dnd 5e – Is it possible to lift things multiple times with different castings of reverse gravity?

This works with some coordination.

Caster 2 casts their reverse gravity 5 feet below the top of the first caster’s cylinder. Caster 1 drops their concentration. The creatures are now only affected by one reverse gravity, the second one, and will now rise 100 more feet.

Notably, the only limitation given on where reverse gravity is cast is “a point within range”. It need not be cast on the ground.

The important piece here that seems missing from your description is that caster 1 must drop concentration for the second spell to take effect.

The rules for combining magical effects say:

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap.

Only one effect applies at a time, and the only guidance for which applies is “most potent”. Since the spells are the same, only one can apply at a time, and since neither is more potent, there is no reason to change which is applied. The first applies until it is ended.

dnd 5e – Can you drop concentration on the Reverse Gravity spell while the targets are mid-fall?

As noted in this question, there are no explicit rules for the speed at which you fall, except for an optional rule that states that you instantly fall 500ft per turn (far more than the range of this spell)

This seems to agree with the way the spell is written: objects and creatures fall upward and reach the top of the area when you cast this spell. Instantly.

RAW, I read that as the fall happening instantly and not give anyone time to do anything else… with the exception of a Dexterity saving throw, that allows to grab onto an object and avoid the fall. So you cannot end concentration mid-fall, and the scenario you are asking about cannot happen.

So, the Reverse Gravity spell seems to work as follows:

  1. Someone casts the spell.
  2. Creatures that have a nearby fixed object they can grab onto make a Dexterity saving throw.
  3. Every creature and object that failed the saving throw or could not take it (or chose not to) instantly falls upward, taking damage for every object or creature that they strike during the fall.
  4. Falling creatures reach the top of the area of effect (100ft) and float there.

I do not like that, RAW, “If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.”, as it is unclear to me why striking anything should affect the final outcome of falling, and I honestly do not know how to interpret that, so I ignored it.

spells – Reverse Gravity: dropping concentration mid fall

When you cast the spell Reverse Gravity, creatures start falling upwards into the air. Assuming that there is nothing in their way the spell must somehow halt their momentum when they reach the top of it, as the spell says “If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.” If it didn’t halt their momentum somehow, they would fall up into normal gravity for another 100 feet or so, and then almost all the way back to the ground (with real world physics anyway; air resistance would be the only thing that slowed them down, and that would only remove about 5 feet worth of momentum per 100ft fall- I did the math).

Because of this I’m assuming that the spell stops momentum when the creatures hit the top of the spell area somehow.

But what happens if you drop concentration on the spell while they are falling upwards? The condition “If an object or creature reaches the top of the area without striking anything” no longer applies, as the spell isn’t in effect anymore. Physics tells us that the creature falling upwards 100 feet in a reversed gravity field would then have enough momentum to ‘fly’ another 100 feet upwards beyond that until slowing to a stop and falling back down (discounting air resistance). So lets say you dropped concentration just before they reached the top of the spell area; would they then fly up to a height of 200ft off the ground before then falling to the ground for 20d6 damage?

I know you can drop concentration as a free action anytime, but this spell doesn’t seem to indicate how it works exactly regarding the momentum gathered while falling upwards. I’m wondering if the above interpretation is reasonable.

unity – RigidBody or Character Controller for Zero Gravity first person shooter

If you want free-floating Newtonian physics, that’s exactly what a Rigidbody provides.

The CharacterController is for cases where you want to avoid dealing with physics directly, where you don’t want to fight the physics engine to stop the character from feeling “slippery” or “floaty” or to give the movement more control and personality than a basic physics object.

But in your case, the “floatiness” of raw Newtonian physics is actually a feature, not a detriment.

User relation in pods with gravity form

I used pods to create a new user field relation which allows users to have many to many relation between each other. My problem arises when i try to use it in gravity form registration. The pod feed mapping has these required fields wp object fields which requires user_login, user_pass, user_email. Why are these extra fields mandatory as i only want to use the relation field. (look image attached)

What i want: (I just want the current user to have a relation with the new account he is registering and vice versa. I already have a hidden field that takes current user id all i want pods to do is accept the value.)


plugin gravity forms – Learndash Groups – function to list members of a group

I’m using Learndash 3.2.2 on WordPress 5.4.2.
I’ve written a php function that populates a Gravity form dropdown using get_users() to populate the dropdown with all subscribers. Works fine.
If there a function like get_users() that will return all the members of a learndash group?

Any advice would be appreciated – thank you.

php – Sanity Check Request on WordPress Problem involving Importing XML into Gravity Forms plugin

Disclaimer: This is a conceptual question and so I’m posting here rather than stackoverflow or wordpress.stackexchange

Okay, so I need to import XML data into WordPress and parse it to populate a form created with the Gravity Forms plugin.
A few notes:

  1. WP prohibits the uploading of XML files
  2. Only trusted users will have access to the page on which this functionality will live
  3. Data entry plugins are fair game to be apart of the process.
  4. I’m building this on the Divi theme
  5. The XML file in question will be ~4k lines
  6. This will rarely (if ever) be used from a mobile device

My current approach is this:

  1. Use a divi code block and some jQuery to harness the necessary input fields on a page. Like, a file picker, a drop-down or two to give the site some idea of which form it needs to format the data into (right now, it’s just one, but more will come), and a button.
  2. The user would then pick the file, and click the button to kick off the function. I’m thinking of doing most of the XML file processing client-side since javascript gives me access to xPath, and xmltojson. This would then be sent to the server via an AJAX call.
  3. The server would then handle the call, populate the form, and then notify the user on success/failure.

Other ideas

Create a plugin that creates a shortcode to inject the necessary file-upload field, type selectors, and button onto a page

Save the XML file as a .txt file and upload it anyway -> just have the php processing it on the other side expect it and handle it as xml (is php xml processing better or worse than javascript? Same? #stuffIneedtoResearch)

Create a stand-alone application in some other language (I’d probably pick java) to convert the xml to a flat file (this would be my answer if I discovered client-side xml processing was a bad idea).

Question: Is this approach okay? Terrible? Please let me know what would be better. Remember, I’m not asking for code here. I simply feel like there’s a few client-server concepts and best practices that I’m missing and would appreciate if someone would point me in the right direction.

php – How to pass a random value from an array generated by a Custom field query to a hidden field in gravity forms?

I have a form in which people will choose a particualar asset from a dropdown and the idea is that based on their selection, the system will automatically assign a person that is handling the specific selection. There will be multiple persons and the idea is that the selection should cycle among them so that it would be fair. My approach would be to generate an array based on the user’s selection and then randomly pic one from that array. I am however stuck with the implementation and I would love to be pointed in the right direction. Here’s my code so far:

add_filter( 'gform_pre_render_6', 'populate_posts' );
add_filter( 'gform_pre_validation_6', 'populate_posts' );
add_filter( 'gform_pre_submission_6', 'populate_posts' );
add_filter( 'gform_admin_pre_render_6', 'populate_posts' );
function populate_posts( $form ) {
    $metavalue = $_POST("input_4");
    foreach ( $form('fields') as &$field ) {
        if ( $field->type != 'select' || strpos( $field->cssClass, 'populate-posts' ) === false ) {
        $args = array(
            'numberposts' => -1,
            'post_type' => 'member',
            'post_status' => 'publish',
            'meta_query' => array(
        'relation' => 'OR',
            'key' => 'assets',
            'value' => 'Single Member LLCs',
            'compare' => 'LIKE'         

        //create array based on selection
        $posts = get_posts( $args );
        $choices = array();
        foreach ( $posts as $post ) {
            $choices() = array( 'text' => $post->post_title, 'value' => $post->post_title );
        // update 'Select a Post' to whatever you'd like the instructive option to be
        $field->placeholder = 'Select a Post';
        $field->choices = $choices;
    return $form;

Thank you so much for the help.

game mechanics – Problems with gravity and box colliders in Unity 3D

I have a game character that can jump or roll in order to avoid obstacles. He is able to roll while on the ground and he can also roll while he is in the air after jumping. Everything was working fine when I made him roll. I want to make it so that when he rolls while he’s in the air after jumping, he would fall at a faster pace than if he was just falling normally. So I did this in my c# script:

IEnumerator IncGravAcc()
    Physics.gravity = new Vector3(0, -50f, 0);
    yield return new WaitForSeconds(2f);
    Physics.gravity = new Vector3(0, -9.8f, 0);

I call this coroutine in the function that runs when the down arrow is clicked. Everything is working fine. When he rolls while in the air, he falls at a faster than normal rate. However he doesn’t land properly and he just falls right through the platform like it’s not even there. Here’s a video to show what I mean:

I have a box collider, not set to isTrigger, on the player (you can see it, the green box, right underneath him in the video) and the player’s also a rigidbody. The platforms don’t have rigidbodies on them but they do have box colliders set to trigger. You can see the platform’s box collider in the relation to player’s box collider in the picture provided (the platform’s box collider is the larger one of course)Box Colliders

How do I get it so that the character doesn’t fall through? Please let me know if there’s anything else you need to know about the project. Thank you for helping me!

unity – Making pick up objects, with that have gravity

I am trying to create pickups, that appear after an enemy dies, and that the player can pick up, but I am running into some issues.

First of all, I want the pickups to be affected by gravity, so I need a rigidbody2d and a boxcollider2d (non-trigger), so this works.

enter image description here

Now, if I want to collect the pickups on contact, I need to make the layers for the loot and the player get in contact, so that they can interact.

enter image description here

Now, of course, I do not want to push the pickups around. I want to actually pick them up when I touch them, but the collider is not a trigger so I thought I would use OnCollisionEnter to handle this.

        void OnCollisionEnter2D(Collision2D other)
            var loot = other.gameObject.GetComponent<ILoot>();

            loot?.PickUp(gameObject); // Destroys also the pickup

While this works, I am still using a non-trigger collider, which means that there are some physics effects that are not desired. For instance, when I “jump” onto the pickups.

enter image description here

Notice the subtle, but still present, slowdown in the fall, when the player enters in touch with the pickups?

How could I solve this issue??