, which ultimate comes from tick threads). In short, BE CAREFUL! EXAMPLES: mpprompt $n MYVALUE 'Why are you smiling?' mpechoat $n You said $<$n MYVALUE>. mppurgeUsage: mppurge [argument] This command destroys the argument item or mob. This argument can be a mob keyword, item keyword, character variable, or the keyword self. You can also make this command more safe by preceding an item purge with the keyword room to specify only items on the ground, or the keyword my to specify only items in the scripted mobs inventory. If you are going to have a mob mppurge itself, it must be the last command the mob does, or bad things will happen. Also, never ever mppurge oneself as part of a death_prog. This is a very useful command. With it you can destroy charmed mobs, switch portals and the like, and clear out mobs and objects you may have loaded. EXAMPLES: mppurge portalone SPECIAL NOTES: It is a good idea to have unique keywords for mobs and items you are sure you are going to be mppurging. That way there is no mistake what you are trying to mppurge. Also, you should avoid mppurging players, as it basically causes them to be ejected from the game. Use this command for mobs that set up special quests and then go away, so each zone reset you'll have a fresh zone for adventurers to pillage. mpputUsage: mpput [item code] [container code]/NONE This command can be used to put an item into a container, remove an item from a container (using the NONE container), move an item between owners, mount a wagon to a horse, or mount a player on a horse. EXAMPLES: mpput $i 'the horse' mpqsetUsage: mpqset [questname] [variable] [value] This command is used to set one of the internal quest variables. These variables can be one of the standard Quest settings, such as: "CLASS", "NAME", "DURATION", "EXPIRATION","WAIT", "MINPLAYERS", "REMAINING", "PLAYERMASK", "RUNLEVEL", "DATE", "MUDDAY", or "INTERVAL". More commonly though, they are user-defined variables which are only available for the duration of the quest, and reset each time the quest is started. Questname may be the name of a quest, or it may be * if this Scriptable object was assigned by a Quest. These variables can be read with the QVAR function. MPQSET also supports a special Scriptable-only variable called QUESTOBJ. Set this variable to an object created with mpmload fromfile or mpoload fromfile to ensure that the quest will clean up the item or mob when the quest ends. You can also set a Scriptable-only variable called STATISTICS to either ACCEPTED, SUCCESS, or FAILED to help CoffeeMud keep tabs on your quests. EXAMPLES: mpqset 'myquest' 'myspecialquestvariable' $n mpquestpointsUsage: mpquestpoints [target] [amount] This command sets the mobs number of quest points to the given number, or adjusts their existing quest points by an amount upwards or downloads depending on syntax. A number alone will change their existing number of quest points to the given number. The ++ syntax followed by a number will raise their amount by the given number. The -- syntax followed by a number will lower their amount by the given number. This is a useful command to use to award players for completing in zone quests, etc. that you have set up. It is best when you reward a player using this command that you alsogive some sort of message to the player about why they are receiving the award. EXAMPLES: mpquestpoints $n 0 SPECIAL NOTES: Be careful with this command. You don't want to give out awards for every little thing characters do, nor do you want to give large awards for menial tasks. You also will, of course, not want to make it so a mob can accidentally give the same award over and over endlessly, or something equally abusable. mpquestwinUsage: mpquestwin [mob name] [quest name] This command declares the given mob as the winner of the quest of the given name. This makes the mob available to the QUESTWINNER function. This command is absolutely necessary to ensuring that players do not repeatedly win the same quests over and over again. If the Scriptable behavior was granted as part of a Quest, then * may be substituted for the questname. EXAMPLES: mpquestwin $n smurfocide mprejuvUsage: mprejuv area This command allows you to force the system to restore dead mobs, missing rejuvenating items, or both from an area or a room. The keywords area and room will refer to the scripted objects current area and room. Otherwise, the name of the area, or the full roomID can be specified. Mobs and items will only be restored if their REJUV property has been set properly. Therefore, this commands primary purpose is to speed up something which will happen eventually anyway. EXAMPLES: mprejuv area SPECIAL NOTES: This is a quick and useful command when scripting special events that require a room or areas default mobs or items to be present. mpresetUsage: mpreset area This command allows you to force the system to reload an area or a room from the database. The keywords area and room will refer to the scripted objects current area and room. Otherwise, the name of the area, or the full roomID can be specified. It also allows you to reset the durability of an item and remove it from any container. For mobs, this will reset the targets hit points, mana, and movement back to maximum, assuming they are alive and targetable. EXAMPLES: mpreset area SPECIAL NOTES: Be very careful with this command when dealing with players in the area. It will end their combat, clean up items in the rooms they are in, and otherwise freeze them up while the reset process completes. This process can be time consuming for large areas, so take that into consideration. mprpexpUsage: mprpexp [target] [exp amount] This command gives an amount of Role Play experience to the target, or a percentage of the experience they need to the next level. This is a useful command to use to award players for doing special in character things. If you want to award more experience than the capped amount, you can have the mob give several experience awards in a row. It is best when you award an experience award to give some sort of message to the player about why they are receiving the award. EXAMPLES: mprpexp $n 500SPECIAL NOTES: Players can level off of these experience awards. Be careful with this command. You don't want to give out awards for every little thing characters do. mpsavevarUsage: mpsavevar [mob name] [variable name] This command saves a variable to the database using the given parameters. This will ensure that the variable, if reloaded later using mploadvar, survives reboots, resets, and other catastrophes. The variable specified must be one created by the MPSETVAR command. The mob name can for a variable can be a literal name string or a code like $n or $i. The mob name can also be *, which will save the value of every existing variable of the given variable name. Likewise, the variable name can also be *, which will save the value of every existing variable for the given mob. EXAMPLES: mpsavevar $n KILLS mpscriptUsage: mpscript [target] [optional flags] [scriptable script] This command appends a new Scriptable script to the given target. Unlike using mpbehav to add the Scriptable behavior, this command can be used to add more than one unrelated script to the target, and gives some finer controls making this command more suitable for building personal quests. The target can for a variable can be a literal name string or a code like $n or $i, $o, $p, $0, etc. The optional flags include the following: DELETE to delete a previously added script, SAVABLE, to make the script a permanent database savable feature of the target (default is not savable), GLOBAL, to force the script to use the global script variables scope, INDIVIDUAL to force the script to use its very own local variable scope (which will then case those variables to be saved along with the target), and EXECUTE to force the script to execute its ONCE_PROG, and then be immediately removed from the target. The scriptable script is exactly like the parameters found for the behavior Scriptable. See AHELP SCRIPTABLE for more information on how to specify a script. EXAMPLES: mpscript $n SAVABLE LOAD=progs/myquestscript.quest mpsetUsage: mpset [target] [variable] [value] This powerful command lets you change all kinds of aspects of the target mob or item or whatever. This command differentiates between generic and standard items and mobs. Standard items and mobs do not have as many changeable properties as generic items do. For the maximum range of available variables, use mpgset. Valid variable names are identical to those listed under mpgset. Please see that command above for a list of valid variables. Whenever a value of ++ is given for any stat, it will increment that stats value by 1. A value of -- will decrement by one. EXAMPLES: mpset $n CHARISMA 10 SPECIAL NOTES: Be very careful with this command when dealing with players. If used poorly it can cause bad things to happen to them, so make sure you have good checks to ensure they get affected correctly and fairly. mpsetclanUsage: mpsetclan [target] [clan] [role] This command allows you to add or remove the target to/from the given clan. A role of -1 will remove the target from the clan. A valid clan role will add them. EXAMPLES: mpsetclan $i 'Groovy Clan' 0 mpsetclandataUsage: mpsetclandata [clan] [variable] [value] This powerful command lets you change several aspects of the given clan based on the given variable. The clan code may be either a mob code to denote that mobs clan, or a clan name. Valid variables for setting are: ACCEPTANCE, DONATEROOM, EXP, GOVT, MORGUE, POLITICS, PREMISE, RECALL, STATUS, TAXES, TROPHIES, TYPE, AREAS, MEMBERLIST, TOPMEMBER, CLANLEVEL, CATEGORY, RIVALROUS,MINMEMBERS, CLANCHARCLASS, NAME EXAMPLES: mpsetclandata 'Groovy Clan' EXP 0 SPECIAL NOTES: Be very careful with this command, to ensure no damage is done to clan records. mpsetinternalUsage: mpsetinternal [variable] [value] This command is used to set one of the internal scripting engine variables. The variables included, and their meaning, is as follows:
mpsetvarUsage: mpsetvar [mob name] [variable name] [value] This command creates a variable for a mob or player and stores a value in it. You can mpsetvar any name that you choose to, and the value can be a specific text string, an integer, or an expanded character variable. The value can even be mathematical expression as shown above. The starting value of the variable will be affected by the expression given instead of merely set to it. The mob name can be a literal name string or a code like $n or $i. The mob name can also be *, which will change the value of every existing variable of the given variable name. Likewise, the variable name can also be *, which will change the value of every existing variable for the given mob. A value is normally required, but not giving a value removes that variable from memory, so if you want a variable to remain in memory so as to be accessible to * syntax, you will need to include some value. For quests, this command has special considerations. First, it is impacted by the variable Scope that was assigned to the script. The scope can be global (the default), individual, which means the variables are inaccessible outside of each instance of the script, or a named scope, where all scripts with the same scope name can access each others variables. There is also the special case that player scripts, even those with individual scopes, can have their variables that were assigned to the players name accessed from outside scripts, so long as they share the same quest origin. This last is useful when special player progress variables are stored in the players script, and need to be accessed by global scripts. EXAMPLES: mpsetvar $i bugcount 1 SPECIAL NOTES: Variables rock. You can do almost anything you ever wanted to do once you get the hang of them. mpslayUsage: mslay [victim] This command kills the victim dead. EXAMPLES: mpslay $n mpspeakUsage: mpspeak [target] [language name] This command will force the target mob to speak the given language, even if they don't know it. Simple. EXAMPLES: mpspeak $n Elvish mpstartquestUsage: mpstartquest [quest name] This command causes the given Quest name to start running. If the Quest is already running, nothing will happen. This command is useful for having scripted mobs start quests for you. If the Scriptable behavior was granted as part of a Quest, then * may be substituted for the questname. EXAMPLES: mpstartquest smurfocide mpstopUsage: mpstop [target] This command forces the target to stop fighting. If the target happens to be in the middle of working with a common skill, it will stop that too.  EXAMPLES: mpstop $n mptattooUsage: mptattoo [target] (-)[tattoo name] This command grants or removes from the target a tattoo of the given name. This is useful for permanently flagging players in some way which can be checked and acted on elsewhere, for instance using the HASTATTOO function. The tattoo must begin with the character - to denote removal. When adding new tattoos, you can prefix the name with a number to create a temporary tattoo that disappears in the given number of ticks. EXAMPLES: mptattoo $n smurfkiller mptitleUsage: mptitle [target] (-)[title string] This command grants or removes from the target a title given. Title strings are are name replacements for player mobs in which any * character in the string is replaced with the players name. The player uses the TITLE command to select which of any granted titles they may use. This command is completely case sensitive. EXAMPLES: mptitle $n '*, slayer of smurfs' mptracktoUsage: mptrackto [mob name] This command causes the mob to begin walking towards the given target. If there are doors in his way, he will open them. If they are locked, he will unlock them. If there are no-mob areas in the way, he will walk through them. Nothing short of combat will stop him from getting to the target room. This command is identical to the mpwalkto command, except that this command will allow paths through the air or water if those paths are shorter. This command should never be chosen over mpwalkto, unless the tracking mob is a fish or a bird. EXAMPLES: mptrackto the master guildsmith mptrainsUsage: mptrains [target] [amount] This command sets the mobs number of training sessions to the given number, or adjusts their existing training sessions by an amount upwards or downloads depending on syntax. A number alone will change their existing number of training sessions to the given number. The ++ syntax followed by a number will raise their amount by the given number. The -- syntax followed by a number will lower their amount by the given number. This is a useful command to use to award players for completing in zone quests, etc. that you have set up. It is best when you reward a player using this command that you alsogive some sort of message to the player about why they are receiving the award. EXAMPLES: mptrains $n 0SPECIAL NOTES: Be careful with this command. You don't want to give out awards for every little thing characters do, nor do you want to give large awards for menial tasks. You also will, of course, not want to make it so a mob can accidentally give the same award over and over endlessly, or something equally abusable. mptransferUsage: mptransfer [victim] [destination] This command sends the victim to a designated destination. The victim can be either a mob keyword or a character variable. The destination can be a full room id, room number from the current area, room name, room description, a mob keyword, or a character variable. If you need to be need to find mobile mobs or items, you can include the mob or item name, followed by @ followed by a room id or area name. If there is no destination given, the mob transfers the victim to the same room that it is in. There is no message given to this command, so if you want there to be one, you need to include an mpecho in your mobprog. This command is a good way to move players around your zone or into other zones. EXAMPLES: mptransfer $n myarea#10049 SPECIAL NOTES: You need to be careful with this command. First of all, you should never transfer a character variable that is a mob. Why not? Because you may actually end up transferring a different mob entirely with a keyword that is the same. You can mptransfer mobs if they have unique keywords. Also, be sure to be careful about mptransfering mobs to players. If a player recalls or dies, you will end up transferring a mob into town. mpunaffectUsage: mpunaffect [target] [affect id] This command dispels the given affect from the target. If no affect name is given, or ALL is given, then all non-permanent affects will be removed. Any affects listed by name will always be removed, even if they are permanent. You should check out the list of skills, spells, and properties for a list of valid ids to give. EXAMPLES: mpunaffect $n mpunbehaveUsage: mpunbehave [behavior id] [target] This command removes the given behavior from the target. You should check out the list behaviors by entering LIST BEHAVIORS on the command line. EXAMPLES: mpunbehave Mobile $n mpunhideUsage: mpunhide [target] This command reverses the affects of mphide, making the target (possibly) visible again. EXAMPLES: mpunhide $n mpunlinkUsage: mpunlink [direction]This command allows an exit created using the MPLINK command to be removed and destroyed. EXAMPLE: mpunlink UPmpunloadscriptUsage: mpunloadscript [file name]This command accepts only the name of a Scriptable script file that has already been loaded from the filesystem by a Scriptable behavior and parsed for processing. The parameter MUST resolve to a valid file in your CoffeeMud file system, and is usually the result of putting a LOAD=<filename> parameter on a Scriptable behavior. Remember that, since this is a Scriptable filename, that /resources/ is implied. The purpose of this command is to allow the script writer to de-cache his scripts automatically for cases where scripts are being dynamically built, so that they can be re-read and re-processed by the CoffeeMud Scripting Engine. EXAMPLES: mpunloadscript progs/myscript.scriptmpunlockUsage: mpunlock [target] This command unlocks the given container or exit. This command has no effect if the target does not have a lid, does not have a lock, or is already unlocked or open. No key is required. EXAMPLES: mpunlock $xN mpwhileUsage: mpwhile ([condition]) [command] This command repeatedly executes the given command, so long as the given condition remains true. This is the only mechanism for looping in Scripts, so it should be used carefully, although a safeguard is in place to prevent an mpwhile loop from ever running longer than 4 seconds. The [condition] must be enclosed in parenthesis, and is subject to the same rules listed under the IF command above. Since only one command parameter is allowed, it is necessary for you to use MPCALLFUNC and FUNCTION_PROG in order to execute more than one command during a loop cycle. EXAMPLES: mpwhile (VAR($n bittlock < 1)) MPCALLFUNC myprogram $<$n bittlock> mpwalktoUsage: mpwalkto [mob name] This command causes the mob to begin walking towards the given target. If there are doors in his way, he will open them. If they are locked, he will unlock them. If there are no-mob areas in the way, he will walk through them. Nothing short of combat will stop him from getting to the target room. This command is identical to the mptrackto command, except that this command only finds land-surface paths, ignoring possible paths through the air or over water. This command should always be used instead of mptrackto, unless the tracking mob is a fish or a bird. EXAMPLES: mpwalkto the master guildsmith returnUsage: return ([string]) This command causes the current script block to immediately cease executing. If this statement is used inside of a FUNCTION_PROG triggered script, it will return a value from the function. This value can be accessed only if the FUNCTION_PROG was called using the CALLFUNC scripting function (see below). EXAMPLES: return Scripting FunctionsFunctions are what make your IF checks work. They can be fairly simple, and they can be massively complicated. There are quite a few of them, but knowing how and where to use them is rewarding if you want to have truly unique and intelligent scripts. Logical OperatorsThese operators are found in many of the functions below. Here are their meanings: == This operator means ‘equal to' affectedUsage: affected(character spellid) This checks whether the character is under the effects of the given spell. The spellid must be the full Java name of the spell, skill, prayer, property, chant, or whatever. EXAMPLE: if affected($n Spell_Sleep) areapcUsage: areapc(number keywords) This infrequently used function checks whether the numberth pc in the same area with the scripted monster/item has keywords in its name. EXAMPLE: if areapc(1 joe) or areapc($g.1 joe) baseclassUsage: baseclass(character == baseclassname) This checks whether the character is a class which is part of the given baseclass. Where '==' may be another logical operator from above. Valid baseclasses include Archon, Artisan, Fighter, Druid, Mage, Cleric, Thief, or Bard. EXAMPLE: if baseclass($n == Archon) canhearUsage: canhear(chaaracter soundmaker)This checks whether the
character can hear sounds made by the second argument. EXAMPLE: if canhear($n 'the boombox')mpecho The actor triggering me can hear the boombox else mpecho The actor triggering me can not hear the boombox endif canseeUsage: cansee(chaaracter object)This checks whether the
character can see the second argument. EXAMPLE: if cansee($n $1)mpecho The actor triggering me can see me else mpecho The actor triggering me can not see me endif callfuncUsage: callfunc(myfunctionname parm1 parm2...parmn) This function, similar to the MPCALLFUNC statement above, will cause the script block with the trigger type FUNCTION_PROG and the given name to execute. The parameters passed into the callfunc can be referenced using the $g and $G codes. See the MPCALLFUNC statement above for more information on creating functions. The callfunc function returns true ONLY if the FUNCTION_PROG includes a RETURN statement that includes a non-empty string parameter which is not CANCEL. EXAMPLE: function_prog myfunc clanUsage: clan(character == clanname) This checks the name of the prominent rivalrous clan of the character variable. Where '==' may be ==, != to check the prominent clan, or "in" or "notin" to check membership in a clan. EXAMPLE: if clan($n in 'The Unholy Goobers') clandataUsage: clandata(clan variable == value) This checks the value of a piece of datum about the given clan. The clan parameter may be either a mob to denote the mobs clan, or a clan name. Where variable should be one of the following ACCEPTANCE, DETAIL, DONATEROOM, EXP, GOVT, MORGUE, POLITICS, PREMISE, RECALL, SIZE, STATUS, TAXES, TROPHIES, TYPE, AREAS, MEMBERLIST, TOPMEMBER, CLANLEVEL, CATEGORY, RIVALROUS,MINMEMBERS, CLANCHARCLASS, NAME or TOPMEMBER. Where '==' may be another logical operator from above. The value may be any numeric, string, or literal. EXAMPLE: if clandata($n SIZE <= 1) clanrankUsage: clanrank(character == integer) This checks the rank of the character in their prominent rivalrous clan. Where '==' may be another logical operator from above. Valid values include: APPLICANT=0, MEMBER=1, STAFF=2, ENCHANTER=3, TREASURER=4, LEADER=5, BOSS=6 EXAMPLE: if clanrank($n == 0) clanqualifiesUsage: clanqualifies(character clanname) This checks the given character to see if they qualify to be a new member of the given clan. EXAMPLE: if clanqualifies($n 'MyClan') classUsage: class(character == classname) This checks the class of the character variable. For players, this is their class, or in the case of a multi-classed character, the class they multied into. For disguised characters, this is the class they appear to be. Where '==' may be another logical operator from above. EXAMPLE: if class($n == Gaian) currencyUsage: currency(character == currencyname) This compares the player character or coin item native currency to the string. The '==' may also be '!='. EXAMPLE: if currency($n == 'COPPER') datetimeUsage: datetime(type == value)This evaluates the time, day, month, or year. Use one of those words as the type (time, day, month, or year). Where '==' may be any other logical operator from above. EXAMPLE: if datetime(time < 4) deityUsage: deity(character == deityname) This checks the name of the deity of the character variable. Where '==' may be another logical operator from above. EXAMPLE: if deity($n == 'Gothon') evalUsage: eval(expression == expression) This powerful function compares the first expression to the second expression. Expressions may be codes, literal strings, or literal numbers. This function also allows you to compare variables. Where '==' may be any other logical operator from above. This is an extremely powerful function that can, if used properly, take care of all of the evaluation needs which other functions do not provide. Examine carefully the section on codes above to see all the different things you can evaluate. EXAMPLE: if eval($n == an orc) or eval('$<$i VAR>' != 7) expUsage: exp(character > amount)This evaluates the total amount of experience that the character variable has earned. Where '==' may be any other logical operator from above. EXAMPLE: if exp($n < 10000) mpecho The actor has less than 10000 experience else mpecho The actor has 10000 experience endifexpertiseUsage: expertise(character abilityid expertiseflag == number) This function compares
the expertise for the given character, ability id, and expertise
flag to the number given. The '==' may also be any
of the logical operators from above. A character is list $n, $i,
the name of a monster, etc. The ability id can be
obtained by doing LIST ABILITIES on the command line, and is the
internal name of a skill. The expertiseflag is one of:
X1, X2, X3, X4, X5,
LEVEL, TIME, MAXRANGE,
LOWCOST, XPCOST, LOWFREECOST. EXAMPLES: if expertise($i Thief_Trap LEVEL > 3) exploredUsage: explored(character areaname == number) This function compares the percentage of the given area or of the world which the given mob has explored. The number should always be between 0 and 100, reflecting what percentage of the area or world that the character has explored. Where '==' may be any other logical operator from above. Remember that percentage exploration is only stored for players, not for NPC mobs. When checking a single room, the result will always be 0 or 100, and nothing in-between. EXAMPLES: if explored($n $a > 10) factionUsage: faction(character factionid == value) This function checks to see if the player or mob given has the given faction. If it does not, the value will always be empty string. Otherwise, it compares the value of the players faction with the value. If the value is numeric, it will compare the numeric value of the players faction. If the value is non-numeric, it will compare the name of the range into which the player falls in the given faction with the value given. EXAMPLE: if faction($n alignment.ini >500 ) or faction($n alignment.ini == 'Pure Goodness') goldamtUsage: goldamt(character > amount) This evaluates the total amount of money that the character variable has on hand, or the value of the item if an item code is used instead of a character code. Where '==' may be any other logical operator from above. The value is always expressed in base gold, regardless of currency or denomination. EXAMPLE: if goldamt($n < 10000) gstatUsage: gstat(target variable == value) This is another powerful function which allows you to make comparisons based on numerous characteristics of the target. The target may be any code, including mobs or items. The variable may be any of those listed above under MPGSET in the section on Scriptable Commands, as well as some special codes, such as BASESTRENGTH, BASEDAMAGE, etc.. . The '==' may be any of the above logical operators, and the value any expression, including codes. EXAMPLES: if gstat($n CHARISMA > 10) hasUsage: has(character item) This checks whether the character has the given item in their inventory or on their person. EXAMPLE: if has($n a long sword) hasacctattooUsage: hasacctattoo(character tattoo)If your mud even uses the common account system, this command checks whether the character's common player account has had the given tattoo assigned to them. EXAMPLE: if hasacctattoo($n beastmark)mpecho The actor's account has the tattoo called beastmark. else mpecho The actor's account does not have the tattoo called beastmark. endif hasnumUsage: hasnum(character item > value) This checks whether the character has some number of the given item in their inventory or on their person. The character may also be the code for a room. EXAMPLE: if hasnum($n 'a long sword' > 1) hastattooUsage: hastattoo(character tattoo) This checks whether the character has had the given tattoo assigned to them. EXAMPLE: if hastattoo($n beastmark) hastattootimeUsage: hastattootime([character] tattoo == amount)This checks whether the character has an amount of time remaining on a temporary tattoo assigned to them. Where '==' may be any logical operator from above. EXAMPLE: if hastattootime($n beastmark < 15)mpecho There is less than 1 minute left on the beastmark! endif hitprcntUsage: hitprcnt(character == amount) This checks compares the character's percentage of hitpoints remaining with the amount give. Where '==' may be any logical operator from above. The amount must evaluate to something between 1 and 100. EXAMPLE: if hitprcnt($n <= 20) inareaUsage: Usage: inarea(target == areacode) This checks to see if the target is in the area specified by the area code. The area code may be a area name, a mob name, or text from a local rooms name or description. The '==' may also be '!='. EXAMPLES: if inarea($i == Midgaard) incontainerUsage: incontainer(character container/mount) This checks whether the character is on the given mount, or, if the character is an item, whether the first item with the given name is in the first container of the given name. EXAMPLES: if incontainer($n a chair) inlocaleUsage: inlocale(character roomclass) This checks whether the character is presently standing in a room of a given class. The roomclass must be a specific Java name for a Room class. Values like CaveMaze, Jungle, InTheAir, Plains, etc are what we are after here. EXAMPLES: if inlocale($n InTheAir) inroomUsage: inroom(target == roomcode) This checks to see if the target is in the room specified by the room code. The room code may be a room id, a mob name, or text from the rooms name or description. If you need to be need to find mobile mobs or items, you can include the mob or item name, followed by @ followed by a room id or area name. The '==' may also be '!='. EXAMPLES: if inroom($i == a bathroom) ipaddressUsage: ipaddress(character == string) This compares the player characters ipaddress to the string. The '==' may also be '!='. EXAMPLE: if ipaddress($n == '<IP_ADDRESS>') isableUsage: isable(character spellid) This checks whether the character has the given ability. The spellid may be any key word from any spell, skill, prayer, property, chant, or whatever. EXAMPLE: if isable($n Write) isaliveUsage: isalive(character) This checks whether the character is alive. EXAMPLE: if isalive($i) isbehaveUsage: isbehave(character behaviorid) This checks whether the character has a given behavior. The behaviorid must be the full Java name of the behavior. EXAMPLE: if isbehave($n Mobile) isbirthdayUsage: isbirthday(character)This checks to see if the characters birthday is today (on the global clock). EXAMPLE: if isbirthday($n) mpecho Happy Birthday $n. else mpecho Happy Un-Birthday $n! endifischarmedUsage: ischarmed(character) This checks to see if the character variable is charmed. EXAMPLE: if ischarmed($n) iscontentUsage: iscontent(container itemname)This checks to see if the first container (or rideable) of the given name contains an item of the given name (or rider). EXAMPLE: if iscontent($o 'a dagger')mpecho This means the container $o contains a dagger. else mpecho The container $o is not a container, or does not contain a dagger. endif isdayUsage: isday(number) This checks whether the current day of the month is the one given. EXAMPLE: if isday(10) isevilUsage: isevil(character) This checks whether the character is evil. EXAMPLE: if isevil($i) isfightUsage: isfight(character) This checks to see if the character variable is in combat. EXAMPLE: if isfight($i) isfollowUsage: isfollow(character) This checks to see if the character variable's master (the person they are following) is in the room. EXAMPLE: if isfollow($i) isgoodUsage: isgood(character) This checks whether the character is good. EXAMPLE: if isgood($i) ishereUsage: ishere(name) This checks whether a mob or item of the given name is in the room. Obviously, checking for $i will always return true when a mob is being scripted, so the best choice for an argument is a literal string. EXAMPLE: if ishere(a happy frog) ishourUsage: ishour(integer)This function is used to check the mud hour of the day. EXAMPLE: if ishour(5)mpecho It is nighttime. else mpecho It must be dawn, dusk, or daytime. endif isimmortUsage: isimmort(character) This checks to see if the character variable is immortal. In CoffeeMud, that means they have the security code IMMORT, which makes them unable to die. EXAMPLE: if isimmort($n) islikeUsage: islike(target mask)This checks whether a mob or item target of the given name meets the criterium described by the given mask. The format of the mask is described in the online help under ZAPPERMASKS, which is why the masks are still referred to as "zapper mask syntax". EXAMPLE: if islike($n '-TATTOO +KILLERBOY') islockedUsage: islocked(target) This checks to see if the target container or exit is closed and locked. The target may be either an item, or an item code ($o, $p), or a direction name (north, south, east, west, etc.), or a direction code ($x, $xN, $xS, etc..) EXAMPLE: if islocked(the chest) ismonthUsage: ismonth(integer)This function is used to check the mud month number. EXAMPLE: if ismonth(1)mpecho It is month 1. endif ismoonUsage: ismoon() If no parameter is given, this function checks whether the moon can be seen by the monster. Typically this means that it is nighttime, they are outside, and the sky is clear. With a parameter, this function only checks the phase of the moon, regardless of whether or not it can be seen. Accepted phases are: "NEW", "WAXCRESCENT", "WAXQUARTER", "WAXGIBBOUS", "FULL", "WANEGIBBOUS", "WANEQUARTER", "WANECRESCENT", or "BLUE". EXAMPLE: if ismoon(waxquarter) isnameUsage: isname(character keyword) This function returns whether the keyword appears in the name of the character. EXAMPLES: if isname($n goober) isneutralUsage: isneutral(character) This checks whether the character is neutral. EXAMPLE: if isneutral($i) isnpcUsage: isnpc(character) This checks to see if a character variable is a mob. EXAMPLE: if isnpc($n) isoddUsage: isodd(number) This checks to see if the number provided is an odd whole number. Where number may be any literal or variable. EXAMPLE: if isodd('7') and isodd($0) isopenUsage: isopen(target) This checks to see if the target container or exit is open. The target may be either an item, or an item code ($o, $p), or a direction name (north, south, east, west, etc.), or a direction code ($x, $xN, $xS, etc..) EXAMPLE: if isopen(the chest) ispcUsage: ispc(character) This checks to see if a character variable is a player character. EXAMPLE: if ispc($n) ispkillUsage: ispc(character) This checks to see if a character has their pkill flag set. Only really matters with pcs, so it is best to use this function in conjunction with ispc(character). EXAMPLE: if ispc($n) and ispkill($n) isquestmobaliveUsage: isquestmobalive(number questname) This function only works if the script was assigned to a mob as part of the ADDBEHAVIOR quest command. It checks to see if a mob of the given number or name is alive. The numbers refer to the order in which they were designated in the quest script. If the Scriptable behavior was granted as part of a Quest, then * may be substituted for the questname. If the questname given is "ALL", then all running quests will be searched. EXAMPLE: if isquestmobalive(1 myquest) isrecallUsage: isrecall(target == roomcode)This checks to see if the target is originally from the room specified by the room code. The room code may be a room id, a mob name (to compare start rooms), or text from the rooms name or description. If you need to be need to find mobile mobs or items, you can include the mob or item name, followed by @ followed by a room id or area name. The '==' may also be '!='. EXAMPLES: if isrecall($i == a bathroom) isrlhourisrldayisrlmonthisrlyearUsage: isrlhour(integer)This checks the real-life hour of the day (0-23), day of the month (1-31), month of the year (1-12), or year against the given integer value.. EXAMPLES: if isrlday(15)mpecho This means it is the 15th of the month. endif isseasonUsage: isseason(seasonname) This function is used to check the season of the year. Valid seasonnames include "WINTER", "SPRING", "SUMMER", or "FALL". EXAMPLE: if isseason(summer) isservantUsage: isservant(character) This function is used to check whether the given player or mob is serving anyone in the room. EXAMPLE: if isservant($i) isspeakingUsage: isspeaking(character language) This function returns whether the given character is speaking the given language. You can also enter NONE as a language name to check for Common. EXAMPLES: if isspeaking($n Elvish) istimeUsage: istime(integer) This function is used to check the time. You may either specify a numeric hour of the day, or a time of day description, such as "DAY", "DAWN", "DUSK", or "NIGHT". EXAMPLE: if istime(night) isweatherUsage: isweather(weathername) This function is used to check the weather where the monster is at. If the monster is indoors, this function will only return true for "CLEAR". Other valid weathernames include: "CLOUDY", "WINDY", "RAIN", "THUNDERSTORM", "SNOW", "HAIL", "HEAT", "SLEET", "BLIZZARD", "DUST", "DROUGHT", "COLD" EXAMPLE: if isweather(rain) isyearUsage: isyear(integer)This function is used to check the mud year. EXAMPLE: if isyear(1)mpecho It is year 1. endif itemcountUsage: itemcount(object == number) This checks the total count of items in the given variable, which includes stack-counts. An item object will check the stack count, a container will check the stack count of the contents, and ditto for rooms, mobs, or areas. Where '==' may be any of the logical operators mentioned above. EXAMPLES: if item($o >= 15) levelUsage: level(character == number) This checks the total level of the character variable. Where '==' may be any of the logical operators mentioned above. EXAMPLES: if level($n <= 15) mathUsage: math(expression == expression)This function compares the total results of evaluating two very simple mathematical expressions. Variables can be included in the expressions via the normal $ code syntax, but the only operators allowed are +, -, *, or \. You may also use () to group expressions within an expression, or the ? to separate a random range. The '==' may also be any of the logical operators from above. EXAMPLES: if math('1+1' != '2') mpecho There is something wrong with the universe! endif if math('1?5' > 3) mpecho Ahh, I did not pick a random number from 1-5 that was greater than 3. Darn! endifmobitemUsage: mobitem(character number keywords) This infrequently used function checks whether the numberth item in characters inventory has keywords in its name. EXAMPLE: if mobitem($n 1 sword) or mobitem ($n $g.1 sword) moodUsage: mood(character == GRUMPY)This checks the mood of the character variable. Where '==' may be another logical operator from above. EXAMPLE: if mood($n == 'LONELY') numberUsage: number(string) This function returns whether the string given is a number. EXAMPLES: if number($g.2) numitemsmobUsage: numitemsmob(character == number) This function compares the total number of items in the characters inventory to the number given. This function only counts items not in a container, or sheathed. It does count worn items. The '==' may also be any of the logical operators from above. EXAMPLES: if numitemsmob($n > 10) numitemsroomUsage: numitemsroom( == number) This function compares the total number of items in the same room as the monster to the number given. This function only counts items not in a container. The '==' may also be any of the logical operators from above. EXAMPLES: if numitemsroom( > 10) numitemsshopUsage: numitemsshop(shopkeeper == number) This function compares the total number of items in the shopkeepers inventory to the number given. The '==' may also be any of the logical operators from above. EXAMPLES: if numitemsshop($n > 10) nummobsUsage: nummobs(name == number) This function compares the total number of mobs with the given name to the number. The second syntax allows you to substitute a zapper mask for the name, provided it starts with the MASK= string. See help on ZAPPERMASKS for more information on how to format a zapper mask. This function counts every single mob in the whole world, whether they are seen or detectable or not. The '==' may also be any of the logical operators from above. EXAMPLES: if nummobs(goobers > 10) nummobsinareaUsage: nummobsinarea(name == number) This function compares the total number of mobs with the given name to the number. The second syntax allows you to substitute a zapper mask for the name, provided it starts with the MASK= string. See help on ZAPPERMASKS for more information on how to format a zapper mask. This function counts every single mob in the same area as the scripted monster or object, whether they are seen or detectable or not. The '==' may also be any of the logical operators from above. EXAMPLES: if nummobsinarea(goobers > 10) nummobsroomUsage: nummobsroom(pattern == number) This function compares the total number of mobs in the same room as the monster, whose names or display texts match the given pattern to the number given. A pattern of * may be used to count all mobs of any name. The second syntax allows you to substitute a zapper mask for the name pattern, provided it starts with the MASK= string. See help on ZAPPERMASKS for more information on how to format a zapper mask. This function counts players, npcs, and the hidden and undetectable. The '==' may also be any of the logical operators from above. EXAMPLES: if nummobsroom(* > 10) numpcsareaUsage: numpcsarea( == number) This function compares the total number of players in the same area as the monster to the number given. This function counts players only, including the hidden and undetectable. The '==' may also be any of the logical operators from above. EXAMPLES: if numpcsarea( > 10) numpcsroomUsage: numpcsroom( == number) This function compares the total number of players in the same room as the monster to the number given. This function counts players only, including the hidden and undetectable. The '==' may also be any of the logical operators from above. EXAMPLES: if numpcsroom( > 10) numracesUsage: numraces( race == number) This function compares the total number of mobs with the given race to the number. This function counts every single mob in the whole world, whether they are seen or detectable or not. The '==' may also be any of the logical operators from above. EXAMPLES: if numraces(Goblin > 10) numracesinareaUsage: numracesinarea(race== number) This function compares the total number of mobs with the given race to the number. This function counts every single mob in the same area as the scripted monster or object, whether they are seen or detectable or not. The '==' may also be any of the logical operators from above. EXAMPLES: if numracesinarea(Goblin > 10) positionUsage: position(character == posword) This checks the position of the character variable. The position is a word, either SITTING, STANDING, or SLEEPING. The '==' may also be another of the logical operators from above. EXAMPLES: if position($n == STANDING) pracsUsage: pracs(character == number) This checks the number of practice points the mob variable has. Where '==' may be any of the logical operators mentioned above. EXAMPLES: if pracs($n <= 15) questareaUsage: questarea(areaname questname)This checks whether the given areaname has been designed by the given quest using, for instance, SET ROOM, or SET ROOMGROUP. This is typically a way of telling which quests are using the given area. If the Scriptable behavior was granted as part of a Quest, then * may be substituted for the questname. EXAMPLES: if questarea('$%INAREA($n)%' myquestname)mpecho This means that the actor is in an area designed by quest myquestname. else mpecho This means that the actor is NOT in an area designed by quest myquestname. endif questobjUsage: questobj(item questname) This checks whether the given item is an official item created by a quest of the given questname. This means the quest script used the SET ITEM, SET ITEMGROUP, or a similar command for the given item. If the Scriptable behavior was granted as part of a Quest, then * may be substituted for the questname. If the questname given is "ALL", then all running quests will be searched. EXAMPLES: if questobj($o myquest) questmobUsage: questmob(character questname) This checks whether the given character is an official mob created by a quest of the given questname. This means the quest script used the SET MOB, SET MOBGROUP, or a similar command for the given mob. If the Scriptable behavior was granted as part of a Quest, then * may be substituted for the questname. If the questname given is "ALL", then all running quests will be searched. EXAMPLES: if questmob($n myquest) questpointsUsage: questpoints(character == number) This checks the number of quest points the mob variable has. Where '==' may be any of the logical operators mentioned above. EXAMPLES: if questpoints($n <= 15) questroomUsage: questroom(roomid questname) This checks whether the given roomid has been designed by the given quest using, for instance, SET ROOM, or SET ROOMGROUP. This is typically a way of telling which quests are using the given room. If the Scriptable behavior was granted as part of a Quest, then * may be substituted for the questname. EXAMPLES: if questroom('$%INROOM($n)%' myquestname) questscriptedUsage: questscripted(character questname) This checks whether the given character has a script assigned by a quest on them at the given moment. This is typically a way of telling which quests are in progress for the given character. If the Scriptable behavior was granted as part of a Quest, then * may be substituted for the questname. If a quest name of ALL is given, then every running quest will be checked. EXAMPLES: if questscripted($n myquestname) questwinnerUsage: questwinner(character questname) This checks whether the
given character has been declared a
winner of the quest in the past via the MPQUESTWIN command. If the
Scriptable behavior was granted as part of a Quest, then * may be
substituted for the questname. The questname may also be set to 'previous' to check
whichever
quest is previous to this one on the scripted objects list of quest
scripts. If the
current script is the first, then questwinner will always be true. It
requires that the script using this syntax be associated with a quest. EXAMPLES: if questwinner($n myquest) qvarUsage: qvar(questname varname == value)This is used to evaluate
one of the official or user-defined
quest variables. User-defined quest variables are defined using MPQSET.
Official variables names include: "CLASS", "NAME", "DURATION", "EXPIRATION", "WAIT",
"MINPLAYERS", "PLAYERMASK", "RUNLEVEL", "DATE", "MUDDAY", "REMAINING",
or
"INTERVAL". Official object variables include: "AREA",
"MOBTYPE",
"MOBGROUP", "ITEMTYPE", "LOCALE", "ROOM", "MOB", "ITEM", "ITEMGROUP",
"ROOMGROUP", "LOCALEGROUP", "ROOMGROUPAROUND",
"LOCALEGROUPAROUND", "PRESERVE", "AREAGROUP", "FACTION",
"FACTIONGROUP", "AGENT", "AGENTGROUP", "ACTION", "ACTIONGROUP",
"TARGET", "TARGETGROUP", "MOTIVE", "MOTIVEGROUP",
"WHEREHAPPENED", "WHEREHAPPENEDGROUP", If the Scriptable behavior was granted as part of a Quest, then * may be substituted for the questname. Where '==' may be any of the logical operators mentioned above. EXAMPLES: if qvar(myquest myvarname == 'myvalueformyvarname') raceUsage: race(character == race) This function compares the race of the character variable with the race name given. For a list of race names, do LIST RACES from the command line in the mud. The '==' may also be another of the logical operators from above. EXAMPLE: if race($n == Goblin) racecatUsage: race(character == category) This function compares the racial category of the race of the character variable with the racial category given. For a list of racial categories, do LIST RACES from the command line in the mud. The '==' may also be another of the logical operators from above. EXAMPLE: if racecat($n == Elf) randUsage: rand(integer) This generates a random number and checks to see if it is under the integer. This is best used for random events where there are only two outcomes. EXAMPLE: if rand(40) rand0numUsage: rand0num(integer == integer) This generates a random number from 0 to the first integer given minus 1, and checks to see if it is under the value give in the second integer. This is best used not in its pure function form, but as a string variable (see the $% format above). It allows one to randomly grab an item in a string list. See the example below. EXAMPLE: if rand0num(2 == 0) randnumUsage: randnum(integer == integer) This generates a random number from 1 to the first integer given, and checks to see if it is under the value give in the second integer. This is best used for random events where there are only two outcomes. EXAMPLE: if rand(1000 == 5) roomitemUsage: roomitem(number keywords) This infrequently used function checks whether the numberth item in the room has keywords in its name. EXAMPLE: if roomitem(1 sword) or roomitem ($g.1 sword) roommobUsage: roommob(number keywords) This infrequently used function checks whether the numberth mob in the room has keywords in its name. EXAMPLE: if roommob(1 joe) or roommob($g.1 joe) roompcUsage: roompc(number keywords) This infrequently used function checks whether the numberth pc in the room has keywords in its name. EXAMPLE: if roompc(1 joe) or roompc($g.1 joe) sexUsage: sex(character == letter) This compares the sex of the character variable to the letter given. The letter may be "M", "F", or "N". The '==' may also be another of the logical operators from above. EXAMPLES: if sex($n == M) shophasUsage: shophas(character item) This checks whether the shopkeeper has the given item in their shop inventory. If this function returns true, it will also set the value of $9 to a string description of the price of the item. EXAMPLE: if shophas($n a long sword) shopitemUsage: shopitem(shopkeeper number keywords) This infrequently used function checks whether the numberth item in the shopkeepers inventory has keywords in its name. If this function returns true, it will also set the value of $9 to a string description of the price of the item. EXAMPLE: if shopitem($n 1 sword) or shopitem ($n $g.1 sword) statUsage: stat(target variable == value) This is a powerful function which allows you to make comparisons based on numerous characteristics of the target. The target may be any code, including mobs or items. The variable may be any of those listed above under MPGSET in the section on Scriptable Commands. The '==' may be any of the above logical operators, and the value any expression, including codes. This function is like gstat, with one important difference: stat respects only the variables which the target has available. For Generic mobs and items, this will be many more than for Standard mobs and items. For this reason, it is almost always preferable to use gstat. EXAMPLES: if stat($n CHARISMA > 10) strcontainsUsage: strcontains(string words)This function searches the first string to see if the set of words described by the second string is contained therein. The search is case-insensitve, and ignores all punctuation. The set of words may be double-quoted to include spaces. Each word or word grouping must be separated by one of three special characters: word1 word2 means the
string contains word1 which is
immediately followed by word2 You may also use parenthesis to group word checks together. EXAMPLE: if strcontains('one two three four' '(one > four) & (two three)') strinUsage: strin(string string) This function searches the first string to see if the second string appears as a whole word within it. If the second string begins and/or ends with *, it becomes a substring search. Astrisks may be escaped with a backslash.. The first string can also be grouped into phrases using double quotes, which can be useful when giving a list of roomids or other descrete things to search for. In fact, to fascilitate this, the second argument may be the special code string '$$r' to search for the scripted objects current room location. EXAMPLE: if strin('one two three four' 'three') trainsUsage: trains(character == number) This checks the number of training sessions the mob variable has. Where '==' may be any of the logical operators mentioned above. EXAMPLES: if trains($n <= 15) valueUsage: value(character currency > amount) This evaluates the total amount of money that the character variable has on hand in the given currency, or the value of the coins of the given currency. Where '==' may be any other logical operator from above. The value is always expressed in base gold for comparison purposes only. If a coin item is not of the given currency, the value will always be 0. EXAMPLE: if value($n 'COPPER' < 10000) varUsage: var(character variable == value) This function compares the variable belonging to the character to the given value. The character is almost always a code of some sort, where the variable is almost always a literal string. The value may be anything necessary. Where '==' may be any of the above logical operators. See MPSETVAR for information on settings variables, on how to use them with quests, and on variable scopes. EXAMPLE: if var($n KILLS > 10) wornUsage: worn(character item) This function checks whether the character is wearing an item of the given name. EXAMPLE: if worn($n brass shirt) wornonUsage: wornon(character location item)This function checks whether the character is wearing an item of the given name on the given location. The name can be a substring or partial match. Valid locations include: 'inventory', 'head', 'neck', 'torso', 'arms', 'left wrist', 'right wrist', 'left finger', 'right finger', 'feet', 'held', 'wield', 'hands', 'floating nearby', 'waist', 'legs', 'eyes', 'ears', 'body', 'mouth', 'back' EXAMPLE: if wornon($n feet 'purple shoes')mpecho The actor is wearing a purple shoes on his feet. else mpecho The actor is not wearing purple shoes on his feet. endif |


pio account
Manage your PlatformIO account in the command-line.
More information: home page
- Register a new PlatformIO account:
pio account register --username username --email email --password password --firstname firstname --lastname lastname
- Permanently delete your PlatformIO account and related data:
pio account destroy
- Log in to your PlatformIO account:
pio account login --username username --password password
- Log out of your PlatformIO account:
pio account logout
- Update your PlatformIO profile:
pio account update --username username --email email --firstname firstname --lastname lastname --current-password password
- Show detailed information about your PlatformIO account:
pio account show
- Reset your password using your username or email:
pio account forgot --username username_or_email


Bio-Formats
Bio-Formats is a standalone Java library for reading and writing life sciences image file formats. It is capable of parsing both pixels and metadata for a large number of formats, as well as writing to several formats.
If you are having an issue with Bio-Formats and need support, please see the support page.
Purpose
Bio-Formats' primary purpose is to convert proprietary microscopy data into an open standard called the OME data model, particularly into the OME-TIFF file format. See About Bio-Formats for further information.
Supported formats
Bio-Formats supports more than a hundred file formats.
For users
Many software packages use Bio-Formats to read and write microscopy formats.
For developers
You can use Bio-Formats to easily support these formats in your software.
More information
For more information, see the Bio-Formats web site.
Pull request testing
We welcome pull requests from anyone, but ask that you please verify the following before submitting a pull request:
- verify that the branch merges cleanly into
develop
- verify that the branch compiles with the
clean jars tools
Ant targets - verify that the branch compiles using Maven
- verify that the branch does not use syntax or API specific to Java 1.8+
- run the unit tests (
ant test
) and correct any failures - test at least one file in each affected format, using the
showinf
command - internal developers only: run the data tests against directories corresponding to the affected format(s)
- make sure that your commits contain the correct authorship information and, if necessary, a signed-off-by line
- make sure that the commit messages or pull request comment contains sufficient information for the reviewer(s) to understand what problem was fixed and how to test it


We launched three years ago and loved it every second. At the time I was just a man with an ideea but 2 weeks later I was a man with a plan. We jumped on this adventure and learned a lot along the way. Two days after launching we had our first client.
In what we do, being creative is crucial. And we love the moments when we have to make our brain work and produce new, crazy, beautiful ideas. It's one of the best parts of our work.
We love a good challenge. Photoshoots in the rain, cold, snowy, winter days, travel photoshoots - you name it, we are exited for all of them. And most of the times, the most unusual people, places and conditions provide the best results.
- Creative designer
Jane is a very creative, dreamy and passionate person. Her skills are impressive and she likes working in peace and silence.
Creative designer
- Photographer
His bigest passion is photography and he managed to transform it into his job and this beautyful project.
Photographer
- Photographer
Ana knows everything about cameras, lens, lights, angles. She can make anyone open up and feel confortable for the photoshoots.
Photographer
- Post production
There is so much magic happening after the photoshoot or event and Lola is the magician that makes it all come together.
Post production
We are ready to implement any of your ideas, or help you choose the best one to complete your vision.
We will provide professional photo editing in order to enhance the beauty of the moment in the picture.
Events, couples, family photoshoots, portraits. These and many more are the challenges we are ready for.
The best part of our work is knowing that the end result are memories to keep and cherish for ever.


DUNDALK CRIME
Dundalk cyclist attacked on commute home
by Tia ClarkeA male has appeared in court in relation to an assault on the Avenue Road in Dundalk.
A man who was cycling home from work after locking up a local shop was attacked by a male outside The Gym on the Avenue Road on Thursday, November 21 at 11.30pm.
The male demanded keys from the man before attacking him. The cyclist sustained injuries to his hand.
The man was arrested and has since been charged in court.


GHGRP Industrial Profiles
EPA's Greenhouse Gas Reporting Program periodically produces detailed profiles of the various industries that report under the program. These profiles, available for download below, contain detailed analyses for each industry. These analyses include estimates of GHGRP coverage, emissions trends (including discussion), emissions by state, gas, and process, the number of reporters whose emissions fall above and below certain threshold values, and monitoring methods used. Each profile contains data from the indicated year back to 2011, and in some cases, 2010.
A simple summary of yearly data for each industry sector is available via the Data Highlights section of the GHGRP website, and data are available in interactive format via FLIGHT. Raw data are also available for download on the GHG Reporting Program Data Sets page.
| Industry | Industrial Profile (Most Recent Year) | Data Highlights (Most Recent Year) | |
|---|---|---|---|
| Yearly Overview | 2015 | 2015 | |
| Power Plants | 2013 | 2015 | |
| Petroleum and Natural Gas Systems | 2015 | 2015 | |
| Refineries | 2013 | 2015 | |
| Chemicals | 2015 | ||
| Metals | 2012 | 2015 | |
| Minerals | 2012 | 2015 | |
| Pulp and Paper | 2012 | 2015 | |
| Miscellaneous Combustion | 2012 | 2015 | |
| Electronics Manufacturing | 2012 | 2015 | |
| Suppliers of Natural Gas and Natural Gas Liquids | 2012 | 2015 |


{% extends "base.html" %} {% block content %}
Add the following link to your calendar app:
http://german-holidays.fulc.ru/calendar/?region=XX
where XX should be substituted with one of the codes of regions in Germany:


@* * Copyright 2023 HM Revenue & Customs * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. *@ @this( layout: templates.LayoutProvider, formHelper: uk.gov.hmrc.govukfrontend.views.html.components.FormWithCSRF ) @( subscriptions: Map[Int, Seq[PSub]], npsData: Map[Int, Int], nextPageUrl: String, mode: Mode, arePsubsEmpty: Boolean )(implicit request: Request[_], messages: Messages) @layout( pageTitle = messages("summarySubscriptions.title") ) { @playComponents.heading(messages("summarySubscriptions.heading")) @subscriptions.map( subs => playComponents.summary_subscription_table( taxYear = subs._1, subscriptions = subs._2, npsData, mode = mode ) )
@messages("summarySubscriptions.atLeastOne")
} else { @playComponents.button_link(nextPageUrl) }


THE MASK A film review by Scott Renshaw Copyright 1994 Scott Renshaw
Starring: Jim Carrey, Cameron Diaz, Peter Riegert, Peter Greene, Richard Jeni, Amy Yasbeck. Screenplay: Mike Werb. Director: Charles Russell.
Either you "get" Jim Carrey, or you don't. All right, maybe there's a little middle ground, but not much. Carrey is turning into one of those performers who inspires as much head-shaking among his detractors as laughter among his fans. Apparently my Carrey Threshhold is higher than that of most critics; I enjoyed his ACE VENTURA shtick while all about me were hurling brickbats. Now he gets to carry a big budget summer fx comedy, THE MASK. And once again, his manic gifts turn a wafer-thin story into a real guilty pleasure. As lively as the special effects are, THE MASK would be a loud dud without Jim Carrey's unique talents.
Carrey stars as Stanley Ipkiss, a milquetoast bank clerk who frequently finds himself on the receiving end of life's splashed puddles. One evening after his car breaks down, Stanley finds a strange mask floating in the ocean. When he puts the mask on, he becomes a superhuman whirling dervish, seemingly able to make his every whim a reality, including winning the attentions of beautiful night club singer Tina Carlyle (Cameron Diaz). However, The Mask also draws the attention of Tina's shady boyfriend Dorian (Peter Greene) when he interferes in a bank heist Dorian is orchestrating, and of a stoic police detective (Peter Riegert) for the same reason.
If the underlying premise of THE MASK seems familiar--mild- mannered guy is affected by supernatural forces and finds his innermost desires released--it's because it was already done this summer in WOLF, right down to the detail of how the same phenomenon has a different effect on people with different "true natures." WOLF handled the theme much better, but it was a more stylish film in many ways. THE MASK is full of cookie-cutter small-time hoods better suited for comic relief than for any real villainy, which makes Stanley's predicament much less interesting. In fact, it's probably safe to say that nothing in THE MASK would be at all interesting without its inventive visuals and Jim Carrey's rubbery mug.
Fortunately, THE MASK does have those elements, and they make for a dizzying ride. The computer graphics which turn Carrey into a walking Tex Avery cartoon are delightful, granting him a lunatic arsenal of tricks. The most whimsical use of ILM magic might be the Mask's effect on another cast member, Stanley's scene-stealing dog Milo, in a hilarious bit from the final showdown. Special kudos also should go to the makeup team headed by Greg Cannom, which has managed the challenging task of making Carrey's Mask distinctly otherworldly without obscuring his malleable features. With so much technical wizardry flying around, it might be easy to overlook the art direction and set decoration, from Stanley's apartment to the Coco Bongo Club, all of which are perfectly in tune with the comic book atmosphere of THE MASK. All these elements are skillfully combined by director Charles Russell (who was "Chuck" Russell when directing low-budget pics like A NIGHTMARE ON ELM STREET 3).
Then there is 1994's boy wonder, Jim Carrey, who turns in a performance so energetic it should probably be regulated. He goes Robin Williams' ALADDIN Genie one better, using his own face and body as often as any cinematic chicanery to become a gallery of characters. He is the single best reason to see THE MASK, and he truly must be seen to be believed. Surprisingly, he actually gets supporting help, particularly from Peter Riegert, effectively deadpan as the no-nonsense cop. There are flat spots, like the sluggish performance of Richard Jeni as Stanley's friend and co-worker, and the aforementioned yawn-inducing villains. The bottom line is this: if you can appreciate the idea of a group of police officers involuntarily joining The Mask in a performance of "Cuban Pete, and if Carrey doesn't make you cringe, THE MASK will fit you perfectly.
On the Renshaw scale of 0 to 10 masks: 7.
-- Scott Renshaw Stanford University Office of the General Counsel
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Related links: index of all rec.arts.movies.reviews reviews


The purpose of this project was to analyze how weather changes as you get closer to the equator. To accomplish this analysis, we first pulled data from the OpenWeather Api to assempble a dataset of over 500 cities.
After Assembling the dataset, we used Matplotlib to plot various aspects of the weather vs. latitude. Factors we looked at included: temperature, cloudiness, wind speed and humidity. This stite provides the source data and visualizations created as part of the analysis, as well as expectations and descriptions of any trends and correlations withnessed.


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[§378-29] Rules. The director shall make such rules under chapter 91, not inconsistent with this part as in the judgment of the director are appropriate to carry out this part and for the efficient administration thereof. [L 1985, c 241, pt of §1]


Click on the friendly GET buttons below to try out a few example requests!
Request body:{{{json data-body}}}
{{{json data-body}}}


back
Circuit made for driving a air breathing pulsed plasma thruster for high altitude flyer.
PCB Condenser Microphone


YIQ Color Contrast
Most approaches to checking color contrast use the HSL color space. This often produces color pairings that - while technically correct - look just a little “off”. The reason for this is that the eye is more sensitive to changes in the orange-blue range than in the purple-green range, so the percieved lightness of a color can change depending its wavelength.
The YIQ color space is designed to take this bias into account. It weighs the different parts of the color according to their impact on our perpection of the color’s brightness. Color pairings appear more natural when utilizing this color space for contrast comparisons.
For information on color contrast and the YIQ color space:
- 24 Ways: Calculating Color Contrast
- W3C: Ensure that foreground and background color combinations provide sufficient contrast when viewed by someone having color deficits or when viewed on a black and white screen
- Wikipedia: YIQ
Demo
Compare YIQ color contrast to HSL color contrast: http://timhettler.github.io/sass-yiq/demo/
Installation
yarn add @timhettler/sass-yiq
Usage & Configuration
@use "@timhettler/sass-yiq" as yiq;
.container {
@include yiq.contrasted(#fa5400, #000, #fff);
}
Details on available variables, functions, and mixins can be found in the SassDoc documentation


This is a short summary of a sample article. The user can choose to continue reading on the website or bookmark it to their account for later.


European shares retreat, London nervous ahead of GDP data
by ReutersBENGALURU (Nov 11): European shares slipped on Monday as fresh round of protests in Hong Kong, worrying data from China and Moody's warning on Britain's sovereign debt made for a gloomy start to the week.
The pan-European STOXX 600 index fell 0.2% by 0817 GMT, with London's FTSE 100 leading declines among the major regional indices with a 0.6% fall.
Ratings firm Moody's warned on Friday it might cut its rating on Britain's sovereign debt again, saying that neither of the main political parties in next month's election was likely to tackle high borrowing levels which Brexit had made even harder to fix.
Investors awaited a batch of UK data including third-quarter gross domestic product (GDP) as well as industrial output numbers for September.
Trade-sensitive German shares slid 0.3% after data from China's biggest auto industry association showed auto sales fell 4% in October from a year earlier.
Europe's auto index fell 0.5%.
Top gainer on the STOXX 600 was British baker and takeaway food group Greggs, which jumped 10.6% after forecasting a 2019 pretax profit ahead of previous expectations.


The figure system is implemented by keeping an array of FrameView objects to keep the set of active figure frame. Also, a 3-D array of PlotPanel objects keeps references to the subplots, i.e. each FrameView maps to a 2-D array of PlotPanel objects that keep the subplots of that figure frame.
Plotting routines
figure( figId: Int)
Create figure window.
figure, by itself, creates a new figure window, and returns its handle.
figure(H) makes H the current figure, forces it to become visible, and raises it above all other figures on the screen. If Figure H does not exist, and H is an integer, a new figure is created with handle H.
subplot(m: Int, n: Int, p: Int)
Create axes in tiled positions.
subplot(m,n,p), breaks the Figure window into an m-by-n matrix of small axes, selects the p-th axes for the current plot, and returns the axis handle. The axes are counted along the top row of the Figure window, then the second row, etc. For example,
var t = inc(0,0.01,10)
var x = sin(0.13*t); var y= cos(3.4*t)
subplot(2,1,1); plot(x);
subplot(2,1,2); plot(y)
plots x on the top half of the window and y on the bottom half.
closeAll, close("all")
closes all figures
close(fig: Int)
closes the figure with identifier fig
var f = figure
constructs a new 2-D figure and returns its integer handle
var f3 = figure3d
constructs a new 3-D figure and returns its integer handle
var plPanel = figure(figId: Int): scalaSci.math.plot.PlotPanel
focuses on figure with identifier figId if it exists,
otherwise constructs this object
returns the PlotPanel object of figure figId
var plPanel = figure3d(figId: Int): scalaSci.math.plot.PlotPanel
focuses on figure with identifier figId if it exists,
otherwise constructs this object
returns the PlotPanel object of figure figId
hold("on"), hold("off"), hold(true), hold(false)
var N=pow(2, 15).toInt; var t=linspace(0, 10, N);
var (noise, sig) = (vrand(N), sin(2.3*t))
var (fftNoise, fftSig) = (fft(noise), fft(sig))
figure(1); subplot(2,1,1); plot(t, sig, Color.BLUE, "signal"); hold("on"); plot(t, noise, Color.RED, "noise");
subplot(2,1,2); plot(fftSig, Color.BLUE, "FFT of signal"); hold("on"); plot(fftNoise, Color.RED, "FFT of noise")
clf( figId: Int)
clears the contents of figure with identifier figId
Example
closeAll
var N = pow(2, 12).toInt // a power of 2 integer
var t = linspace(0, 2, N) // get N samples from 0 to 2 with linear sampling
var (f1, f2, f3) = (2.23, 4.5, 9.8) // some frequencies for signals
var sig = sin(f1*t)+4.5*cos(f2*t)+1.9*sin(f3*t)
var x1 = vrand(N)+sig // add some noisy
var fftX1 = fft(x1) // perform FFT
subplot(2,1,1); plot(t, x1, "signal")
subplot(2,1,2); plot( fftX1, "ffT")
f2 = getDouble("Get new signal frequency", 8.0)
sig = sin(f2*t)
var fftX2 = fft(sig)
clf(1, 1, 2) // clears all plots from the second subplot of figure 1
subplot(2, 1, 2)
plot(fftX2, "fft for the new frequency = "+f2)
clf(1, 1, 1)
subplot(2, 1, 1)
plot(sig); title("the new signal")
Marked Line Plots
// display a plot with 'X' connected by a line
var t= inc(0, 0.1, 10);
var x = sin(0.23*t)+0.2252*cos(3.4*t)
plotMarkedLine(t,x, Color.GREEN)


GOVERNMENT OF THE DISTRICT OF COLUMBIA DEPARTMENT OF HUMAN SERVICES Open Government Report 2014 Transparency The Department of Human Services (DHS) provides the public with complete information regarding the operation of the agency and the activities of its employees as contemplated by the District of Columbia Freedom of Information Act (FOIA). Therefore, pertinent agency information is posted to the DHS website. These documents include, but are not limited to: • • • • • • • • Applications to determine eligibility for benefits Agency performance documents Press releases regarding events and major occurrences related to human services generated by DHS, the Deputy Mayor for Health and Human Services (DMHHS), related sister agencies and the Executive Office of the Mayor Temporary Assistance for Needy Families updates and information regarding all DHS Service Centers Documents related to serving homeless communities Feature stories about program success stories Newsletters Documents pertinent to the FOIA Xpress Reading Room The DHS web site also contains information about the Interagency Council on Homelessness (ICH). FOIA DHS diligently works to issue a final response to each FOIA within the statutorily mandated 15-day period. In issuing its FOIA responses, the FOIA Officer within DHS reviews documents and determines what can be released to the public. The FOIA Officer is careful to alert requesters to the fact that much of the information contained within the agency is confidential due to the vulnerable citizens that DHS serves and privacy laws. The FOIA Officer provides agency responses electronically, via email, US mail, or the requester may schedule a time to review documents in person. Public Engagement and Participation In order to increase public access to information DHS will continue to post pertinent documents to the DHS and related websites, and ensure that partnering community-based organizations are provided with access to DHS documents, press releases, and policies in general. 1 In order to provide online access to proposed rules and regulations, DHS posts the information to the DHS website and solicits feedback through email or by mail. Additionally at least one public focus group session is held in order to gain feedback. Examples of published rules are listed below: Notice of Emergency Rule Making: TANF Payment Levels SNAP Eligibility Shifting from DC Healthcare Alliance to Medicaid Eligibility Rules DHS actively shares information with customers and constituents primarily through direct mail, community engagement meetings and events, participation in public hearings through Executive testimony, public service messaging on local Comcast programming, and by developing and disseminating community-based materials such as: • • • • • • Brochures Fact Sheets FAQ’s Press Releases Posters Videos in all DHS Service Centers For the months that lend to hypothermic conditions, DHS increases outreach efforts by: • • • • Distributing cards that feature the hypothermia hotline number and each shelter address and pick-up locations to the network of homeless service providers and other strategic community locations Purchasing advertising space in local, community-based newspapers and radio stations Partnering with WMATA to display ads on the sides of Metro buses providing instructions regarding helping homeless individuals and the hypothermia hotline number Alerting local media and updating the DHS web site during a hypothermia or hyperthermia alert. The Department is currently in the planning stages of launching a social media presence to communicate with customers and stakeholders via Facebook and Twitter. DHS is working closely with the Office of the City Administrator (OCA) and the Office of the Chief Technology Officer (OCTO) to identify a significant number of datasets that OCA and OCTO expect to publish online later this year. If no dataset from DHS is selected to be included in this 2014 release, we will continue to work with OCA and OCTO to identify datasets appropriate to publish in 2015. DHS will also submit the selected datasets to be published on Datadc.gov with a link to the DHS external and internal web portals. 2 Stakeholders DHS identifies stakeholders through participation in the human services continuum. Those include leaders of non-profit and advocacy organizations, sister agency heads, and local government leadership. Participation is encouraged through focus groups, direct outreach, collaborative interagency meetings and initiatives such as the ICH, and increased communication among sister agencies through co-location of services at various DHS service centers. DHS has improved public engagement efforts by working to establish a Customer Advocacy Board (CAB) with a dedicated staff member to provide a medium whereby customers are encouraged to self-advocate and offer direct input on DHS policy and procedures. Collaboration DHS partners with a number of sister agencies, non-profit organizations, and communitybased organizations to fulfill its obligation to customers served. Many DHS Service Centers include co-located agencies such as the Child and Family Services Agency (CFSA), the Department of Behavioral Health (DBH), the Office of the State Superintendent for Education (OSSE) and others. Further DHS contracts with a number of non-profit organizations in the homeless services continuum. The agency has multiple Memorandums of Understanding and Memorandums of Agreement with other DC government agencies to provide needed services. DHS has two administrations, Economic Security Administration (ESA) and Family Services Administration (FSA) and highlighted below are some of the partnerships. Economic Security Administration The Economic Security Administration (ESA) partners with the Department of Behavioral Health’s mental health staff at TANF Assessment Centers to provide in-depth mental health assessments and referrals. The Child and Family Services Agency (CFSA) collaborates with ESA and receives TANF funding to serve CFSA families who are TANF eligible. The District Department of the Environment (DDOE) partners with ESA to comply with the Heat and Eat requirements, and thus allowing Food Stamp customers to receive the maximum Standard Utility Allowance. The Addiction, Prevention and Recovery Administration (APRA) works with ESA and receives TANF funding to provide substance abuse services to TANF customers. 3 Office of the State Superintendent of Education (OSSE) partners with DHS to use a license to conduct electronic-Comprehensive Adult Student Assessment System (eCASAS) testing for TANF customers. DHS also provides caseload data to OSSE for the purpose of determining high needs students who are enrolled in DC Public Schools. The Department of the Employment Services ( DOES) partners with ESA to provide job training services for ESA’s Food Stamp Employment and Training customers. ESA and the Office on Latino Affairs (OLA) collaborate in providing outreach and translations services for all ESA activities. The Office on Asian and Pacific Islander Affairs (OAPIA) provides outreach and translations services for all ESA activities. DC Public Schools (DCPS) engages in data exchanges with ESA for the provision of services. The Office of Attorney General (OAG) works with ESA in the collection of child support for TANF customers. ESA partners with the Office of Administrative Hearings (OAH) which provides fair hearings for ESA customers who are contesting eligibility decisions. The DC Health Benefit Exchange (HBX) provides funding to ESA for staff and resources regarding the implementation of the Affordable Care Act. The Office of Health Care Finance (OHCF) collaborated with DHS in the New Heights program which provides various services to expectant and parenting teens including case management linkages to government and non-government services partners with the District of Columbia Public Schools and the Student Support Center. ESA recently entered into a partnership with the Department of Behavioral Health (DBH) to expand the District’s 12 Cities Initiative, which provides blended funding and services for individuals with multiple barriers, including substance abuse, mental health and AIDS/HIV risk. Family Services Administration Local Family Services Administration (FSA) partners include the Child and Family Services Agency, the Departments of Health and Behavioral Health, the Office of the State Superintendent of Education, the Health Care Finance Administration, the D.C. Housing Authority, the Department of Housing and Community Development, the DC Child Support Services Division, and the Office of the Attorney General. Major federal partners include Housing and Urban Development, Health and Human Services, and the Department of Veterans Affairs. 4 The DC Office of Refugee Resettlement in the Family Services Administration (FSA) collaborates frequently with the DC Child and Family Services Agency (CFSA), Lutheran Social Services (LSS), and Catholic Charities. CFSA and LSS are very instrumental in providing foster care services, and Catholic Charities provides employment training and case management to the refugees that reside in the District. FSA’s Adult Protective Services (APS) office intervenes to protect vulnerable adults through referrals to outside partners. APS professional staff members also make informative presentations to church groups and community organizations about abuse, neglect, and related topics impacting vulnerable adults. Family violence issues are addressed by FSA partners that include the Coalition Against Domestic Violence, the District Alliance for Safe Housing, My Sister’s Place, House of Ruth, and the Asian/Pacific Islander Domestic Violence Resource Project. The FSA Homeless Services Program provides a variety of shelter and housing options as well as case management and other homeless prevention and supportive services to individuals and families. The Virginia Williams Family Resource Center serves the needs of families that are homeless by offering shelter options, case management, and other resources. Other Another way DHS ensures transparency is through the Office of Program Review, Monitoring and Investigation (OPRMI). The DHS Office of Program Review, Monitoring and Investigation (OPRMI) investigates allegations of suspected public assistance benefit fraud, related to the Supplemental Nutrition Assistance Program (SNAP), formerly known as the Food Stamps Program (FSP); Temporary Assistance for Needy Families (TANF) and Medicaid, and refers substantiated cases for prosecution or program disqualification. OPRMI also investigates Unusual Incidents, such as employee misconduct, harassment and assault, which compromise the integrity of DHS programs or which threaten the health or safety of DHS customers, District government employees and the public. Additionally, OPRMI receives and assesses suggestions for improvement and coordinates the resolution of complaints related to DHS programs and services. OPRMI is also responsible for shelter monitoring and evaluating District of Columbia programs and services within the continuum that are covered by the Homeless Services Reform Act (HSRA) of 2005 as amended. These programs and services include the resolution of complaints, grievances and concerns. To report fraud allegation, contact OPRMI at<PHONE_NUMBER>. 5 (Internal) http://dcdhs.dc.gov/service/monitoring-and-investigation (Public) http://dhs.dc.gov/service/monitoring-and-investigation In addition, OPRMI collaborates with the following agencies: Office of Attorney General Office of General Counsel Office of Inspector General Office of DC Auditors Metropolitan Police Department Federal Bureau of Investigations USDA USDA Office of Inspector General DC, VA & MD Department of Corrections Child and Family Services Agency OSSE/DC Public Schools Internal Revenue Services DC Tax and Revenue 6


{{template "tpl_meta.html"}}
Ambient Lounge has been providing designer bean bags to festivals, parties, corporate events, exhibitions, film nights, launches, chill out areas, weddings and many other functions since 2006.
We are currently Hiring out our bean bags on the Eastern Seaboard of Australia in Metro areas only in Melbourne, Sydney and Brisbane.
We believe in offering a great alternative to uncomfortable wooden seats, traditional sofas and lifeless chairs and at affordable prices.
Recognising the stresses involved in organising an event of any size and assisted by our team of warehouse staff and delivery drivers, we will look to accommodate any drop-off and collection time requests together with doing our best to help fit in with the colour scheme / brand involved.
Once snuggled in, most people won’t move from the blissful bean bag comfort for the rest of the event.


class ImageUploader
Public Instance Methods
cache_dir()
click to toggle source
Cache Directory
# File app/uploaders/image_uploader.rb, line 66 def cache_dir '/tmp/papercut-image-cache' end
content_type_whitelist()
click to toggle source
Only Accept Image Files
# File app/uploaders/image_uploader.rb, line 61 def content_type_whitelist /image\// end
default_url()
click to toggle source
Override the filename of the uploaded files: Avoid using model.id or version_name here, see uploader/store.rb for details. def filename
"something.jpg" if original_filename
end def #default_url
"fallback/book_placeholder.png"
end
# File app/uploaders/image_uploader.rb, line 56 def default_url "book_placeholder_thumb.png" end
store_dir()
click to toggle source
Override the directory where uploaded files will be stored. This is a sensible default for uploaders that are meant to be mounted:
# File app/uploaders/image_uploader.rb, line 17 def store_dir "uploads/#{model.class.to_s.underscore}/#{mounted_as}/#{model.id}" end


Openboard
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This application only for test
Openboard Add-ons by Kevin Son


Mushrooms (P. Cubensis & P. Cyanescens ) & Cannabis
Our story begins in the beautiful canal laden streets of Amsterdam. I've been living in the netherlands for over a year now and this is the story of one particular trip where I pushed it a bit too far. The day began nicely enough going from coffeeshop to coffeeshop getting ripped out of my mind. The next stop was to a smartshop where various psilocybin mushrooms and other such psychoactive drugs can be purchased. I decided to up my personal and eat to boxes of fresh cubensis. 1 box is considered a high dose. Then I ate another 2 grams of cyanescens. This is by far the most mushrooms that I've ever eaten.
The trip started out nicely enough.  I was beginning to get incredibly high. I was on the second story of the shop and looking out over the street which appeared to be moving back and forth, closer and further. I started getting nervous at this point. I was beginning to get pain in my stomach and I thought I would puke. And inside of a coffeeshop was not the place to be doing that.  I took about 2 steps and blacked out. It wasn't just a blackout though. I completely passed out. Standing on my feet. I just collapsed on the floor in the middle of the place. I remember that the blackness was pleasent.
The next thing I knew I was looking up at a bunch of faces I didn't know. Then I was in a corner sitting on the floor and I was drinking a sports drink. I have no recollection of recieving the drink, but it was already half gone. The owner had given it to me along with a candy bar. I was unable to talk for half an hour. I just couldn't form the words. They just wern't there. I eventually got up and left. I am curious if anyone else has experienced a loss of conscienceness from an incrediably high dose of mushrooms. Comments?
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


Google Earth's new creation tools help you tell stories
You can weave personal narratives around the places you care about.
by Jon FingasGoogle Earth offered community tour-building features for a while, but the attention shifted to professional "Voyager" stories after the big redesign in 2017. Now, however, Google is swinging its attention back to stories from everyday users. It's introducing creation tools in Google Earth's web version to help you tell your own tales. You can draw place markers, lines and shapes, attach your own media (including full-screen slides) and choose specific 3D or Street View angles. Chain these items together and you can create tours that reflect your personal narrative, or even the 'hidden' history that doesn't always show up in textbooks.
You can't create stories in Google Earth's mobile apps, but you can share them anywhere and invite other would-be cartographers to collaborate. Google envisions this as a tool for not just individuals, but for classrooms, environmental groups and others that want to visualize data in a more exciting way than they could with static maps.


I LOVE THIS story. It is a story of how ideas changed about the nature of the atom. These are the notes (and diagrams) I use when I teach the atomic nature of matter to non-science majors. The best thing about this story is that it is a great example of science. Science (or scientists) build a model. If new evidence comes along, the model gets changed. There are several other websites that describe all of this stuff, I will list a couple at the end of this post.
It always has to go back to the Greeks, doesn’t it? Well, they did do a lot of stuff. I know they were really scientists but it is still a good place to start. Here is a picture of bust of Democritus.
In real life, he probably had color. Democritus is credited with coming up with the atom. The question was, what would happen if you keep taking something (like a tree) and breaking into smaller and smaller pieces? Would it always be a piece of a tree? Could you keep breaking it into smaller and smaller pieces? Democritus said that if you keep breaking it down, you would get to a size that could no longer be broken. This would be the indivisible piece. In Greek, atomos = indivisible. Thus, the atom. (I know there is more to the Greeks, but I need a place to start)


IN021
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DANIEL ELIEZER


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We reserve the right to make changes to this Privacy Policy at any time and for any reason. We will alert you about any changes by updating the “Last Updated” date of this Privacy Policy. Any changes or modifications will be effective immediately upon posting the updated Privacy Policy on the Site, and you waive the right to receive specific notice of each such change or modification. bfaf.online encourages visitors to frequently check this page for any changes to its Privacy Policy. Your continued use of this Site after any change in this Privacy Policy will constitute your acceptance of such change.