What could prevent a revenant monster’s Vengeful Tracker feature from working?

As I continue my campaign with revenants (as I mention in this question), I’m having some trouble:

The BBEG of my campaign is being tracked by a group of revenants as well as the party, but knows only about the revenant’s group. He is searching for a method to prevent those revenants from knowing where he is (via the Vengeful Tracker feature).

My guess is that all the things that can prevent a revenant’s Vengeful Tracker feature from working could also be used to kill the revenant permanently, but I want to be sure, so I’m asking you all whether I am right.

Prevent element jumping when error occurs

I’m working on a video editing application. It can have multiple layers and when a layer has an error, like corrupted frame, it displays an error message under the layer name. The problem is, when I play the video, the panel with layer names start to jump if there is an error: (the gif is just a simplified version of the UI)

enter image description here

What I tried before was:

  • display the empty parent container even if there is no error, but then it looks strange because of the space:

enter image description here

  • instead of whole message, display only an icon next to layer name and the message show in tooltip. This isn’t good, because my users need to see the message directly in UI without any action (moving a mouse to an icon to show the message).

EDIT: I can’t place the message next to the layer name. It’s too long in some cases and it can produce the same jumping behavior.

Any other ideas how can I solve this jumping issue?

how do i prevent error message that displays confidential data in laravel

my laravel is showing the following error message when i uploaded to live server

enter image description here

so if there is some error, all the confidential data is displayed in live server. i just want to stop this. i know there is some custom messages like

$  messages = array(     'required' => 'The :attribute field is required.', );  $  validator = Validator::make($  input, $  rules, $  messages);

thats fine, i just want to know if i can stop all error messages like that in the photo and whenever error occurs in live whatever it is just show something like 404 error or something or blank… is there any way

Prevent duplicate event handling

What is the best way of preventing of events from being handled more than once?

Imagine a system where customers can place orders and when successful an OrderCreated event is raised. There are some separate processes which listen to events on a message bus.

One process is to send an email to the customer, assume there is a requirement that the customer MUST be sent an email.

I imagine the email sending process would work in the following way:

  1. Send email
  2. Persist handled id
  3. Acknowledge the message bus

But if persisting the handled id fails the customer would get multiple emails.

The only other solution I thought of was to do the following:

  1. Persist attempt to handle event id
  2. Send email
  3. Persist handled event id
  4. Acknowledge the message bus

This would allow me to check whether the event was attempted to be handled before, and if so raise some error and ask a human whether to try and resend.

Are there any better ways to handle problems like these? I feel like this sort of thing would be a common problem but I can’t find a robust solution.

How to prevent character from jumping multiple times

I just started learning Unity yesterday, Ive asked in many forums/servers this question but no one gave me a solution for my problem (in the title) so here’s my code:

public class scr : MonoBehaviour {     public float speed = 1f;     private Rigidbody rb;     public float jumpforce = 1f;     private bool isGrounded;     public float disToGround = 0.5f;      //Vai obter o rigid body do character     void Start()     {         rb = GetComponent<Rigidbody>();     }      //Movimentaçao do character      void FixedUpdate()     {         float moveHorizontal = Input.GetAxis("Horizontal");         float moveVertical = Input.GetAxis("Vertical");          Vector3 movement = new Vector3(moveHorizontal, 0f , moveVertical);          rb.AddForce(movement * speed);          if (isGrounded == false && Input.GetKeyDown(KeyCode.Space))         {             rb.AddForce(Vector3.up * jumpforce, ForceMode.Impulse);         }     } } 

What actions can prevent you from taking another action because of the restrictions that are placed on the second action? [on hold]

Or in other words: What rules prevent you from doing something you would otherwise be able to do?

I am worried about this question being too broad, but I feel like there can’t be very many examples like the following:

  1. Under the rules on bonus action spells, it states:

    A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

    First, this means that if you cast a bonus action spell, the restrictions on them prevent you from casting non-cantrip spells. However if instead you cast a non-cantrip spell the restrictions on bonus action spells prevent you from casting any bonus action spells. You are normally allowed to cast a bonus action spell, but here, their own rules prevent that. That this is how bonus action spells work is shown here

  2. Under the net weapon, the “special” property states:

    When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

    First, if you have Extra Attack, and your first attack is with a net, the restrictions on nets prevent you from making more attacks, as shown in this question. However, this question, along with the previous one, possibly show that if you instead make your first attack with, say, a dagger, the restrictions on nets prevent you from attacking with a net. You are normally allowed to attack with a net, but here, its own rules prevent that.

Are there other examples of times similar to these?

How to Prevent Enemy Overlap

I am working on a 2D side-scrolling action platformer.

I am currently working on the state logic for my enemies. These are humanoid enemies that walk on the ground

They currently have idle, patrol, chase, engage, and attack states.

The default state is patrol, where they walk back and forth on a platform. If they encounter a wall or cliff, they idle for a few seconds then turn around and patrol in the other direction.

If the player comes within a chase_radius, they start chasing the player. If the player comes within an attack_radius, they enter an engaged state where they attack every few seconds.

Currently, I don’t have enemies colliding with one another. I allow them to overlap each other. This is nice in the event that two enemies are patrolling in opposite directions. They simply walk passed each other.

The problem is that when two enemies are chasing a player, when one enters the engaged state, they stop and idle until they attack. The second enemy continues to walk until they too are within attack range. They then stop directly on top of the previous enemy and idle until they attack.

In this case, the enemies pretty much completely overlap and it turns an interesting situation with two enemies into a situation with essentially one enemy.

What are some techniques or design choices I can make to prevent this ugly overlap? Ideally, I’d like the enemies to be able to walk passed each other when they are not engaged, but to do something different during combat so that they don’t end up overlapping.

Similar Questions:

  1. Enemies overlapping (involves pathfinding, and isn’t applicable to 2D sidescroller where enemies walk on ground.)
  2. How to avoid enemies overlapping each other when chasing player in Unity?

Is therre any crystal coding style to prevent nil error in compiling

I am a newbie of crystal and amber framework, and when I try to rewrite a rails app with db to amber, I encountered a lot of compile error complained about nil matching, even sometime it is clearly not nil I think, such as

doc = Document.first("where id = ?",params[:id]) if doc.title.nil?   title = "" else   title = doc.title end 

I must write as such

doc = Document.first("where id = ?",params[:id]) title = "" if doc   if doc.title.nil?     title = ""   else     title = doc.title.not_nil!   end end 

I think maybe it is because of my code style.

So is there some good code style document for crystal or good practices?