How to go to the next line in Octave without executing?

I am a newbie in Octave, after writing a line in octave if I press enter it does not go to the next line but executes that line only…!! I have searched the internet for a day and found no useful content on this matter. Certain codes are not working for this, for example

enter image description here

This piece of code doesn’t give the desired output, when I type it like this and its get executed line by line. But if I type it like this–>

enter image description here

All in a single line it works fine and give me this desired output enter image description here

So, my question is How do I go to next line in Octave, without actually executing it??

How to play the particle effect of a parent object without playing that of its child object?

In my game, when one of the enemy’s body parts is hit by a bullet, I want that body part to play a particle system effect where blood splashes out. Some of the body parts are nested inside of each other (foot is a child of lower leg, and lower leg is a child of thigh, so on…). This is unavoidable because I’m using bone animations. The problem is that if I play the particle effect of one object, it will also play the particle effect of all of its children as well. Is there a solution to this?

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private void OnTriggerEnter2D(Collider2D other) {     if (other.CompareTag("Enemy"))     {         other.GetComponent<ParticleSystem>()?.Play();     } } 

Is it possible to run Dungeons & Dragons 4th edition without a battlemap?

The push, pull, and slide mechanics immediately come to mind as being difficult to track accurately without a battlemap. Auras are another.

Has anyone come up with a simple solution to narrating these mechanics that your players were happy with? How did you do it, and why do you think it worked? What didn’t work?

update: to clarify, when I say without a battlemap, I mean to say using a completely narrative approach.

How can I stress my players’ resources while making the stressors feel natural without simply adding more combat encounters?

In a weekly campaign I’ve been running my players have recently reached levels where they are obtaining some of their core abilities. One of my players is a druid, who has chosen the wild shape-focused Circle of the Moon. Now that he can transform into a brown bear as a bonus action his character has made me notice a flaw in my session design: my characters seem to never be at a loss for abilities, spells, and the like. Encounters – combat encounters especially – are always too easy for them.

I should point out that this is my fault, not theirs – if anything they are taking fewer rests than what would probably be considered normal. I find fitting in the recommended number of combat encounters to be immersion breaking. Tossing so many random combat encounters at a group who is making a day trip to kill an ogre harassing a nearby farming village feels very manufactured. The timescale also feels a bit prohibitive – running into so many hostile groups in a single adventuring day seems odd.

The focus of my campaign is the story, not combat. Combat-heavy segments are definitely within scope, likely solving the problems I’ve mentioned, but they will not always be appropriate. I am specifically interested in solutions for when combat-heavy play is not a good option.

How can I stress my players’ resources while making the stressors feel natural without simply adding more combat encounters?

How to hide without triggering opportunity attacks?

All halflings have the Halfling Nimbleness feature:

You can move through the space of any creature that is of a size larger than yours.

Lightfoot Halflings have the Naturally Stealthy ability:

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Halflings are sized small, while Dragonborn, for instance, are medium.

A rogue has a Cunning Action:

You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

And our group has been playing with a Barbarian Dragonborn and the Lightfoot Halfling Rogue. In combat, let’s say, facing a single boss, the rogue usually hits and hides behind the Dragonborn (moving through him). A stealth check is rolled against the boss’s perception, and if the boss wins, he can go around the barbarian and hit the rogue. He does not trigger attacks of opportunity because he is not leaving the barbarian’s melee range.

However, for the rogue to go behind the dragonborn, he should trigger an opportunity attack from the boss, right? Or can the hide action include this 5 feet move to hide behind the dragonborn? Or does the nimbleness feature prevent attacks of opportunity, since the rogue can simply stand in the dragonborn’s space, only behind him? Does standing in the same space as a bigger creature prevent attacks against you because the creature shields you?

In terms of RP and realism, we’ve been describing this as such: the halfling is hiding in the back of the barbarian, pops out to strike, and hides back there. The idea here is to have the rogue safely out of harm’s way (dumb enemies won’t understand where he is, others will attack with disadvantage, and others will actually have to move to him him (unless they’re grappled).

Add an element to an interface without increasing the complexity of the layout

I need to implement a text and a switch to a login interface. This is what I made:

enter image description here

The problem is that I think it is a bit inappropriate, considering the layout and colors chosen in the interface. How would you improve it? Can it be a solution to close it inside a rectangular shape and move it to the center of screen?

Fingerprint FTP services without Banner message

I want to write a python script that is able to fingerprint ports on a server to identify the FTP client running on the port.

While there is often a Banner message upon connection, this message is not reliable or can be removed easily.

Is there any tool / database etc available which can help to identify the different clients by behavior? e.g. by digging through source code i noticed that the PyFTPd Server uses the message “I’m going to ignore this command…” which can be used to identify that service.

I am happy for any help, as many FTP commands are supported and included in all daemons so it is difficult to find all the differences… I am trying to distinguish between

vsftpd pureftpd proftpd pyftpd 

Is it possible to get XSS without event handlers?

I am pentesting a super strange website and was trying to get Stored XSS on their main website. After some hours of testing i found that it is possible to inject sucesfully without any encoding:

<img src="any" alt="any"> 

Cool right? the thing is i have tried +50 event handlers (some of them not even working for images) and 80% of them were blocked by the waf and the rest that were accepted (code 200 instead of 500) but were stripped from the response, even invalid ones. So

<img src="any" asdasd=asdasd alt="any"> Turns into --> <img src="any" alt="any"> 

So i was wondering, is there any possible way to exploit this without event handlers?

i know that isn’t allowed for most browsers and will not trigger anything (correct me if I’m wrong here).

How many times does a Mature Animal Companion attack per encounter without orders?

The Mature Animal Companion feat for Rangers (CRB p173) is really ambigious:

If you have the Hunt Prey action, your animal companion assaults the prey even without your orders. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride toward or Strike your prey.
(emphasis mine)

It makes a lot more sense with use instead of have, otherwise I might not even have a Prey for it to Strike.
But in that case, next round, when the Prey is still alive, will my Animal Companion just stand around?

Is a split button valid without proper visual grouping

Split button is basically a button with a default action and several other actions which are shown in a drop-down menu.

While there’s no doubt in how it functions, the issue is with how the default-action and more-actions icon should be highlighted in UI.

I have created basic variations of split buttons in below codepen.

https://codepen.io/paulj05hua/full/PooayrP

In the above, both styles 1 & 2 are properly highlighted as a single group. But with style 3 user might mistake the more-actions arrow as separate button.

So the question is whether style 3 is valid or not ?

PS:

  • style 3 is used by Gmail in the mail list panel for selecting emails

    gmail-split-button-usage

    If this is considered valid, kindly state the reason.

  • There’s no mention of this type of component in material design ( material.io )