Cannot find Wood Harness reference

In the The Dark Eye Aventuria Compendium, page 215 has a break down of the stats and equipment for the Dajin-Buskur template.

Its equipment section makes a mention of a Wood Harness as the first item. Now the only wooden item in the Armor section of Aventuria Compendium is Wooden Armor on page 230.

The Aventuria Armory book has no reference to either Wooden Armor or Wood Harness.

So, is there a book that talks about difference in materials being used to create the armors or is this just not reference yet?

How do i make a reference to another game manager? Not game object

I made a reference here but the drop down list in script seems to not contain the variables from another script

 [SerializeField] private gm MainPlatform;  public Transform SidePlatform; private Vector3 NextSpawnSidePlatform; void Start() {     MainPlatform = GameObject.FindWithTag("gameManager").GetComponent<gm>();     NextSpawnSidePlatform.x = 30.5f;     StartCoroutine(SpawnSidePlatform()); } 

How can I use .txt or .xml reference file to slice up spritesheets in Lua?

I’ve been learning to code games in Lua, and I’ve recently started on my own project. I wanted to use the following spritesheet from Kenney.nl, as well as a few other spritesheets from them

enter image description here

but I’m a little confused as to how to cut it up. Some of the sprites are irregularly sized from the normal 70×70, and there’s a 2px gap between each one, so my current understanding of how to generate quads from a spritesheet doesn’t seem to apply

Thankfully, the spritesheets each come with an associated .txt or .xml file (it varies, not sure why) that gives the top left x/y coordinates, as well as the width and height of each sprite. This seems like it would make the job of creating a reference table of sprites really easy, but I can’t figure out how to include something like

<SubTexture name="box.png" x="0" y="864" width="70" height="70"/> <SubTexture name="boxAlt.png" x="0" y="792" width="70" height="70"/> <SubTexture name="boxCoin.png" x="0" y="720" width="70" height="70"/> <SubTexture name="boxCoinAlt.png" x="0" y="576" width="70" height="70"/> 

or

fishSwim1 = 76 0 66 42 fishSwim2 = 73 43 62 43 flyDead = 143 0 59 33 flyFly1 = 0 32 72 36 flyFly2 = 0 0 75 31 

as a reference file in my Lua code. Everything I’ve seen online has been guides on chopping up spritesheets with uniform width and height, or using some website or service to create a spritesheet/reference file, which I don’t need to do (and I’d rather do as much as possible within my code)

Analyzing space complexity of passing data to function by reference

I have some difficulties with understanding the space complexity of the following algorithm. I’ve solved this problem subsets on leetcode. I understand why solutions’ space complexity would be O(N * 2^N), where N – the length of the initial vector. In all those cases all the subsets (vectors) are passed by value, so we contain every subset in the recursion stack. But i passed everything by reference. This is my code:

class Solution { public: vector<vector<int>> result; void rec(vector<int>& nums, int &position, vector<int> &currentSubset) {     if (position == nums.size()) {         result.push_back(currentSubset);         return;     }          currentSubset.push_back(nums[position]);     position++;     rec(nums, position, currentSubset);     currentSubset.pop_back();     rec(nums, position, currentSubset);     position--; }  vector<vector<int>> subsets(vector<int>& nums) {     vector <int> currentSubset;     int position = 0;     rec(nums, position, currentSubset);     return result; } }; 

Would the space complexity be O(N)? As far as i know, passing by reference doesn’t allocate new memory, so every possible subset would be contained in the same vector, which was created before the recursion calls.

I would also appreciate, if you told me how to estimate the space complexity, when working with references in general. Those are the only cases, where i hesitate about the correctness of my reasonings.

Thank you.

Looking for a 3.5 reference to a Monster Harvester’s Handbook

Back in the day, someone had created a handbook for harvesting parts from monsters. They went through every monster in the SRD and chose parts (and fairly reasonable prices for those parts). I was wondering if anyone knew of a link to the old material. I can only find links to 5e versions, which is not what I am looking for.

I believe there were multiple versions, and the one I vaguely recollect was a Word document. I also think there was an Excel version, IIRC, I was not as fond of that one (I do not recall why, as this was many years ago).

relocation error: symbol SSL_trace version OPENSSL_1_1_0 not defined in file libssl.so.1.1 with link time reference

I compiled libssl.so and libcrypto.so using openssl1.1.1d using command ./config -d enable-ssl-trace. when i use libssl.so and libcrypto.so and run my the apps. it show me this relocation error. i checked libssl.map and found SSL_trace is it OPENSSL_1_1_0 global feature. May I know how can I make it defined in file libssl.so.1.1?

“Column check constraint cannot reference other columns”

CREATE TABLE SALES_ORDER ( S_ORDER_NO VARCHAR2(6) PRIMARY KEY CHECK (S_ORDER_NO LIKE ‘O’), S_ORDER_DATE DATE, DELY_ADDR VARCHAR2(25), SALESMAN_NO VARCHAR2(6) REFERENCES SALESMAN_MASTER(SALESMAN_NO), DELY_TYPE CHAT(1) DEFAULT ‘F’ CHECK (DELY_TYPE IN (‘P’, ‘F’)), BILLED_YN CHAT(1), DELY_DATE DATE CHECK (DELY_DATE > S_ORDER_DATE), ORDER_STATUS VARCHAR2(10) CHECK (ORDER_STATUS IN (‘PROCESS’,’FULFILLED’, ‘BLOCKORDER’,’CANCELED’)));

The type or namespace name ‘RigidBody2D’ could not be found (are you missing a using directive or an assembly reference?) [duplicate]

using System.Collections; using System.Collections.Generic; using.UnityEngine;

public class Player_Move_Proto : MonoBehaviour { public int playerSpeed = 10; public bool facingRight = true; public int playerJumpPower = 1250; public float moveX;

// Update is called once per frame void Update() {    PlayerMove (); }  void PlayerMove() {     moveX = Input.GetAxis("Horizontal");      if (moveX < 0.0f && facingRight == false){         FlipPlayer ();    }    else if (moveX > 0.0f && facingRight == true) {       FlipPlayer ();           }     gameObject.GetComponent<RigidBody2D>().velocity = new Vector2 (moveX * playerSpeed, gameObject.GetComponent<RigidBody2D>().velocity.y); }  void Jump() {  }  void FlipPlayer() {  } 

}