## Building a Dagger Bard for flavour, that isn’t completely useless [closed]

I’m going to preface this request for help with a big disclaimer: I am not worried about optimization. I am concerned with flavor first, function second. That said, I’d still like a character who can at least be played, hence I come to you all for help.

I would like to build a bard who uses daggers—thrown, melee, and/or both—in combat. Kukri is permitted, starknife is not. Note, I’d GREATLY prefer a non-TWF build. I realize I’m in the minority, but I just think dual-wielding daggers seems a bit silly.

I want to be a combat-support character, making liberal use of the Bard’s versatility both in and out of combat. I want to use bardic performance, as well as the Bard’s atypical spell list, to provide buffs/debuffs, some control, some damage, and so on to allies, enemies, and myself. I’m not looking to be a tank, nor even a primary damage dealer, though I do intend to have access to a handful of blasty spells. The daggers are, I confess, a personal flavor choice more than anything. I understand that I’d be better served by a longsword, perhaps, but I like knives. A lot. Part of it is that I love the fact that they can be thrown OR used in melee, as befits the versatility of the Bard. That’s, I think, what most draws me to the class: It’s a walking toolbox of options. Plus, the flavor works for the character (Best summarized as a roving storyteller traveling with a nomadic caravan.)

I’d prefer—strongly—to stay within core classes. Multiclassing is fine, within reason, but I’d prefer not to use an archetype, Arcane Duelist included. Most splatbooks are fine, so long as they are Paizo—no third party, no 3.5 content.

Again, I’m very much aware that this is not an optimized base to start from, and that’s fine with me. But is there any way to get this concept playable?

## Looking for kingdom building resource that includes attracting a populous

My GM gave my character land for a barony. However, there is currently not much there and they did not give me any rules for building it up. One thing they tasked my character with was attracting the population that will live in my barony.

I’m looking for sourcebooks or rules sets for ruling and constructing a kingdom. Particularly I’m looking for some that that: Give rules for small scale holdings (a barony within a kingdom not necessarily the whole kingdom) Anything on immigration or population transfer. Anything on attracting cohorts to your kingdom/holdings.

I’m playing pathfinder 1e. The setting is Mystara. But I’m fine with rules from whatever system since I’m just looking for inspiration to suggest some things to the GM. I am aware of the pathfinder kingdom building rules and they are not what I’m looking for in this instance.

## Mirror Networking; Scene’s network objects are disabled when building server separately

if one of the clients is also the server then this situation does not happen and networked scene objects are visible. But when building the server separately and then when a client is connected, all the network objects are disabled. I have read the documentation but still can’t figure it out. I am loading the level scene additively. Here is the related documantation and link :
https://mirror-networking.com/docs/Articles/Components/NetworkIdentity.html https://mirror-networking.com/docs/Articles/Guides/Visibility.html

Scene-based Network Game Objects

You can also network game objects that are saved as part of your Scene (for example, environmental props). Networking game objects makes them behave slightly differently, because you need to have them spawn across the network. When building your game, Unity disables all Scene-based game objects with Network Identity components. When a client connects to the server, the server sends spawn messages to tell the client which Scene game objects to enable and what their most up-to-date state information is. This ensures the client’s game does not contain game objects at incorrect locations when they start playing, or that Unity does not spawn and immediately destroy game objects on connection (for example, if an event removed the game object before that client connected). See Networked Scene Game Objects for more information.

Network Visibility

Multiplayer games use the concept of network visibility to determine which players can see which game objects at any given time during game play. In a game that has a moving viewpoint and moving game objects, it’s common that players cannot see everything that is happening in the game at once. If a particular player, at a certain point in time during game play, cannot see most of the other players, non-player characters, or other moving or interactive things in your game, there is usually no need for the server to send information about those things to the player’s client. This can benefit your game in two ways:

1. It reduces the amount of data sent across the network between players. This can help improve the responsiveness of your game, and reduce bandwidth use. The bigger and more complex your multiplayer game, the more important this issue is.
2. It also helps prevent some cheating. Since a player client does not have information about things that can’t be seen, a hack on that player’s computer cannot reveal the information.

The idea of “visibility” in the context of networking doesn’t necessarily relate to whether game objects are directly visible on-screen. Instead, it relates to whether data should or shouldn’t be sent about the game object in question to a particular client. Put simply, if a client can’t ‘see’ an game object, it does not need to be sent information about that game object across the network. Ideally you want to limit the amount of data you are sending across the network to only what is necessary, because sending large amounts of unnecessary data across the network can cause network performance problems. However, it can be also be resource intensive or complex to determine accurately whether a game object truly visible to a given player, so it’s often a good idea to use a more simple calculation for the purposes of determining whether a player should be sent networked data about it – i.e. whether it is ‘Network Visible’. The balance you want to achieve when considering this is between the cost of the complexity of the calculation for determining the visibility, and the cost of sending more information than necessary over the network. A very simple way to calculate this is a distance (proximity) check, and Mirror provides a built-in component for this purpose.

## City Building Program

I want to build a city building game that’s super back end and not visual. I want to focus on complexity, different modes of transportation, and how that impacts peoples lives; lots of statistics on how much people travel, what kind of access and resources people have. Quality of life. I also want to have it be able to generate cities based on smaller scale models, using templates, and fractal templates of the city to expand into a much larger city. Where can I start?

## In Unity how do I easily snap modular building pieces to the grid without overlaps or gaps?

I’m new to Unity and purchased a set of modular building pieces from the asset store. I’m trying to arrange pieces of wall. The pieces are 5 x 5 x 0.5, so I’ve set my world grid size to 5 units and am using align to grid to make them line up nicely. I’m running into an issue when I try to make a corner. When I align the pieces to the grid, there is some gap and overlap, as seen in this picture:

I then tried to manually move the end piece inwards, which resulted in this:

That looks slightly better, but needed a manual adjustment so I don’t think doing this everywhere scales very well, and plus there is some kind of visual/lighting artifact where the pieces overlap (hard to see in the screenshot but very obvious when I move around in game mode). Then I tried resetting that end piece back to the grid and pushing the two side pieces inwards, which resulted in this:

This looks good and has no overlap, but required a bit of manual adjustment and brought the sides off of the grid.

Assuming a set of wall pieces that are 5x5x0.5, how can I configure my grid and snap settings so that everything fits together nicely?

## Building a website for the first time

Hi,
I built a website for my first time and would love to get an opinion and help

Comment below and drip your email and I will send it.

Thank you
Continue a great day

## Building WordPress Plugin Using FPDF – How do you get post content from currently viewed post?

I am using FPDF to build a plugin in wordpress that will add a button on each post(documentation) that gives the user the ability to export it as a styled pdf from the post without having to maintain working files and uploading attachements for hundreds of files.

I used this as a guide, and it currently works in one respect, however this current iteration exports a PDF of ALL posts in the documentation post type. How do I instead pull the post content from the currently viewed post only?

I have been banging my head for a week, so hopefully someone can point me in the right direction. Let me know if I can clarify anything additional.

Thanks!

``<?php  if ( ! defined( 'ABSPATH' ) ) { exit; }  include( 'atomicsmash-pdf-helper-functions.php');  \$  pdf = new PDF_HTML();  if( isset(\$  _POST['generate_posts_pdf'])){ output_pdf(); }  function output_pdf() { \$  args = array(     'post_type'   => 'manual_documentation'   );  \$  posts = get_posts( \$  args );  if( ! empty( \$  posts ) ) {     global \$  pdf;     \$  title_line_height = 10;     \$  content_line_height = 8;      foreach( \$  posts as \$  post ) {          \$  pdf->AddFont( 'Lato', '', 'Lato-Regular.php' );         \$  pdf->AddFont( 'Lato', 'B', 'Lato-Bold.php' );         \$  pdf->AddFont( 'Lato', 'I', 'Lato-Italic.php' );         \$  pdf->SetMargins(12.7, 12.7);         \$  pdf->SetDrawColor(36,161,89);          \$  pdf->AddPage();         \$  pdf->SetFont( 'Lato', 'B', 24 );         \$  pdf->SetTextColor(4,23,51);         \$  pdf->Write(\$  title_line_height, \$  post->post_title);          \$  pdf->SetLineWidth(1);         \$  pdf->Line(14, 27, 40, 27);          // Add a line break         \$  pdf->Ln(14);          // Image         \$  page_width = \$  pdf->GetPageWidth() - 20;         \$  max_image_width = \$  page_width;          \$  image = get_the_post_thumbnail_url( \$  post->ID );         if( ! empty( \$  image ) ) {             \$  pdf->Image( \$  image, null, null, 100 );         }                  // Post Content         \$  pdf->Ln(10);         \$  pdf->SetFont( 'Lato', '', 10 );         \$  pdf->SetTextColor(38,59,71);         \$  pdf->WriteHTML(\$  post->post_content);     } }  \$  pdf->Output('D','atomic_smash_fpdf_tutorial.pdf'); exit; }  function as_fpdf_create_admin_page() {  ?>  <div class="wrap"> <form method="post" id="as-fdpf-form">     <button class="custom-botton" type="submit" name="generate_posts_pdf" value="generate">Download PDF</button> </form> </div>  <?php }  function register_shortcodes(){ add_shortcode('fpdf-doc', 'as_fpdf_create_admin_page'); }  add_action( 'init', 'register_shortcodes'); ``

## building NFA for { a^p; p is a prime number, m is a fixed number and m >p >0 }

$$\{a^p; p$$ is a prime number, $$m$$ is a fixed number and $$m\geq p \geq 0 \}$$

I know this is regular since it is finite, but I don’t understand how to build an NFA for this if we do not know what $$m$$ is. Is there a way to draw the NFA regardless?