zsh comment character – Ask Different

Many bash scripts invoke the #character to indicate a comment. Catalina migrated to zsh. I did find this post: https://stackoverflow.com/a/11873793/4953146

  • How can the terminal be configured to recognize the character as a comment?
  • Is there a reason for the # not to be recognized as the comment character in zsh?

It would nice to be able to configure the character once and all future instances of zsh would follow.

Ask for character in game?

I have some question in 2D game (pac-man, bomberman, ..) :

  1. How to calculate velocity for character?
  2. When I move character between two wall (see picture below, I want to go right) , it so hard. How I can fix it? (Wall and character is 16×16 pixel)
    P/S: Sorry for my bad English!
    enter image description here

character creation – How would you create a frustrated Fire Wizard who wants to be a doctor but things tend to explode when he wants to heal them?

I’m considering a new character for a pirates-themed game of Pathfinder 2e. He was born in an island full of inhabitants with inherent healing magical habilities and in which offensive magic is looked down upon. Naturally, that place became famous for its doctors, and prospered.

My character was, however, gifted with fire magic habilities. So gifted, indeed, that he can’t barely cast anything else without his fire powers manifesting. But he desperately wants to become a doctor… which is a problem, because randomly turning patients on fire is not a very desirable trait.

As a teen, he was going for a walk with his brother when he fell, and broke his leg. Overconfident on his habilities, my character tried to heal it, and the leg exploded. He was deemed unworthy and exiled from the island shortly after.

My character despises offensive magic, despite being really good at it. And desperately wants to redeem himself and return to his island in the future.

How would you implement something like that on pathfinder 2e? My GM is open for any suggestion – including new habilities. I was thinking about a healing hability heavily dependant on the dice and maybe also dependant on wisdom or his level, to mimic him slowly mastering it through the game – lowering (but not nullyfing) the chance of a healing disaster as the game progresses. I would also like if it added a comical factor to the game – a sort of “tension” whenever my character tries to heal somebody, which I think could result in some fun situations for everybody. However, im aware that, if not implemented correctly, it could instead be frustrating.

I’m fairly new to roleplaying games and pathfinder 2e particularly, so I don’t think im able to come with a balanced solution for this. Any ideas?

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Animate in real time. Really. Create a character and animate it with your own performance. Character Animator uses your expressions and movements to animate your characters in real-time. So when you smile or nod your head, your character does, too. It’s so fast, you can even stream your animations live.

Eye-opening animations. In eye-opening time.
Create animations for cartoons, an animated series, and live broadcasts. Or live stream your character on social media and wow your friends.

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Easily bring your character to life through your own performance. Using your webcam and microphone, Character Animator matches your expressions – from syncing lips to tracking eyes and facial features – to animate your character in real time. Look surprised, happy, or angry and your character does, too.

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Create a stylized, animated character using a work of art, your webcam, and Characterizer. Powered by Adobe Sensei AI technology, Characterizer quickly and easily turns art into animations.

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Assembly Information:
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Command line parameters:
-S or -S1 – hide the window with the progress of unpacking temporary files
-S2 – show a window with the progress of unpacking temporary files
-S or -S1 or -S2 – required parameter

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/ XVCR – install Visual C ++ Redistributable Package (required for the program to work)

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– Display: 1280×1080 display (1920×1080 or larger recommended)
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In Roll for Shoes Prison Module, how much hp should each character have?

The “Prison Module” module by Mongoose systems (given out free in 2020) offers a variant rule for Roll For Shoes involving wounds and scars: you take a wound when you are attacked, hit by a trap, or fail a dangerous action, and if you take a second wound in the same place, it becomes a scar that cannot be healed anymore. It says that if you take as many scars as you have HP, you die. However, I cannot find in the module anywhere how much HP you have. Should I just have them roll a d6? Do I set an HP level based on their class? Or what was the intent here?

Games with fun character creation

I play d&d-5e and GURPS, and I know how to play a handful of other games. But in my free time I often like to make character sheets. I am starting to get bored making sheets for the games I know and I am wondering if anyone knows of some games with really fun character creation?

dnd 5e – Can you help another character escape the Telekinesis spell?

You can use the Help action to give an ally advantage on an ability check.

The Help action is what you are looking for:

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

Telekinesis says:

You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. […]

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

So the NPC ally would use the Help action on their turn, and the target of telekinesis would have advantage on the next Strength check contest for the spell. Note, most DMs, myself included, would rule that the helping character has to be within reach of the helped character at the time of the ability check.

Helping on subsequent rounds

This will be the most common use case, I think. BBEG casts telekinesis on the paladin, we’ll call him Rick.

After Rick’s turn, it is Laurie’s turn. She moves next to Rick and uses the Help action to help Rick escape telekinesis. On BBEG’s turn, BBEG uses their action to maintain control of Rick. With Laurie’s help, Rick has advantage on the strength check to be free from the telekinesis.

Helping with the initial check

This situation is a bit odd. From a purely mechanical perspective it works out just fine. On Laurie’s turn, she moves next to Rick and declares “I’m using the help action to help Rick break free of a telekinesis spell, should one come his way.” Then, if BBEG casts telekinesis on Rick, he has advantage on the initial strength check.

But this is a bit of an odd scenario. It takes some forward thinking from Laurie, which may not make sense if she is unaware of the BBEG’s telekinetic capabilities. If she is totally unaware of the BBEG’s ability to cast telekinesis, from a roleplaying perspective, it’s probably much more likely that Laurie spends her action doing something else.

On the other hand, suppose Laurie knows BBEG is inclined to shaking his enemies about with some telekinesis. Then it may seem reasonable for Laurie to preemptively declare that she is going to Help Rick.

Godot – Collision for character teleportation

I’m currently working on a little game to discover Godot game engine.

It’s a Top-Down game and I want my character to be able to teleport through walls.

I thought to dupplicate my character’s collision box and to set its position to the teleportation’s position but I didn’t find a way to check if there is a collision to this new position.

Any advise?

finite automata – Regular language is closed given transposition of rightmost character to leftmost

It would appear straightforward to show that a regular language is closed given the transposition of the rightmost character to the front. However after drawing a few sample DFA for the phenomenon, I’ve been unable to come up with a generalized ‘concept’ or ‘proof’ that shows it’s true for all regular languages. Could anyone help me out? It’s on occasions like these that I see the value of formal definitions for DFA (instead of just drawings), however it’s been a while since I’ve studied those.

pathfinder 1e – Can a character take 10 or 20 on a Spellcraft check to identify magical items?

This came up in this question:
What’s an efficient way to handle magical item identification?. Many people suggested taking 10 on Spellcraft checks to identify magical items. I certainly see the appeal—but is it possible in all cases?

I thought that taking 10 or 20 was only possible if many attempts could be made and failure was not harmful (or if it was, the character accepted the harm). Since some magical items could be cursed or booby-trapped, it seems that trying to identify the item could be enough to trigger its harmful effects. By trying to identify such items, a character may be in “immediate danger” without knowing it. Does this mean that one cannot take 10 or 20?

For convenience, here’s what Paizo says about it (link):

Taking 10 and Taking 20

A skill check represents an attempt to
accomplish some goal, usually while under some sort of time pressure
or distraction. Sometimes, though, a character can use a skill under
more favorable conditions, increasing the odds of success.

Taking 10:

When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the
skill check, calculate your result as if you had rolled a 10. For many
routine tasks, taking 10 makes them automatically successful.
Distractions or threats (such as combat) make it impossible for a
character to take 10. In most cases, taking 10 is purely a safety
measure—you know (or expect) that an average roll will succeed but
fear that a poor roll might fail, so you elect to settle for the
average roll (a 10). Taking 10 is especially useful in situations
where a particularly high roll wouldn’t help.

Taking 20:

When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no
penalties for failure, you can take 20. In other words, if you roll a
d20 enough times, eventually you will get a 20. Instead of rolling
1d20 for the skill check, just calculate your result as if you had
rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes
that you fail many times before succeeding. Taking 20 takes 20 times
as long as making a single check would take (usually 2 minutes for a
skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times
before succeeding, your character would automatically incur any
penalties for failure before he or she could complete the task (hence
why it is generally not allowed with skills that carry such
penalties). Common “take 20” skills include Disable Device (when used
to open locks), Escape Artist, and Perception (when attempting to find
traps).