Given sum of sequences, choose two sequence elements and make other sequence zero with making some sequence vanishes and others keep untouched

Slightly modified from my previous question Making function for a given input of sum of sequences, choose two sequence $ a_i, b_j$ and substitute all other sequence zero

At this time I want to make among many sequences, just pick two sequences and other kept untouched.

For example

input = a1a2b1b2c2c3 + 100a1b2d1 + a1c2b2d3 + a1a2 + a3c1c2 + a3c1 + d1a2 + d2c1 

If I choose two sequences $ a$ and $ b$ , and pick its elements as $ a_1, b_1$ then I want to put all other sequences of $ a,b$ are zero with additionally make all $ c$ vanishes but $ d$ kept remained.

For example if my input is something like $ f[input, a1,c1]$ then $ a2=a3=0, c2=c3=0$ with vanishing sequence of b1,b2,.. but kept $ d1,d2\neq 0$ .

Maybe to be more specified, I want to make function which have [input, sequnece1_{i}, sequence2_{j}, sequence3], where sequence1, sequuence2, have non-zero element for i,j respectively, and the other elements of sequence 3, vanishing for given a,b,c,d,e.,,, sequences.

remove SLASH on single_post but KEEP on categories and parent pages

My current permalink structure is  /%category%/%postname%/  which produce urls as:
(category_base removed using "FV Top Level Categories" Plugin)

category: example.com/class-10/science/    ◀▬ SLASH is GOOD for directories & ↙ parent pages     page: example.com/legal/      post: example.com/class-10/science/ch-1-atoms/    ◀▬ but BAD for single_post, ↖ child pages &     page: example.com/legal/terms/     page: example.com/about/    ◀▬ standalone pages 

So, I want to
keep TRAILING SLASH "/" on:

  • categories and child categories
  • parent pages

remove TRAILING SLASH "/" on:

  • single_posts
  • standalone page (who don’t have any child pages)
  • child pages

AND "301" Redirect  "/"  version of these ↖ pages to NON  "/"  version pages

How to keep WP from creating a “single-post” page and let the user input the link of the post in the dashboard?

I have this very specific questions. On my homepage I decided to show excerpts of the latest news and events with a "while" loop. The issue is that I want the admin to define what the permalink will be of said post, and not have a /event/lorem-ipsum page for each event. The idea is to link those excerpts to Instagram posts, Facebook posts, or whatever…

My custom_post_type function is:

register_post_type('event',      array(         'rewrite' => array('slug' => 'events'),         'labels' => array(             'name' => 'Events',             'singular_name' => 'Event',             'adding_new_item' => 'Add event',             'edit_item' => 'Edit event'         ),         'menu-icon' => 'dashicons-calendar-alt',         'public' => true,         'has_archive' => true,         'supports' => array(             'title', 'thumbnail', 'editor',          )     ) ); 

What are good ways to keep the player spending in a single-player RPG?

I’m designing a game where I want the player to take the in-game money into consideration as opposed to majority where they just get rich pretty much all the time with nothing meaningful to spend it on. What are some good ways to keep them spending their money without making it feel like a tedious chore?

I’m already planning to have monsters nor quests not give gold.

And if preventing them from becoming extremely rich eventually is not possible, at least mitigate "easy" ways of generating infinite income. I want them to struggle with their money.

How to upscale the death house and still keep it fun?

Due to Reasons™, my intro level to my current run of Curse of Strahd for a new group didn’t involve the Death House, I wrote my own intro-level this time.

I always had a lot of fun running it for other groups, though, so wanted to keep it in the game for a later stage. I’ve already written it in the world in a place that’s pretty likely to be found by the players.

The issue is that I still want to keep it a Death House, which it clearly is at levels 1-3, but I expect the party to find it at the earliest by level 5, probably 6. While it still would not be a breeze, I ran a number of the encounters with likely upscales of their current party and it did not feel deadly at all. I could just up all DCs and make each monster group a bit larger, but I don’t feel like that’s particularly interesting.

Assume my Plan™ survives first contact with the players and they find the House. What is an interesting way to upscale the Death House to party level 5-6? The party will be either 4 or 5 characters, depending on who can make which session, and the group is paranoid enough about dying that they seem to insist on running at least 2 healers at all times.

How can I keep a player from “shutting down” after a streak of bad rolls?

In my sessions I’ve repeatedly noted that after a few bad rolls, one of my players (age 20) seems to become reclusive and stop paying attention.

Now I’ve tried various methods to get the player to pay attention again, but it seems that no matter how much his PC is punished or rewarded in game, even to the point of almost dieing to a hefty bag of gold, that this player did not care. I’ve even tried abstract methods, and given him a verbal slap, getting the other players to laugh at his PCs expense just to see if he’d dignify his character. Complete disconnect. The Player didn’t even care.

A Few rounds later, the dice rolls are in his favor, and suddenly, he cares about the story again! Participation happens, and the players are moving nicely.

This is bad for both of us. For me because suddenly I’ve got a brain dead PC that is being lugged around, slowing the game. For him, because he isn’t enjoying the game.

How do I as a DM prevent the disconnect that happens when players are on a bad luck streak?

How to keep people from talking over one another

It’s been getting to the point that I now have 8 characters, happy and playing together. The problem is, due to lots of yelling we get approx. 1/4 of the stuff we’re supposed to get done per session done. What are some good ways to regulate them to stop yelling and talking over one another besides establishing out of combat initiave or a squirt bottle?

We are playing virtually and in person- discord is much easier to mute/unmute, so just help physically please

Can I keep playing a character who annoys other PCs?


Context

This question is about an online community campaign: we are around 20 players who play on a persistent universe where anyone can run a game as a GM. The system is Pathfinder 2e and players can have multiple character so that they can play on quests designed for different levels.

Among the 20 players the degree of participation is heterogeneous and usually only a handful of players are available for a specific session.

Issue

Recently I learnt other players didn’t want to play with my main character (the one of the highest level). I don’t know exactly how many of them nor exactly why, but the effect is that I basically can’t play this character: each time there is a session where I could play her, a player cancels their participation, which yields to the session being cancelled or delayed to oblivion.

After talking with one player specifically I understood he considered my character was too immature and getting on his character’s nerves for lacking respect.

The defendant

My character is actually a 25 years old gnome: so basically a child but who still has more life experience than many adventurers. She gets serious when she thinks it is needed, but keeps a playful face (for example when casting a spell she would add silly incantations to make it sound like a lullaby). She often disagrees with other characters but I am extra careful not to make it disrupt the game’s flow (I think I am doing well, even if that’s hard to tell).

She is about as respectful as one could expect a 10 yo human child with magic powers to be: not especially mean but not extra polite either.

She also has a secret identity, as a vigilante, who is way more serious than her. I use this as an excuse to justify playing this character in scenarios that wouldn’t look fun enough for the child gnome to engage in.

The victims

The player I talked to seems to consider it as impossible that his character ever ends up getting along with mine. Personally I don’t think he tried it at all since all the examples he presented to me were in my opinion very minor points of disagreement. The more I think about it, the more I am convinced that he wants to play darker games but somehow retrains himself from playing "dark" when my character is around. As you can’t imagine bringing that up is not easy without being a douche, so I haven’t yet.

About the other players I only have suspicions. I think some simply don’t like that my character is not very powerful compared to their. They would be right: I haven’t optimized her build and on top of that some are simply more accustomed to the system and make a better use of their actions each turn.

As a side note none of those players seem to have any issue with my other characters (who are both more optimized and not annoying in the same way). Also my character is not the youngest nor the least mature of all the PCs, but she is the only one like that in her level range.

Solutions?

As of now I see two solutions, but none is very satisfying:

  • I could drop this character and make a new one. Pro: I am pretty sure I could make one nobody will hate. Con: I like this character, I don’t want to drop her.
  • I could focus on her vigilante alter ego. Pro: I still would be able to play her. Con: I suspect it might not be enough and other players won’t even try to play with the alter ego by association with the character they know.

There are probably more solutions yet to be found.