Retrieve date that sequence value was used?

I have an OOB system that has hundreds of tables. Each table has a ROWSTAMP column (integer) that gets populated by a trigger — each time a record is created or updated. All the tables/triggers use the same db sequence. Each time a record is updated anywhere in the db, that one sequence is used to get the next available integer. (I suppose I could consider the sequence to be a sort of global sequence).

IBM: Usage of ROWSTAMP column in Maximo tables

It’s unfortunate that those ROWSTAMP columns are integers, and not dates. What I really need in the tables are CHANGEDATE columns. Dates would be useful for data entry troubleshooting, reporting, and analysis in general. But I can’t really justify customizing hundreds of tables and adding hundreds of triggers in the OOB system. The customized tables wouldn’t be supported by IBM and it wouldn’t be worth the effort/added complexity.

I feel like those ROWSTAMP columns are so close to being useful to me. I can’t help but wonder:

Is there a way to retrieve the date that those ROWSTAMP sequence values were generated?

For example, and I doubt this is possible, could I add a DATE column to the sequence, and then join from my table to the sequence to get the date? Or could I use some sort of logging mechanism on the sequence to put rows (with dates) in a table whenever the next sequence value is used?

I used bool parameter in my animator controller setting it to true by script but where should I set it back to false and when?

using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI;  public class FireEffect : MonoBehaviour {     public Transform player;     public Transform target;      private float timeElapsed = 0;     private float lerpDuration = 3;     private float startValue = 1;     private float endValue = 0;     private float valueToLerp = 0;      private Animator playerAnimator;     private bool prevFacing = false;     private bool stopped = false;     private bool move = true;     private bool rot = false;     private Vector3 currPos;      private void Start()     {         playerAnimator = player.GetComponent<Animator>();     }      private void Update()     {         var currFacing = IsFacing(target);         if (currFacing != prevFacing)         {             timeElapsed = 0;         }         prevFacing = currFacing;          var distance = Vector3.Distance(player.position, target.position);          if (IsFacing(target))         {             if (distance < 10 && move)             {                 if (timeElapsed < lerpDuration)                 {                     valueToLerp = Mathf.Lerp(startValue, endValue, timeElapsed / lerpDuration);                     playerAnimator.SetFloat("Forward", valueToLerp);                     timeElapsed += Time.deltaTime;                 }                 playerAnimator.SetFloat("Forward", valueToLerp);                 stopped = true;                 valueToLerp = 0;             }              if (move == false)             {                 playerAnimator.SetFloat("Forward", 0);             }              if (playerAnimator.GetFloat("Forward") == 0 && stopped)             {                 move = false;                 rot = true;                 currPos = player.position;                 stopped = false;                 Debug.Log("Player current position when valueToLerp value is 0 : " + currPos);             }         }                  if(rot)         {             playerAnimator.SetBool("Walk Back", true);              rot = false;         }          if (playerAnimator.GetCurrentAnimatorStateInfo(0).IsName("Walk Back"))         {             playerAnimator.SetBool("Walk Back", false);         }     }      private bool IsFacing(Transform target)     {         Vector3 forward = player.TransformDirection(Vector3.forward);         Vector3 toTarget = target.position - player.position;         return Vector3.Dot(forward, toTarget) > 0;     }      public IEnumerator ScaleOverSeconds(Vector3 scaleTo, Vector3 rotateTo, Vector3 moveTo, float seconds)     {         float elapsedTime = 0;         Vector3 startingScale = player.localScale;         Vector3 startingRotation = player.localEulerAngles;         Vector3 startingPosition = player.localPosition;          while (elapsedTime < seconds)         {             player.localScale = Vector3.Lerp(startingScale, scaleTo, (elapsedTime / seconds));             player.localEulerAngles = Vector3.Lerp(startingRotation, rotateTo, (elapsedTime / seconds));             player.localPosition = Vector3.Lerp(startingPosition, moveTo, (elapsedTime / seconds));              elapsedTime += Time.deltaTime;              yield return null;         }         player.localScale = scaleTo;         player.localEulerAngles = rotateTo;         player.localPosition = moveTo;     } } 

At this part, I’m setting the bool to true once and it’s playing the "Walk Back".

if(rot)             {                 playerAnimator.SetBool("Walk Back", true);                      rot = false;             }                  if (playerAnimator.GetCurrentAnimatorStateInfo(0).IsName("Walk Back"))             {                 playerAnimator.SetBool("Walk Back", false);             } 

After that, I’m setting the trigger to false when it’s finishing playing it because if I will not set it to false it will keep playing the "Walk Back" nonstop.

I want that it will play it once but also when rot is true again then play it again once. but because I’m setting it false it’s not playing it again even if rot is true again.

animator controller

I created a transition from the Grounded blend tree to the Walk Back with the bool condition in the screenshot.

The Walk Back is working fine smooth as I wanted the problem is now how to make it play once only each time rot is true?

The way or the place in the script I’m setting the bool back to false make it that it will not play the Move Back ever again even if rot is true.

How to modify the output of wp_terms_checklist when used within the built-in category metabox on edit posts?

On the Edit Screen in the WP Admin there is a meta box for WP’s built-in Category taxonomy. This meta box is built using post_categories_meta_box() (/wp-admin/includes/meta-boxes.php).

This meta box uses wp_popular_terms_checklist( $ tax_name ) and wp_terms_checklist( $ tax_name ) to output the actual categories (with checkboxes) within the meta box.

wp_terms_checklist() (wp-admin/includes/template.php) uses the Walker_Category_Checklist (/wp-admin/includes/class-walker-category.checklist) to build the categories/checkboxes.

Walker_Category_Checklist inherits from Walker (wp-includes/class-wp-walker.php) just like a number of other WP walkers (Walker_Nav_Menu, Walker_Comment, Walker_Category, etc.).

When extending the Walker_Nav_Menu we can hook into the wp_edit_nav_menu_walker filter and return our custom walker. Is there a way to do this with Walker_Category_Checklist?


Update 1:

I see in wp_terms_checklist() there is:

apply_filters( 'wp_terms_checklist_args', $ args, $ post_id );

I’m thinking that I can hook into this filter, change the walker argument to a custom walker and that this may do the trick?

GraphicsGrid $\to$ Beep “The shared stylesheet “Stylesheet-review-topics.nb” could not be \ found. The default stylesheet will be used instead.”

12.0.0 for Microsoft Windows (64-bit) (April 6, 2019)

I have a notebook in which using GraphicsGrid causes a beep "The shared stylesheet "Stylesheet-review-topics.nb" could not be found. The default stylesheet will be used instead."

I copied the entire content of the notebook to a new one, set the style sheet to the one shown, and saved over the original notebook. Same thing happens. I created a new notebook and set the style sheet to the one shown, and it does not beep. My notebooks are fairly large, and I really don’t want to spend a lot of time untangling what amounts to a nuisance. I also doing like being annoyed.

This kind of think happens from time to time, and I’m never sure why. Any ideas?

Can Magic Mouth be used to speak the verbal component of a spell?

Could a wizard use the magic mouth ritual on an item, telling it to repeat the Verbal Component of a specific spell when the wizard touches said item, thus allowing a wizard to cast a Verbal spell without speaking? I realise that this would only ever be situationally useful, but I’m just curious to see if I am interpreting the rules on both the Magic Mouth ritual and verbal components correctly.

Can firearms be used during close combat?

Fairly new Keeper here.

During the last session, almost all of the players used their readied small firearms (pistols) during close quarters combat. Together with firing multiple shots when it was their turn, they seemed to have a giant advantage over small weapons, like a knife or club.

So, is there a rule for using a readied firearm during a brawl? I can’t imagine that one would be able to easily gun the opponent down (as long as there are still bullets loaded), rather than being hindered to shoot (e.g., both characters struggle for weapon control).

Can players be forced to use their hand combat skill?

Can Lay on Hands be used to both heal hit points and remove diseases/poisons with the same action?

The Paladin’s Lay on Hands feature says:

As an action, you can touch a creature and […] restore a number of hit points to that creature.

It also goes on to say:

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands […]

Could I opt to do both at the same time? Perhaps an ally was struck by a crossbow bolt with drow poison, and I needed to both heal them as well as remove the poison in one go; is that permissible?

As written, it seems vague. The first paragraph specifies the use of an action to heal hit points, but the second simply indicates an alternative way for the hit point pool to be expended, but doesn’t seem to indicate that the use is exclusive from the first.