This is so funny
THERE WERE ADMINS. They just werenāt orangeandblack5
I rendered the site orangeandblack5less
do not listen to the woke mobās lies
i think unironically ive had like 6 politicians call me today and my phone keeps calling them scammers
Nya
Iāve worked on code some before taking a step back, and working a better formalization of the rules thatās written down rather than relying on a model in my head. Quick breakdown is abilities have modes. Modes can be activated (like for an action), triggered, or static (passive). An action is anything with one or more activated modes. When an action is used, exactly 1 mode is activated. Modes can then apply 1 or more effects. I havenāt entirely sorted out how scope (whatās being affected) maps to specific effects yet, but whatever.
When action or triggered ability is activated, it creates a ādispatchableā instance that contains the mode that needs to be resolved, and the scope. At any point one or more dispatchables are created because of the same event like a thing that causes abilities to trigger, or the game progressing to the step where it resolves actions, it first sorts all of those dispatchables. The sorting function compares the highest effect weight of dispatchables which is the highest weight of effects the mode has. So instead of inspecting it and seeing that its effect is redirecting or blocking or whatever, it just checks what the highest weight is among all effects in each mode, and the effects are assigned weight ahead of time.
Thatās a soft way to handle priority, and you can sort of leave it there if you want OoO, but that doesnāt entirely solve issues with multiple redirectors or blockers or anything in the same tier that would influence what another action does. You can find some way to handle those cases that isnāt a dependency system, or you can try to build a dependency system.
Constructing a dependency system is rough. Hereās the current definition that I will eventually attempt to implement:
An ability is said to ādepend onā another if applying the other would change the text or the existence of the first ability, what it applies to, or what it does to any of the things it applies to. Otherwise, the ability is considered to be independent of the other ability. The ability an another ability depends on is said to be āa dependency ofā that other ability.
Dependency detection is somewhat easier, and can be simplified in certain cases. For example, a redirecting ability is a dependency of all abilities whose source is the player its targeting. Blocking is similarly straightforward. However, we have to actually inspect modes now, and more specifically, we need to detect dependencies on a per effect basis. Like a jail keeper protects (from kills) and blocks. It needs to resolve before the player its blocking and before any killing actions affecting its target.
Itās probably most efficient to create scope graphs at some point to understand what abilities could even possibly be connected like if player A targets player B, B targets A, and neither player is targeted by anyone else , we only need to check abilities of A and B for dependencies between each other.
That covers 90% of cases, and would give you something thatās probably close to parity with modbot, but with a more intuitive resolution system.
The last 10% is trickier. If thereās an ability that does something only if the target is blocked when it resolves, it should resolve before blocking does, but detecting that these things are related is a bit troublesome. I have ideas for my system (checking if characteristics in conditions overlap with characteristics being modified), but this is where it really depends on the implementation. I mean, all of this depends on the implementation, but that in particular can be tricky if you arenāt designing your system to handle it.
[ā¦1] died and got (isekaiād), but (its) soul was split into two. Broken in body and personality, [ā¦2] deemed that a compensation (needs to be given).
Magnolia āMaggyā Cupid lives in Worldline A with her stepsister Nadezhda āNadjaā Cupid, in a world where cherished objects gained human form.
Hibiki Hirakata (平形éæ) lives in Worldline B with a healing ability, in a world where superpowers are starting to appear everywhere in the world.
How did it take Xblade so long to get the URL changed but this was done so quickly
We truly are built different here on Fortress of Truth!
how did it take xblade so long to destroy the site but it only took may like 15 minutes
Efficiency.
chat
i was actually feeling good abt my exam today
then i got the worst fucking headache in my life
i cannot do a programming exam whilst my head hurts
because programming already makes my head hurt!!!
GIANT scam
i rate college 0/10
im dropping out trumpās economy will save me MAGA