Do I have advantage with Riposte when moving away from a flanked enemy and triggering an opportunity attack?

So I am playing a Rogue who is planning on dipping 1-5 levels into fighter. If I get to Lvl3 Fighter I will take the Battlemaster archetype and take the Parry, Riposte and Feinting attack manoeuvres.

Now say it is my turn and I am currently flanking an enemy with a friendly PC, When I move directly away from the enemy they may attempt to hit me with an opportunity attack. If it hits I use parry and reduce the damage. If it misses I use my reaction to Riposte to hit him back. Would I have advantage because I am still flanking? Or because I started moving away I am no longer flanking?

Side note: I started thinking about this because I wanted to maximise my Sneak attack damage. I can do sneak attack when I get hit outside of my turn and I use Riposte. So I thought maybe I could trigger an attack so I could cause double sneak attack damage reliably. But then I realised it would still be inside my turn and the description for sneak attack is quite specific when it says “once per turn”. I continued wondering about the flanking/advantage bit though.

Moving Folders Between Libraries in Different Sites Leaves Copies in Both

When I moved a folder from Site 1 Doc Library to Site 2 Doc Library (modern experience in both, btw), I ended up with copies in both locations. Is this expected behavior, that it doesn’t actually MOVE the files? Does this mean that the files in the new location will not retain their Doc IDs and links, as well? Thanks, in advance!

SP 2010 Site Collection Migration to SP 2013 On-Prem to SP 2016 On-Prem to SP 2019 On-Prem | Moving from Classic to Modern Pages

I am new to an organization that is making the move from SP 2010 to SP 2013 to SP 2016 to SP 2019. These are all on-premise versions. The site collection has almost 3500 sites. There are lots of customizations – webparts that include more content editors that point to both jquery and html files.

For testing purposes, a team upgraded from SP 2010 to SP 2013. Nothing broke – yet. My concern is when they migrate to SP 2016, and the modern pages are turned on – content editor webpart does not exist in modern pages – SPFx rules. What happens on those pages where content editor webparts have been used for purposes of pointing to files? Is there a document for the best practices?

Moving Folders and Files From a Team Site to Sub-Site

I want to move a large volume of folders, sub-folders, and files from: to

I’ve tried to accomplish this in Windows Explorer but I keep getting an error message that it

“Can’t read from the source file or disk.”

I get the same error message for Files, Sub-Folders, and main Folders. We have over 2000+ folders to move so I need a solution.

I’m using SharePoint Online; I’m the Global Admin.

How to Steer a Moving Object Away From Another Object(s)

I’m working with C# in Unity, and I’m making a top-down space shooter game in which there are many different AI-controlled ships flying around. The problem is that these ships often fly on top of one another in passing, and sometimes even will fly the same route on top of one another if given the same waypoint. I want to add a system to steer my AI ships away from each other as well as other obstacles so that instead of overlapping one another when flying the same path they will fly side-by-side, and will also try to avoid things that pass in front of them.

My current system essentially works like this: The AI looks at all of the current objectives, points of interests, etc, and decides where it wants to be on the map (a coordinate). The AI then sends an input direction to the ship, which then applies acceleration in that direction and changes the velocity. Therefore, any solution to alter my ship’s pathing would need to alter this input direction somehow.

So my first idea was to check if there are any obstacles (ships, asteroids, structures, etc) within a radius of the ship, increasing this radius based on the ship’s velocity (higher velocity = larger “view” radius):

Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, ship.velocity.magnitude); 

If there is something nearby, calculate the direction to that collision, then calculate the opposite direction and scale it to the reciprocal, which also has the added effect of making the aversion stronger the shorter the distance to the collision is:

foreach (Collider2D hit in hits) {    Vector2 v = hit.ClosestPoint(transform.position) - (Vector2)transform.position;    v = (1 / v.magnitude) * -v.normalized; 

I would perform this for every nearby obstacle and add all of these together to get the avoidance vector:

   avoidanceVector += v;    continue; } 

Then I add the total avoidance vector to the AI’s input direction and normalize the result:

inputDirection += avoidanceVector; inputDirection.Normalize(); 

However, when i add this avoidance vector to my input direction, my ships exhibit a strange behavior where sometimes they will simply stop moving completely. commenting out the line where i add them together stops this behavior.

I’m really not sure what could be going wrong here, but I think it has to do with my approach altogether. Can anyone help me figure out a clean, simple way to make my ships steer away from other objects?

Moving away away from gmail

I want to try and move away from using Gmail and use a more secure and encrypted service like Protonmail or similar, How would one go about doing this? It seems like a momentous task considering all my accounts i have ever signed up with use Gmail. Is there an easier way? Thanks 🙂

Does an object count as “being moved” when placed in a Bag of Holding before its wielder moves, and then after moving they take the object out again?


The Eldritch Knight in my game is looking for ways to make the spell magic circle be used quickly in battle, since casting it takes one minute. He came up with casting glyph of warding on his armor, choosing the Spell Glyph option. So when needed, he could trigger the glyph for quick use of the stored spell. If I understand the glyph spell correctly, this would work, but it would also greatly limit his mobility:

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. […]

(emphasis mine)

Since mobility is quite useful in combat, he’s now thinking of casting the glyph on some small object, which he then places inside the party’s Bag of Holding:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. […]


With this interaction, would he be able to use an action to retreive the item from the bag and then (for example) use Action Surge to trigger the glyph, instantly casting a stored spell (magic circle in this case)?

We’re curious about how to interpret this by RAW, if possible.

Moving an object to random points Unity3d c#

So here is the problem I want to change the position of gameObject to specific points that I declared with empty objects randomly but the problem is the moment the object reaches one of the points it starts shaking around and not doing the same thing again here is my code

public class EnemyController : MonoBehaviour {  public Transform[] movePoints; public float speed; private int amount; private Transform currentTarget;  void Start () {     randoming ();  }   void Update () {     Movement (); }  void randoming(){     amount = Random.Range (0, movePoints.Length);     currentTarget = movePoints[amount]; }    void Movement(){     transform.position = Vector3.MoveTowards (transform.position, currentTarget.position, speed * Time.deltaTime);     StartCoroutine (startMoving()); }   IEnumerator startMoving(){     yield return new WaitForSeconds (5.05f);     randoming (); }