Over 100,000 PLR Article Pack for Every Possible Niches & 5 plr software for $5

More-Than 100,000 PLR Article Pack for Every Possible Niches Now Just for $ 5, Why pay more, when you get this for just $ 5. Grab the deal Now! >> Let me show you one of 100,000+ article PLR stands for Private Label Rights. PLR articles are a relatively new twist on content building. Private label rights are a special type of right or license which you purchase where you are legally allowed to edit and publish the article as your own. You may even include your own name as the author and your own resource box at the end of each article and sell them. PLR articles are a relatively inexpensive way to produce content for a blog. Any blogger who has been at this for a while knows that keeping a steady flow of content is not an easy thing to do. PLR articles can help to keep that flow going when you run into a period of writer’s block. For Just $ 5 You’ll Receive Instantly; Over 100,000 PLR ArticlesGiveawaysFull Resell Rights The Rights In this Gig; Resell Rights – RRMaster Resale Rights – MRRPrivate Label Rights – PLR Benefits Of Using PLR Products: PLR content is used to create a sales funnel that your customers can travel through. Spin the PLR articles and then use them in your website or blogsAs back-linking Modify, resell, unpack/repackAs a GIVEAWAY/BONUS Products from this package ( PLR , RR ) are; PLR ArticleGet 5 plr software free of cost as a bonus. Some of the Niche covered;Health and FitnessInternet MarketingFinancesAffiliate MarketingSEOSelf-HelpWeight LossTravelBusinessMaking Money& many many more Topics are arranged categorically, so you’ll be able to easily find what you need. Note: All articles are gathers from the internet. If you use this same article on your website, and if you get a Thin content error from google, Therefore, I am not responsible for any damage. No doubt its highly recommended that, you should rewrite or modify the PLR articles before use . They are not Copyscape pass and are already published on various websites. On the other hand, you may find some Copyscape pass articles, if you are lucky. But you can modify and reuse or sell it even commercially. For anything further information contact me. No REFUND policy for this service due to instant download.

by: raman620
Created: —
Category: Content & Writing
Viewed: 238


Mounted combat – move, attack, disengage, move. Possible?

Paladin, Mounted Combatant feat, Great axe, riding a Warhorse.

I’d like to ride 30ft to the mob, bash him with my axe, have the steed disengage, and ride 30ft back.

Can I do this?

Jeremy seems to be confusing me. 🙂

Spell text: “Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit.”

A seamless unit, eh? Sounds good so far….

Mounted Combat in PHB: “The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it”

OK, so it has the same initiative score as me, this isn’t looking good…

Jeremy Tweet from 2017: “A rider and a controlled mount have separate turns, but they have the same initiative, which means you decide which one goes first.”

SEPARATE TURNS. So much for a seamless fighting unit. Can’t ride up, bash, disengage, and ride away.

Dragon Talk with Jeremy Crawford from 2018: “If you control the mount, the creatures initiative changes to your initiative. You’re now acting as a unit. It still has a turn, but it’s turn OVERLAPS with yours, it gets its move, its moving on YOUR turn, so then far easier for your character to co-ordinate with the mount, and it’s actions are limited to dodge/dash/disengage. It won’t attack. The fact that it can disengage means it can move without opportunity attacks, and the beauty of it acting on your turn, with its turn overlapping with yours, is that also your movement is still free and your actions are still available. So it’s a movement and action extension for the rider. A really powerful advantage. Even though it gives up ability to attack, you gain all this on your turn all this potential movement, and a free dodge/dash/disengage, and a dash means even more movement.”

This contradicts his earlier tweet, and goes further than the PHB.

What’s the actual facts?

Possible to query a document library’s content types

We’ve noticed an issue in our SharePoint 2013 document libraries. When uploading documents to a document set in a document library, content types available to the root document library are available in the document set, even if that same content type isn’t available to the document set. This is particularly challenging as users aren’t seeing their documents in document sets as they’ve been erroneously tagged as the wrong content type as is the case when users drap/drop items into document sets.

I’d like to try to modify the new document pop up to strip out these invalid content types. Is there a way to query the document set’s properties to find valid content types?

Tks

Is it possible to eat an object affected by Allfood while in combat? If so, how is the damage handled?

I realize this is a very strange and seemingly useless question, but hear me out on this. I’ve recently been assessing more creative uses of spells that seem useless in combat but may be made useful under the right conditions. I ran into the spell allfood. It’s a rather useful spell that can turn anything into a consumable food so long as it falls within the weight parameters of the spell: 5 lbs. per caster level. Of course, the limitations on this spell are huge in that an attended item gets a Will save to negate the effect and SR must be overcome.

The way I see it, it should be possible for a character to disarm their opponents, steal their weapons, and make those weapons into food to be eaten. But there’s the devil in the details, specifically for the act of eating. Eating food seems to be an out-of-combat task that’s to be done during rests, so no rules seem to cover how long eating takes or if it’s even feasible to do so in combat.

The first question: What action should it be? According to the rules, it seems like a standard action would be necessary to hold a weapon and bite into it, much like how you hold an enemy and attack it in a grapple, only the object (usually) won’t fight back in this case. However, it could be argued that it should be a full-round action. Obviously, despite whatever action it may take, the action should provoke attacks of opportunity.

And that’s about the only simple part of this whole ordeal that I can reason out, and even that’s not decisive. The rest of the details seem to be very difficult to find information on if any info exists. These details are as follows:

  • How much damage does eating deal to the object? As the allfood spell states, the hardness is dropped to 0 only for the sole purpose of eating the affected object (and not damaging the object in any other way) so the damage should affect the object’s hit points directly, but what is that damage and how is it calculated?
  • Can a creature with a bite natural attack use it to eat a weapon that is under the effects of allfood and have its bite damage bypass the hardness of the weapon, or would this be considered a sunder action that would still take the object’s hardness into account?

How is it possible to travel by new citizenship passport from homeland to my second country?

I’m an Iranian, but I don’t have an Iranian passport (because of the mandatory military service which takes around 2 years and everyone tries to not do it), but my wife is from Turkey. The Turkey ministry of foreign affairs told me I can get a Turkish passport after 3 years of our marriage.

When I get my Turkish passport, how can I go to Turkey from Iran airport?

The police would check my passport, and he would ask how did you enter the country? there is no sign or passport stamp that you entered the country!

Will they charge me for an Iranian visa?

Or is it fine and they will let me go out? Or they might ask for my own passport too? (I personally guess they will not let me go out of Iran)

Online Game (Multi User Dungeon) – is it possible to avoid global data?

I need your precious advices 🙂

I am currently designing a Multi User Dungeon (MUD). For those who do not know what it is, they are the ancestors of MMORPGs. There is no graphics, everything is played in a console by typing commands. Players move into rooms, fight monsters, earn xp, and so on.

I am programming in C++ and use Boost. I am inspired by several examples of MUD that I found on the internet whose source code is available.

In each of the examples I found, global variables are often used: the list of players, the list of connected players, the list of rooms, etc. Indeed, these data are used absolutely everywhere in the program. They are at the heart of the game. 80% of the code consists in manipulating these data. I understand that others have been tempted to declare these data as global variables.

But I understand the danger of global variables and the problems that their use raises.

The problem is that I cannot imagine a viable solution that would prevent me from using global data.

I will try to give you a description of my architecture to illustrate my problem:

  • a class Server (linked to a list of sessions)
  • a class Session (linked to a connection instance)
  • a class Connection Instance (linked to a Player, a Session and a Context)
  • a class Player (linked to a Room)
  • a class Area (contains Rooms)
  • a class Room
  • a class Context (used to differentiate the different contexts: normal play, or when the player types his name and password, etc)
  • a class Command (for example, “kill a mob”)
  • many others…

I am not sure to know how I can have an access to every room/player/npc/object in the game in all these classes without passing everywhere a gigantic object containing the whole game as parameter.

For example, a player might have a “kill every player in the world” command. “KillEveryoneCommand” that would inherit “Command”. But where would this list of players be stored? How could it be accessed from the “Player” class or from the “KillEveryoneCommand” class?

Theoretically, a player could also have a command to ignite all the rooms of an area, or to communicate with another player from a distance… All these things are done without any problem with global data.

Would an online game with such central and shared data be a good exception for using global data?

I would love your opinions and your ideas because I am a little lost :p

Thank you!

Is it possible to buy a train ticket CDG airport to Paris truly online?

Next week, I am landing in Paris CDG airport and an hour later I have to be at Gare du Nord. Therefore, I wanted to buy a ticket in advance to get from the airport to Gare du Nord as quickly as possible without having to buy a ticket first.

Here is what I did:

  1. Googled and found this https://www.ratp.fr/en/titres-et-tarifs/airport-tickets where it says that the ticket with RER B costs 10,30€.

  2. Followed the link to Book online with Parisinfo where I chose “RER B One way Train Ticket Charles de Gaulle airport – Paris” and clicked on “Add to basket”. So far so good.

  3. How it wants me to choose where I would like my order delivered to:

    • Collection point (Free)
    • Home delivery (from 14,50 €)
    • Delivery at your hotel in Paris (12 €)

So clearly, this particular path ends up with them wanting to deliver the ticket physically.

Is there a way to buy this ticket truly online? By “truly online” I mean that I don’t just pay online but the ticket actually gets delivered online, with a QR code to verify its authenticity if needed before or on the train or something like that.

is it possible to determine using a single depth-first search, in O(V+E) time, whether a directed graph is singly connected?

I’m working on exercise 22.3-13 of CLRS (Intro to Algorithms 3rd edition):

A directed graph $ G = (V, E)$ is singly connected if the existence of a path from $ u$ to $ v$ implies that $ G$ contains at most one simple path from $ u$ to $ v$ for all vertices $ u, v\in G$ . Give an efficient algorithm to determine whether or not a directed graph is singly connected.

Previous threads on this question are here and here. In that second thread, one of the answers links to a preprint by someone who corresponded with one of the authors of the book, and stated (in the abstract of the preprint) that the solution the authors intended was (if I’m understanding correctly) to call DFS-VISIT(G, u) (from p. 604 of CLRS) on each vertex $ u$ of the graph, resetting all vertex colors back to white (to indicate unvisited) in between calls, and return false (for “not singly connected”) whenever a forward edge or cross edge is found, and returning true otherwise. This would take O(VE) time.

There seems to be some confusion in the answers and comments section of those threads: the above scheme is referred to as “calling DFS on every vertex”. In fact, this is different from the DFS algorithm presented on p. 604 of CLRS, which calls DFS-VISIT on all unvisited nodes in the graph, without resetting the colors in between calls, which takes $ O(V + E)$ time.

My question is, instead of doing what is stated in the preprint, which takes O(VE) time, is it sufficient to simply perform the ordinary $ O(V + E)$ DFS on the graph, and return false (for “not singly connected”) whenever a forward edge or a cross edge that is located entirely within a single DF tree is found? (As correctly pointed out in one of the comments in the second thread linked above, a cross edge within a single DF tree means the graph is certainly not singly connected, but a cross edge between two vertices in different trees does not necessarily mean so).

In other words, is it possible to have a non-singly connected graph, such that for some ordering of the adjacency lists, performing the DFS algorithm from p. 604 of CLRS will not find any forward edges or cross edges within individual trees, but possibly only cross edges between trees, if any?