EditionCan I use weapons and old abilties when true polymorphed into dragon and then shapechanging back to humanoid?

If I am permanently turned into a brass dragon with true polymorph and then use the shapeshange ability to become a humanoid again, can I can buy new weapons and use them? Can I use my class abilities and my spells like before?

Edition: D&D 5e.

Books: Player’s handbook (true polymorph), Monster manual (ancient brass dragon).

Can i dimension door ONTO the back of, say, an ancient green dragon?

I am familiar with the DMG rules for climbing on to the back of a larger creature, and I think that dimension door or perhaps misty step would allow me to bypass the Opposed dex vs str/dex check, to place myself onto its back. From there, it can use its action to shake me, or whatever the dm can come up with, mostly im curious about rulings for teleporting ONTO a creature. Certainly the place it is is occupied, but im not trying to land there. What say ye, oh wise masters?

[ Cooking & Recipes ] Open Question : Would you send a steak back?

I went to a restaurant last night and ordered an 8oz fillet.  The steak was cooked perfectly and was tender,  juicy and the meat itself was like butter.  However,  as perfect as the meat was, the steak was bland as paper.  The meat was never touched by a pinch of salt.  Would you send the steak back?

DNS A Record going back and forth, 48 hours after changing

I’m moving a website but keeping the email setting for now, so I changed the A Record on the current ISP to the new IP provided by the new ISP. And it has been more than 48 hours the domain is still flipping back and forth between the two IPs.

I’ve kept an eye on it on https://www.whatsmydns.net/ but there’s no real progress in the last 24 hours – sometimes I get only 4 servers showing the old IP sometimes I get 12.

Contacted both ISPs, both suggested just to wait longer, but this is very worrying.

Also did another check and found this result http://tinyurl.com/uk45xz9

The old IPS is TSOHost – previously Vidahost, so don’t know if that’s the problem.

Any advice would be much appreciated.

House-ruling spells about evil and good to give them back their flavor from old editions [closed]

As an ex D&D 3.5 and D&D 2 player, I feel bad that 5e don’t make spells that about evil and good (like “Protection from Evil and Good” and “Detect Evil and Good”) don’t actually interact with alignment. For me it was all the flavor of those spells in older editions was the fact that they affect alignment.

I think about two possible house-rules to give them back their flavor:

  • “Protection from Evil and Good” stay the same (because I didn’t found a balanced version for the spell), but “Detect Evil and Good” give the alignment of all creatures that are in the area of effect plus all other information the spell already give
  • Go back to the old version of the spells
    • “Protection from Evil and Good” you choose an alignment (except neutral) and all creature of this alignment are affected like the spell actually does for some creature, but don’t target them for what they are
    • “Detect Evil and Good” tell you what is the alignment of all creatures in affected area, but not there nature.

Since I DMing in Eberron (a world were bad guys are not always evil aligned, good guys are not always good, and creature don’t follow their “natural” alignment), I think that both houserules are balanced in some way, but I don’t know which would be the most balanced, or if those house-ruled spell are balanced enough.

So here I am to ask for help.

Enemy Indicator shows both front and back

I made a simple enemy indicator which show image over the game object which look like this:

enter image description here

You can see that red exclamation mark is over the cube.

Note that Canvas is Space Screen Camera, so I had to convert screen point.

Here’s the code I’m using:

Vector2 screenPoint = mainCamera.WorldToViewportPoint(transform.position); screenPoint.x *= canvasRectTransform.sizeDelta.x; screenPoint.y *= canvasRectTransform.sizeDelta.y; screenPoint.x -= canvasRectTransform.sizeDelta.x * canvasRectTransform.pivot.x; screenPoint.y -= canvasRectTransform.sizeDelta.y * canvasRectTransform.pivot.y;  pointerRectTransform.anchoredPosition = screenPoint; 

It seems fine first time, however I noticed that when I rotate back, it shows like I’m looking at the cube in front of it:

enter image description here

You can see that image over the wall. Is there something that I missed this approach? Any advice will very appreciate it.

Using Unity 2018.3.12f1.

Can a thrown javelin be catapult-ed back?

The wizard is chased through the woods by a bandit. The bandit is 50 feet behind the wizard and continuously throws javelins at him. The wizard then readies a Catapult spell. The trigger is “after the bandit releases the next javelin”. Of course, the bandit throws another javelin.

Now comes the strange part … do I really have to roll for the bandits attack? Because it seems to me, that no matter if the bandit would hit or miss, the Catapult spell will pluck the javelin from the air and hurl it right back at the bandit.

The trigger is perceivable. The reaction (= casting the Catapult spell) occurs after the trigger (but before the javelin hits?). And the javelin seems to be a valid target for the Catapult spell: its weight is between 1 and 5 pounds, and at the moment when the spell is actually cast, it is neither worn, nor carried.

My players like it, I’m not a fan.

Does this work RAW? Is this an intended use of the Catapult spell?

How might we help customers get back on track from a connection timeout message

I’m designing ‘sad path’ scenarios for checkout and I’m trying to design for helping customers when a connection timeout occurs when the checkout hangs trying to connect to our 3rd party credit card payment form.

When this happens the credit payment form could not get loaded in our checkout environment.

A simple solution is to reload the page.

The UX/UI solution I’m putting forward is an alert message that appears on the page and asks the customer to reload the page.

This is my attempt at making the error message more ‘user-friendly’:


A connection error occurred

An error occurred when we were trying to connect to the system.

Please reload the page to try connecting again.

[ Reload page ] <— button


How do people feel about the above message? Any other solutions you can think of?

Thanks.

With a USB Type-C port, can you switch DisplayPort or HDMI Alternate Mode back to USB after using an adapter? [on hold]

USB Type-C itself is just a connector, and it supports DisplayPort Alternate Mode, as well as HDMI Alternate Mode, depending on the manufacturer.

Does this at all mean that if you’re using a DisplayPort or HDMI adapter in your USB Type-C, e.g., on a MacBook Air, then the monitor’s side itself could switch back from the Alternate Mode of DisplayPort or HDMI back to the plain-old USB?

Why when using escape key to go back to the main menu the preview camera is not working good?

I created a Render Texture named it : GUICameraRenderTexture

This is a screenshot of the Player camera : I assigned to the Target Texture the new GUICameraRenderTexture :

Player Camera

Then on the bottom of the hierarchy I have a Main Menu > Camera : The new Camera I changed the Clear Flags to Don’t Clear and Culling Mask to Nothing :

GUI Camera under Main Menu

Then there is a Canvas the Canvas Render Mode is set to Screen Space – Overlay

And last the Raw Image I assigned to the Texture the GUICameraRenderTexture :

Rae Image

I want to start the game with the Player camera and then on escape key to switch to the main menu gui camera.

Screenshot if I’m disabling the main menu gui camera :

No cameras to render

Then I added a script to the Main Menu object :

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class Switch : MonoBehaviour {     public GameObject[] cameras;     public RenderTexture guiCameraRenderTexture;      // Start is called before the first frame update     void Start()     {      }      // Update is called once per frame     void Update()     {         if(Input.GetKeyDown(KeyCode.Escape))         {             var cam0 = cameras[0].GetComponent<Camera>();             cam0.targetTexture = guiCameraRenderTexture;              cameras[1].SetActive(true);         }     } } 

In the editor I disabled the new main menu gui camera and it’s childs and enabled the player camera without the GUICameraRenderTexture the Target Texture is null on start.

When I hit the Escape key when the game is running it’s showing the preview camera but also showing the player camera and not the main menu gui camera :

Player Camera only

On the escape key it should bring the main menu like in the first screenshot here. If I’m doing the changes removing the texture target and enable the gui camera it will work but using the script it’s not working.

It’s showing the player camera on both preview(rawimage) and gui camera.

The goal is to make the escape key to go to the main menu the gui main menu camera should be black and the player camera should be show in the preview rawimage.