Hi, would anybody know what the file name must be for adding html code to a child theme. for example, must the file be custom.php or custom.js

function my_scripts_method() { wp_enqueue_script(       'custom-script',       get_stylesheet_directory_uri() . "/js/custom_script.js        array( 'query' ),'',true );           } add_action( 'wp_enqueue_scripts', 'my_custom_script.js' ); 

Ive tried putting this code in functions.php and header.php to call the javascript. doesn’t work

The countdown javascript animation is in a file named custom_script.js in a folder named js, which is in the child theme folder named wpbdemo. The animation also had css and html, but that is working I think, as the countdown template is showing, its just not doing any movement. So, I think its the javascript code not working. The css is in style.css file and the html is in footer.php.

is postgresql identify would be continue in new version of PostgreSQL

Now I am use serial to generate table primary key in PostgreSQL 13, but today I found the ID jumps and not continue, it will waste many ids, I read the docs and found PostgreSQL add indentify as a SQL standard primary key generate. And the identify is continue? What should I do get a continue primary key id in PostgreSQL 13? I search from internet and recommand to use identify in new version of PostgreSQL but no one tell me the ID is continue.

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Installing Fluent Forms + Formidable Forms in the same website, would it affect loadspeed significantly?

I have some functional needs that would only be satisfied by using both plugins at once (since neither of them has all functionalities I need, but just some/half of these functionalities). I am thinking about installing both plugins instead. I do not mind about incurring in extra costs or about how to integrate both (I am already covered regarding those two issues). What I am concerned about is page loadspeed…..

Do you think having both plugins (which do the same) at once would impact load speed significantly? Would you recommend me to install both given my situation? Would it be worth it?

Also, can pls someone explain me how would they impact load speed? (through adding more js and css, through ajax calls, etc?)

Thank you in advance !!!!

What tools would you use to change the perspective in a 2D image?

Let’s say you are looking at a photograph of a real scene. You see a sign which you know is circular, but it appears as an ~ oval in the image. What transforms would you use to reconstruct this object? Please note that your perspective point of view could be displaced both left-right and up-down. I question whether this is a simple transform with an mma function or whether a dynamic point-of-view and recursion are required. Keywords and naming functions would help.

How far would a Boom gun propel a Glitter Boy if the jetpack and anchors were disabled?

The Palladium Rifts Glitter Boy Boom gun accelerates a flechette round of ammo at over Mach One. Normally, laser tipped anchors from the legs drill into the ground and a jetpack provides counter thrust to offset the recoil.

If both of these safety mechanisms were disabled, how far would the gun propel the Glitter Boy power armor in earth normal gravity at one atmosphere pressure?

A player wants to use a prepared action to "offensively dodge" an anticipated enemy action.

Can “partial” surprise happen? Would it be an acceptable rule?

I’m thinking the "surprise round" rule just isn’t fair. Say there’s a 2 vs 2 encounter (teams PC and Creatures (Cs)), then PC1 could notice the 2 Cs and PC2 just one of them. Also for the sake of discussion PC1 is mute for whatever reason, so he can’t quickly communicate with PC2 and he also plays last according to iniciative order. Then PC2 loosing an entire round seems unfair to me, because he could perfectly be taking actions against the C he found. Also if PC2 gets attacked by the Cs it would be doubly unfair, even if one has advantage and the other don’t, it’s 2 actions against none. So I figured you could ask PC2 to just turn around when it isn’t his turn during the surprise round, so as not to reveal the concealed C position to him and then, when he plays his turn remove the hidden C and let PC2 play as always…or if he gets attacked by hidden C before his turn he now sees it. What do you think?

What would be a good sport game for a beginner/intermediate game dev to make for practice?

I’m interested in making a sport game for practice, but giving it some fun twists sort of like nintendo does, (super strikers charged, mario golf.) I’m planning on using unity, but since I am by no means an expert I’m trying to figure out a sport that will be reasonably easy to create. I’m aware that its not going to be easy, but, for instance I’m not going to make a game like madden, which would have a ton of difficult stuff like play calls which involve predetermined paths and intelligence on both sides, in general way to difficult. What would be a good sport to try a stylized version of?

I’m aware that this is a subjective question, but it isn’t a question where any answer is as good as another, so I think it’s allowed according to the guideline, but correct me if I’m wrong I guess.

How would taking an “X raised by Y” trait via the Adopted trait work?

Let’s say I’m a non Half-Orc and I use Adopted take Iron Control (Half-Orc raised by Humans).

Would I have to be adopted by Half-Orcs, get disowned or otherwise lose my Half-Orc parents, then get re-adopted by Humans? Would I have to find a Half-Orc orphan, learn their ways of rage, and then get adopted by Humans with the Half-Orc so they’d raise us the same? Could I just be born abnormally angry and the Humans who adopt me decide to raise me like they would a Half-Orc? God forbid anyone tries to trace my lineage.

Would these changes to the Arcane Archer be imbalanced?

The Arcane Archer seems to be pretty underwhelming, mostly because of its limited uses of the Arcane Shot feature. Would it be imbalanced to increase its number of uses per rest to match the number of Arcane Shot options known? The feature would read something like this:

Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice, as well as an addition use of the feature, when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Compared to other "pick X of Y" subclasses for the Fighter, Arcane Archer is the most limiting:

  • Battle Master gets 3 uses per rest, and has (after Tasha’s) 23 options, as compared to the Archer’s 2 uses per rest, and 8 options; The Battle Master can also further increase the uses by taking the Superior Technique Fighting Style or
  • Rune Knight starts with 2 uses per rest, and has only 6 options to choose from, but that number increases to 5 runes to use, which sets a precedent for an increasing number of uses as the class grows in strength.
  • Eldritch Knight starts with 3 spells known (of 14 1st level spells in the Abjuration and Evocation schools), and 2 uses, but the number of spells known and spell slots grows frequently, nearly every second level.

I think increasing the number of uses of Arcane Shot would at least bring the Arcane Archer closer to some of the more powerful Fighter subclasses, without overpowering this subclass.

The 7th level feature seems balanced, if not strong, and I don’t think needs any changing.

The 10th level feature is weak compared to other fighter 10th level abilities, so I propose adding the Close Quarters Shooting feature, from the UA Sharpshooter subclass:

Close Quarter’s Shooting
At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.
In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.

This feature is relatively situational, and adds a bit of defense to the repertoire of the arcane archer without forcing them to pick one shot over another. Because of the situational nature of this feature I don’t believe it would increase the strength of the class too much, but would still improve things.

The increase to number of uses of Arcane Shot does make the Ever-Ready Shot feature rather underwhelming, So is should be replaced with another feature from the UA Sharpshooter, Rapid Shot:

Rapid Shot
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. You may not use an Arcane Shot on this additional attack.

This matches the Samurai 15th level feature, and I don’t think adding that feature to this subclass is unfair. As it uses a bonus action, it limits the feature to once per turn, and only on the characters turn. Not allowing an Arcane Shot mostly clarifies that if you split advantage on a use of Arcane Shot, it does not make both attacks have the Arcane Shot.

The 18th level feature I don’t think needs changing, as the increased uses of the Arcane Shot improves the value of the 1d6 or 2d6 extra damage.

What are your thoughts? Is there any change that stacks aggressively in some way I’m missing? Would this be balanced with one feature out?

How would you rule on casting Scrying without material components?

Scrying has an M requirement of

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.

While not explicit, this focus is presumably used to actually see and hear the target of the spell (e.g., this question).

Aberrant Mind Sorcerers can retrain one of their Psionic Spells for Scrying, and this feature allows them

to cast the spell using sorcery points, [requiring] no verbal or somatic components, and [requiring] no material components, unless they are consumed by the spell.

Since the focus is not consumed by Scrying, would you allow casting the spell this way? If so, how would you rule the scrying happens?