dnd 5e – Is there such a thing as a Magically Animated Coin Monster?

Looks like a reskin (from creature to construct) of a Swarm

This monster looks to be made of tiny constructs (tiny animated objects, like coins) rather than tiny beasts

As a DM I’d be able to come up with that monster by using a swarm from the MM as a guideline, and re-skinning it.

What is a swarm?

The basic form of a swarm is a whole bunch of tiny beasts who form (collectively) a monster.

{Swarms} form as a result of some sinister or unwholesome influence … even Druids can’t charm these swarms, and their aggressiveness is borderline unnatural. (MM p. 337)

Your DM seems to have made a variation by using tiny objects that are animated, rather than tiny beasts.
Beasts are creatures; constructs are creatures. (MM, p. 6)
Tiny beasts swarm => tiny constructs/object swarm via the re-skin (a fairly simple substitution).

A swarm example (Basic Rules, p. 154; also in MM, p. 338)

Swarm of Insects
Medium swarm of Tiny beasts, unaligned {reformatted for presentation}
Armor Class 12 (natural armor) / Hit Points 22 (5d8) / Speed 20
ft., climb 20 ft.
STR DEX CON INT WIS CHA / 3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., assive Perception 8
Languages —
Challenge 1/2 (100 XP)
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Mix the above template with the creature type that is Construct rather than Beast: one example is a flying sword. (An object magically animated)

Flying Sword
Small construct, unaligned
Armor Class 17 (natural armor) Hit Points 17 (5d6) Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 11 (+0) 1 (−5) 5 (−3) 1 (−5)
Saving Throws Dex +4 Damage
And so on {cut the rest for brevity} (Basic Rules, p. 108; MM p. 20)

The swarm of coins would look a lot like a swarm of insects, except that it would be made up of coins (tiny objects animated into a swarm).

The coins should do bludgeoning damage to be thematically consistent with something like the animate objects 5th level Wizard spell. The action line will look something like:

Actions
Hits. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer.

There you go: a reverse engineering of the monster you encountered, based on re-skinning a swarm by using the Monster Manual. The vulnerability to fire looks like an artistic flourish.

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Simple Unity 2d pixel art animation – Why is my sprite distorted and moved to the right when animated?

Need some help w/ weird problem during basic 2d animation. I have the following hierarchy:

enter image description here

Where ritual is animated to translate deerhead up and down, shift color of pentagram, and pentagram is animated to just cycle through sprites and make the candles flicker (pentagram itself does not change)
When I hit play, the pentagram distorts to the right by one pixel and the left most pixels freak
:

Before

After:

enter image description here

It just shifts by one pixel to the right.

  • When I turn the sprite renderer off, it doesn’t shift
  • The x position of either transform doesn’t change
  • I’m using the pixel perfect camera, settings posted below
  • I’m 100% certain that the sprite itself doesn’t move on any frame except to flicker the candles
  • Scene view does not show the problem even while it’s being played, indicating to me that it’s possibly the camera or something in the rendering pipeline
  • Anti-Aliasing is turned off in quality settings
  • Sprite asset has no compression, no filter

enter image description here

It’s driving me mad and I’ve no idea how to troubleshoot further :frowning:

Any advice on how to generally troubleshoot problems like this independently appreciated, I’m just getting started 🙂

dnd 5e – What can animated objects do in a fight?

RAW, anything a player character can do

The caster decides, what action the animated object will take:

You decide what action the creature will take and where it will move during its next turn, or you can issue a general command

This action does not have to be an attack. According to the Monster Manual (page 10 “Actions”), besides actions from the stats block, there are actions available to all creatures:

When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the Player’s Handbook.

Therefore, animated objects can at least Dash, Disengage, Dodge, Help, Hide, Grapple and Shove.

They probably can do more, since the PHB describes Grapple and Shove as “the most common” (but not the only possible) contests:

This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others.

This might be table-dependent

Can silk ropes grapple and drag away enemies?

It can try, if the caster gives the respective order. As a player, you declare “I command my rope to drag away this guy” and wait for the DM to narrate the results. That’s how the game works according to the “How to play” chapter of the PHB, page 6.

D&D 5th edition empowers the DM in ways that 3rd, 3.5, and 4th did not. While rule zero has always applied, 5th edition chooses not to explicitly codify many things.

Your DM might assume, a particular object (a ball, for instance) cannot grapple because it can’t do this physically (it has no appendages, etc). If your DM says it can’t, it can’t. The DMG admits there are no rules for all the possible situations and suggests to resolve them using the common sense:

The rules don’t account for every possible situation that might arise during a typical D&D session. For example, a player might want his or her character to hurl a brazier full of hot coals into a monster’s face. How you determine the outcome of this action is up to you

Split an animated slide into multiple one-slide-per-animation slides

I have an animation-heavy slide and I need to export it to PDF. How can I split the slide into multiple ones such that each new slide corresponds to one animation of the original slide?

Which python libraries would be suitable to create this animated graph?

I like this animated stock visualization in the link below very much.

https://twitter.com/MichaelaArouet/status/1398640222087397380

Which python libraries are good choices to be used to create similar animated stock graphs?

I am using python 3.x on anaconda.

dnd 5e – Does casting invisibility on someone with an Animated Shield make the shield invisible?

I’m trying to build an 11th level gunslinger as per this guide:

This is going to be part of an encounter the PCs face against some pirates. Since I am using PC classes for NPCs here to give the PCs a challenge, I am 100% OK giving them apropriate magically gear that the PCs can loot when they beat them.
The guide suggests using a shield, but I suspect that it must be wrong, as it is my understanding you need a free hand to reload a pistol. Maybe the guide’s intention is for you to use multiple pistols and just not bother reloading but keep quick drawing them.

I would prefer this NPC to have one or two really good pistols and just reload when needed though. My solution to this is to give him an Animated Shield. Part of the encounter will be a mage casting greater invisibility on this gunslinger, who will shoot from one square and run off to another so the PCs will have to go after the mage or cast see invisibility to find him. My question is:

Will the Animated Shield become invisible along with the rest of the gunslinger and his gear?

  • Reasons I believe it will be invisible:

    It is part of his gear, he is attuned to it, and he is attending to
    it (within 10ft of him)

  • Reasons I believe it might be visible:

    It is not actually carried by him, despite giving him an AC bonus as
    if it were carried by him. Since invisibility makes the creature and
    gear they are carrying invisible, this might not apply.

How do I disable the animated box appearing in my Google search results?

If you like to use web browser add-ons and user scripts you could use one of them to disable CSS transitions on Google search result pages. Other options are to ignore the box and close it.

The above because Google Search settings doesn’t include a way to disable features like this. It might be part of a A/B test and/or it might be controlled by the personalized Google experience algorithms.

A/B tests are conducted on the Google Search result page by Google data scientists to test slight changes.

Personalized Google experience uses data collected by different means i.e. Google Account search history, user location, etc. to rank page results and present some search results page features.


On CSS terminology, the effect is called transition; animation refers to other thing.

Resources

react native – Efficient way to display animated reactions like in facebook live

Trying to implement the floating reactions like in facebook live in react native. This is my current solution

// AnimatedEmoji.js (just displays the animated emoji)

export class AnimatedEmoji extends Component {

  constructor(props) {
    super(props);

    this.state = {
      position: new Animated.Value(BOTTOM),
      isAnimationStarted: false,
    };
  }

  componentDidMount() {
    this.startAnimating();
  }

  startAnimating = () => {
    /**
     * code to start position + scaling animations
     */
    Animated.timing(...).start()
  };

  render() {
    const { style, name, size } = this.props;

    return (
      <Animated.View
        key={this.props.index}
        style={(styles.container, ...transformStyles)}
      >
        <Text style={{ fontSize: size }}>
          <Emoji name={name} />
        </Text>
      </Animated.View>
    );
  }
}

// showReactions.js (receives reactions from server as websocket event and renders AnimatedEmoji.js)

import React, { useEffect, useState } from 'react';
import { View, Dimensions } from 'react-native';
import { AnimatedEmoji } from 'AnimatedEmoji';

const showReactions = (props) => {
  const { socket } = props;

  const (reactions, setreactions) = useState(());

  useEffect(() => {
    socket.on('reaction', (val) => {
      setreactions((temp) => (
        ...temp, ...val
      ));
    });
  }, ());

  function onAnimationCompleted(index) {
    setreactions((val) => {
      return val.filter((i) => i.index !== index);
    });
  }

  return (
    <View
      style={{}}
    >
      {reactions.map((item) => (
          <AnimatedEmoji
            {...item}
            onAnimationCompleted={onAnimationCompleted}
          />
        ))}
    </View>
  );
};

export default showReactions;

This works fine upto certain amount of reactions/sec but after that point (say when 50 reactions received within 2-3 sec), the changing of state for each received reaction seems to be blocking the js thread (very very DELAYED RESPONSE to touch until reactions are rendering). What can be the more efficient / ideal way? Fyi: Hardware acceleration is on, also using nativeDriver in animations.

Thank You.

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