Yep it’s not near finished. This is one of those projects that’s sat in my “keep an eye on it” bookmarks for a good while, I figured I’d post it to get some attention on it, because it does look very promising.
I found some here: https://docs.spacebar.chat/setup/server/#setup
Note that the attacker needs to already have access to your Microsoft 365 account to do any of this. Fuck copilot and all, but this isn’t something they couldn’t achieve before.
Love how the free spot is “no conclave update” lol
Got hit with this in the middle of work. We only have one customer using CrowdStrike, and only staff PCs, no infrastructure. But this one is REAL bad, caused by turning your PC on, and cannot be patched - each affected PC needs to be manually fixed. Would not be surprised to see Linux usage go up after this.
One attendee and the shooter are dead
It depends entirely on the company you work for. Even then, I wouldn’t exactly describe the work as “chill”
This would make a pretty evil Zedruu gift
Thematically awesome/terrifying
I patched together some version of this using nested dictionaries:
var abilities: Dictionary = {
AbilityData.Trigger.BEFORE_ATTACK : {},
AbilityData.Trigger.ON_ATTACK : {},
AbilityData.Trigger.ON_HIT : {},
AbilityData.Trigger.ON_KILL : {},
AbilityData.Trigger.ON_DEATH : {},
AbilityData.Trigger.ON_JUMP : {},
AbilityData.Trigger.PASSIVE : {}
}
with each value being another key:value pair of { "ability_id": <ability-node> }
so I can keep a reference to the Ability node and use dictionary functions like .has() to check if a character has a specific ability:
func has_ability(ability_data: AbilityData) -> bool:
if abilities[ability_data.trigger_type].has(ability_data.id):
return true
return false
Then when a trigger fires, it calls this (I omitted the return code):
// Activates all abilities with the specified trigger type. Returns an array containing each ability that was activated this way.
//trigger_type is an enum
//data is just a resource containing things like position, target, ability owner, etc
func trigger(trigger_type: AbilityData.Trigger, data: AbilityActivationData) -> Array[Ability]:
var abilities_to_activate: Dictionary = abilities.get(trigger_type)
// Loops through the list of Ability nodes.
for ability in abilities_to_activate.values():
ability.activate(data)
abilities_activated.append(ability)
This seems to work, but it still gives me that tickling sensation that it could be a little cleaner.
I think I understand…
Instead of the player iterating through and calling all of its abilities, the ability just connects directly to whichever signal it needs on the player?
My current setup is to add each Ability as a node to the player, so right now it follows the “call down, signal up” adage that I hear everyone say. What would be a good way to implment the other way? I assume I should rework my current setup otherwise it’d be “signal down, signal up”?
Win11 doesn’t let you past setup if you dont have an internet connection.
Walls are in shambles rn
Epic, I generated a film summary for fun:
“Assassin Ninja Cows 2” is an action-comedy film starring Seth Green as the lead character, alongside a herd of cow-ninjas. The story revolves around a group of dairy cows who have been trained in the art of ninjitsu by their master, Sensei Moo. In this sequel, the cows face their most dangerous mission yet, as they must protect their farm from a ruthless group of assassins known as the Black Udder.
The plot follows the cow-ninjas as they work together to outsmart the Black Udder, utilizing their stealth, agility, and teamwork to create a series of elaborate and hilarious schemes. The cow-ninjas must use their unique skills to defend their home and fellow farm animals.
As the story unfolds, Seth Green’s character, a witty and resourceful city cow, takes on a leadership role, employing his intelligence and quick thinking to guide the cow-ninjas through various obstacles and challenges. Along the way, the audience is treated to a blend of action-packed fight scenes, slapstick humor, and heartwarming moments of camaraderie among the farm animals.
In the end, the cow-ninjas successfully defeat the Black Udder and save their farm from destruction, proving that teamwork and determination can overcome even the most formidable foes. “Assassin Ninja Cows 2” is a lighthearted, family-friendly film that combines humor and action to create an entertaining and engaging experience for all ages.
Well I’ll be damned!
Try forge, it has AI you can play against if your friends don’t wanna play.
Oh hey, a Star Wars The Gathering mechanic got ported to the actual game!
Here’s an absolute banger build I cooked up:
Basically spin around the tileset vacuuming up as many enemies as you can. After the tornado ends, cast Sickening Pulse immediately. Funny business ensues.
It actually does pretty well in steel path missions, but it does almost no damage to high armour units, even with 10 corrosive stacks. Also completely useless against Overguard units, since for some reason Elemental Sandstorm doesn’t seem to apply to them.
Just finished building my [[Gonti, Lord of Luxury]] deck… This is an interesting sidegrade. The extra colours are nice, although it’ll make it harder to go big mana with [[Cabal Coffers]] and crew. I guess that’s why they gave him the first ability.
Also this is a really cool artwork!
Or maybe they have the ability to make you weaker