Robot clip icon
Occasionally, the white sheet slips, and reveals the thin curve of steel. The description mentions "working for a short while for a Redmond, WA based software company, where he continued to work until being retired in ". Vigor is a Clippit-inspired parody software - a version of the vi text editor featuring a rough-sketched Clippit.
When asked if she likes Clippit, the personal assistant Cortana would answer "Definitely. He taught me how important it is to listen. That guy took a heck of a beating and he's still smiling. This easter egg is still available in the full release version of the Windows Phone operating system and Windows Coppy is an anthropomorphized photocopier that behaved in similar ways to Clippit, asking the user if they want help.
Coppy would engage the reader in a series of pointless questions, with a dialogue box written in Comic Sans MS , deliberately designed to be extremely annoying. In the ninth episode of Season 3 of HBO 's Silicon Valley , originally aired in June, , a new animated character called "Pipey", clearly based on Microsoft's Clippit, provides help to users of the Pied Piper platform. After featuring Clippit's tomb in a movie to promote Office , [33] the character was relaunched as the main character of the game Ribbon Hero 2 , which is an interactive tutorial released by Microsoft in Other Office Assistant names are also featured during the "Future Age" as planets of the future solar system.
In "Search Committee," the seventh season finale of The Office, Darryl calls Microsoft and asks whether they still have Clippy while trying to build a resume. In a music video was released for the song "Ghost" by Delta Heavy in which the abandoned Clippit is stuck between the software of the mid-nineties but then travels to the contemporary web and regains his place by hacking himself into any digital system.
Clippit is portrayed as a romantic interest in "Conquered by Clippy", a parody of erotic fiction by Leonard Delaney. From Wikipedia, the free encyclopedia. This article needs additional citations for verification.
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Clippit is asking if the user needs help. Retrieved 4 June — via Internet Archive. Archived from the original on Retrieved 2 June Retrieved October 25, Archived from the original on October 10, Archived from the original on June 23, Office Office Mobile. Shared tools Ribbon Hero Ribbon Hero 2. Discontinued shared tools Accounting Docs. Category Commons Book Wikiversity. Retrieved from " https: Human—computer interaction Fictional shapeshifters Microsoft Office Technical communication.
Views Read Edit View history. Starting the cooldown on this spell will start the cooldown on all shared spells and vice versa. Only needs to be defined in one direction. Mainly for on-use trinkets, amount of time to lock out any other spell that has a Use Lockout when this one is used.
If this spell makes the player move, this is how far in yards. If this spell makes the player move, this is how long it takes to move in seconds.
A persistent spell is always on, e. A persistent spell is always executed with the Player as the actor, and needs to be usable without a target. These spells do not need to be added to rotations, they will be 'cast' once before the fight starts as long as all requirements to have the spell are met. A passive spell is not actively cast and usually provides a persistent bonus.
When added to a rotation, the Once option should almost always be used with a passive spell. An active spell is an action that a player can take in the game. Cast time in seconds. Leave blank for better performance if there is no cast time. Channel time in seconds. Leave blank for better performance if there is no channel time. True if this spell is channelled on a target, and should thus stop the channel if the target dies, goes away, or out of range.
True if this spell triggers a global cooldown. Override the default global cooldown length for special cases such as a warrior's Wild Strike. Minimum global cooldown, only necessary if GCD is set. True if this spell can be used while casting another spell, e. Not necessary for instant spells.
When instant or casted spells are used back-to-back, the game lets you chain them perfectly via a queueing mechanism. This flag enables similar behavior in instances that it would otherwise not be in effect, e. Amount of power rage, energy, mana, etc.
Amount of alternate power combo points, chi, demonic power, etc. Amount of pet power energy, focus, etc. An extra condition required to use this action e. Cooldown and power requirements are already checked and do not need to be included here.
If specified, all Effects on this spell that do not have their own triggers will execute when this event happens. If this is an Active spell, things that proc on Cast Success and Cast Complete of this spell will execute as if this spell had been directly cast. The type of event that will trigger the associated effect. Chance to trigger on the associated event. Should be a number between 0 and 1, e.
Some effects can only trigger every so often, used in conjunction with Chance. Some effects can only trigger so often on each unique target. Chance to trigger using the Real PPM system, value should be number of procs per minute. Seems that some still do in Legion, so check this to enable that behavior on a case-by-case basis. Disable unlucky streak prevention for RPPM triggers. Chance to proc using the Deck of Cards system, value should be an integer between 0 and Deck Size.
Deck size for the Deck of Cards system. How many times to execute the triggered effect s. Defaults to 1 if left blank, changing this is rare. The proc is tried once for success or failure, and then it executes the effect s this many times as opposed to trying the proc this many times. Set to control the order that this effect triggers in relation to other effects that trigger off the same event. Any value or less go before triggers with no order specified.
Any value 10, or more goes after triggers with no order specified. The unit or units that should perform the triggered effects.
It is rare to change this to something different than the current actor Self. The code names of the specific pets that should perform the triggered effects. For Pet Conditional mode, will only try pets of this kind. Condition used to filter all active pets, return true to allow the pet or false to skip. If specified, restricts which spell events will trigger this effect. By default all spells can trigger an effect.
If true, will only match active spells. If true, will only match passive spells. If true, will not match spells associated to an equipped item or enchant. If set to something other than None, only spells and effects that match this spell school will pass the filter. It must be an exact match unless the School Inclusive option is used. Usually the spell school filter must be an exact match e. Astral would only match Astral spells. When Inclusive is checked, any Astral, Nature, or Arcane spell will match.
If true, will only match spells with a power cost defined. If true, will only match spells with an alternate power cost defined. If true, will only match spells with at least one periodic effect, and will only match periodic effects if targeted at an effect directly. If true, will only match spells that have no periodic effects, and will only match periodic effects if targeted at an effect directly.
If true, will only match spells with at least one damage effect that is flagged as an auto attack, and only damage effects flagged as auto attack if targeted at an effect directly. If true, will only match spells that have no effects flagged as auto attacks. If true, will only trigger from damage or periodic damage effects that are not flagged as off hand. If true, will only trigger from damage or periodic damage effects that are flagged as off hand. If true, will only trigger from damage or periodic damage effects that are flagged as weapon attacks.
Used only for items. If true and the player is a non-caster, only triggers on effects explicitly flagged as triggering caster items. If true and the player is melee, only triggers on effects explicitly flagged as triggering ranged items. Only trigger from effects initiated by the specified units. The default value is Player, meaning triggers only fire when the current actor is the player. List of spell or effect Code Names.
ONLY these spells or effects will pass the filter if this is the only filter. These spells or effects will NOT pass the filter. A custom filter condition called for each spell, return true to allow the spell. The name of the spell being checked is accessible via TriggerSpell.
This is only evaluated once when the simulation starts, so only use static quantities like HasTalent, etc. The list of everything that this spell causes to happen. By default an Effect inherits identifying information from its Spell, but you can override it to give a specific Effect a different identity. The game does this sometimes, e. Remember that if you give a Code Name to e.
Must be CamelCase, no special characters, start with a letter. Overrides the parent Group Under ID. For display only, overrides the parent Use Spell ID. It is common that a damage effect will have a different spell ID than actual spell that you cast to do that damage. Use this spell ID to get the right use count for an effect from the spell that is directly used.
If true, this effect will be hidden on reports. Useful for 'artificial' effects that shouldn't impact counts and stuff in the output report. For display only, this shows an extra label on rows with this buff in combat log reports.
For display only, categories used for combat log report display grouping and log event filtering. Only necessary if a spell has a special, spell-specific critical damage multiplier. The game has two different kinds of crit damage modifiers that combine differently, these are the more confusing ones because the tooltip generally shows half of the actual value.
Most shields absorb all damage, but some are limited to just physical or just magical. This shield can only absorb damage from the next attack that could hit it whether that attack does any damage to the shield or not.
Only necessary if a spell has a special, spell-specific critical healing multiplier. The game has two different kinds of crit healing modifiers that combine differently, these are the more confusing ones because the tooltip generally shows half of the actual value.
Crit chance for Damage and Healing effects. Not as relevant anymore Miss chance for Damage effects. Most spells can't miss anymore. True for an attack that can be blocked if attacking from the front only really used by tanking simulations.
True for an attack that can trigger item effects that trigger only on spell cast. Used mainly for melee specs that can use certain caster trinkets. True for an attack that can trigger item effects that trigger only on ranged abilities. Used mainly for melee specs that can use certain ranged-only trinkets. If this damage or heal effect shoots a missile, the travel time for the missile before it will hit and do its effect and trigger any associated procs.
For Periodic effects, each tick will fire a missile with this travel time. If this damage or heal effect shoots a missile, the missile speed in yards per second. For Periodic effects, each tick will fire a missile with this speed. For AoE spells, the default behavior is to shoot one missile that splashes off the main target.
Set Distinct Missiles to true to fire a distinct missile at each target instead. Most spells calculate the outcome before the missile is launched. Turn this on for rare cases where it is calculated on impact Frost Mages. If true, this damage effect is considered off-hand damage, which can impact things like which procs get associated with this effect.
If true, this is classified as an auto attack, and can be targeted by procs that only happen on auto attack. If true, this damage effect is considered a weapon attack, which can impact things like which procs get associated with this effect. If true, the damage formula for this AoE damage effect is total damage, and it is split evenly with all targets hit.
If true, the healing formula for this AoE heal effect is total healing, and it is split evenly with all targets hit. Duration is used by many effect types: The time between ticks of a Periodic Damage or Heal effect or Timer effect. If a Timer also has a Duration, as many ticks as can fit within the duration will be executed.
The time until the first tick of this Periodic effect. It is rare that this would be different than the regular interval. Different Periodic effects refresh themselves with different rules. If true, snapshot tick damage or healing when the DoT is applied or refreshed. Roll and Legacy refresh types always snapshot regardless of the value of this property.
True if this is a debuff applied to the current target rather than a buff applied to the player. True if this is a buff applied to the currently targeted non-pet ally rather than a buff applied to the player. If set for a Buff, this buff is always on and never expires once applied. If true, if this buff is refreshed, the new duration is appended to any current duration. If true, if this buff is refreshed, its duration is not extended, but its stack can go up.
For Save Value effects, the formula for the value to queue when this effect is executed. For Self Damage, the amount of damage to do to yourself. The maximum number of entries to queue up with a Save value effect. The maximum age of an entry in the queue. If true, becomes a priority queue where the smallest value is always at the head of the queue. If true, becomes a priority queue where the largest value is always at the head of the queue.
Some periodic effects, when extended, will round to the nearest tick. The number of stacks consumed each time a Consume Buff effect occurs. If not specified or zero, the buff is completely removed. The number of charges to add or remove from a cooldown.
The type of resource rage, energy, etc. If the loaded player does not use this resource, then this effect is ignored.