dnd 5e – Is there a way to change the case damage to another type of damage?

The rules for "falling" are:

(…) At the end of a fall, a creature suffers 1W6 stick damage per 10 foot fall, up to 20W6 …

When looking at the reverse gravity I realized that it says:

(…) When a solid object (such as a blanket) appears this fall, falling objects and creatures will encounter it just as they would in a normal fall down …

And then in this related question, "Does reverse-gravity damage-resistance apply?" it is shown that falling damage, even from this spell, is still bludgeoning damage. Is there a way to change the type of damage caused by a fall?

Maybe an object has this property explicitly or there is a way to change it all Damage dealt by a creature to another type, which also includes casualty damage?

If this is possible, certain creatures, such as the Treant, would suffer more damage from falls when being hit or used by a cliff reverse gravity it would be more effective.

If a method is available both PCs and monsters, that would be ideal. But if there is one method available only for PCs, and another method available only to monsters, it works.

US – US Visa – Change in Traveling Companies

I am going to Vegas in October. I had to apply for a visa for an earlier arrest (which did not lead to a conviction). Anyway, my visa was issued and I have it back. But now one person has left our group (for personal reasons).

I remember when I filled out the Ds-160 I had to list traveling companies, so I listed him and the other friends. Does this affect my visa, since it does not come anymore? Or if we replace it, it will affect my entry into the country

ios – How to change the background image of the home screen at random

How can I set the background image of my iPhone to change automatically?
I have an album called Wallpaper. I want these wallpapers to be randomly displayed as wallpapers on my home screen

I use ios 13

I'm looking for some improvements with shortcuts more than for third-party apps.
If there is a third-party app for this, they are also welcome

Change your URL destination update

Hello everyone, I hope you have a wonderful Sunday. I have a little update for you regarding Project sptfy.com.

It means "Change your URL destinationBasically, you can now change the playlist, artist, podcats, or album to which all your short URLs point if you have a registered account on the site.

So, if you go to sptfy.com, register an account. Then you make a short URL while you are logged in to the website. Now you can edit the short URL just created and change the target of the short URL if you find that you linked the wrong playlist, artist, podcats, or album when you created the URL, or if you have linked the URL yourself.
SEMrush

This is especially useful for brand links if you've posted the same URL across multiple Facebook posts, websites, and so on, for example, posting a new album. Then you can change your short URL destination to link to this new album.

Please see this picture for reference:

[IMG] "data-url =" https://i.redd.it/35y6u8h9k8w21.png
[IMG] "data-url =" https://i.redd.it/7069rlnzx7w21.png

8 – How to set or change which user or role is referenced when an entity is rendered programmatically?

I have a situation where I have to render a node entity programmatically. I need to get the version of the node that will be displayed to anonymous users, but the rendering will be triggered by an authenticated user. Is there any idea how to specify or change which user (or ideally what role) is referenced when the entity is rendered?

Put simply, here is the rendering code:

$node = Node::load(1);
$render_controller = Drupal::entityTypeManager()->getViewBuilder('node');
$render_output = $render_controller->view($node);
return $render_output;

This renders the entire page. When this code section is triggered by an administrator, the rendered page includes the management toolbar, context tabs, and the like. I want to be able to render what an anonymous user would see.

Unit – How do I use this Perlin Noise texture to change the mesh?

First, I would recommend pulling your noise calculation into its own function:

float SampleNoise(Vector2 normalizedPoint) {
    Vector2 samplePoint = origin + normalizedPoint * scale;
    return Mathf.PerlinNoise(samplePoint.x, samplePoint.y);
}

Then you can easily reuse the same function in both texture generation and vertex relocation without writing them twice (with the risk of changing one copy while forgetting to change the other). In your texture loop, it would look like this:

Vector2 normalized = new Vector2(x / noiseTex.width, y / noiseTex.height);
float sample = SampleNoise(normalized);

Then you can do a second pass to update your vertices:

// Do this part once, in Start, so you're not allocating new vertex arrays constantly.
var mesh = ((MeshRenderer)rend).mesh;
var vertices = mesh.vertices;

// Update your vertex heights anytime your noise changes.
for(int i = 0; i < vertices.Length; i++) {
    var vertex = vertices(i);
    // The default plane goes from -5 to +5, so remap it to 0...1:
    var normalized = (new Vector2(vertex.x, vertex.z))/10f + Vector2.one * 0.5f;
    vertex.height = heightScale * SampleNoise(normalized);
}

mesh.vertices = vertices;

You can also apply this shift in the vertex shader by reading the texture itself. However, if you change the CPU side of the source network, you can also use it for raycasts and collisions.