Youtube Clone

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Youtube Clone

Does the Clone spell make someone effectively immortal?

While reading through PHB 5e spell list, I found an interesting spell: Clone.

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment.

One might assume that dying of old age triggers the spell, and that the character is restored to life in a new (younger, of course) clone. That would make anyone with access to that spell (either by being a 15th-level wizard or by having such a wizard nearby) and a little bit of gold (3k, really? And if the wizard is 17th level, it isn’t even a problem) effectively immortal, right? And, if we were talking about the real world (or at least some fictional world where such thing is explicitly available by design, such as EVE Online’s world), than the answer would probably be YES.

But, we live in the cruel world of D&D, where characters can have this ability:

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

…and can, as being said, still die of old age without ageing. So the question is not really as simple. There is a point suggesting that such a scheme of constantly recloning yourself each time back to your younger self might work by RAW:

  • All spells, that somehow restore the dead back to the living (like Resurrection) have an explicit exception defined, that this spell cannot restore life back to someone who died from old age. The Clone spell does not have that kind of exception, however. So, by the basic D&D rule of Specific beats General, it seems that any spell that would restore life back to dead without such an exception would be able to do so even if they would die from being too old.

So, to summarize my reasoning, the question bothering me is this:
Does the Clone spell allow someone with access to it to be able to live forever?

P.S. If I self-answered the question, I apologize. It just seems to me kind of confusing and I would like to hear some other opinions to understand the designer intentions behind this spell.

Is it possible to clone a game, and make modifiactions to it?

I basically want to know whether or not it is possible to copy a mobile game and make it into a new game by modifying it . I want to be able to access , moderation tools and basically alter, things like charcters, events, in ap purchases etc. Alter it to make it different enough from the original and make it available to other users. The game I want to copy is no longer in the play stores and I want to change that.

Oracle DB Clone and New IP

We clone our production to PTE (Production Test) once in a while and sanitize the data. As far as I’m aware, the DBA runs the clone command from PTE, this goes over 1Gb firewall and can take quite some time.

PTE is a VM, could I add a new NIC on the Production VLAN to the PTE host so it would copy bypassing the firewall? (Bypassing gives them 10Gb network). Any issues just adding a NIC to PTE without affecting the Oracle install, I don’t want anyone to connect on that temporary IP, just trying to speed things up.

Can Warforged be Targeted by the Clone Spell?

The Clone spell’s Components include (PHB p.222):

… at least one cubic inch of flesh of the creature that is being cloned, …

and Warforged do not have flesh, the same as other Humanoids do (ERftLW p. 35):

Warforged are made from wood and metal, …

Root like cords infused with alchemical fluids serve ads there muscles, wrapped around a frame of steel, darkwood, or stone. …

This alone would seem to imply they cannot be targeted by the Clone spell, however their description also includes:

Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the medicine skill all provide the same benefits to warforged that they do to other humanoids.

Would this include the Clone spell? I’m struggling to understand whether this would be considered healing magic, and if an inch of the warforged’s "flesh" would work here.

Fiddler as proxy – and how to clone WordPres locally for testing

I got my local setup working under 127.0.0.1:91/blog. In order to overwrite my server default domain I added locally this to my wp-config.php file:

define('WP_HOME','http://127.0.0.1:91/blog'); define('WP_SITEURL','http://127.0.0.1:91/blog'); define('FORCE_SSL_LOGIN',false); define('FORCE_SSL_ADMIN',false); 

In my Fiddler Web Debugger script I am using this to redirect my browser request to my domain name, to instead go to my local setup:

if (oSession.HostnameIs("my.domain.name")){     oSession.bypassGateway = true;     if (oSession.HTTPMethodIs("CONNECT")){         oSession["x-replywithtunnel"] = "FakeTunnel";         return;     }       oSession["x-overrideHost"] = "127.0.0.1:91";     oSession.fullUrl = "http://127.0.0.1:91" + oSession.PathAndQuery; } 

How can I get WordPress returned page to be rewritten before it gets sent do the browser from 127.0.0.1:91 to my.domain.name; and from http:// to https://? Or is there a smarter way to go about all of this within WordPress?

I tried this in my Fiddler Script but it is not working:

if oSession.oResponse.headers.ExistsAndContains("Content-Type","text/html")){     oSession.utilDecodeResponse();     oSession.utilReplaceInResponse('http://','https://');     oSession.utilReplaceInResponse('127.0.0.1:91','my.domain.name'); } 

I suppose I could setup an Apache proxy rewrite for the pages that get returned, but I am not sure how to go about this.

NFC Ultralight C – design an authentication system (can it be clone protected?)

I am trying to design an authentication system that will be based on NFC Ultralight C cards. Key concept in my system is that the card identifies a specific person, but this concept can be easily broken if the card can be cloned.

I want to prevent cloning with my cards – but all I found under authentication searches for ultralight c – gives me a write protection (authentication of the message), which is important, but not the only thing I care.

Is it possible to prevent NFC Ultralight C cloning ?

How come non creatable/destroyable Roblox instances have :Destroy() :Clone() etc?

Roblox has many types of instances. But services and other NonCreatable Instances (ReplicatedStorage, Workspace, etc.) still have methods for creating or destroying. Why? Why do they have :Destroy() and :Clone() methods if they cannot be destroyed or created? What’s the point of inheriting these from the Instance class?