oracle – ORA-01722 Comparing Character Literal with VARCHAR2 Column

The SELECT statement returns ORA-01722 even though the expression is a string enclosed in single quotes and compared to a column of VARCHAR2(400 CHAR)

the column contains rows with non-numeric data, including special characters; this is as intended. The question is why does the WHERE clause generate ORA-01722 when the value is enclosed in single quotes, i.e. ‘1031404102’.

select * from mxyzab_ss_xm.xx_gzips_even1 e where e.KEYCODE = ‘1232332233’

There are records on mxyzab_ss_xm.xx_gzips_even1 with KEYCODE = ‘1232332233’. As you can see, the error isn’t reproduced consistently.

 1  select * from mxyzab_ss_xm.xx_gzips_even1 e
  2* where e.KEYCODE = '1232332233'
08:57:01 SYS@xyzab965> /
where e.KEYCODE = '1232332233'
                             *
ERROR at line 2:
ORA-01722: invalid number

  1  select count(1) from mxyzab_ss_xm.xx_gzips_even1 e
  2* where e.KEYCODE = '1232332233'
10:17:54 SYS@xyzab965> /

  COUNT(1)
----------
    32192 

character creation – What is the regional language of Absalom?

This is a question specifically about Pathfinder Society (Second Edition) Characters.

If you create a Pathfinder Society Character, you get Common (Taldan) as starting language as well as the regional language of the region / country / area your character hails from.
Regional Languages are listed here:
Regional Languages

What regional language do you gain if your character grew up in Absalom? The wording

Nearly every language listed here is spoken on the melting-pot streets of Absalom.

suggests that you can actually chose every regional language as “your” regional language, but I can’t find any other information about this except this short sentence.

What is the chance to recover an 8 character wallet password?

I found an old BTC wallet. The password should have about 8 characters but forgot it unfortunately. Is there a realistic chance to recover it or is this hopeless?

character creation – How can I limit (but not outright ban) exotic races?

Systems which offer a race/ancestry/lineage choice for character generation often feature both ordinary races (human, dwarf, elf, etc.) and exotic races (tiefling, shardmind, genasi, etc.). As should surprise nobody, players often gravitate to exotic races, leading to a group that can be described either as a statistical anomaly, if you feel charitable, or a bunch of circus freaks, if you don’t.

Now, arguably that’s not an issue. Adventurers are extraordinary and exotic. Normal statistics doesn’t apply to them. That’s a fine argument, except as a GM I just want to run a game that has a human instead of another tiefling. Please. Just this once.

I could ban exotic races, but I don’t want to be that draconian. I just want to reduce their frequency among player characters, let’s say no more than one exotic race in a group of four to give a concrete example. What’s a good method to enforce this? My criteria are:

  1. Should be efficient. For example, I could just randomly select a player and give them the right to use exotic races. But maybe that player just wanted to use an ordinary race anyway, so this is wasteful.

  2. Should be quick, that is, minimize the back and forth between players and GM.

Goal: Give me a method for session zero (or pre-session zero) that guarantees (or at least, pushes towards) a party of four with one or zero exotic races, optimizing for the criteria I outlined above.

Parameters: The method can involve changing the setting and lore, an algorithm I run with or without player input, or even mechanical changes to the game system. It should avoid cosmetic changes to the races, though (e.g., the mechanics of a tiefling, but looks like a dwarf). Keep in mind, though, that the less drastic and the more general your answer is, the better.

Why? Does it matter? It’s a well-posed question that accepts a procedure as an objective answer.

No, really, why? Because as a GM, all games I’ve ran in the past year have had an exuberance of exotic races and I want to change things up for variety’s sake. Otherwise I won’t have fun running the game. The GM is a player too; their fun and preferences matter as well.

Well, you should accept the way your players chose to have fun. This is answer is non-actionable (how do I even rewire my brain to change that?) and dubiously asymmetrical (why aren’t the players required to accept the way the GM chose to have fun?). Regardless, this is off-topic. Solving the Goal is required for this game to even exist. If solving the Goal then causes my players to not want to play then I will either not run the game or find other players.

Just ban all exotic races or play on a setting without exotic races. Technically this satisfies the Goal (because then each party is guaranteed to have zero or one exotic races, in the formal definition of “or”). But obviously it goes against the spirit of the question and this isn’t math.stackexchange, so I’m not going to reword it to be super ultra formally precise. Basically, the method should possibly allow for a party with one exotic race.

collision detection – With Unity, why this character with a rigid body and child element colliders doesn’t collide with the floor and go through it?

I got an issue with my character going through the ground and actually going through all other elements with a collider. I’m going to try and show as much as I can of the current state of things.

My character (Human) has a rigidbody component with gravity on. He doesn’t have directly any collider on it (only on child elements).

enter image description here

As you can see, an armature is defined on the Human, each part of the armature has it’s own rigidbody as well as a collider, as shown in the below picture :

enter image description here

None of those colliders has IsTrigger checked. The Human has a whole doesn’t have a collider as this would overlapse with the colliders defined on each part of the Armature.

Now I’m trying to put my characters on a floor object with a box collider. The box collider of the floor is roughly half the height of the character, so it can’t be an issue with discrete collision detection. My character at t=0 has no speed and only the acceleration of gravity.
Here’s how the floor looks :

enter image description here

Both my character and the floor are in the Default Layer and the box is checked in the Layer collision matrix.

Is there anything you think of that I forgot ?

character creation – How to limit (but not outright ban) exotic races?

Systems which offer a race/ancestry/lineage choice for character generation often feature both ordinary races (human, dwarf, elf, etc) and exotic races (tiefling, shardmind, genasi, etc). As should surprise noboy, players often gravitate to exotic races, leading to a group that can be described either as a statistical anomaly, if you feel charitable, or a bunch of circus freaks, if you don’t.

Now, arguably that’s not an issue. Adventurers are extraordinary and exotic. Normal statistics doesn’t apply to them. That’s a fine argument, except as a GM I just want to run a game that has a human instead of another tiefling. Please. Just this once.

I could ban exotic races, but I don’t want to be that draconian. I just want to reduce their frequency among player characters, let’s say no more than one exotic race in a group of four to give a concrete example. What’s a good method to enforce this? My criteria are:

  1. Should be efficient. For example, I could just randomly select a player and give them the right to use exotic races. But maybe that player just wanted to use an ordinary race anyway, so this is wasteful.

  2. Should be quick, that is, minimize the back and forth between players and GM.

EDIT:

Goal: Give me a method for session zero (or pre-session zero) that guarantees (or at least, pushes towards) a party of four with one or zero exotic races, optimizing for the criteria I outlined above.

Parameters: The method can involve changing the setting and lore, an algorithm I run with or without player input, or even mechanical changes to the game system. It should avoid cosmetic changes to the races, though (e.g., the mechanics of a tiefling, but looks like a dwarf). Keep in mind, though, that the less drastic and the more general your answer is, the better.

Why? Does it matter? It’s a well-posed question that accepts a procedure as an objective answer.

No, really, why? Because as a GM, all games I’ve ran in the past year have had an exuberance of exotic races and I want to change things up for variety’s sake. Otherwise I won’t have fun running the game. The GM is a player too, their fun and preferences matter as well.

Well, you should accept the way your players chose to have fun. This is answer is non-actionable (how do I even rewire my brain to change that?) and dubiously asymmetrical (why aren’t the players required to accept the way the GM chose to have fun?). Regardless, this is off-topic. Solving the Goal is required for this game to even exist. If solving the Goal then causes my players to not want to play then I will either not run the game or find other players.

Just ban all exotic races or play on a setting without exotic races. Technically this satisfies the Goal (because then each party is guaranteed to have zero or one exotic races, in the formal definition of “or”). But obviously it goes against the spirit of the question and this isn’t math.stackexchange so I’m not gonna reword it to be super ultra formally precise. Basically, the method should possibly allow for a party with one exotic race.

unity – Box collider not colliding with Character controller


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How can I make abilities from custom classes in PCGen show on my D&D 3.5e character sheet?

I feel like I am missing a step.

I take the code for a wild mage prestige class from a site (I dont know if I am allowed to write the exact site here).

I put the data/code of the class in the customclasses.lst file, then I put data in the customabilities.lst and customabilitycategories.lst.

Although I see the prestige class and prerequisites on my pcgen screen and the advancement of spells , hit points, saves etc works just fine, the specical abilities of the class don’t show on the character sheet.

How can i make abilities from custom classes in PCGen 3.5 D&D show on character sheet?

I feel like I am missing a step.

I put the data of the class in the customclasses.lst file, then i put data in the customabilities.lst and customabilitycategories.lst. STill nothing on my pdf

dnd 5e – Are there ways a character created for Adventurers League play should be qualitatively different from others?

I’ve never played an Adventurers League (AL) game, but I’ve begun researching it because it recently came up as a possibility.

My understanding is that Adventurers League play is designed for portable characters that can be taken seamlessly from one AL table to another. However, while AL rules do put some restrictions on character creation (such as available source books and alignments), they don’t mention guidelines for more qualitative attributes like backstory or a character’s goals.

In a home game, the DM has the flexibility and player continuity to weave these into a campaign, but I suspect Adventurers League DMs would not. Does the possible discontinuous nature of AL play mean its characters should have goals that are more easily portable? For example, if a character is simply trying to gain money or skill, that can be accomplished with any party at any time as a “side effect” of most any adventure — but going after the despot who killed your character’s father would almost certainly be trickier to implement.

Are there aspects of character creation (including but not limited to this one) that should be tweaked to better fit into AL play? Or is there a fundamental flaw in my understanding of Adventurers League?