Does the Order of Scribes Feature Awakened Spellbook also change the damage type of Absorb Elements?

The Order of Scribes from Tasha’s Cauldron of Everything has the "Awakened Spellbook" feature. Part of the feature reads as follows:

When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.

Can i change the absorbing damage type of the spell "Absorb Elements"?

Absorb Elements is a spell with casting time of Reaction and an asterisk when the Reaction can take place as follows:

which you take when you take acid, cold, fire, lightning, or thunder damage

Can you replace the damage type of the trigger with that feature? That way you could absorb every type of damage with this spell. Absorbing poison, psychic, force or physical damage types.

Why do level 4 and 5 Druid spells seem to change tone?

I am playing a Druid for the first time (D&D 5e) and am quite enjoying it. My character recently hit level 9, and I noticed that the 4th and 5th level spells seem to shift in tone dramatically from earlier levels.

While lower level spells seem to emphasize beasts and nature thematically, the higher level spells seem to shift toward elementals and life force / necromancy style spells. Is there a reason for this?

In other words, is there lore behind the shift in tone and theme?

Or is there a tactical reason for this shift?

Or am I imagining things?

Change Text – Inside A button, inside a Canvas, inside a GameObject: Access all the texts inside of hierchy?

 //.... Gameobject tile; int count = 1; float posX = 0; float posY = 0; ....//  GameObject blueTile = (GameObject)Instantiate(Resources.Load("block_blue")); tile = (GameObject)Instantiate(blueTile, transform);  for loop {    ...    ...    tile.GetComponent().GetComponentInChildren().text = count.ToString();    tile.transform.position = new Vector2((float)posX, (float)posY);    count++; }  

enter image description here enter image description here

As you can see by the image. My line of thinking goes like this; I used to create Flash/AS3 Applications and Games. I have used a number of API’s and they usually have a lot in common. Unix, however, is very different and I may have not grasped the key concepts.

I want to access my PreFab, named in Assets/Resources (the root path)
“block_blue”

All I wan to do is set up a row and columns of a box with a number inside of it.

Before you go and ask, why the complicated mix of Objects? Well, Adobe had MovieClip and use of layers and also use of a timeline. Unix doesn’t seem to have this in setting up a Scene (the Stage in Flash).

So, I set up a block that looks like this (right of main image 66): It’s a Canvas, to hold a Button, the button has a text. To move the Canvas, I put the Canvas inside a GameObject. This, to me, is like a MovieClip in Flash API.

**GameObject > ButtonLight, Button > TextBlack, Text**

I need to access TextBlack and also Text. Pretty easy right? I’ve been at this for 4 days, many many hours.

EDIT: It seems that it is working, somewhat.
Looking at the reference photo and the Hierarchy reference, it looks like the blackText behind the blueText is changing as expected. But I cannot access the top BlueText. The Blue Text is also a child of type Text, but it’s a second (layer?) copy of the text inside of the Button. So, it’s getting the first Child Text, but how to access the second Text?

What could cause SQL Server to deny execution of a SP at first, but allow it later with no privileges change?

A user just complained he was denied the execution of a procedure. I went to check and verified he had the privileges to execute it. I didn’t change anything (and right now I’m the only one with admin privileges do to so if needed) and after two unsuccessful attempts he tried to run the SP for the third time and it worked.

I have XE configured to catch error messages and it captured twice the error code 229:

The EXECUTE permission was denied on the object ‘storedProcedureName’, database ‘databaseName’, schema ‘schemaName’.

Is there any situation where this behavior is expected?


Microsoft SQL Server 2014 (SP3-CU-GDR) (KB4535288) – 12.0.6372.1 (X64)

How to safely change Innodb variables

I’m using Maria DB, version 10.2.22, where one database column uses FULLTEXT for a broad document searching. However, I’ve ran into a "Table handler out of memory" on some searches. The table itself is only 4.4 GB. I’ve read on stackoverflow, that changing some of the InnoDB variables such as:

• innodb_buffer_pool_size

• innodb_ft_result_cache_limit

from their default value to say 4 GB could potential solve to the memory issue. My question is three parts, I suppose.

  1. Are there any other variables I should consider changing.

• innodb_buffer_pool_instances
• innodb_ft_cache_size
• innodb_ft_total_cache_size

  1. Because this DB is fairly critical to run, after running the command lines to change the variables would I need to stop and start the MariaDB service to fetch these changes?

  2. If, restarting MariaDB services is needed, can anyone point me to a guide as far as how to safely change these variables?

How can I change the object to move on the waypoints to move also in reverse?

Now it’s moving from the first position the last position and then in the end it’s moving to the first position and then moving forward on all positions again and so on.

I want to use a flag bool variable that if it’s true when the object to move on the waypoints will get to the last position it will then travel backward reverse on the positions and when it will get to the first one it will start moving forward again and so on like a ping pong. and if the bool flag is false it will be like now.

I’m not sure how to handle the line :

index = (index + 1) % pos.Length; 

Not sure what the percentage % does in this line.

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class MoveOnCurvedLine : MonoBehaviour {     public LineRenderer lineRenderer;     public GameObject objectToMove;     public float speed;     public bool go = false;     public bool moveToFirstPositionOnStart = false;      private Vector3[] positions;     private Vector3[] pos;     private int index = 0;      // Start is called before the first frame update     void Start()     {         pos = GetLinePointsInWorldSpace();          if (moveToFirstPositionOnStart == true)         {             objectToMove.transform.position = pos[index];         }     }      Vector3[] GetLinePointsInWorldSpace()     {         positions = new Vector3[lineRenderer.positionCount];         //Get the positions which are shown in the inspector          lineRenderer.GetPositions(positions);           //the points returned are in world space         return positions;     }      // Update is called once per frame     void Update()     {         if (go == true)         {             Move();         }     }      void Move()     {         Vector3 newPos = objectToMove.transform.position;         float distanceToTravel = speed * Time.deltaTime;          bool stillTraveling = true;         while (stillTraveling)         {             Vector3 oldPos = newPos;             newPos = Vector3.MoveTowards(oldPos, pos[index], distanceToTravel);             distanceToTravel -= Vector3.Distance(newPos, oldPos);              if (newPos == pos[index]) // Vector3 comparison is approximate so this is ok             {                 index = (index + 1) % pos.Length;             }             else             {                 stillTraveling = false;             }         }          objectToMove.transform.position = newPos;     }    } 

I tried to do it this way :

using System; using System.Collections; using System.Collections.Generic; using UnityEngine;  public class MoveOnCurvedLine : MonoBehaviour {     public LineRenderer lineRenderer;     public GameObject objectToMove;     public float speed;     public bool go = false;     public bool moveToFirstPositionOnStart = false;      private Vector3[] positions;     private Vector3[] pos;     private int index = 0;     private bool isreverse = false;      // Start is called before the first frame update     void Start()     {         pos = GetLinePointsInWorldSpace();          if (moveToFirstPositionOnStart == true)         {             objectToMove.transform.position = pos[index];         }     }      Vector3[] GetLinePointsInWorldSpace()     {         positions = new Vector3[lineRenderer.positionCount];         //Get the positions which are shown in the inspector          lineRenderer.GetPositions(positions);           //the points returned are in world space         return positions;     }      // Update is called once per frame     void Update()     {         if (go == true)         {             Move();         }          if (index == pos.Length - 1)         {             System.Array.Reverse(pos);             isreverse = true;         }     }      void Move()     {         Vector3 newPos = objectToMove.transform.position;         float distanceToTravel = speed * Time.deltaTime;          bool stillTraveling = true;         while (stillTraveling)         {             Vector3 oldPos = newPos;             newPos = Vector3.MoveTowards(oldPos, pos[index], distanceToTravel);             distanceToTravel -= Vector3.Distance(newPos, oldPos);              if (isreverse)             {                 if (newPos == pos[index]) // Vector3 comparison is approximate so this is ok                 {                     index = (index - 1);// % pos.Length;                 }                 else                 {                     stillTraveling = false;                 }             }             else             {                 if (newPos == pos[index]) // Vector3 comparison is approximate so this is ok                 {                     index = (index + 1) % pos.Length;                 }                 else                 {                     stillTraveling = false;                 }             }         }          objectToMove.transform.position = newPos;     } } 

And it’s moving in reverse when it’s getting to the last position but there is a problem :

The first time it was moving in reverse fine but then when running the game over and over again it’s not moving in reverse and behaving like before. Not sure why. Why is that ?

How to change Route respond To A specific Path?

To increase site loading time and decrease the pressure on my website I have decided to host files(js,css,images) in other hosting, like google storage or amazon aws, problem is that I already published a lot of posts that includes images other files in the html, like:

<img src="site.example/wp-content/uploads/images/image.png"> 

i can’t go all over the posts to change the src attribute, so I want to change my route code so every time a wp-content or wp-includes files is requested, it will redirect it to the host where my media files are, something like:

    if(str_contains(path, 'wp-content') || str_contains(path, 'wp-includes')){       redirect("host.example".path);     }