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Get Fiend Hub Script


Get Fiend Hub Script ->->->-> https://urlin.us/2tlhod





TISE can be solved with the script fiend_linpol_tise. It solves an atomic systemwithin the single active electron approximation, and the atomic potential canbe selected with the command line option --atom_type.


data/tise_mesh.h5 which includes the mesh used forsolving TISE.data/tise_eigenvalues which is a list of eigenenergiesdata/tise_states.h5 which contains the expansion coefficients for all thestationary statesdata/config which includes the simulation parameters used for solvingthe TISEStep 2. Preparing system matrices for TDSEAfter solving TISE, you should set up matrices for time dependent simulations.For atomic systems in linearly polarized fields this can be accomplished withthe script fiend_linpol_prepare_tdse, but for more complex setups seedemos/nanotip/. Make sure that you have loaded a FEniCS installation withhdf5, petsc, and slepc enabled. In the Docker image this can be achieved withml petsc/real.


The main feature of this step is that it can change the mesh from the TISEsimulation. This allows you to solve TISE in a small simulation domainand use a larger simulation domain for time-dependent simulation.A full list of options can be obtained with fiend_linpol_prepare_tdse --help.If some of the options are not given, the values used in solving the TISE areused. So, e.g., if you only want to increase the radius of the meshed domain,supply only --radius X where X is the new radius.


data/tdse_CAP* containing the imaginary part of the CAP matrixdata/tdse_H0* containing the time-independent part of the Hamiltonian matrixdata/tdse_S* containing the overlap matrixdata/tdse_rho* containing the -component of the dipole matrixdata/tdse_Z* containing the z-component of the dipole matrixdata/tdse_partialRho* containing matrix elements of data/tdse_partialZ* containing matrix elements of data/tdse_state_N* containing the vector representation of the stationarystates in the TDSE meshIn addition, fiend_linpol_prepare_tdse saves the new mesh indata/tdse_mesh.h5 and appends the new configuration parameters in data/config.


Time propagation can be achieved with the command fiend_linpol_propagate. It readsthe matrices prepared in step 2 and uses those for time propagation. A completelist of options can be printed out with fiend_linpol_propagate --help.


PETSc and SLEPc have numerous options to fine-tune their operation. Allarguments passed to scripts after PETSC_ARGS are used to initialize thePETSc options database and the arguments before that remain in sys.argv and areused by the argumentparser of FIEND.


When a string contains characters that can be used as quotation marks, it is important to clearly indicate where a string begins and where it ends when quoting the string. If the string is not properly quoted, the script will fail or it will load data incorrectly.


(Upon beginning the challenge.)Zurkon Jr.: Be-cycled goons have requested to join us tonight, my fiends!!! And Little Zurkon has matched their gravity for added amusement! Let us see how you stand against them... Hahaha! Ha hoo ha! Haaa...


One of the biggest points of friction that should be called out is time. If the customer perceives that they don't have time to fit in a review, they won't. However, if you address this objection beforehand during your ask, you can change their thinking while you have the momentum. For example, you might say or write "It will only take 2 minutes" as a side-note or post-script to the request.


Sword Coast Stratagems contains many optional tweaks to various aspects of gameplay, including a full implementation of the Icewind Dale spell system, but at its core it is a tactical/AI mod. It carries out a fairly systematic restructing of the games' core artificial intelligence, affecting spell and proficiency choices, kits, high-level abilities, and most importantly enemy AI scripting, with a full install rewriting the AI of practically every creature in the game, though in most cases without significantly affecting their core abilities. It further offers a large number of tailored components that modify individual set-piece encounters at various points throughout the two games. The idea throughout is to make combat more challenging, interesting, and most importantly immersive and realistic, insofar as that can be done with a 1990s-vintage game engine - I focus on trying to get enemies to use their abilities intelligently and effectively, and in the harder parts on making moderate changes to their powers and spells, rather than the brute-force method of increasing hit-rolls, saving throws and the like.


SCS also makes a number of small tweaks to the spell system, all intended to modify the game in small ways that are helpful from the point of view of tactical challenge - some make the game a little easier, others make it a little harder. These spell tweaks are installed by default since the AI scripts assume that they are present, but advanced users can deactivate them. (See under Spell Tweaks for the details, and under Customisation for how to fine-tune them.) If you are playing with Spell Revisions, almost all of the tweaks are skipped.


Finally, SCS contains a few miscellaneous tweaks to gameplay, a few ease-of-use features (notably, an ease-of-use player AI script with a large number of convenience features) and a few "flavour" features that don't really affect gameplay but hopefully aid the feeling of immersion in the game world.


SCS is compatible with Max OSX or Linux only for the Enhanced Edition. (SCS requires either the Enhanced Edition engine or ToBeX, and ToBeX is Windows-only.) Mods in general SCS attempts to be as compatibility-friendly as possible. It is probably not compatible with most mods that change enemy scripting or AI. One of its components (improved NPC customisation and management) is incompatible with any mod that removes dual-classing from humans. Otherwise, SCS should be compatible with most quest, item, NPC and tweak mods (I don't know of any significant incompatibilities with currently-used mods other than those listed here.)


Ascension is fully compatible with SCS. By default, Ascension enemies use their own scripts instead of SCS scripts, although a number of components change this. (Note in particular that the Ascension "tougher Demogorgon" component is overridden by the "Improved Fiends" component of SCS.


This AI script, suitable for all characters, is not intended to help you fight difficult battles, but it might make your life simpler (especially where pre-casting spells is concerned - SCS virtually requires you to do a lot of precombat spellcasting of long-duration spells, but it's tedious to do manually.)


On either edition, the script has fairly minimal combat functions: it will attack in melee or at range, prioritising non-helpless opponents, not fighting if the character is turning undead, and not wasting Minute Meteors, Energy Blades or Invisibility. Out of combat, the character will use low-level healing resources if needed, will activate long-duration once-per-day items, and can be instructed to cast long-duration defensive spells on the party by hotkey: C for Chaotic Commands, V for Death Ward, B for Protection from Fire and Protection from Magic Energy, Z for a paladin's Protection from Evil. (These spells are cast at a highly accelerated rate, and will not be cast on characters who are already protected.)


This component substantially improves the (in BG1 almost nonexistent, in BG2 rudimentary) scripting for monsters to help one another. Even the stupidest monsters will fight in groups (so the advance-a-few-steps-at-a-time strategy will fail); intelligent monsters will call out to nearby allies. There are some ways to abuse this component but generally it seems to strike a good compromise between amazingly unrealistic behaviour on the one hand, and the entire map emptying towards you on the other.


This component doesn't really make golems smarter (they're supposed to be stupid) But it streamlines their scripts a bit, gives their weapons a sensible range, makes them immune to Lower Resistance and to poison, and tries to prevent situations where golems get stuck behind barricades. It also fixes an animation glitch in the Iron Golem animation - this hopefully makes iron golems a bit prettier when they attack and blow clouds. As of version 22, it also gives clay golems a cursed-wound weapon, as in PnP Dungeons & Dragons. (You can turn this off before installing - see the customisation section.)


This component overhauls the "Fiends" (i.e., Baatezu and Tanar'ri, aka Devils and Demons) and "Celestials" (i.e. Devas, Planetars and Solars) throughout the game. More than any other component of this section of SCS , this component not only upgrades their scripting but actually gives them a variety of new magical abilities. I've based the abilities the fiends received on a combination of 2nd and 3rd edition pen-and-paper D&D; details can be found in the Spoilers section. However, the fiends' basic combat abilities and defences remain essentially unchanged: other than a certain amount of systemisation (where two similar-looking fiends have wildly different immunities, for instance) I've left their hit rolls, damage, immunities, magic resistance etc pretty much alone. In fact, in one or two cases I've removed a power (e.g. permanent haste) that seemed to be added as a cheesy way of making a fight harder.


This component improves the various genies (djinni, efreet, and the like) in BG2. Mostly this is done by improving their scripts and systematising the rather chaotic list of spells and abilities that different genies get (in the original game, if you charmed a genie you'd see that it had a totally different list of spells from the ones it was actually using!) However, the component also changes summoned genies so that they count as "Gated" rather than "Summoned"; the practical consequence of this is that they are immune to Death Spell. This makes genie-summoning rather more useful. 59ce067264






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