Creating beastmen as a Lunar

How does Lunar make beastmen? Are there any charm or sorcery to help them do so in 3e?

I think I read something about this in a earlier edition, but can’t find it in any of the books I have. Though I’m mostly interested in 3e I would also appreciate a reference to earlier edition of they have more or better information about this topic.

Creating themes for themeforest

I am currently developing a theme for themeforest and it is almost over. I have some questions before launching it to themeforest.

  1. How to license my theme.
  2. How to add an installable option to my theme (not just copying files to directory).
  3. How to add an option to activate theme with a license key.

I need to know all these stuffs are done by themeforest or it should be done by developer. I am not an experienced developer and if anyone can provide some details and how to do these i very much appreciate that.

Creating Conditional Fields in Elementor Custom Widget

How are conditional fields or field groups created in Elementor? I’ve not found anything in the documentation regarding conditional fields for widget development. A simple example of what I’d like to do is the following:

I have a dropdown:

    // Select Control     $  this->add_control(         'dropdown_Example',         [             'label' => __('Dropdown Example', 'vs'),             'type' => \Elementor\Controls_Manager::SELECT,             'options' => [                 'default' => __('Default', 'vs'),                 'yes' => __('Yes', 'vs'),                 'no' => __('No', 'vs'),             ],             'default' => 'default',         ]     ); 

If the answer in the dropdown is yes, then show text field 1:

    // Text 1     $  this->add_control(         'text1',         [             'label' => __('Text1', 'vs'),             'type' => Controls_Manager::TEXT,         ]     ); 

Else, show text field 2:

    // Text 2     $  this->add_control(         'text2',         [             'label' => __('Text2', 'vs'),             'type' => Controls_Manager::TEXT,         ]     ); 

Creating a website with a profile that can be used to log into another website (like gmail/ facebook log in) [closed]

Where would I start doing this type of project? I am new to programming and really I have only just started learning to use the "gsub" command in Komodo / ruby on rails.

I have made part of a sample website with a box for input, however it does not do anything.

Is there a description in any textbooks or instructional video?

Trying to creating roads from a 2D texture into a 3D map using RoadArchitect

I need help with a complex task I’m trying to creating roads using RoadArchitect: I’m trying to detect all roads from a texture. I have created a model class to store every detected road using a little bit of recursion:

    [Serializable]     public class RoadNode : IPathNode     {         //[JsonConverter(typeof(RoadNodeConverter))]         public ConcurrentBag<int> Connections { get; set; } // TODO: IPathNode<T> + RoadNode : IPathNode<RoadNode> + Connections (ConcurrentBag<RoadNode>), but can't be serialized due to StackOverflow and OutOfMemory exceptions          public Point Position { get; set; }         public bool Invalid { get; set; }         public int Thickness { get; set; }         public ConcurrentBag<int> ParentNodes { get; set; }          public RoadNode()         {             //Connections = new List<RoadNode>();         }          public RoadNode(Point position, int thickness)         //: this()         {             Position = position;             Thickness = thickness;         }          public RoadNode(Point position, bool invalid, int thickness)         //: this()         {             Position = position;             Invalid = invalid;             Thickness = thickness;         }          public RoadNode(int x, int y, int thickness)             : this(new Point(x, y), thickness)         {         }          public void SetThickness(int thickness)         {             // TODO: Call this when needed and thickness == -1             Thickness = thickness;         }          public int GetKey()         {             return F.P(Position.x, Position.y, mapWidth, mapHeight);         }     } 
    public interface IPathNode     {         ConcurrentBag<int> Connections { get; }         Point Position { get; }         bool Invalid { get; }     } 

At every loaded chunk (I’m using SebLeague tutorial to create the chunks), I get all the road points for this chunk. Then, I try to iterare them. But I have problems interpreting the results.

I have part of the task done:

        public static IEnumerable<Road> CreateRoad(this IEnumerable<Point> points, StringBuilder builder)         {             if (points.IsNullOrEmpty())             {                 builder?.AppendLine($  "\tskipped...");                 yield break; // This chunk doesn't contain any road. Exiting.             }              //var dict = points.Select(p => new {Index = p.GetKey(), Point = p}).ToDictionary(x => x.Index, x => x.Point);             //var builder = new StringBuilder();             var roads = GetRoads(points, builder);             foreach (var list in roads)             {                 if (list.IsNullOrEmpty()) continue;                 //var first = road.First();                 //var backIndex = ((Point)CityGenerator.SConv.GetRealPositionOnMap(first)).GetKey();                  var road = CreateIndependantRoad(list);                 builder?.AppendLine($  "\t... finished road ({}) with {list.Count} nodes.");                 yield return road;             }             //Debug.Log(builder?.ToString());         }          private static IEnumerable<List<Vector3>> GetRoads(IEnumerable<Point> points, StringBuilder builder)         {             var model = RoadGenerator.RoadModel;              var queue = new Queue<Point>(points);             int i = 0;              builder?.AppendLine($  "\tcount: {queue.Count}");              var dictionary = new Dictionary<int, List<Vector3>>();              while (queue.Count > 0)             {                 var list = new List<Vector3>();                  var pt = queue.Dequeue();                 var itemIndex = pt.GetKey();                 dictionary.Add(itemIndex, list);                  var node = model.SimplifiedRoadNodes[itemIndex];                  builder?.AppendLine($  "\troad iteration: {i}");                  //var conn = node.Connections;                 var nodes = GetRoadNodes(node, ptVal =>                 {                     if (ptVal.HasValue) queue = new Queue<Point>(queue.Remove(ptVal.Value));                     return queue;                 },                     parentNodeIndex => { return dictionary[parentNodeIndex]; },                     builder);                  foreach (var point in nodes)                     list.Add(CityGenerator.SConv.GetRealPositionOnMap((Vector2)point).GetHeightForPoint());                  yield return list;                 ++i;             }         }          private static IEnumerable<Point> GetRoadNodes(RoadNode node, Func<Point?, Queue<Point>> queueFunc, Func<int, List<Vector3>> parentFunc, StringBuilder builder, int level = -1)         {             if (queueFunc == null) throw new ArgumentNullException(nameof(queueFunc));             if (parentFunc == null) throw new ArgumentNullException(nameof(parentFunc));              var conn = node.Connections;             if (conn.IsNullOrEmpty())             {                 yield return node.Position;                 yield break;             }             if (queueFunc(null).Count == 0) yield break;              ++level;             builder?.AppendLine($  "{new string('\t', 2)}level: {level} -> {queueFunc(null).Count} items");              //if (conn.Count == 1)             //{             //    var firstNode = conn.First().GetNode();             //    ////var firstPoint = conn.First().GetPoint();              //    var list = parentFunc(firstNode.ParentNodes.First()); // TODO: parent nodes should be one...             //    list.Add(CityGenerator.SConv.GetRealPositionOnMap((Vector2)conn.First().GetPoint()).GetHeightForPoint());             //}             //else             {                 foreach (var item in conn)                 {                     var pt = item.GetPoint();                     if (!queueFunc(null).Contains(pt)) yield break;                     yield return pt;                     if (queueFunc(pt).Count == 0) yield break;                      var subnode = pt.GetKey().GetNode();                     var pts = GetRoadNodes(subnode, queueFunc, parentFunc, builder, level);                     foreach (var point in pts)                         yield return point;                 }             }         } 

You can see here the StringBuilder results:

But as you can see I have problems with roads. Some roads only have one node, other roads only have 2 nodes…

I’m thinking that the current implementation I did isn’t right at all, because instead of grouping all nodes into one major road I’m splitting them into road chunks without sense.

By this reason I created this topic, in order to clarify myself because I’m not sure about what I’m doing and which way should I take.

Creating a Matrix from Integrals

I have a table of integrals that I want to put in an nxn matrix. I tried doing it in the following way

phix[x_, n_] := Exp[-n \[Alpha] x^2/2] phiy[y_, m_] := Exp[-m \[Beta] y^2/2] const = {List[     Integrate[      x^2 y^2 phix[x, n1] phix[x, n2] phiy[y, m1] phiy[y, m2], {x, 0,        Infinity}, {y, 0, Infinity}], {n1, 1, 3}, {n2, 1, 3}, {m1, 1,       3}, {m2, 1, 3}]} // MatrixForm 

but what I get as output is the following, instead of the matrix form. output

I also tried to use Table instead of list, but still don’t get the output in the matrix form. I need the output as a matrix because I would like to calculate the e-values and e-vectors.

Any help would be greatly appreciated.

Creating a block matrix from arrays of blocks

I am trying to generate a matrix from square blocks. Effectively, I have a $ n×n$ matrix polynomial $ P(l)$ , the $ qth$ derivative of $ P(l)$ with respect to $ l$ , which is denoted by $ P^{(q)} (l)$ , and a block of zeroes, which I’ll just call $ 0$ . I have some integer $ k$ such that if $ k=1$ then I am generating the matrix

$ $ R= \begin{pmatrix} P(l) \end{pmatrix} $ $

If $ k=2$ then I should generate

$ $ R = \begin{pmatrix} P(l) & 0 \ \frac{1}{1!} P^{(1)}(l) & P(l) \end{pmatrix} $ $

If $ k=3$ then

$ $ R = \begin{pmatrix} P(l) & 0 & 0 \ \frac{1}{1!} P^{(1)}(l) & P(l) & 0 \ \frac{1}{2!} P^{(2)}(l) & \frac{1}{1!} P^{(1)}(l) & P(l) \end{pmatrix} $ $

and so forth. Generally,

$ $ R = \begin{pmatrix} P(l) & 0 & \cdots & 0 & 0 \ \frac{1}{1!} P^{(1)}(l) & P(l) & \cdots & 0 & 0 \ \frac{1}{2!} P^{(2)}(l) & \frac{1}{1!} P^{(1)}(l) & \cdots & 0 & 0 \ \vdots & \vdots & \ddots & \vdots & \vdots \ \frac{1}{(k-1)!} P^{(k-1)}(l) & \frac{1}{(k-2)!} P^{(k-2)}(l) & \cdots & \frac{1}{1!} P^{(1)}(l) & P(l) \end{pmatrix} $ $

is an $ nk×nk$ matrix.

I prefer a simple and understandable way and for that I thought to start with a zero matrix $ R$ of dimensions $ nk×nk$ and then with two "for" loops to full the initial zero matrix, putting the corresponding derivative which is needed. I’m not sure in what should go as my statement in "for" loops. I found other questions which were similar but more complicated and specific. Any help appreciated, thank you.

When creating a weapon that is +2 to hit +2 damage, how much magical power is needed? [closed]

if a master weapon smith is making a +2 to hit, +2 damage axe strong enough so that it can hold a high level spell enchantment, approximately how much magical power should be required to be infused in the forging? The intended weapon is a reforging and re-enchanting of a legendary weapon which was broken fighting & defeating the champion of Belial, Arch devil master of the 4th level of the nine hells. It will target fiends & celestials (hopefully).