00:40:00
EDGA-081 - weapon = "dagger"Screen = Scene:CreateScene()function Attack(Scene, attacker, weapon, victim) attacker = Scene:addEntity(Scene, "Killian", {"person", "attackable"}) victim = Scene:addEntity(Scene, "Boutique", {"person", "attackable"}) weapon = Scene: addEntity(Scene, weapon, {"item", "usable"}) Scene: Use(weapon,{ Scene:roll(1,20, " attack attack using + Dice", Scene:roll(1,20, " damage roll ", Scene:roll(1,20, " attack attack using + Dice", Scene:roll(1,20, " damage roll "))), Scene:roll(1,20, " attack attack using + Dice", Scene:roll(1,20, " damage roll ", Scene:roll(1,20, " attack attack using + Dice", Scene:roll(1,20, " damage roll ")))))), Scene:roll(1,20, "Attack has failed damage roll", Scene:roll(1,20, "Attack has failed damage roll", Scene:roll(1,20, "Attack has failed damage roll", Scene:roll(1,20, "Attack has failed damage roll")))) // sender.position) })endOutput = Console:get("Mod/organization", "")Output = Simple:get("Mod/organization", "")Hit = Scene:get("Hit knife", Scene:get("attack", {Scene:roll(1,20, "attack has failed", Scene:roll(1,20, "attack has failed", Scene:roll(1,20, "attack has failed", Scene:Scene:roll(1,20, "attack has failed")))))})Scene:roll(1,20, "Attack has failed damage roll", X) Scene:roll(1,20, "Attack has failed damage roll", X) Scene:roll(1,20, "Attack has failed damage roll", X) Scene:roll(1,20, "Attack has failed damage roll", X)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Thrust of knife)Scene:nextTurn(Thrust of knife)Scene:nextTurn(Thrust of knife)Scene:nextTurn(Thrust of knife)Scene:nextTurn(Made 1st kill)Scene:nextTurn(Made 1st kill)Scene:nextTurn(Made 1st kill)Scene:nextTurn(Made 1st kill)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:nextTurn(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)数控:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个(Scene)Scene:下一个<issue>PhaseScene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next<eventScene : Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next<runtime>Scene:next(gameScene)Scene:next<eventScene>Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next<endgame>Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next<endgame>Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next<runtime>Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next<runtime>Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Scene)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next<endScene>Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(Make first kill)Scene:next(M
2017年11月2日