2012.10.28 02:23 robotevil Robotevil: Green-Light's sexual fantasy
2013.04.05 02:32 The Stump Window Manager
2013.04.14 08:55 Folivora 粵語
2024.06.01 09:09 BigPotato2345 Mac is not better for programming
2024.06.01 06:49 Stage-Piercing727 Best 380 Handgun
submitted by Stage-Piercing727 to u/Stage-Piercing727 [link] [comments] https://preview.redd.it/cbsb0ewl4w3d1.jpg?width=720&format=pjpg&auto=webp&s=0ea08ff93092caca214fad39183ecd1e42e0c035 Welcome to our roundup of the top 380 handguns on the market! Whether you're a seasoned shooter or a first-time buyer, we've got you covered with our comprehensive guide. Read on to discover the best handguns in the 380 caliber, and find the perfect fit for your shooting needs. Let's dive in! The Top 19 Best 380 Handgun
Reviews🔗WWII Era Walther P.38 Replica Pistol by Denixhttps://preview.redd.it/mcfcygkm4w3d1.jpg?width=720&format=pjpg&auto=webp&s=363664a5546e88632469b0180ba9f04915beaaa2 I recently got my hands on the Denix Replicas 1081 Walther P. 38 Automatic Pistol and I have to say, it's a real treat for history enthusiasts! The detailed recreation of this iconic WWII weapon is impressive, and it's not just for show. It's heavier than one might expect, which gives it a solid feel in the hand. The pistol-like click of the slide and the smoothness of the mechanism make it a joy to handle, even if it's not fireable. However, there are some minor drawbacks, like the fact that the slide doesn't lock back and the magazine can't be removed. But considering this is a replica for display purposes rather than practical use, it's not much of a hindrance. It's a conversation starter and a great way to add a piece of history to your collection. 🔗Authentic 18th Century British Dueling Pistolshttps://preview.redd.it/btrqctbn4w3d1.jpg?width=720&format=pjpg&auto=webp&s=93ed74350ac6e3b29a4923b95950d876a7b78890 Recently, I got my hands on these Denix British dueling pistols, a replica of flintlock pistols from the late 1700s. Measuring just under 15 inches, these pistols have a classic wood stock, a convincing brass barrel, and an intricately designed trigger guard. The butt plate, with its embossed designs, adds that authentic touch. These handheld firearms, crafted in Spain, were designed to uphold a man's honor in duels of old. The weight and balance of the pistols felt right as I held them, reminiscent of the past. The flintlock mechanism functioned smoothly, and the click as the hammer was cocked felt satisfying. However, one thing to note is that the replica parts are somewhat fragile, so they need to be handled with care. The trigger, in particular, is quite sensitive and requires some practice to get used to. Nonetheless, despite these minor issues, the Denix British dueling pistols have been a delight to use in my airsoft games. 🔗Affordable and Tough Pistol Starter Kit for Beginnershttps://preview.redd.it/i0868kwp4w3d1.jpg?width=720&format=pjpg&auto=webp&s=7ec11dc2c4eb3da3186126c9016817de33fd1a6d The Pistol Starter Kit by Lyman is a comprehensive package tailored for first-time pistol enthusiasts, or those looking to expand their shooting accessories. Enclosed within a robust 600D nylon shooter's carry bag, this set has all the essentials one could need for a safe, enjoyable experience at the range. Eye and ear protection are top-notch, with high-quality earplugs boasting 25dB noise reduction, and eye protection suited for various shooting conditions. The QwikDrawTM barrel cleaner is a standout feature, simplifying the cleaning process without the need for traditional rods and patches. As an added bonus, this set offers significant cost savings compared to purchasing items individually. It's a perfect introduction to the world of pistol shooting and a worthwhile investment for seasoned shooters alike. 🔗1851 Navy Revolver: A Reliable and Handsome Sidearm for Gunfightershttps://preview.redd.it/3d8tw5kq4w3d1.jpg?width=720&format=pjpg&auto=webp&s=8d640b51b343db1be294f4d2566fcc34ff71b55e This antique beauty, the Polished Gold and Nickel M1851 Navy Revolver by Medieval Collectibles, is a sight to behold. The intricate details on this 4-barrel pistol bring it to life, transporting you back to the Civil War era, and even beyond. The 7.5-inch barrel, with its octagonal design, has a timeless charm that's impossible to ignore. The solid frame exudes confidence and strength, much like the times it was used. At 13 inches in total length and a weight of 2.3 lbs. , it's a well-balanced sidearm for gun enthusiasts. However, there are a few areas that might require attention. Some users have reported loose moving parts and issues with the plating, which could affect its overall durability. Additionally, there's been mention of sharp edges and misaligned fittings, which might not be ideal for those handling this piece. Despite these setbacks, the M1851 Navy Revolver remains a coveted collectible. With the right care, it could become a prized possession, adding an element of history to your collection. 🔗Denix 1106N 1873 Old West Revolver .45 - 12.25 Inch Metal Barrel with Wood Gripshttps://preview.redd.it/w612frtq4w3d1.jpg?width=720&format=pjpg&auto=webp&s=1a07e483b91806cf331e0b56571b914f99124b7d I was pleasantly surprised by this 1873 Old West Revolver from Denix, it felt tough and well-constructed. The 5.5 inch black cast metal barrel and trigger give it a solid, weighted feel, while the genuine wood grips lent a touch of authenticity. In my daily life, it served as a perfect replica for a western-themed event and even in my holster, it looked great. However, I did notice that the action of the trigger wasn't as smooth as it could be, but overall, this was a good purchase. 🔗1825 Italian Percussion Pistol - 4 Barrel Dueling Replicahttps://preview.redd.it/pzir0v7r4w3d1.jpg?width=720&format=pjpg&auto=webp&s=c782414af96f9b456c84935d3e81fd3b6907ec8b As an enthusiast of historical firearms, I recently had the pleasure of trying out the 1825 Italian Percussion Pistol. This replica is a true beauty, with its intricate engravings and detailed furniture. It's the kind of piece that can instantly become the centerpiece of any collection, whether you're a seasoned collector or just starting out. Using this pistol sparked a deeper appreciation for the craftsmanship that goes into creating such intricate weapons. The trigger was smooth and the accuracy was impressive, just like what you'd expect from an authentic piece. However, my experience was marred by a minor issue. Upon receiving the product, I found that the stock was broken. While this wasn't a showstopper and I managed to fix it with some glue and tape, it was an unexpected inconvenience. Despite this minor hiccup, I still think the 1825 Italian Percussion Pistol is a great addition to any collection. Its unique design, accurate specifications, and the satisfaction of handling a piece of history make it more than worth the investment. 🔗Desert Eagle Chrome 4 Barrel Realistic Pistol Replicahttps://preview.redd.it/0pbg8ihr4w3d1.jpg?width=720&format=pjpg&auto=webp&s=321379d5cf6218c38b7d91953ddd92d9f6c11308 As a fan of the silver screen, I couldn't resist the Desert Eagle Replica Chrome Pistol. This sleek, shiny pistol has made its way into countless movies and video games, and I was thrilled to get my hands on it. The first thing that stood out to me was its impressive weight - it felt like I was holding a real, trustworthy sidearm. The removable clip made it easy to reload, and the working action added that extra touch of realism. While the pistol's chrome finish did attract some fingerprints, it cleaned up easily and added a touch of flair. On the flip side, the plastic components made it feel less sturdy than I would have preferred, and the lack of a proper safety did leave me a bit uneasy. Overall, this Desert Eagle Replica had its moments of glory and its flaws, but I'll definitely be looking for the next big thing in movie props. 🔗Historic 4-Barrel Pistol Replica by Denixhttps://preview.redd.it/85lm06sr4w3d1.jpg?width=720&format=pjpg&auto=webp&s=3824a522fbd0f56978378a7aaa1ea5e7ead52e49 As a fan of Civil War reenacting, the Denix 1849 Wells Fargo Revolver has been a game-changer for me. Its realistic look and feel are top-notch, making it an excellent addition to my outfit, giving it that authentic touch. The black metal and nickel body, with its wood grips, is a delight to hold and adds a sense of weight to it - a detail that's hard to find in other replicas. However, I've also experienced some minor downsides, like the non-firing replica being the only type available. But overall, I'm thrilled with my purchase, and it has become a favorite in my collection. 🔗Denix 22 Magnum Miniature Revolver for Displayhttps://preview.redd.it/gcf7bb4s4w3d1.jpg?width=720&format=pjpg&auto=webp&s=5ac5e67ecedb8ae589180a22223e77cded2e4c6b I recently came across the Denix Miniature Western Revolver, and I must say it's a sight to behold. This little gem perfectly captures the intricate details of a real 1873 single-action six-shooter. From the antiqued gray finish to the simulated wood handle, every aspect of this miniature replica makes it a stunner. One of the most pleasant surprises was the smooth action, just like the original gun. It operates flawlessly and is a true testament to the craftsmanship that goes into making these marvels. However, this adorable little collector's piece isn't designed for playtime, especially not by young, curious kids. It's more of a display item, meant to grace shelves or cabinet shelves with the genuine feel of a real, historical weapon. With all these features in place, it's clear that the Denix Miniature Western Revolver isn't just a toy; it's a work of art. Yet, it doesn't quite pack the power or the heft of the real thing, which can both be seen and felt. It's a perfect balance of form and function, a captivating collector's piece that's a delight to observe and handle. So, if you're looking for an authentic replica with the spirit of the Wild West, you might just find your heart's content right here with this delightful little Denix Miniature Western Revolver. 🔗Nickel Finish Smith and Wesson 1869 Army Revolver Replicahttps://preview.redd.it/a0rcnmfs4w3d1.jpg?width=720&format=pjpg&auto=webp&s=108d2a7991cf6436b8bb92730f67c4bdaa0f6138 As someone who's always been fascinated by the era of the Old West, I couldn't resist trying out this non-firing replica of the 1869 Army Revolver. Featuring a sleek nickel silver finish, this replica brought me back to the iconic "Cowboy" days. Handling the replica felt like holding a piece of history, with the original's "single action" and "top break" mechanisms. It even had the added bonus of being a non-firing model, which meant I didn't have to worry about accidentally accidentally discharging it. However, the size and weight of the replica were a bit more challenging to deal with, given that it's a faithful replica of the original. Despite this, I appreciated the fact that it gave me a better understanding of the real gun without the need to purchase one. All in all, the Denix 1869 Army Revolver replica is a solid choice for anyone looking to step into the boots of a "Cowboy" in the Old West. Just be prepared to handle its size and weight! 🔗Zerobulk Holster for Taurus Spectrum 380 ACP with Adjustable Heighthttps://preview.redd.it/ugunh4us4w3d1.jpg?width=720&format=pjpg&auto=webp&s=21ec06a64ecaad19a3fee6b4b5d612201fff774a The Versacarry Ibcch 380 ACP Extra Small 2.75" Barrel holster is a sleek and comfortable option for those who want to carry their handgun without sacrificing convenience or style. I've been using this holster for a while now, and it's definitely one of the smallest on the market that still feels incredibly snug. The patented design of the holster secures the handgun by its inner barrel diameter and length, rather than the external features, making it a great choice for those who may have external lasers or lights attached to their firearms. The black finish of the holster is both practical and stylish, and it fits perfectly with a 380 ACP caliber. Overall, I've been really impressed with this holster's capabilities and its ability to keep my handgun safe and secure without being too bulky. 🔗Wild West Cowboy Die-Cast Metal Toy Gun Set with Holster and Belthttps://preview.redd.it/gz8fwart4w3d1.jpg?width=720&format=pjpg&auto=webp&s=1fd7329c7b7d076ed5dc2667359148603a8027e2 As a kid, I remember dreaming of being an outlaw in the Wild West, and the Outlaw Pistol brought that dream to life. Crafted with solid die-cast metal and quality plastic, it feels like a real antique gun, just like those used by the famous outlaws of the era. The 12 shot action ring caps provide a satisfying bang that's thrilling and safe. The holster and belt set add that authentic touch, making it more than just a toy. While the plastic handle may not be the most durable, it's still functional and adds a unique look to the pistol. I did find the size a bit small for my hand, but it works perfectly for my son, who absolutely loves it. Overall, the Outlaw Pistol is a great choice for anyone looking to relive the glory days of the Wild West. Buyer's GuideWelcome to our buyer's guide for 380 handguns! This guide is designed to provide you with detailed information about the important features, considerations, and general advice for selecting a high-quality 380 handgun. We'll discuss aspects such as caliber, action, capacity, and ergonomics to help you make an informed decision when choosing the best 380 handgun for your needs.CaliberThe 380 handgun typically comes in three common caliber sizes: 380 ACP (Automatic Colt Pistol), 380 Auto (shortened version of 380 ACP), and 380 +P. The primary difference between these calibers is the amount of stopping power they provide. The 380 Auto offers decent stopping power, while the 380 +P has more energy and produces a higher velocity for increased stopping power. https://preview.redd.it/op0jbpvv4w3d1.jpg?width=720&format=pjpg&auto=webp&s=6da2cb0ae2b041a6b9691f4a578ea20218ac37fe ActionThere are two primary actions in 380 handguns: semi-automatic and revolver. Revolvers typically have a lower capacity (usually 5 or 6 rounds) and require manual extraction of spent casings, while semi-automatics have a higher capacity (10 or more rounds) and automatically eject spent casings. Semi-automatic handguns generally have a higher cyclic rate and are more popular for self-defense purposes due to their quicker reloading times.CapacityThe capacity of a 380 handgun can range from 5 to 13 rounds, depending on the type of magazine, and the type of action. Semi-automatic handguns usually have a higher capacity than revolvers. However, capacity should not be the only consideration when selecting a handgun. Other factors, such as trigger pull and reliability, should also be taken into account.ErgonomicsErgonomics play a crucial role in comfort and accuracy when shooting a 380 handgun. Factors such as grip size, texturing, and weight distribution should be considered. A handgun that fits well in your hand and feels comfortable will improve your accuracy and ease of use. https://preview.redd.it/hgun0s5w4w3d1.jpg?width=720&format=pjpg&auto=webp&s=e14d27f5083be3ce3a3d76c8a9f09c5ccad852b8 ReliabilityReliability is essential when selecting a 380 handgun. A reliable handgun will function properly under various conditions, such as extreme temperatures, adverse weather, and rough handling. Be sure to test the handgun with different types of ammunition to ensure it's reliable.Cost and ValueLastly, consider the cost of the 380 handgun and the value it provides. While it's important to find a handgun within your budget, don't sacrifice performance or quality to save a few dollars. A high-quality 380 handgun may cost more initially, but it will likely provide better performance, reliability, and durability in the long run.We hope this buyer's guide has provided you with valuable information about the important features, considerations, and general advice for selecting the best 380 handgun for your needs. Remember to prioritize factors such as accuracy, reliability, and comfort when making your decision. By following these guidelines, you'll be well on your way to choosing a high-quality 380 handgun that will serve you well in various self-defense or recreational applications. FAQhttps://preview.redd.it/nkhxtwpw4w3d1.jpg?width=720&format=pjpg&auto=webp&s=6df530de7ce3824581862887226b78009e791b5f What are the key features of a 380 handgun?The 380 handgun is known for its compact size, lightweight design, and reliable performance. It features a semi-automatic action, low recoil, and high capacity magazines, making it an ideal choice for concealed carry and personal defense.What are some popular 380 handgun models on the market?Popular 380 handgun models include the Sig Sauer P365, Glock 48, Walther PPS M2, and the Springfield Armory Hellcat.What is the size and weight of a typical 380 handgun?The size of a 380 handgun typically ranges from 6.8 to 7.3 inches in length and 1.1 to 1.5 inches in width. The weight varies from 18 to 23 ounces, depending on the model and manufacturer. https://preview.redd.it/totrtf0x4w3d1.jpg?width=720&format=pjpg&auto=webp&s=bea5799fbe6fc559fba2f90feda8cc3b24dd2885 What ammunition is suitable for a 380 handgun?380 ACP (Automatic Colt Pistol) is the most common ammunition used in 380 handguns. It is available in various bullet types, such as self-defense, target practice, and training ammunition.Are 380 handguns suitable for concealed carry?Yes, 380 handguns are ideal for concealed carry due to their compact size, lightweight design, and easy portability. They offer an effective and reliable means of self-defense in case of emergency situations.What is the recoil like on a 380 handgun?The recoil on a 380 handgun is generally low, making it more comfortable to shoot compared to larger calibers. This feature is particularly beneficial for novice shooters or those who are recoil-sensitive.How many rounds can a 380 handgun magazine hold?The magazine capacity of a 380 handgun can range from 9 to 16 rounds, depending on the model and manufacturer. High-capacity magazines are available for those seeking a greater number of rounds.What is the price range for a 380 handgun?The price range for a 380 handgun can vary greatly depending on the brand, model, and features. Generally, you can expect to pay between $400 to $800 for a high-quality 380 handgun. Prices may be higher for premium or limited edition models.Can I use a 380 handgun for home defense?Yes, a 380 handgun can be used for home defense in case of intruders or other threats. Its reliable performance, low recoil, and ease of use make it a suitable choice for self-defense scenarios.How do I clean and maintain a 380 handgun?Cleaning and maintenance of a 380 handgun should follow the manufacturer's recommended guidelines. This typically involves disassembling the firearm, cleaning the barrel and frame, and lubricating moving parts. Regular maintenance will ensure optimal performance and longevity.As an Amazon™ Associate, we earn from qualifying purchases. |
2024.06.01 02:46 Ok_Video488 I've Been Playing "Adopt Me!" For Over 2 Years. But After My Experience, I'll Never Look At "Adopt Me!" The Same Again.
2024.06.01 00:17 LouisGhem Question about GPX formatting format loading oddity
2024.05.31 23:45 euromonic Did Elaine ever do anything *that* bad?
2024.05.31 21:59 inthemix1i [US-NJ] [H] QK65 r1, SMKey TKL, HMKB 60%, KAT Cyberspace, SA Polyclear, EPBT Ivory, Artisans (Artkey, Canto, Keylabs, KO, Rama) [W] Paypal
2024.05.31 19:11 brycen64 So I made a Dragon Ball Z Board Game for my kids... and we love it.
submitted by brycen64 to dbz [link] [comments] So I created a Board Game for my kids and it's been a blast. Just thought I would share. haha. We call it DB Fight. Here are the rules Welcome to DB Fight! A Card and Miniature Strategy Battle Game that brings the fights of the Dragon Ball series to life! Object Each player controls a number of characters (I recommend setting the maximum to 3 because 3 can easily turn to a much higher number thanks to certain moves such as Piccolo’s Multi-Form or Cell’s Cell Jr move but that is up to the players). The object of the game is to eliminate all of the opponent’s characters or utilize any unique win conditions one of your characters bring to the fight (such as Frieza’s Planet Destruction Ability). The First Time You Play If you are playing for the first time, I recommend beginning with a 1v1 battle between Frieza and Goku and setting a Maximum Stage of 5. Rock Paper Scissor’s Shoot! If players ever cannot come to an agreement on a decision, they will play Rock Paper Scissors, the winner will make that one decision. Play a separate game for each decision. Assembling The Team Before the fight can begin, the teams will need to be assembled first! A few decisions need to be made for that to happen. Maximum Stage: Each Character has a maximum stage which relates to their highest transformation. For Example, Base Perfect Frieza is Stage 3, however Frieza Black is Stage 8. If the Players decide upon the Maximum Stage being Stage 5, then Frieza can be selected, but he can only go up to the Golden Frieza Transformation which is Stage 5. Power Level: Next the players will need to decide what the Power Level will be, that is the total number of character stages added together on one given team. For example, if the Power Level is 5, then a player might pick 1 level 5 character, such as Golden Frieza, or maybe they pick a level 3 character with a level 2 character such as Mystic Gohan (Stage 3) with Tien (Stage 2). Picking Characters: After setting the Maximum Stage and Power Level all that remains is to select which characters you want on your team. There are no rules as to who can work with who, you can have Baby and Jiren on a team if you want, have fun! Rock Paper Scissors can determine who chooses first, or perhaps players can bring their own Characters to the match. Gathering Resources Each Character comes with a mini-figure, a deck of Basic Cards and Character Cards, and two resource dials called a Ki Pool and Active Ki. Mini-Figure: The Mini-figure represents your character. Their Base is about 1 inch in diameter, unless they are a large character in which case it will be around 3 inches in diameter (such as Cell Max). This figure will represent where your character is on the map for targeting purposes. The Deck: The Deck is comprised of Basic Cards and Character Cards. It does not need to be shuffled, players will be allowed to pick any card from anywhere in their deck every turn. Basic Cards: These are actions that are common among every character, such as ki blast, attack, dodge, and many more. The Basic Cards will be described in a later section. When putting together your deck, do not forget to grab these basic cards. Character Cards: Each character comes with a non-specific number of personal Character Cards, these are actions that are unique to the character, such as Kamehameha or Solar Flare. When putting together your deck, add the Character Cards to the Basic Cards. SETUP THE MAP Now it’s time to setup the map, here we’re going to setup the Ki Dials, Miniatures, and Deck. Set Ki Dials: Your total Ki between all dials will be 10 times your maximum stage, so if your maximum stage is 7, then your Total Ki will be 70. The Active Dial should be set to 10 times the base stage. So if your base stage is 3 then set your Active Ki to 30, set your Ki Pool to fill the remaining Total Ki. Using the example of 70, if your Active Ki is 30, then 40 will go into the Ki Pool. Setup Characters: Each Player picks opposite sides of the map, they will setup their characters on a space that touches the border of the map on their chosen side. Setup the Deck: Each deck comes with a base character card, such as “Goku” or “Vegeta”, place this card out in front of you to show your opponent your starting transformation and display your character. How to play? Before the fight can begin, we need to know how to play. Here is a rundown of the basic rules of the game. It is broken up into 4 phases. Pick, Reveal, Enact, Calculate. Pick: In this phase, each player will secretly pick one or more of their cards from their deck for each character they control and place it face down in front of them. The most basic actions are 1 card, such as Attack or Solar Flare, but some actions might require a Location, Target, or Checker card to be played with them (those will be explained in a later section). Other Actions allow some cards to be stacked with another card, such as adding Instant Transmission to a Kamehameha. Reveal: In this phase, the players flip over their cards to reveal what they have chosen. Typically this is a short flip of cards and move onto the next phase, however some characters like Hit have a special move that allows them to re-pick their action after all other opponents have revealed. When this happens, any character using this ability will simply pick, place face down, and reveal once more. Enact: In this phase, all actions are considered to happen at the same time. So there is no need to worry abut who goes first. Here are the parts of Enact. Payments: Before we even know what happened, Ki leaves the characters, this comes in the form of Powering Up characters, Upkeep, and Paying Ki for actions. Power Up: If your character Powered Up Then spin the Ki Pool Dial down accordingly and Spin the Active Ki Dial up accordingly. You may power up anywhere from 1 Ki up to double your current stage. If the Power up was selected, then you do not have to pay for the transformation this turn. For example, if Goku is Super Saiyan 3 and chooses to Power up, he can bring 6 Ki from his Ki Pool down to his Active Ki, and he does not have to pay the 3 Ki required to maintain the transformation this turn. Upkeep: Some Actions or Transformations require a constant drain on energy, such as Kaio-Ken, or Super Saiyan 3. These actions will feature a Sustain Characteristic, this means Active Ki that has to be paid every turn while the Action or Transformation is in effect. Pay the Ki from the Active Ki as required. If you cannot pay the Ki, due to an error in your calculations, then the move ends and is not in effect for this round. Any effect from the action ending takes place immediately, such as rolling dice to see if damage taken from Kaio-Ken. Pay: Pay any Ki from Active Ki or in rare occasions Ki Pool (such as with Special Beam Cannon or Kamehameha) for any actions selected. Spin the dial down to pay for any actions selected. If you cannot pay for any action, due to an error in calculation, the action is ignored as if you didn’t pick it at all. Your character simply got shocked and forgot to move this round. Move: In The Dragon Ball Universe, every character is a speedster, capable of moving in the blink of an eye! Before Damage is done or actions are completed, we need to see if characters are still in the same location. Any character who has used Dash, Jump, or any other movement actions that will relocate the character (such as Instant Transmission) will performs those moves and cancel the targeting accordingly. However using a basic attack action will move your character next to the target, but not cancel any attacks targeting them. Essentially Characters are capable of tracking their targets in the middle of a fight. Target Confirmation: Next we need to make sure targets are still valid! Did your actions hit or miss? If the target of the action is no longer in the same location, then it ‘might’ have missed, as stated above, unless the action specifically cancels the target or is considered a rapid move such as Jump or Dash then the attacker was able to track any movement of their target and still hit them accordingly. If the target took a Dash or similar action then the attack will miss unless it has the Blast Characteristic or something else that may still hit the target, check the blast radius or any other targeting conditions accordingly. Non-Damage Actions: Did Buu Wrap his body around Gohan? Did Goku put Radditz in a headlock? Did Baby Possess a Vegeta!? Many actions do zero damage, but have a drastic impact on the game, complete any of these actions before moving to Damage Calculation. Did my attack still happen? Sometimes it may seem like you can prevent a move from happening, for example, Frieza was about to destroy the planet, but Piccolo wrapped him up. As much as you desperately wish this happened, it’s important to keep in mind that all actions happen at the same time. If Frieza launched that attack, then he launched it AS Piccolo wrapped him up, thus not preventing the attack. However, if Frieza was still charging the attack planning to release it on a future turn, then his attack would be interrupted by the grapple and the Ki would be wasted. Calculate: Now it’s time to do some damage! All Damage is done at the same time, so it is very possible for a double knock out. Calculate the damage for any relevant action, build it in a pool to make sure you are getting all the factors correct, then have the target of the attack spin down his dials accordingly. Damage calculation will be explained below. Damage Calculation: Convert the Ki to Damage: Each attack action has a Damage Characteristic, this means that for every 1 Ki spent, it does X amount of damage. If the Damage Characteristic is 2, and 6 ki was spent on the attack, then it will do 12 damage. Add any extra Damage: Certain Transformations, such as Gohan Beast or Legendary Super Saiyan, add a flat damage bonus to each attack. Add this bonus to the damage pool. For example, if the Ki to Damage conversion came up to 12, and the extra damage was 10, the new calculation is 22. Stage Disparity: Sometimes in the Dragon Ball Universe, a powerful transformation can render powerful attacks ineffective. Such as when Krillin attacks Super Saiyan Goku, the transformation of Super Saiyan became just too powerful for Krillin to do any real damage. We use the Stage Characteristic to represent this. Stages represent the power level of the character. When this happens, we apply the following formula to damage calculation. Equal Stages: It should go without saying, but I’ll say it. If both the attacker and the target are equal in stages, then nothing special happens. Attacker is Greater: If the Attacker is greater in stage than the Target, Add an extra 10 damage to the attack. It is always only 10 regardless of how many stages greater the Attacker is. (Play testing revealed adding more than 10 imbalanced the game). Attacker is lesser: If the Target of the attack is greater in stage than the attacker, then 10 damage will be subtracted from the attack to a minimum of 1. For example, if the damage calculation is set to 6, then the attack will still do at least 1 damage. Reduce Damage: If the target selected the Block Action or another damage reducing action such as Android 17’s Barrier. Then reduce any damage accordingly. For example, if Block was chosen, it removes 10 damage from the overall attack. If the total sits at 22, the damage is now 12, this can be a minimum of 0, reducing the damage entirely. Apply the Damage: Starting with the Ki Pool, spin the dial down to account for the damage taken. If the Ki Pool turns to zero, then apply the rest of the damage to Active Ki. If the character hits zero in all dials, they are considered defeated and removed from the board. In rare cases, such as Cell who is required to hit -10 Ki before being destroyed, the character will be removed from the map, and setup anywhere on the map at the beginning of the next turn at whatever Ki his character card specifies. The Map Now let’s talk about the map, how to move, target and attack, etc. The Overall Board: The Board is a typical game board used for Checkers or Chess, with dark and light checkered spaces in an 8x8 grid. The Locations: The Board is divided into 4 sections, one for each corner in a 4x4 grid. The Checker: The Board is divided into white spaces and black spaces (or light and dark depending on your board color). Movement: The Character must occupy a space on the board at all points of the game, unless they are using a special move, such as Baby’s possession, in which case he would be removed from the game board but count as being inside his target of possession. Or as with Cell who might have hit zero on his dials, in which case he would be removed from the board but set back up at the start of the next turn. A Character is moved by one of a few actions. Moving just to Move: In a fight, every move is calculated. There is no such thing as a casual relocation. If a character is moved, it will be because of a dash, jump, attack, block, or any other special circumstance. Characters may not be moved, just to move. Attacking: If the character targets another character with the attack action, or a similar physical attack such as Grapple, Wrap, or Ki Blade, then the Attacker will need to be moved adjacent to the target and within the same location. A checker card must be played with the action to reveal what color the Attacker intended to be located on. If the target dashed or jumped out of the way, then the Attack action misses, the Attacker must be moved to the location of where his target was. For example, Goku attempts to punch Dyspo, but Dyspo Dashed out of the way. The Goku Minifigure would be moved next to Dyspo, and then Dyspo would be relocated. Dash: A Dash action must be played with a location and a checker card. The Character is moved to that quadrant of the map and onto the colored space specified. Jump: A jump is a small quick movement. The Action allows the character to relocate from one space color to the nearest adjacent color of their choice without leaving their current location quadrant. For Example, if Krillin is in Location 1 on a white space and he plays the Jump action while multiple enemies attack him, his attackers will first be placed next to him, then the krillin miniature will be moved to a black space of his choosing that is a minimum distance from his previous location. Blocking: In a case where a character is blocking for himself, there is no movement. But there are scenarios where movement is required with blocking such as blocking a specific attack like Frieza’s Planet Destruction, or blocking on behalf of an ally. We’ll talk about targeting the ground in a later section, but if a character wants to block a specific blast, they will be moved to that blast location when they play the block action. If it is a blast attack, the character is moved to the center of the blast. If they are blocking on behalf of an ally, they will be moved to the space adjacent to the target, and directly between the attacker and the target. If the attack is coming from an angle that makes the direct line ambiguous, then the blocker has freedom to choose whichever space makes the most sense to them. Any Other Special Move: There are countless special actions a character can take that can require a movement. If any of these moves are made, the appropriate checker or location card must be played with them to show where the character was intended to move. Why? Because in the chaos of battle characters can get caught in blasts or ki barrages. It’s important to note where the character was intended to go, so they cannot retroactively place their character perfectly out of harms way, as much as possible, though there is always a little room for strategic placement. For example, if Vegeta fired a final explosion into location 1, and krillin was jumping out of the way of an attack from Buu. If krillin has two spaces to move, one within the blast radius of Final Explosion, and the other outside the blast radius, then Krillin can move to the safer spot. Targeting the Ground: If a character wants to target the ground such as with Final Explosion or with Planet Destruction, a marker must be placed on the board indicating where that attack is going to land. Targeting a Range: Some attacks can hit a variety of areas, such as the Ki Barrage Action. When this action is selected it will be played with a Location and Checker card, this means the attack hits every space in that location of the chosen color. If a blast attack specifies a location without a checker card, it means every space within that location is affected by the attack. How to Read Cards: Move Name: The Name of the Move. Charge: How much Ki to pay from Active Ki to use the move, or how much to pay each turn to build it up. Build: How much Ki to pay from Ki Pool to use the move, or how much to pay each turn to build it up. Minimum: The minimum amount of turns required to launch the attack or use the actions. If the Minimum is 2, that means 1 turn the user pays the Ki and builds up the move, on the second turn they can either continue to build it up further or launch it. Maximum: The is the maximum amount of turns an attack can be built up. If the Maximum is 2, that means turn one they can charge it up, but on the next turn they have to either launch the attack or cancel it. Stage: The current stage of the Character. Used for Stage disparity calculations. Special: The Special rules to go with any actions, used to redefine rules. If the text of a special move breaks a rule, this is considered legal and allowed. When in doubt, trust the card over the rules. Damage (DMG): How much damage is done for each Ki spent on the move. If the Charge is 1 and the DMG is 2, that means if 3 Ki is spent on the move it will do 6 damage. Sustain (SUS): How much Active Ki is required to keep up the action. If no number is shown next to the stopwatch icon, then it counts as 1, a number is shown then that is what must be paid every round. Blast: This is the amount of spaces affected from the space hit. It a move has a blast of 1, that means it hits the target and every space next to the target, hitting a total of 9 spaces. If the blast is 2, that means it hits the target and two spaces from that target hitting a total of 25 squares. Basic Actions Defined: In this section we are going to cover the basic rules for each basic action. These actions have their rules written on them, but this section will go a bit more in-depth to help answer any possible common questions. Checker: This card, played with other actions, determines what color space your character winds up on. Location: This card, played with other actions, determines that quadrant of the map your character winds up on. Attack: This is a physical attack that represent kicks, punches, head butts, etc. This is done against another character and moves your character next to the target, played with a checker card. Defend: This allows your character to reduce 10 damage from an oncoming attack. Power up: This action allows you to transfer Ki from your Ki Pool to your active Ki. You can transfer anywhere from 1 to double your current stage. Ki Blast: This is a basic Ki blast, done at range, does not relocate your character. This card, when played on top of a special ki blast such as Kamehameha, means that you are releasing the Kamehameha. Focus Energy: This action places one ki aside to be added to a ki blast on a later turn. When played on top of another special ki blast such as Kamehameha, means you are still building up the Kamehameha. Ki Barrage: This action represents multiple ki blasts being shot rapidly. It is played with a checker and location card to represent all spaces of a certain color hit within a certain quadrant for 1 damage. This is unique because each square is hit for 1 damage, instead of normal ki to damage conversion. Cancel: This action cancels any current ki attack being built up, any charged ki get refunded to the Active Ki. For example, if Piccolo has spent the last 3 turns placing 6 ki into his special beam cannon, and on the fourth turn he plays cancel, he will be refunded that 6 ki into his Active Ki (even though 3 of the Ki originally cam from his Ki Pool due to the moves special Build Characteristic). Share Energy: This action tranfers x amount of active Ki to a targets Ki Pool, this cannot cause the user to go over their original starting Ki total. Sense Ki: This is a move that only certain characters have. But it allows them to fight as normal when blinded by moves such as Solar Flare. However, they cannot sense Golden or Super Saiyan God transformations unless they are Golden or in a Super Saiyan God transformation. Dash: Played with a Location and Checker Card and allows the Character to relocate to the indicated Quadrant an on any space of the selected color within. Jump: Played with a checker card, the character relocates to the nearest chosen color of their choice. This action can be stacked with any other move except transformations and power ups. Close Eyes: This is a simple action that can be stacked with power ups, or transformations, it simply closes the characters eyes, protecting them from Solar Flare or other blinding moves. It is impossible to target another character while eyes are closed unless a Sense Ki Action is stacked with it. However targeting the ground, using blast attacks that target a location or using Ki Barrage is still a valid way to attack with eyes closed, or while blinded. Grapple: This action is only successful on targets who are not taking any offensive or defensive action. If they are focusing a ki blast, or powering up, among other moves that do not relocate them or deal any damage or have innate defense capabilities such as the Defend Actions, or moves such as Android 17’s Barrier. GLOSSARY: Power Level: The total number of character stages added together on one given team. Maximum Stage: The highest transformation level a character can reach in a game, determined before the match begins. Ki Pool: A resource dial representing the total amount of Ki a character has available for the game. Active Ki: A resource dial representing the amount of Ki a character currently has active and available for immediate use. Basic Cards: Common action cards available to all characters, such as ki blasts, attacks, and dodges. Character Cards: Unique action cards specific to each character, representing their special moves and abilities. Pick Phase: The phase where players secretly select cards from their decks for their characters. Reveal Phase: The phase where players reveal the cards they have chosen for their characters. Enact Phase: The phase where players carry out the actions of the revealed cards simultaneously. Calculate Phase: The phase where players calculate and apply damage and other effects from the actions. Power Up: An action that allows characters to transfer Ki from their Ki Pool to their Active Ki, increasing their available energy for the turn. Upkeep: The ongoing Ki cost required to maintain certain transformations or abilities. Move Action: Actions that relocate a character on the map, such as dashes, jumps, and instant transmission. Dash: A movement action that allows a character to move to a different location quadrant and space color. Jump: A movement action that allows a character to move to an adjacent space color within the same location quadrant. Block: An action that reduces incoming damage, either for the character themselves or for an ally. Target Confirmation: The process of verifying if an attack hits its intended target based on movement and positioning. Non-Damage Actions: Actions that do not deal damage but have other significant effects, like grappling or possession. Stage Disparity: The difference in power levels (stages) between the attacker and the target, affecting damage calculation. Blast Characteristic: An attribute of certain attacks that allows them to hit targets in an area rather than a single space. Damage Characteristic: The ratio of Ki spent to damage dealt for a specific attack or action. Location: A section of the game board defined as a 4x4 grid in one of the corners. Checker: A division of the board spaces into white and black (or light and dark) spaces, used for movement and targeting. Targeting the Ground: The act of directing an attack at a specific area of the game board. Targeting a Range: An attack that affects multiple spaces within a specified location or checker pattern. |
2024.05.31 18:25 _Wildlife [Help] Inkscape not changing ruler color according to theme. (Ubuntu 20.04)
submitted by _Wildlife to Inkscape [link] [comments] |
2024.05.31 16:54 GenarationHD K65 Plus Wireless and Harpoon Wireless won't connect to single Slipstream Receiver
2024.05.31 16:07 ThrowRA_roomy How do I (29F) talk to my confrontation avoidant roommate (24F) about worries I have?
2024.05.31 16:00 Hovhannibang Thockfactory is back! Custom keycaps ordering is now possible again – with better quality!
Hi there! submitted by Hovhannibang to MechanicalKeyboards [link] [comments] It's been a while since my last update about Thockfactory, and a lot has changed since then. For those who have no idea what I am talking about: I created an online custom keycap set configurator that allows you to design and directly order keycaps with your unique designs. I spent two years developing this project, and just two days after announcing it here on MechanicalKeyboards, one of my main machines for manufacturing dye-sub keycaps broke down. This happened about two months ago, and since then, my top priority has been to get the manufacturing process back on track. My first goal was to fix the machine, but I was unable to do so. Getting a replacement would be quite expensive, and since all funding comes from my own pocket, I was hesitant to make such a large purchase. I brainstormed many solutions, but ultimately, I realized that manufacturing the keycaps myself was too big of an undertaking for a one-man company. Of course, I didn't want to abandon a project I've been working on for so long and have invested over $10,000 into. That's why I decided to partner with my blank keycaps supplier to handle the manufacturing of custom keycaps. They specialize in reverse dye-sub keycap manufacturing and have more capacity and experience than I could provide on my own. This partnership ensures that the keycaps will be of higher quality and that there won't be any delays due to stock shortages or machine issues. We optimized our processes for a long time and did extensive color and position calibration. However, please keep in mind that this is still a relatively new partnership, so there might be some issues to iron out in the first few weeks. To put it briefly, you can now design and order your custom keycaps again! What does this mean for the future?First of all, no more month-long downtimes. Letting an experienced dye-sub manufacturer handle all the manufacturing allows me to focus on the things I am more competent in: the software. I will be able to add many more layouts, presets, and features to the configurator from now on.Since my manufacturer is located in China, all shipments will originate from there as well. EU customers, rest assured! There will not be any customs duties; everything is taken care of. You just order, wait, and receive your keycaps! Shipping times will also not increase much; rather, the opposite. The average shipping duration will be ~7 days after dispatch. US customers rejoice: compared to before, you do not have to pay any customs duties anymore! Shipping times have also reduced quite a bit to ~8 days after dispatch. Another major benefit of partnering with my manufacturer is that they produce keycaps themselves. This means that I can offer XDA, DSA, OEM, G20, and more profiles much sooner than anticipated! What am I working on right now?Since all major problems on the manufacturing side have been resolved (excluding any minor issues that may arise), I am focusing heavily on the configurator and online shop in general. Here are the things I am currently working on:
https://preview.redd.it/1lz4uvq4qr3d1.png?width=1832&format=png&auto=webp&s=af4bed416849cad8115ebc0d2efc0aea7596b215 |
2024.05.31 14:08 StaticOTI The Doobie Brothers: 50th Anniversary Live @ Radio City Music Hall
The Doobie Brothers: 50th Anniversary @ Radio City Music Hall September 8, 2022 Radio City Music Hall New York, NY USA *** Enjoy the full concert FREE @ https://bit.ly/doobiebrothers50 *** "Rollin' 50 years of Nostalgia & Timeless Rock @ Radio City Music Hall" by R. Dale Roth 2024-05-30 submitted by StaticOTI to GreatLiveConcerts [link] [comments] On a warm September night, Radio City Music Hall transformed into a haven for classic rock enthusiasts as The Doobie Brothers brought their 50th Anniversary Tour to the iconic New York venue. The band's blend of rock, blues, and soul reverberated through the hall, creating an electrifying atmosphere that celebrated five decades of musical excellence. As the lights dimmed and the first chords struck, the audience erupted into a chorus of cheers. The Doobie Brothers took the stage with a commanding presence that immediately captivated the crowd. Their energy was infectious, and it was clear from the outset that this was not just a concert but a celebration of a storied career. Frontmen Tom Johnston and Patrick Simmons delivered powerful and soulful vocals that have only matured with time, while Michael McDonald’s distinctive voice added a rich, velvety layer to the harmonies. Their chemistry on stage was evident, a testament to years of collaboration and shared musical journey. Each member of the band, from the guitarists to the percussionists, exhibited exceptional skill and synergy, resulting in a cohesive and dynamic performance. The concert was a masterclass in musical versatility. The Doobie Brothers effortlessly transitioned from hard-hitting rock anthems to soulful ballads, keeping the audience engaged and enthralled. The instrumental solos were a particular highlight, showcasing the band's technical prowess and passion for their craft. Guitar solos soared, keyboard riffs dazzled, and the rhythm section provided a rock-solid foundation that kept heads bobbing and feet tapping throughout the night. The stage setup was both elaborate and tasteful, perfectly complementing the grandeur of Radio City Music Hall. A stunning array of lights danced in time with the music, enhancing the emotional and energetic peaks of the performance. Visual effects were used sparingly but effectively, ensuring that the focus remained on the music while still providing a visually captivating experience. The sound quality was impeccable, each note crystal clear and resonant, a testament to the venue's renowned acoustics and the band's meticulous attention to detail. Throughout the evening, The Doobie Brothers maintained a warm and engaging rapport with the audience. They shared anecdotes and expressed heartfelt gratitude, creating an intimate connection despite the venue's vast size. The band's genuine appreciation for their fans was evident, and the audience responded in kind, their applause and cheers growing louder with each song. A notable moment of the night was the band’s introduction of new material. These fresh tracks demonstrated that The Doobie Brothers are not merely resting on their laurels but continue to evolve and push their musical boundaries. The new songs were met with enthusiastic approval, promising a bright future for the band's ever-expanding repertoire. The performance was also a reminder of the band's resilience and enduring appeal. The Aquarian review highlighted how the band managed to make a vast venue like Radio City Music Hall feel intimate, thanks to their genuine connection with the audience and their dynamic stage presence. The night was a blend of nostalgia and forward-looking creativity, showing that The Doobie Brothers are as relevant today as they were fifty years ago. As the final notes rang out and the band took their bows, the audience rose for a standing ovation, a fitting end to a night that was as much about celebrating the past as it was about looking forward to the future. The Doobie Brothers' 50th Anniversary Tour at Radio City Music Hall was a triumphant testament to their enduring legacy and their unwavering ability to connect with audiences of all ages. For those lucky enough to witness this spectacular show, it was a night to remember—an unforgettable blend of nostalgia, masterful musicianship, and pure, authentic rock 'n' roll magic. Song by Song: 1. "Nobody": The night kicked off with "Nobody," setting an energetic tone for the evening. This classic from their earlier days got the crowd on their feet immediately, showcasing the band's tight instrumentation and powerful harmonies. The performance was a reminder of their roots, with Johnston's robust vocals leading the charge. 2. "Take Me in Your Arms (Rock Me a Little While)" (Kim Weston cover): Their rendition of this Motown classic was both soulful and electrifying. Michael McDonald’s vocal delivery brought a rich, emotional depth to the song, while the band's tight rhythm section kept the groove steady, capturing the essence of the original while adding their signature rock twist. 3. "Here to Love You": This track highlighted the band’s softer, more soulful side. McDonald's smooth, velvety voice was the star here, blending beautifully with the lush harmonies provided by the rest of the band. The intricate keyboard work added layers of richness to the performance. 4. "Dependin’ on You": A seamless transition followed with "Dependin' on You," a song that showcased their impeccable harmonies and guitar work. The interplay between Simmons and Johnston on vocals and guitars was particularly noteworthy, creating a warm and inviting atmosphere. 5. "Rockin’ Down the Highway": As the title suggests, this song was a high-energy rocker that had the audience clapping and dancing along. Johnston's spirited vocals and the band's dynamic performance turned Radio City Music Hall into a rollicking roadhouse. 6. "You Belong to Me": McDonald's soulful delivery made this song a standout. His vocal prowess was on full display, supported by the band's intricate arrangements and harmonies, creating a rich, layered sound that filled the venue. 7. "Easy": The smooth and laid-back vibes of "Easy" provided a nice contrast to the more high-energy numbers. The band’s ability to shift gears and still maintain a high level of musicianship was impressive, with Simmons delivering heartfelt vocals. 8. "South City Midnight Lady": Simmons took center stage with this romantic ballad. His emotive singing and the band's gentle backing created an intimate moment, drawing the audience into the nostalgic and heartfelt lyrics. 9. "Clear as the Driven Snow": This track showcased the band’s versatility and musicianship. The shifting dynamics and complex arrangements were executed flawlessly, with the extended instrumental sections allowing each member to shine. 10. "It Keeps You Runnin’": McDonald's signature song was a highlight of the night, with his deep, soulful voice resonating throughout the hall. The band’s tight, polished performance and the smooth transitions between verses and chorus kept the audience engaged. 11. "Another Park, Another Sunday": A beautifully melancholic performance, this song's bittersweet lyrics were delivered with genuine emotion. The harmonious blend of voices and the melodic guitar work added to the reflective mood. 12. "Eyes of Silver": This energetic track injected a burst of upbeat rock into the set. The catchy chorus and lively instrumentation had the crowd energized and singing along, showcasing the band's knack for crafting memorable hooks. 13. "Don’t Ya Mess With Me": The Doobies rocked out with this newer track, displaying their ability to stay relevant and fresh. The hard-hitting performance was full of swagger, with Johnston’s gritty vocals leading the charge. 14. "Better Days": A more reflective and mellow tune, "Better Days" offered a moment of introspection. The heartfelt lyrics and soothing melody were delivered with sincerity, showcasing the band's softer side. 15. "Real Love": McDonald’s vocals were again the focal point here, delivering the soulful love song with passion and finesse. The lush harmonies and smooth groove created a lush, enveloping sound. 16. "World Gone Crazy": This track was a testament to the band’s ability to comment on contemporary issues through their music. The powerful lyrics and driving rhythm made for a compelling performance, resonating with the audience. 17. "Minute by Minute": A quintessential Doobie Brothers song, "Minute by Minute" highlighted McDonald’s incredible vocal range. The band's tight performance and the smooth, soulful vibe of the song captivated the audience. 18. "Without You": This high-energy rocker showcased the band's cohesive sound and Johnston's powerful vocals. The driving beat and infectious energy had the audience on their feet, adding to the night's excitement. 19. "Jesus Is Just Alright" (The Art Reynolds Singers cover): A fan favorite, this rendition was both faithful and vibrant. The band’s harmonies were spot-on, and the spirited performance brought an uplifting energy to the hall, with the audience singing along enthusiastically. 20. "What a Fool Believes" (Kenny Loggins cover): McDonald’s signature song was met with roaring approval. His flawless vocals and the band's tight arrangement made this performance a standout, with the crowd eagerly joining in on the chorus. 21. "Long Train Runnin’": A classic Doobie Brothers hit, this song was performed with high energy and precision. The iconic guitar riff and Johnston's dynamic vocals had the entire venue rocking out, making it one of the night's highlights. 22. "China Grove": The main set concluded with this high-octane number. The powerful performance, driven by Johnston's gritty vocals and the band’s tight instrumentation, left the audience clamoring for more. 23. "Black Water": The encore began on a mellow note with "Black Water." Simmons' soulful vocals and the band's intricate harmonies created a magical, immersive experience, with the audience swaying and singing along to the iconic chorus. 24. "Takin’ It to the Streets": McDonald took center stage once again, delivering a powerful rendition of this anthem. The band's energetic performance and the song's enduring message resonated deeply, drawing loud cheers from the crowd. 25. "Listen to the Music": The night concluded with "Listen to the Music," a fitting end to a spectacular show. The joyous performance, marked by exuberant vocals and lively instrumentation, left the audience on a high note, dancing and singing along to every word. Featuring: The Doobie Brothers Tom Johnston - lead vocals, guitar, harmonica, piano Patrick Simmons - lead vocals, guitar, banjo, flute Michael McDonald - lead vocals, keyboards, piano, synthesizers, mandolin John McFee - guitar, pedal steel guitar, violin, harmonica, banjo, mandolin John Cowan - bass, backing vocals Marc Russo - saxophone Ed Toth - drums Marc Quiñones - percussion Please Comment, Like, Share & Follow. Enjoy this, & more complete concerts FREE @ StaticContentCreations.com Thanks for watching & reading. D♠️R https://reddit.com/link/1d4u1de/video/kt59igt15r3d1/player |
2024.05.31 13:39 JudyAlvarez1 I need help
2024.05.31 12:47 HeyBrosEXE4382 Little detail on reply shortcut
So I was messing around with the app and noticed that if you slide to the left a message, it will automatically reply it. Like in whatsapp. So apparently, if you do it 3 times without activating the keyboard, the reply icon will spin around. submitted by HeyBrosEXE4382 to discordapp [link] [comments] |
2024.05.31 09:28 huhu989ss What exactly is malware as a program?
2024.05.31 08:44 neiderhauser77 Best place to report bugs?
Loving the aesthetic & gameplay of the game so far, although, I've had to Force Quit the game a few times already with a few screens that don't allow me to exit various detail pop-up windows like Post-Production or Distribution on a specific film. Is there a proper place to report bugs we've encountered to help progress the development? submitted by neiderhauser77 to hollywood_animal_game [link] [comments] Unless I'm completely missing something, I've been unable to leave these screens. Is there keyboard shortcut to dismiss or go back that I should be aware of - if there is, that'd be brilliant so I don't get perma-stuck. I hadn't saved at any of these points, so I've had to do the demo from scratch again. Not much lost, but still something I'd love to solve. Usually there's a lens aperture to exit, so I tried clicking on the other icons near the top-right without success. I'm playing on MacOS via Whiskey in Steam. EDIT: Images wouldn't upload, so I'll try again later. |
2024.05.31 07:26 Apprehensive-Emu357 Not interested in Minisforum or other similar brands, is this a good bet to upgrade with better RAM and call it a day for homelab use?
submitted by Apprehensive-Emu357 to MiniPCs [link] [comments] |
2024.05.31 06:50 St_Augustine_Discord Live Music and Events Friday May 31st
2024.05.31 06:48 St_Augustine_Discord Live Music and Events Friday May 31st
2024.05.31 06:47 CMART696969 Spectra Phantom VS Apollo Sayer: nearly two Years Earlier, six months after Mechtanium Surge ends
2024.05.31 02:46 skeptical_pochita [May 30, 2024] Web Update
2024.05.31 02:46 skeptical_pochita [May 30, 2024] Web Update