When the motion button is pressed, the shape of the character changes and always goes to the left direction

good day. When the motion button is pressed, the shape of the character changes and always goes to the left direction.

Why is this happening and what is the solution?

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enter image description here

Pressing two buttons moves to the left and the shape changes.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerKontrol : MonoBehaviour {

public float karakterHizi = 8f, maxSurat = 4f; private Rigidbody2D myRigidbody; private Animator myAnimator;   private bool solaGit, sagaGit;  void Awake () {     myRigidbody = GetComponent<Rigidbody2D> ();     myAnimator = GetComponent<Animator> ();  }  void FixedUpdate () {     if (solaGit) {          SolaGit ();     }      if (sagaGit) {          SagaGit ();     } }  public void AyarlaSolaGit (bool solaGit) {     this.solaGit = solaGit;     this.sagaGit = !solaGit; }  public void HareketiDurdur () {     solaGit = sagaGit = false;     myAnimator.SetBool ("run", false); }  void SolaGit (){      float Xdurdur = 0f;     float surat = Mathf.Abs (myRigidbody.velocity.x);      if (surat < maxSurat)         Xdurdur = -karakterHizi;      Vector3 yon = transform.localScale;     yon.x = -0.3f;     transform.localScale = yon;      myAnimator.SetBool ("run", true);      myRigidbody.AddForce (new Vector2 (Xdurdur, 0));  }  void SagaGit () {      float Xdurdur = 0f;     float surat = Mathf.Abs (myRigidbody.velocity.x);      if (surat < maxSurat)         Xdurdur = -karakterHizi;      Vector3 yon = transform.localScale;     yon.x = 0.3f;     transform.localScale = yon;      myAnimator.SetBool ("run", true);      myRigidbody.AddForce (new Vector2 (Xdurdur, 0));  } 


Multiclassed Paladin – do I gain oath spells at my character level or paladin level?

Say my character is a level 6 Oath of Vengeance paladin, multiclassed with a level 3 sorcerer (of unspecified subclass). At level 6, paladins do not have access to 3rd-level spell slots, while 3rd-level sorcerers do (via font of magic).

Here is my question:

The character’s total level is 9, so does the character have the spell haste automatically prepared, given by the Oath of Vengeance’s Oath Spells list at level 9? Or is that level requirement meant to be paladin levels?

Exotic language on new character?

Morning RPG.SE,

I’ve already read this post but just wanted to get clarification;

I am new to D&D and have created a Half-Ork War Cleric who was once a soldier… His back story involves demons and I decided to add Abyssal to his languages, but with disadvantage if needed.

Can I get away with this – without swapping out Keth Grey-Tusk’s proficiencies?

I am pretty sure this will be a duplicate, or at the very least, up to my DM. But I wanted to clarify before the start of the campaign.

Is there any spell to bring back a disintegrated character?

In our latest session, one of our PCs got hit by a Disintegrate ray from an Undead Beholder. This dealt the exact damage needed, and so his character got disintegrated. Naturally, we are all sad that we lost a party member, but on top of that, my character was also in love with said PC, and, now heartbroken, will go to the edges of the earth to bring the PC back.

I’m aware of multiple spells that bring back characters from the dead (Revivify, True Ressurection, etc.), however, they all require either a body, or a part of the body.

Is there a spell that can bring back a disintegrated character? Or do I have to consult the DM for other options?

My character is a lvl4 Druid, however, any spells will suffice, since I am willing to pay other people to cast the spell for me.

When restoring a character’s hit point maximum lost from exhaustion, does the character also regain hit points?

When restoring a character’s hit point maximum lost from exhaustion, does the character also regain hit points?

For example, the fourth level of exhaustion reduces a character’s hit point maximum to half. Normally, a long rest will remove one level of exhaustion and conveniently allows a character to regain hit points. However, what happens when a character uses a spell like greater restoration to undo the effect? Does the character regain half their hit points or do they stay at half hit points?

I took a quick look through the PHB but cannot find anything on the effects of regaining maximum hit points. Wording for spells like aid imply hit point maximums and hit points are entirely separate.

Swap previous non-whitespace character in emacs buffer with some known analogue

Emacs command for quick substitution of previously-typed character. This is supposed to help input umlauts quicker by switching letters to their analogues and so on.

(defun krv/last-char-check (&optional pos)   "Find previous non-whitespace character in current string.  Return in form of (position . character) cons nor nil"   (save-excursion     (let ((cur-pos (or (and pos (goto-char pos))                        (point))))       (loop for prev-char = (preceding-char) then (preceding-char)             for back-pos = 0 then (1- back-pos)             when (bolp) return nil             ; known whitespaces listed             unless (member prev-char (list ?\ ?\xA0 ?\t)) return (cons back-pos prev-char)             else do (backward-char)))))  (defun krv/unwrap-list-to-alist (list-form)   "Helper function for setting character substitutions"   (loop with first = (car list-form)         for (s1 s2 . nil) on list-form         if s2 collect (cons s1 s2)         else collect (cons s1 first)))  (defvar cycle-symbols-alist nil   "list of characters used for symbol cycling")  (defgroup cycle-symbols nil   "Group for cycling symbols")  (defcustom cycle-symbols-lists-default   (list (list ?1 ?2 ?3 ?4 ?5 ?6 ?7 ?8 ?9 ?0) (list ?+ ?-) (list ?> ?< ?=))   "Default lists for symbol cycling"   :type 'sexp   :set (lambda (s val)          (set-default s val)          (setq cycle-symbols-alist (mapcan #'unwrap-list-to-map val))))  (defun krv/cycle-symbols-command ()   "Cycle previous non-whitespace if there is a known substitution"   (interactive)   (let* ((check-pair (krv/last-char-check))          (pos (car check-pair))          (char (cdr check-pair))          (rchar (assoc char cycle-symbols-alist)))     (when (and check-pair rchar)       (forward-char pos)       (delete-backward-char 1)       (insert-char (cdr rchar))       (backward-char pos)))) 

Stats for a character being controlled by an evil god [on hold]

I’m running a one-off for my friend. The setting is ancient Egyptian/Arabic. His character has been chasing a Halfling thief that robbed his town’s treasury and vanished in a sandstorm in the area. I’m going to have him and a few NPCs enter the sandstorm on a job to find a lost city that has recently risen to the surface in the center of the storm. When he gets there and enters the city they’ll be confronted by the thief whose mind and body has been dominated by the evil god that caused the city to fall in the first place – this is kinda like possession.

Does anybody have any idea what monster stats I could use for this? The god is based off Apophis from Egyptian mythology, so his henchman that are found in the palace are yuan-ti. How should I handle this? Make a character for the Halfling rogue and then just amplify stats? Or is there a specific monster that I should take stats from.

I want him to be tough enough to fight a party of 3 level 8 characters.

How to contribute as a low-level character at Pathfinder Society Organized Play?

I am going to attend two PFS games: tomorrow and a day after. These will be my first PFS games ever. In a normal Pathfinder game, all characters in a party are of equal level, or at least of roughly equal. In PFS, however, it can range from 1 to 5 in a single module that I will attend, and it feels rather weird.

I want to play a Sorcerer, and my friend will probably take a pre-generated Druid because they don’t know the rules very well and don’t want to make their own character yet.

How can we contribute to the party if it happens that the other 4 players are all of higher levels? Which spells can we choose? How not to be a burden for my party?

Healing Spirit on Unconscious Character

When a character is knocked unconscious (and about to begin making death saving throws) in a square covered by Healing Spirit how does their next turn work? Healing Spirit will spare them from having to make death saving throws (assuming it is still in place), but does it also allow them to take other actions (similar to other healing spells such as healing word, cure wounds, etc)?