How can I have a Roll Macro to show different Results in Roll20?

I would like to roll for the random Chaos Bolt (first level spell) damage type, which is variable.

In play, I have to roll 1d8 and as a result I get the damage type of the spell:

I guess it should be something like:

&{template:default} {{name=Damage Type}}  {{[[1d8]]|acid|cold|fire|force|lightning|poison|psychic|thunder}} 

The result should be:

  • Damage Type: cold

Nice to Have:

  • if you hover over cold you see ‘2’

nmap different results when scanning from different sources

I get slightly different results when scanning a IP from 2 different hosts. Here is scan 1 from an internet server with a public IP:

Nmap 7.80 scan initiated Tue Jan 21 18:48:08 2020 as: nmap -Pn -sS -p25 -T 2 --reason -v 3.XXX.XXX.XXX Nmap scan report for Host is up, received user-set.  PORT   STATE    SERVICE REASON 25/tcp filtered smtp    no-response  Read data files from: /usr/bin/../share/nmap Nmap done at Tue Jan 21 18:48:22 2020 -- 1 IP address (1 host up) scanned in 13.49 seconds 

And here scan 2 from a local network PC:

root@kali:/# nmap -Pn -sS -p25 -T 2 --reason -v 3.XXX.XXX.XXX Starting Nmap 7.80 ( ) at 2020-01-21 17:52 CET [ ... ] Scanning [1 port] Completed SYN Stealth Scan at 17:52, 0.40s elapsed (1 total ports) Nmap scan report for Host is up, received user-set (0.0013s latency).  PORT   STATE  SERVICE REASON 25/tcp closed smtp    reset ttl 62  Read data files from: /usr/bin/../share/nmap Nmap done: 1 IP address (1 host up) scanned in 0.51 seconds            Raw packets sent: 1 (44B) | Rcvd: 1 (40B) 

The nmap command line was exactly the same, but the port state differs. And since my local machine gets more info – it gets an actual response from the target – it shouldn’t be a firewall-related problem or sth. similar.

Any idea why I get diffrent results?

What’s the significance of different Laser Types in Starfinder

As the title says, What is up with all the different types of lasers, there’s Zenith, Parallax, Corona and others. But I can’t seem to find the significance of these subtypes of laser? I am assuming there are maybe certain armors or something that resist say a zenith laser, but not a corona laser?

using crtl+f doesn’t seem to be picking up any relevant info in my PDF. The index is of equal uselessness.

Any help on determining what all these types mean and what i should be looking for in arming myself with a laser weapon would be highly appreciated.

Setting different steps for Y-Axes of ListPlot

I am trying to set the scaling interval of my Y-Axes different than Mathematica automatically does. So in steps of 1000 instead of 2000 (see picture)

At the moment I determined following PlotRange:

PlotRange -> {{1, 10}, {0, 8000}} 

enter image description here

Is there a simple option?

To get an overview over the command:

ListPlot [   MapThread[    If[Or[#1[[1]] === 3., #1[[1]] === 8.],       Callout[Tooltip[#1, #2], #2], Tooltip[#1, #2]] &, Annotated2],    FrameLabel -> {"Happiness Score",      "Education Expenditure (per capita)"}, Frame -> True,    GridLines -> Automatic, LabelStyle -> {GrayLevel[0]},    PlotRange -> {{1, 10}, {0, 8000}}] // Framed 

How can I use ThreadingLayer to perform operations with layers of different dimmensions?

Is there a way that I can achieve subtraction between a scalar and a vector within NetGraph[], similar to what happens when I perform {1, 2, 3}-1 to get {0,1,2}? For my purposes, this needs to be done within NetGraph[] for timing and functional reasons. Part of the trouble is that the vector also will be changing in size. Is there already a NetGraph[] layer that has these functionalities?

For those who want a little more background, I am trying to create a filter within my network as part of the loss function, where the data being fed into the network spans over just two days and each day (of the week) is represented as a value between 0 and 1. So Monday is represented as 0.0 and Tuesday as 0.2 and so forth.

I am using SequenceLastLayer[] to get the time of the last bar of data, and am attempting to use this in conjunction with a slightly modified Tanh[] function within ThreadingLayer[], as well as the bars with the other time values whose form will be similar to {.0,.0,.0,...,.2,.2,.2,}. So the one scalar, in this example, would be 0.2 and the vector would be {.0,.0,.0,...,.2,.2,.2,}, and the operation would be:

`{.0,.0,.0,...,.2,.2,.2,} - 0.2` 

This seems like it should be relatively simple, but I have not yet been able to figure it out. Does anyone know what I can do differently?

Here is the code so far:

net = NetGraph[<|"thread" -> ThreadingLayer[#1*#2 &],     "getLastLayer" ->      SequenceLastLayer[]|>, {NetPort["timeInput"] -> {"getLastLayer",       "thread"}, "getLastLayer" -> "thread"}] 

enter image description here

And the code to run it would be similar to:

net[<|"timeInput" -> {0.0,0.0,0.0,...,0.2,0.2,0.2,}|>] 

How to get different html tags from the content using regex?

I am trying to get different html tags from a single post and display them as nested accordion. I have quite accomplished. the only problem I have is that. When I try to show all the p tags content inside span but it shows only the first paragraph for each nested menu content.

Any solution will be most appreciated. Thanks

History 2020 Jan 10 This is first paragraph.

Feb 2 this is second paragraph

Mar 23 this is third paragraph

2019 Jan 20This is fourth paragraph.

Feb 30this is fifth paragraph

Mar 2this is sixth paragraph

‘; $ classesH = 100; for($ w = 1; $ w (.*?)/s’, $ sampleH, $ match); if($ match) { ?> (.*?)/s’, $ sampleH, $ match1); if($ match1) { ?>

(.*?)/s’, $ sampleH, $ match2); if($ match2) { ?>

var acc = document.getElementsByClassName(“accordion”); var i; var abc = document.getElementsByClassName(“accordion1”); var a; for (i = 0; i

how do I combine two very different role playing systems

I’m planning on making a D&D 5e campaign for my friends so they can experience what an okay DM is like rather than a bias and railroading DM which is so far their only experience of Dungeons and Dragons. In the campaign I’m creating, There is going to be magical artifacts that distort reality, time, and space. One of the ways I want to do this is for reality to shatter/merge with other realities to make it so different RPGs have melded with their world. These are the RPGs that I either have a solid understanding of or an okay understanding of:

  • Honey Heist
  • Call of Cthulhu
  • AD&D 1e
  • Monster of the Week
  • Rifts
  • Twilight 2000

I really like the idea and I want it to work but I have a lot of flaws and complications in my plan:

  1. Almost every one of these RPGs has a different game system and has different game mechanics.

  2. The list of RPGs that I know have varying levels of complexity and I’m afraid that going from Honey Heist to Twilight 2000 is going to give a player whiplash.

  3. Calculating what your rolls are can be extremely confusing if you don’t have a good grasp of the game and these fusions of RPG systems are going to be the same length of a one-shot which is not enough time to fully grasp the rules.

  4. Weapons and armor and all of that would be confusing to transition to some games like Call of Cthulhu where fighting back isn’t that much of an option, well it is but it’d be a TPK. But in D&D 5e, class revolves around the way your character fights and what do you add to help the party not die in the encounter. This is also an issue for Honey Heist where it’ll be hard to skills if someone gets the Hacker role and the closest thing to technology in their world is some oil lanterns and a bunch of healing potions.

I have many ways to implement these games into 5e like

  • Making only the NPCs use different gaming systems
  • Creating a homebrew gaming system so they can easily go from RPG to RPG
  • Have them continue to use the d20 system no matter the game
  • Scrap the idea
  • Let them use the other RPG character classes like subclasses and tone down their abilities a tad
  • have only small portions of the other games be included like just the and that’s it.

Here’s my problem: How do I include these different RPGs into 5e and how do I do it in a way that is simplest for the players and myself

How to calculate the transformation such that two points with different position, orientation and origins line up?

Let’s say you have two different 3D Objects which both contain a node that is off center (not at the origin) and have an orientation. How do you calculate the transform for one of the object so that both of these nodes line up? As in both nodes end up at the same position in space and the same orientation?

In gaming terms, both 3D objects have “snap” points and I’d like to calculate how to transform one of them so that they snap together at that specific node.

for illustration purposes The cubes are the 3D objects, the X/Y/Z axis represent the origin of each of these objects, and the arrow is the node. The goal would be in this case both arrows overlap and thus the cubes end up at the exact same place. Note the origin is NOT at the same spot for both objects.

Pros and Cons of Different Action/Turn Frameworks

I would like to have a clearer understanding of the pros and cons of various frameworks of turn composition and action economies. That is, I would like to see the relative benefits and drawbacks of different ways game systems handle answering the question about what actions a character can take in a turn (and how many thereof, or how their efficiency is influenced by their number etc.).

Now, of course the lines between framework will not always be sharp, but I think I can post a (non-exhaustive) list of what seems like some of the common paradigms or families thereof, in the hopes that this will better scope the question. Also please note that for the sake of maintaining focus and preventing tangents, I’m not asking about systems of initiative (who goes first), nor about comparing systems with vs. without a way of increasing the number of allowed actions above the default.

Freeform Composition / Build Your Own Turn

Games which give the players the basic ground rules for deciding which actions to fit into a turn, each turn. Often defence and movement are treated just as any other action you can take. Examples would be older books in the Storyteller / Classic World of Darkness (e.g. VtM 2e), where you can Split your dice pool into as many actions as you need and can afford to (e.g. into three actions for performing two swings of your tyre iron [attack] and one dodge [defence]), or Fallout PnP (where you get an allotment of Action Points, and actions cost some number thereof, and one AP is also the cost of moving 1m or boosting defence by a certain value, though ‘default’ defences are free).

This framework seems to be equally capable of supporting the assumption that everyone gets defences for free and the assumption that defences are actions like any other.

Type-Specific Action Slots

Games where a turn usually consists of a certain number (either fixed or upgradeable) of ‘slots’ of specific types, e.g. one move action, one ‘do your thing’ action that can be used for a variety of things (attack, move again, do a noncombat action etc.), and one or two reflex actions (often used for defences if the system puts a limit on the number of defences). Sometimes a systems allows choosing between several different sets of slots. Examples would be Dark Heresy and Eclipse Phase.

This framework also seems to be equally capable of supporting the assumption that everyone gets defences for free and the assumption that defences are actions like any other.

Turn Structure Templates

Games where a player chooses one of a limited, often rather specific sets of actions for a turn, often with specific modifiers baked in. My go-to example would be GURPS, where you can choose e.g. Move and Attack (full movement, poor attack, slightly compromised defence), Move (full move, no attack), Attack (single step move, normal defence, normal attack), All-Out Attack (half of maximum move, attack with a bonus of choice, no defence at all), Committed Attack (attack with a modest bonus, seriously compromised defence, one- or two-step movement), Ready (get a special non-attack action, no attack, one step of movement, and normal defence), and some others.

This framework seems imply a strict regulation of what defences a given turn action structure template includes, and I think it predisposes one to lean towards having a ‘with defences’ structure as the more default one.

Other Frameworks

I’m sure there are other framework that are distinct from the above three, but I’m currently not able to think of an example I’m well-acquainted with nor a generalised description. A comparison of any such additional frameworks is also welcome if someone is open to including them in an analysis.