dnd 5th – How fast does a character have to move to be effectively invisible?

As other answers have indicated, there are no rules that imply that. When a monk reaches the 18th level, he has access to the empty body class function (PHB, 79):

Empty body
From the 18th level, you can use your action to spend 4 ki points and become invisible for 1 minute. Meanwhile, you also have resistance to all damage, but damage by force.

But that forces you to reach level 18, and again is not related to movement.

You mentioned in your question:

When he reaches the speed where he is actually invisible, I said that the opportunity attacks on him were no longer a thing.

The Mobile Achievement (PHB, p.168) increases your speed and allows you to avoid opportunity attacks (at least against anyone you attacked this turn). You could redo this exploit (without modifying the mechanical advantages, which would unbalance this feat) to indicate that, when they take this exploit, they can: now move so fast that they are invisible when they move, and c & # 39; why they do not take opportunity attacks (but again, all from the point of view of flavors; in mechanical terms, it's because they have this feat and that They do not really become invisible).

It's just a suggestion anyway, from the school "Yes, but …" from DMing rather than "No".

xna – Monogam – Collision does not work and invisible walls

I recently experimented with Monogame and XNA (switching from Gamemaker) and decided to work on a simple collision system. The problem is indicated in the GIF.
Bug preview

Main collision

Each entity (fast name for anything that has properties) has certain parameters. Those are:

                public Vector2 Position;
public Vector2 Origin;
public Vector2 Velocity;
public Vector2 Speed;
public Color Color = Color.Blue;
Public Rectangle Rectangle
{
get
{
returns a new rectangle ((int) Position.X, (int) Position.Y, _texture.Width, _texture.Height);
}

}

I've used blocks simply to check the operation of a collision on multiple objects side by side. It's not a question of optimization at the moment.
As you can see, an invisible wall is placed to the right of each vertical block. I can add multiples just to demonstrate:

enter the description of the image here

Now let's move on to the collision code. I wanted to do something similar to GMS2 and check if the sprite box would overlap another game entity at the set position.
As I need to know in the future, which side will be affected, I wrote my code in the Entity class as follows:

                protected bool IsTouchingLeft (Vector2 pos, entity entity)
{
returns pos.X + _texture.Width> = entity.Rectangle.Left &&
pos.x <= entity.Rectangle.Left &&
               pos.Y + _texture.Height >= entity.Rectangle.Top &&
pos.y <= entity.Rectangle.Bottom;
    }
    protected bool IsTouchingRight(Vector2 pos, Entity entity)
    {
        return pos.X >= entity.Rectangle.Right &&
pos.X + _texture.Width> = entity.Rectangle.Right &&
pos.Y + _texture.Height> = entity.Rectangle.Top &&
pos.Y <= entity.Rectangle.Bottom;
}
protected bool IsTouchingTop (Vector2 pos, entity entity)
{
back pos.X <= entity.Rectangle.Right &&
               pos.X + _texture.Width >= entity.Rectangle.Left &&
pos.Y + _texture.Height> = entity.Rectangle.Top &&
pos.Y <= entity.Rectangle.Top;
}
protected bool IsTouchingBottom (Vector2 pos, entity entity)
{
back pos.X <= entity.Rectangle.Right &&
               pos.X + _texture.Width >= entity.Rectangle.Left &&
pos.y <= entity.Rectangle.Bottom &&
               pos.Y + _texture.Height >= entity.Rectangle.Bottom;
}

For these functions, I use two variables, the position at which the collision will occur and the entity with which it must collide.

And for everything to be simple when I just need to know, if it's going to collide, I've added a PlaceMeeting feature.

                Protected boeet place bool (Vector2 pos, entity entity)
{
returns IsTouchingLeft (pos, entity) ||
IsTouchingRight (pos, entity) ||
IsTouchingTop (pos, entity) ||
IsTouchingBottom (pos, entity);
}

It simply checks whether there will be a collision at a set point with a defined entity. (if you used GMS, you know what I want to do)

Now let's move on to the motion script.
Player is a child of the Entity class and has few new variables.

                private move of Vector2;
floating private grav = 0.3f;
private Int32 input_left;
private Int32 input_right;
private bool input_up;

The entry is taken like this:

                                input_left = Convert.ToInt32 (Keyboard.GetState (). IsKeyDown (Keys.A));
input_right = Convert.ToInt32 (Keyboard.GetState (). IsKeyDown (Keys.D));
input_up = Keyboard.GetState (). IsKeyDown (Keys.Space);

Horizontal capture is defined in this way due to a simpler movement. Here is the Move () function.

                Private Private Travel ()
{
move.X = (input_right - input_left);
Velocity.X = move.X * speed.X;
Velocity.Y + = grav;
if (input_up)
Velocity.Y = speed.Y;
}

And the code of reader code:

                                foreach (entity var in entities) // look at all created entities
{
if (entity == this) // If it's a player, do not check the collision
Carry on;

// horizontal collision
if (PlaceMeeting (new Vector2 (Position.X + Velocity.X, Position.Y), entity))
{
while (! PlaceMeeting (new Vector2 (Position.X + Math.Sign (Velocity.X, Position.Y), entity),))
{
Position.X + = Math.Sign (Velocity.X);
}
Velocity.X = 0;
}
// vertical collision
if (PlaceMeeting (new Vector2 (Position.X, Position.Y + Velocity.Y), entity)) // check if the collision occurs in one step
{
while (! PlaceMeeting (new Vector2 (Position.X, Position.Y + Math.Sign (Velocity.Y)), entity)) // check if the collision does not occur in 1 pixel
{
Position.Y + = Math.Sign (Velocity.Y); // incrementing pixel by pixel until it hits 1 pixel
}
Velocity.Y = 0; // stop the player
}
}

And then I increment the position with Velocity.

Position + = speed;

I've tried different collision methods and here's how they work:

Other collision a

In the player class, I used this crash code instead:

                                                if (this.Velocity.X> 0 && IsTouchingLeft (Position + Velocity, Entity))
this.Velocity.X = 0;
if (this.Velocity.X < 0 && IsTouchingRight(Position + Velocity, entity))
                this.Velocity.X = 0;
            //Vertical Collision
            if (this.Velocity.Y > 0 && IsTouchingTop (Position + Velocity, Entity))
this.Velocity.Y = 0;
if (this.Velocity.Y <0 && IsTouchingBottom (Position + Velocity, Entity))
this.Velocity.Y = 0; 

Basically, I could not move left when to the right of the vertical blocks.

Other collision 2

I've also tried using this strange code with Rectangle.Intersects ()

                                                // horizontal collision
var xRect = new Rectangle ((int) Position.X + (int) Velocity.X, (int) Position.Y, _texture.Width, _texture.Height);
if (xRect.Intersects (entity.Rectangle))
{
xRect = new Rectangle ((int) Position.X + Math.Sign (Velocity.X), (int) Position.Y, _texture.Width, _texture.Height);
while (! xRect.Intersects (entity.Rectangle))
{
Position.X + = Math.Sign (Velocity.X);
}
this.Velocity.X = 0;


}
// vertical collision
var yRect = new Rectangle ((int) Position.X, (int) Position.Y + (int) Velocity.Y, _texture.Width, _texture.Height);
if (yRect.Intersects (entity.Rectangle))
{
yRect = new Rectangle ((int) Position.X, (int) Position.Y + Math.Sign (Velocity.Y), _texture.Width, _texture.Height);
while (! yRect.Intersects (entity.Rectangle))
{
Position.Y + = Math.Sign (Velocity.Y);
}
this.Velocity.Y = 0;

}

This Made My Program to Not Respond.
Whatever it is, do you have any idea why is it?
I will post the complete code of each class:
Game1.cs
Entity.cs
player.cs
Block.cs

pnpjs – Programmatically Creating Folders in Lists Creates Invisible or Misnamed Folders

Until now, I've found two ways to create a folder via pnpjs-wrapped API calls. One, who is

SPList.rootFolder.folders.add ("Name")

works well for a document library, but when used in a list, it results in an invisible folder that you can access through a URL, but that you can not see in the list. The second way is

SPList.items.add ({Title: "Name", ContentTypeId: "0x0120"})

and it follows that two entities are actually created in the list. The one is a list item (in the collection of items) with the given name, which can be seen in the list and used to access the folder. The second is the current folder (in the folder collection), but its name is like #_. 000 where # represents the element ID of the list. And when I access the new folder, I see the #_. 000 name in the Ariane thread and in the URL, instead of the given name.

In this case, the properties of the element are like:

AssignedToId: null
AssignedToStringId: null
Attachments: fake
AuthorId: 10
Body: none
Category: null
Comment: null
ComplianceAssetId: null
ContentTypeId: "0x0120005B3A6725E6545840A09FDD3C367BC6FA"
Created: "2019-06-21T04: 54: 58Z"
Publisher: 10
FileSystemObjectType: 1
ForeignKeyId: null
GUID: "b4ffd422-19e3-40ae-b58d-4c56280b159b"
ID: 49
Id: 49
IssueStatus: null
Line: null
Edited: "2019-06-21T04: 54: 58Z"
OData__UIVersionString: "1.0"
Priority: null
RelatedIssuesId: []
ServerRedirectedEmbedUri: null
ServerRedirectedEmbedUrl: ""
TaskDueDate: null
Title: "MtFolder"
V3Comments: null
odata.editLink: "Web / Lists (guid) 783d01c4-7dca-4ab2-aa7b-ca2e4c89283d" / Articles (49) "
odata.etag: "" 1 ""
odata.id: "debe0338-9d3a-4770-94b0-aa54d92df311"
odata.type: "SP.Data.LookupListListItem"

The properties of the folder are like

Exist: true
IsWOPIEnabled: false
Number of articles: 0
Name: "49_.000"
ProgID: null
ServerRelativeUrl: "/Lists/LookupList/49_.000"
TimeCreated: "2019-06-21T04: 54: 58Z"
TimeLastModified: "2019-06-21T04: 54: 58Z"
UniqueId: "a29e5616-a82d-475a-b649-94f926add5ab"
Home page: ""
odata.editLink: "Web / GetFolderByServerRelativePath (decodedurl = / Lists / LookupList / 49_.000 & # 39;)"
odata.id: "https://contoso.sharepoint.com/_api/Web/GetFolderByServerRelativePath(decodedurl=&#39;/Lists/LookupList/49_.000 & # 39;)"
odata.type: "SP.Folder"

I therefore need the Name property of this folder to be the same as the title of the item. This is not the case, of course. But I can not find any property to link the folder to the element so that, for example, it can extract the folder according to the properties of the element and update its name. There is however something that looks like a link in the element entity itself. For example, when handling the result of the promise item.add (), I can try:

.then (result => {
return result.item.folder.update ({
Name: FolderName
});
})

But this only returns 204 results with no content, as if the file had not been saved yet. However, it can be opened just a moment later with the same URL as the folder.update () method tried to publish the update information. I could probably wait and call the item.folder.update () a moment later, but what time exactly? Do not see a way to hang on to the chain when the record was saved.

So, this is my investigation up to now.

Is there a way to focus on the result without managing the new item, but the attached file?
Or is there another method or set of correct arguments for folders.add () or items.add () methods to create both "the folder element" and the corresponding corresponding folder with the correct name?

Invisible layers in Sketch when using the material user interface as the base of the UI component library

I'm trying to use the Material UI themes editor, which creates a Sketch file as the basis of our component library. I then export the components to Zeplin so that developers can find out more.

However, I did not manage to show the ripples in Zeplin. They do not even show up when a user interface component is created from the basic sympbol in another part of the Material UI file (here's ours: https: / /www.dropbox.com/s/gf9s25nvp3axko9/Baseline.sketch).

That makes no sense to me … how can the "RIPPLE" that I can see so clearly on the basic component disappear from this instantiation? I think that the fact that I can not see it in Sketch is at the root of the problem, and why I do not see it in Zeplin.

Basic component

Instantiation of the component in the design

dnd 5th – Does an attack redirected on an invisible target have a disadvantage?

An interesting combo appeared in the game: an invisible member of the group chose to defend another party member by using his reaction without spell or attack (arrow capture shield).

In the description of the invisibility spell (PH 254), it is written:

The spell ends for a target that attacks or casts a spell.

In the description of the eye catching shield, it says

In addition, whenever an attacker makes a ranged attack against a
target within 5 feet of you, you can use your reaction to become the
target of the attack instead.

According to the rules of the invisible condition (PHB, pg 291):

Attacks against you have a disadvantage.

Should the attack now be at a disadvantage, even if it has already been done?

The central question is Does the redirection of an attack to a different target result in the attack according to the rules applicable to the conditions affecting the new target?

dnd 5th – Can an invisible servant enter the tiny hut of Leomund?

Your GM needs to consider some caveats. RAW and RAI, Leomund's Tiny Hut text suggests that magic effects of any kind can not enter the hut.

When you cast this spell, creatures and items in the dome can move freely. All other creatures and objects are prevented from crossing it.

All is well with this line because Unseen Servant is a "Medium Force".

Spells and other magical effects can not extend across the dome or be
throw through it.

As expected, Unseen Servant can not cross the dome or be thrown on the opposite side of the thrower. But this is an area in which the GM can make a decision about the meaning of "expand".

forms – User-friendly error message for invisible reCAPTCHA

Lately, we have been using invisible reCAPTCHA and, more recently, reCAPTCHA v3.

Both are hidden and do not require the user to enter a code or box to confirm that they are human.

So, when there is an error for any reason, the message is likely to confuse the user (as attached).

Normally, these errors would only be shown to a user if he had done something to trigger Google's detection of spam, for example if the form was filled too quickly or too slowly, or from an IP range known to spam, etc. like the same people sign up again and again to test a site.

What error messages do you use or suggest in this situation? Something generic like "There was an error while processing the form, please try again" (because in most cases, if the human user refreshes and retries, it will probably work).

Interested to know what others have done?

enter the description of the image here

Can my warlock be invisible and that in my attacking action he is familiar with attacking with the action

another question of warlock;

I will take the pact from the string option to have the speleel "Find Familiar".

My question is; If I launch my self-invisibility and that, in my turn, I always take my attack action to allow my pet to attack, do I remain invisible?

5th dnd – Does the Invisible Servant spell end if I move away from it?

I think all three scenarios are possible. To argue this, I would rely on the similarity between the range limit in the text and the range limit of the spell. If you treat the command as a cantrip, all three scenarios are possible. When casting a spell, you must be at hand to cast it, but not for the duration of the spell. Not even for periods of concentration like the wise council, answer:

You do not need to be in the field of view or in the scope to maintain
to focus on a spell, unless the description of the spell or another game
feature says otherwise.

I make the connection with the scope of the spell because I think the purpose of the rule is to prevent someone from throwing it at range and then affecting something that would not be within the scope of the original cast. With 1 hour of time and a 15-foot movement, the servants can get away from you in an area where you may not be able to get close to the initial distribution. But in none of your three scenarios do you do such a thing. So, from the point of view of the rule (which I suppose), your scenarios are acceptable.

In addition, I see that the three scenarios are possible because the spell does not specify otherwise with an exact reading and the spells never do more than they say it.

g suite – Invisible files taking up space on Google Drive?

As you can see on the screenshot, My Drive does not contain any files.

My record

But the quota of My Drive is 4.7 GB used.

When I click Settings-> Show Memory Occupying Items, the web page returns an empty result that takes up 4.7 GB of memory.

Reproduce: Download files to My Drive, and then move them to one of the team's drives. But I can not reproduce each time.

This status lasted several hours. Maybe not the problem of the backend cache?

I've also re-checked the differences between the files transferred from My Drive and the files uploaded directly to Team Drive. Nothing useful information.

Why are invisible files taking My Drive storage?