What are some ways one might implement a more story-driven spell/skill acquisition?

What are some ways one might implement a more story-driven spell/skill acquisition? Hopefully in a way that isn’t a complete slog.

The idea of the players’ handbook being used as a shopping catalogue kinda ruins the immersion for me. It doesn’t make much sense that a character can go to sleep one day and then wake up the next suddenly knowing a bunch of new spells or skills if they happened to reach a new level. Especially that often those spells/skills have nothing to do with any in-game actions or backstory of the character. I’d love to see a game where the characters have to actively work towards acquiring their skills, and not just waiting till they’ve passed the next level threshold.

The question is largely about how a DnD5e system might get modified to fit my concerns because I don’t really have a group yet and 5e players are easiest to find. That said I’m open to hearing about other game systems.

In the context of 5e I was thinking of flipping the relationship between levels and skills/spells on its head and not have levels grant you skills but rather the achieving skills bumping your level up (at GM’s discretion). By "achieving skills" the character pursuing an RP way to acquire a skill. Depending on what’s going on in-game it might be super easy for some skills (e.g. you find that move that you’ve been trying to do all this time suddenly just works after enough practice) or verging on impossible for others (e.g. getting an ice-y spell for a character who is all about fire stuff). I imagine this could create a greater sense of anticipation and, ultimately, reward at the advancement of characters. Or I might be completely wrong and it’s only going to scare off potential players who just want to minmax.

How to implement multiclassing during character creation? [closed]

Assume I want to have characters defined by classes, archetypes, whatever. And there’s no advancement, or at least sufficiently little advancement that the choices made at chargen always define the character.

But I want to have multiclassing. Or, more exactly, I want to have characters with differing numbers of archetypes without imbalancing them.

So a class/archetype can’t be a package of mostly or entirely good abilities, because adding another class makes a character better. Thus, the first idea I had was to have chargen start with an “average” set of traits, and each class adds a package of advantages and disadvantages. Works numerically, but I know that “disadvantages cost negative points” systems are easily exploitable. That is, players will try to put PCs in situations that take advantage of their strong points. Only if players and their characters had no control over the situation would “disadvantages cost negative points” be balanced. Thus, having more advantages and disadvantages is generally a good thing. I presume it’s for this reason that the Fate versions I’ve seen don’t just give you a pool of points but specify how many skills of what value you must buy in chargen.

So what other options are there?

I recognize that this post is about something very similar, but there’s no answer satisfying my requirements.

From the description, Apocalypse World and its derivatives allow for cross-class abilities, but only through experience rather than at chargen. Other suggestions lean toward full point-buy, but that’s not what I’m talking about. I don’t want complex character generation. And again, I don’t want to add abilities from other classes in play, but to have class combination in chargen.

distribution implement for RandomVariate

I have a scalar function of two random matrices of dimension $ n$ which are in the Gaussian Unitary Ensemble $ $ f(x,y) \in \mathbb R, \quad x^{\dagger}=x \: \operatorname{and} \: y^{\dagger} = y, \:\operatorname{dim}(x)=\operatorname{dim}(y)=n$ $ I would like to generate a sample of various of values of $ f(x,y)$ for example, $ 10^8$ of them. To do this I use the following Mathematica program

RandomVariate[MatrixPropertyDistribution[f[x, y],                     {x \[Distributed] GaussianUnitaryMatrixDistribution[n],                      y \[Distributed] GaussianUnitaryMatrixDistribution[n]}],10^8] 

However, this program runs slow for large dimension $ n$ due to the complicated form of $ f(x,y)$ . So I work in a basis that the matrix $ x$ is diagonalized: $ $ x\rightarrow\operatorname{diag}(a_1,\dots,a_n), \: y \rightarrow U^\dagger y U,$ $ where $ U$ is the unitary matrix that diagonalizes $ x$ . The scalar function $ f$ is invariant under this transformation.

Now $ \{a_1,\dots,a_n\} $ is in a multinormal distribution wherein the covariance matrix is the identity matrix. At the same time, $ y$ is still in the Gaussian Unitary Ensemble. So I would like to generate a sample of values of $ f$ in terms these new random variable. But I find it is hard to implement the distribution. I tried

distx = Array[x, n] \[Distributed] MultinormalDistribution[ConstantArray[0, n], DiagonalMatrix[ConstantArray[1, n]]];  disty = y \[Distributed] GaussianUnitaryMatrixDistribution[n];  distribution = MatrixPropertyDistribution[f[x, y], Join[distx, {disty}]];  sample = RandomVariate[distribution,10^8]; 

However, I got the following message from Mathematica

enter image description here

Is there any way to solve this problem so that I can obtain the values from the random variables? Thanks very much.

Facing problem to implement SSL redirect

I want to add a checkbox button for automatically redirect to HTTPS if SSL is present. the process I added like below:

this is form area:

<form action="options.php" method="POST" id="<?php echo esc_attr( $  data['slug'] ); ?>_options">             <?php settings_fields( $  data['slug'] ); ?>             <?php $  this->render_form_sections(); ?>             <?php $  this->render_hidden_fields(); ?>             <input type="submit" class="wpr-button" id="wpr-options-submit" value="<?php echo esc_attr( $  data['btn_submit_text'] ); ?>"> </form>          

added new field in the form:

$  this->settings->add_settings_fields(         [                          'ssl_redirect'       => [                 'type'              => 'checkbox',                 'label'             => __( 'Enable SSL Redirect', 'rocket' ),                 'section'           => 'enable_ssl_section',                 'page'              => 'hub',                 'default'           => 0,                 'sanitize_callback' => 'sanitize_checkbox',             ], 

added this:

if ( $  wp_rocket_requirement_checks->check() ) {      require WP_ROCKET_INC_PATH . 'main.php';     require WP_ROCKET_INC_PATH . 'custom.php';   } 

this custom.php is added for making action function after checkbox is true state. this is my custom.php

<?PHP   defined( 'ABSPATH' ) || exit;    ?> 

I want to add this function code in cutom.php how to add this and how form action will perform please solve this.

function enable_ssl_redirect() {     if ( isset( $  _SERVER['HTTPS'] ) ) {         if ( 'on' === strtolower( $  _SERVER['HTTPS'] && strpos( home_url(), 'https' ) == false ) ) {         wp_redirect(str_replace( 'http', 'https', home_url() ));     }      if ( '1' == $  _SERVER['HTTPS'] ) {         wp_redirect(home_url());     } } elseif ( isset( $  _SERVER['SERVER_PORT'] ) && ( '443' == $  _SERVER['SERVER_PORT'] ) ) {      wp_redirect(home_url()); }  return false; } 

Can we implement hreflang on root domain for one country and on sub-folder for another country?

Is it possible for 2 countries, we can implement hreflang tags on root domain and a sub-folder, for example for US hreflang on www.example.com and for Italy www.example.com/IT can we do it like this?

I have added both urls in Google search console & submitted separate sitemaps, but Google is counting all pages (including sub-folders) for the main domain, so I am thinking that Google is considering main domain (root domain) as a whole website not a country specific as per hreflang.

If you know about this or have similar experience, then Appreciate your help! Thanks, Adil

Implement navmesh for climbing cliffs and walls

I am trying to implement dynamic wall climbing similar to Conan exiles and Legend of Zelda: Breath of the Wild.

My system as of now uses a raycast to get the direction of a geometry’s normal, and I make the player face that. I send another raycast in the direction of the players input, which takes the hit point, and lerps the player to that ray’s hit position on the geometry.

Although this system works well on a flat wall it struggles a lot on complex geometry such as a bumpy cliff, and constantly hangs on small edges.

I recently saw this video from a cancelled game that seems to implement some sort of navmesh by making a flat plane that follows the terrain’s normals. This allows the player to climb over gaps and complex geometry as if it was a smooth surface.

I don’t completely understand how they managed this, and I was wondering if someone who is knowledgeable about these things could explain how I could implement something like this in Unity.

How to implement what “psql > \d table1” command does, manually in C?

I’m writing a Postgresql server extension in C, it’s a server-side trigger function. I’m using the standard server side interface in C that Postgres offers:

#include <stdio.h> #include <time.h> #include "postgres.h" #include "utils/rel.h" #include "executor/spi.h" #include "commands/trigger.h" #include "utils/fmgrprotos.h"  #ifdef PG_MODULE_MAGIC PG_MODULE_MAGIC; #endif  extern Datum trig_test(PG_FUNCTION_ARGS);  PG_FUNCTION_INFO_V1(trig_test);  Datum trig_test(PG_FUNCTION_ARGS) {       // ........      // TODO:    // 1) infer a table over which a trgger is being executed (is more or less clear how to)   // 2) (!) archive the same result over that table   // as psq would do via this: "\d that_table" (how?)   // 3) write the output into a variable or file (is clear how to) } 

My current task is to achieve the same result as the \d <table1> does in C, inside of a trigger function. And more essentially I need the "indexes" part, including primary_key and also whether or not primary key is made of a single column or multiple ones, and which ones.

How can I do it?

Preferably, not strictly, without having to use SPI_exec() command because I figure that it might be slower than some other, more direct way.