2021.12.02 06:59 BadaB00mBabay Навальный крутой!
|submitted by BadaB00mBabay to NoLawRus [link] [comments]|
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submitted by sopalidisajnaco to ShitcoinStreet [link] [comments]
2021.12.02 06:59 LordDeraj Comics Eggman vs Game Eggman
Lately I thought about getting into the comics but I have one important question, is comic Eggman more like Adventure Eggman/SatAM Robotnik (yes I know about the switch in the comics) or Boom Eggman?
Cause if it’s more like the former I’ll dive right in
submitted by LordDeraj to SonicTheHedgehog [link] [comments]
2021.12.02 06:59 Kitchen_Fly_7988 An Open Letter To Mike Caussin
2021.12.02 06:59 Final-Cauliflower-60 Could some help, what does this character mean in the middle of this necklace, gf was given it when adopted from China in 2002
|submitted by Final-Cauliflower-60 to ChineseLanguage [link] [comments]|
2021.12.02 06:59 lss_bvt_ios_01 LssTest-TextPost-19121
2021.12.02 06:59 Old_Bed8247 🐶SweetShiba | STEALTH launch very SOON | GREAT team | marketing planned✅ | Elon tweet!!
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🐶 LP LOCKED : https://deeplock.io/lock/0x4faa9f3a2e7ba8b2ec343ae1a1176850199d5e86
Join us to the moon! The team is very motivated to make this a succes and THE new big meme coin.
submitted by Old_Bed8247 to CryptocurrencyICO [link] [comments]
2021.12.02 06:59 12nb34 "Because if it would seem that as [this strain of the virus] was on its path to becoming omicron and becoming a quite transmissible virus, [the earlier versions] would have started to spread more widely before just now." And at that point it would have been noticed in countries that do have robust s
|submitted by 12nb34 to corona_transmission [link] [comments]|
2021.12.02 06:59 Xamiel000 Floyd rose screw seems to have buried itself into the wood. Is this okay?
|submitted by Xamiel000 to guitarcirlcejerk [link] [comments]|
2021.12.02 06:59 lean-lord nvm - blue skies. Lmk what you think :)
2021.12.02 06:59 agizla Ashe with guinsoos?
2021.12.02 06:59 Mockaz Fuengirola beachfront boardwalk tour - November 2021 - Paseo Marítimo virtual tour
|submitted by Mockaz to VirtualTreadmillWalks [link] [comments]|
2021.12.02 06:59 MemerThoughts The buttons of a keypad lock that are never used are as important as the buttons that are used
2021.12.02 06:59 Aggravating-Lie-489 How do you get rose petals? I’ve only had normal and pansy petals ever.
|submitted by Aggravating-Lie-489 to PikminBloomApp [link] [comments]|
2021.12.02 06:59 Veldron A tale of circumcision, and a Redditor all too eager to pick their hill to die on
2021.12.02 06:59 Financial-Rise9934 Shaman wants to eat you
|submitted by Financial-Rise9934 to godsnstarwars [link] [comments]|
2021.12.02 06:59 NewsElfForEnterprise Pfizer Executive Expects Vaccine to Hold Up to Omicron
|submitted by NewsElfForEnterprise to News_HealthBiotech [link] [comments]|
2021.12.02 06:59 Professional-Drop-35 Game is unplayable
i’m playing on ps4 and it’s soo laggy and slow i’ve never had a game be so laggy and slow before like it was actually unplayable. started happening when i got into combat. so bad to the point that the response too my movement was like 20 seconds off. wtf. first day back trying to play this game and this happens. i’ll stick to other games i knew i should’nt have tried to play again
submitted by Professional-Drop-35 to cyberpunkgame [link] [comments]
2021.12.02 06:59 TheRidiculousTako Squid Game cosplayers, be aware
Yet another seller was caught scamming people. A friend of mine fell victim of this aσσwipe over here: https://www.etsy.com/shop/Mdh1071ByHonul?ref=simple-shop-header-name&listing_id=1097429734
He opened a fake shop with just 2 squid game products and a squid game profile picture. I ve been told he never shipped any items to these 2 and only buyers of his while he completely ignored any communication. Only buy from sellers with a high amount of sales and feedback. Always read all reviews. Unfortunately etsy does not offer a proper refund procedure, a report shop button or allows you to open a case BEFORE the expected delivery date (like ok man its a scam, but wait till its delivered 🤪🤪).
submitted by TheRidiculousTako to Etsy [link] [comments]
2021.12.02 06:58 burgerking_foot The World In 200 Countries With Canada-Sized Population
|submitted by burgerking_foot to MapPorn [link] [comments]|
2021.12.02 06:58 RainyDayMan_01 Rotating Staircase Puzzle
| A puzzle mechanic for your party. A minimum of 3 party members are required to solve this puzzle.|
This is something I used in my campaign and thought others might benefit from.
You will need to recreate it yourself - I am only providing a description.
It can all be set up and automated in Foundry using the pre-requisite modules (see list below).
What is it?
Your party find a staircase leading downwards and a mechanism near it that makes it rotate.
Each time the mechanism is activated, the stair rotates 90 degrees and provides access to a different path in the dungeon below.
(As a bonus, I initially made the mechanism inactive only giving a message saying "it won't budge" until the party first activated a similar mechanism at the entrance to the dungeon locking that door and sealing themselves in, and simultaneously releasing the staircase mechanism)
In its starting position, the stair leads down to a small dead end corridor.
There is nothing there, no secret doors, nothing. But this is actually the real puzzle.
If a party member stays down in the dead end, whilst another member rotates the stairs from above, then the walls attached to the stairs at the lower level also rotate and allow access to a new corridor.
This can be made true for each position of the staircase, or just this one - it depends on the walls you put around it on the lower level
I made the dead end corridor the one that had to be found, and I put bonus treasures in the others. The party didn't find the others.
This splits the party. Someone has to be above to rotate the staircase and allow the person below to come back up.
In my game, the goal was to find a Macguffin and get out again. I placed the Macguffin in this portion of the dungeon just in case the party didn't solve the puzzle. They would still be able to get out, but without completing the task.
The rest of the puzzle is about the other 3 paths the staircase leads to. These are all quite obvious, you rotate the staircase and walk down into a new corridor.
If the starting position to the dead end is called position 1, then the rest are 2, 3 and 4 in order of rotation. Rotation can be clockwise or anti-clockwise - it doesn't matter.
Position 2 leads to a lever. I made the path to this end up on a higher floor so that the party member can activate the lever whilst looking down on to a room below that they may not yet have located. The room below has a clearly marked "Exit" sign.
That door is locked, but it is the exit. The mechanism to open that exit door is inside a small corridor off this lower room that has 2 consecutive locked doors blocking it. Pressing the lever opens the first door for X seconds (I made it 10 but whatever you want).
After that, the lever resets and the door relocks. Your player on the higher level may not be able to see the door icons on the lower level change, so you may want a sound to play just to make sure they know something is happening.
Position 3 on the staircase leads to that lower room with exit sign. If a player is in this room when another player activates the lever above they will see the first door to the small corridor unlock and open. I think it's useful to actually make it open rather than just unlock as the visual change of line of sight gives them a prompt to explore and enter.
The second door in the small corridor remains locked at this stage. If the player enters after the lever is activated, remember that it resets after X seconds. They may well find themselves locked in a small room, but the first door can be opened again just by activating the lever once more.
There is of course a second lever to open the second door which is located by following the path accessed by position 4 on the staircase.
I made this path end up adjacent to the lever from position 2 but with bars between, so that it inaccessible from there, but also with visibility to the room below. This lever also resets after x seconds.
The effect of the resets is to require 3 people to solve the puzzle. One at each lever, and one to activate the mechanism at the end of the small corridor which opens the exit door.
Have fun splitting your party! If you feel like it, add traps, monsters or other obstacles along the different paths for variety and interest!
Note that it is quite possible for the party to open the exit door without ever finding the Macguffin.
How it's done
The staircase image sits within a 2x2 grid tile. I used a tile with an inlaid circle as a hint.
The staircase image occupies one of those grid cells. ie it is NOT at the geometric center of the 2x2 grid, but rather offset.
I used Levels to make the logical stair that takes players down to a - 10ft level when they move onto it, and to create the different levels themselves. The logical stair has to occupy the same space as the stair image, but is a separate rectangular drawing object.
I copied and pasted the 2x2 grid tile, and the staircase image at the -10ft level so that it looks the same to the player there.
I created walls at the -10ft level inside the 2x2 grid area (see picture). The location of these walls is critical to the puzzle. There must be at least one grid cell with less walls to allow the hidden movement
All of the above are then "attached" to a separate token using Token Attacher module. This acts as the controlling token for the whole ensemble. It doesn't matter what the token image is, as you should make it invisible anyway. Not the stairs, just the control token.
The control token does sit at the geometric center of the grid, not within one of the grid cells. Use the Position attributes to set this carefully or your stairway will rotate with a wobble.
When that control token is rotated, everything rotates with it. It is critical that the interior walls are attached and rotate whilst the walls beyond the 2x2 grid on the -10ft level do not.
Everything within the Red Box needs to be attached to a control Token (showing lower level)
Initially the stairs descend to a dead end outside the 2x2 grid
After rotation, the attached walls now allow access to hidden parts of the lower level
For the stairway activation mechanism I used a cog wheel image (use whatever you like), then used Monks Active Tiles to define a trigger that cause actions when a player token moves onto that tile.
Trigger Conditions: "On Enter", "Only Player" tokens, Controlled "By anyone".
The action is "Alter", Select Entity is the staircase control token (the one everything is attached to), Attribute is Rotation, Value is either "+ 90" or "- 90" - whichever way you want it to rotate. Note that the space after the + or - sign is important or it fails.
It is also possible to use "On Click" rather than "On Enter" but that means anyone who can see it can activate it, rather than someone immediately adjacent.
The Lever mechanisms to open/close doors will also use Monk's Active Tile triggers. You definitely want "On Enter" here to make sure someone has to be at the mechanism to activate it.
There are a set of actions here rather than just one, and they need to be in sequence.
Action 1: Action:Alter, Select Entity:This Tile, Attribute:Hidden, Value:1
ie hide the lever. I do this because I have another tile underneath showing the lever in the opposite direction. The second image has no triggers or actions, so the player can't do anything until it resets.
Action 2: Action: Change Door State, Select Entity (click on the one you want), State:Closed
Note that the initial state of the door must be Locked. You need to change it to closed before it can be opened. It didn't work changing it directly from Locked to Open for me.
Action 3: Action: Change Door State, Select Entity (same one), State: Open
Action 4 After: (you determine) seconds, Action: Change Door State, Select Entity (same one), State: Locked
(You can go directly back to Locked without going thru Closed)
Action 5: After (you determine) seconds, Action: Alter, Select Entity: This tile, Attribute:Hidden, Value:0 (ie unhide it, which makes it able to be used again as well).
Do this for both levers.
For the mechanism to unlock the Exit Door, you only need actions 2&3 above pointing at the Exit Door wall. It should initially have a Locked status.
Monks Active Tiles also has the option to play a sound, and you could certainly use that to good effect here as well if you want.
I also found it helpful to have another triggerable tile to set everything up to its initial state: doors Locked, Staircase at rotation 0. This one can be hidden, and triggered manually by the GM as needed.
submitted by RainyDayMan_01 to FoundryVTT [link] [comments]
2021.12.02 06:58 Johmin11 PSA all shoppers!
Please stop going back to the customer to confront them about a low rating! This causes Instacart to implement changes to protect their customers from retaliation and I’m unable to determine who gave me an unfair rating so I can add them to my DND list. Those of you are who are returning to the customer after delivery, I hope you get deactivated.
submitted by Johmin11 to InstacartShoppers [link] [comments]
2021.12.02 06:58 NortheastArtist Possible Magic Mod resurgence?
I have a strange feeling that with the upcoming updates and such, we may have a resurgence of magic mods, especially with the development of Thaumcraft possibly coming to the newer versions, Hexerei (I’m especially excited for that, it looks awful cozy), Eidolon, and many others, I feel there may be a new age of where Magic Mods are going to make a comeback? Then again I’m not sure of how populamainstream the Magic mods get. What do you guys think?
submitted by NortheastArtist to feedthebeast [link] [comments]
2021.12.02 06:58 hyperdreamz The rains...
|submitted by hyperdreamz to pune [link] [comments]|
2021.12.02 06:58 jeremykunayak SHISEIDO ad from the 1980’s.
|submitted by jeremykunayak to 1980s [link] [comments]|