2013 – Sending item from list webpart to infopath webpart

So on a page, I have 2 web parts.

  • A list which contains some items.
  • And a InfoPath web part.

I would like to send the items from the list to the Infopath viewer but I don’t know how to achieve this.

Right now I’m trying to use “Connections” option. So from the list I tried using the “Send Row of Data To” and then I selected “content type“.

I’m not sure what else I could select for provider name. And I left blank the other box. I tried several different combinations but I don’t know how or if it is possible to do.

When I tried that a select column appeared on my list. But if I press it nothing happens. My Infopath web part does not show item info just blank everywhere. Am I doing something wrong?

Oh wow i got it to work with one single field. Is this how it works? You can select one single field and that’s all? I mean how useless this is xD I can’t understand SharePoint philosphy. Am i doing wrong or it’s the way we use this thing?

dnd 5e – Forceful separation from a cursed item

For my group of (un)willing adventurers, I have a session coming up where the plan is essentially to render them all unconscious, separate them from all their gear and leave them in a dungeon to escape (think, diabolical James Bond style plot).

The only problem I can foresee with this is that one of the players has attuned himself to the Berserker Axe

This axe is cursed, and becoming attuned to it extends the curse to
you. As long as you remain cursed, you are unwilling to part with the
axe, keeping it within reach at all times. You also have disadvantage
on attack rolls with weapons other than this one, unless no foe is
within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your
possession, you must succeed on a DC 15 Wisdom saving throw or go
berserk. While berserk, you must use your action each round to attack
the creature nearest to you with the axe. If you can make extra
attacks as part of the Attack action, you use those extra attacks,
moving to attack the next nearest creature after you fell your current
target. If you have multiple possible targets, you attack one at
random. You are berserk until you start your turn with no creatures
within 60 feet of you that you can see or hear.

In order for this to work, the player has to be separated from his weapon.

Now, rules as written, when separated from the axe, I read it as the player can use other weapons, but only with disadvantage, and doesn’t risk going berserk. Maybe also struck with a longing to be reunited with the axe (and any effects the player chooses that to have on the character).

Are there any rules I’ve missed that describe a situation like this, and if not, is there a better way of handling it?

unity – How to get my specific Item index on inventory when pickup?

So I want to make some inventory system for my game, and I found some issue when collecting the item, what I want here matching the index Inventory_UI system exactly the same as currentIndex on the collected item, then display it on Inventory_UI system, let say I pickUp some item with the currentIndex = 1 so on Inventory_UI system index=1 too and so on. this happening when inventory description to so the id is same as itemIndex picked up.

so here the the script:

  • ItemManager( this for information of item ):
(System.Serializable)
public class theItems
{
    public string Name;
    public GameObject() allCurrentPrefabs;
    public int numberOfIndex;
    public AudioClip() allSound;
    public string() terjemahannya;
    public string() latinnya;
}

public class _ItemManager : MonoBehaviour
{
    public static _ItemManager instance;

    private void Awake()
    {
        instance = this;
    }

    public List<theItems> items;

    (Header("SurahApa"))
    public int Surah;

    (Header("SoundStuff"))
    public AudioSource aSource;


    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

    }

    public void PlaySurah(int surahnya, int ayatnya)
    {
        aSource.clip = items(surahnya).allSurahSound(ayatnya);
        aSource.Play();
    }
}
  • CollectibleItem ( this attach to each item )
 public static _CollectibleAyat instance;

    private void Awake()
    {
        instance = this;
    }

    public enum InteractionType
    {
        none, pickUp, Examine
    }

    public InteractionType interactType;

    public int currentIndex;

    public string terjemahannya;
    public string latinnya;
    public GameObject allCurrentPrefabs;

    public UnityEvent customevent;

    public void Reset()
    {
        GetComponent<Collider2D>().isTrigger = true;
    }

    public void interact()
    {
        switch (interactType)
        {
            //case InteractionType.none:
            //    Debug.Log("None");
            //    break;
            case InteractionType.Examine:

                _InteractSystem.instance.Examine(this);

                Debug.Log("Examine");

                break;
            case InteractionType.pickUp:
                // Add the object to the pickUpItems List
                // Delete the Object

                _InventorySystem.instance.PickUpItem(gameObject);
                gameObject.SetActive(false);

                Debug.Log("PickingUp");
                break;
            default:

                Debug.Log("Null Item");
                break;
        }

        //Invoke (Call) the custom Event(s)
        customevent.Invoke();
    }
  • This InventorySystem( when item pickup)
public static _InventorySystem instance;

    private void Awake()
    {
        instance = this;
    }

    (Header("GeneralFields"))
    public List<GameObject> items = new List<GameObject>();
    public bool isOpen;
    public int ayah;

    (Header("UI Items Section"))
    public GameObject UI_InventoryWindow;
    public Image() item_Images;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.I))
        {
            ToggleInventory();
        }
    }

    public void ToggleInventory()
    {
        isOpen = !isOpen;
        UI_InventoryWindow.SetActive(isOpen);
    }

    public void PickUpItem(GameObject item)
    {
        items.Add(item);
        Update_UI();
    }

    public void Update_UI()
    {
        HideAll();

        for (int i = 0; i < items.Count; i++)
        {
            item_Images(i).sprite = items(i).GetComponent<SpriteRenderer>().sprite;
            item_Images(i).gameObject.SetActive(true);

        }

    }

    public void HideAll()
    {
        foreach (var i in item_Images)
        {
            i.gameObject.SetActive(false);
        }
    }

    //SampeSini
    public void ShowDescription(int id)
    {


    }

    public void HideDescription()
    {

    }

note: on the ShowDescription(int id) i want to show item information what same as i picked up i have mentioned it above.

SharePoint 2013 Workflow to Send Email When Item is Changed in a Specific Column

I am trying to make a tracker on SharePoint for when items are delivered.

I have a list that has the columns (Name, Category, Prize, and a hidden column that requires input in the submission form for the list called Delivered.) As of now, the default entry is “No” for the delivered column. For tracking purposes, I want to have an email automatically send once that entry is changed from No to Yes. Saying that the Current Item: Name’ prize has been delivered.

I have it partially working. It sends the current email that I have after any item is changed in the list. Can I specify it down to the one choice column? Only send this email when Delivered is changed from No to Yes?

The way I have my workflow set up is as follows:

Stage 1: Check List

–> Wait for Event: When an item is changed(in the List Weekly Winner) (Output to Variable: related item)

–> Transition to stage email

Stage 2: Email

–> Sends me an email (but when any item is changed and it can even be changed from yes to no and it will still send)

dnd 5e – Can a magic item be activated when someone/thing else is also holding it?

Can magic items that do not require attunement and only specify “While holding it you can…” to activate its effect (such as the Wand of Magic Missiles for example) be used when also held by someone else?

Consider a character doing the following during their turn:

  1. A character stands within reach of an ally holding the item.
  2. They use their object interaction to grab the item in a proper way (while the ally is still holding it).
  3. They activate the item with their action.
  4. They let go of the item (since dropping an item is considered “free”), which is still being held by the ally.

Would this also work if the ally was replaced with an enemy? Or if the item was in a holster or scabbard on either the activating character or someone else, or if it was just stuck in a rock?

dnd 5e – Is this homebrew shortbow unique item balanced? (second version)

Thanks everyone for the insightful advice you offered for the first iteration of this unique artifact for one of my players. If you’d like to read the background and initial considerations on this item, please refer to the previous question: Is this homebrew shortbow unique item balanced?

Changes and considerations

  • Reduced the amount of active abilities in favor of passive ones;
  • Reduced the flat +1/+2/+3 bonus to hit and damage for a lower +0/+1/+2;
  • Reworded and clarified the teleport ability, and made it a bit more “dangerous” to use;
  • Clarified the Freedom of Movement aura ability, and made it shorter-ranged as well so that there’s more risk in jumping in the fray to help out a restrained ally;
  • Changed damage type from force to radiant to stay closer to the theme;
  • The line attack changed from a creature within 120 feet to a point within 80 feet, to match the range of the weapon and to make it a bit more versatile to use. Not sure if it’s really relevant or recommended;
  • spread the damage increase across the levels and capped it to 1d10;
  • Fly became passive and permanent instead of limited to 1h;
  • Added a passive ability that would protect the user from conditions that could reduce their agency against manipulative monsters.

Item levels reference points

  • The item is going to be awarded somewhere around character level 6, and it’ll start from Dormant
  • The item is going to be Awakened around level 10 or 11, depending on the roleplay of the user
  • The item is going to be Exalted around level 15, with the same caveat as before.

Simple weapon, ranged weapon, artifact (requires attunement)
1d6 radiant (80/320 ft.), two-handed

The shortbow is made of an extremely light wood with colors that vary between walnut and cherry. When exposed to dawn or dusk light, it shines with golden reflections. The grip is wrapped in soft, white leather that seems impervious to dust and grime. All along the upper and lower limbs of the bow, there’s a number of empty, unusually shaped grooves and slots.

Sentience: Eleutheria is a sentient Chaotic Good weapon with an Intelligence of 15, a Wisdom of 19 and a Charisma of 16. It has hearing and blindsight out to a range of 80 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Celestial and Sylvan.

Personality: A Curious, incautious and excitable Fey spirit lives within Eleutheria. It has an insatiable appetite for adventure, bold actions, and a very personal sense of justice and hatred for tyrants and bullies. The spirit wishes to learn more about the world and its inhabitants.

Dormant: The shortbow grants the following benefits in its dormant state:

  • You can speak, read, and write Celestial and Sylvan.
  • The attacks of this weapon are considered magical.
  • The shortbow doesn’t need physical arrows when attacking. Translucent arrows of pure energy magically appear as soon as you draw the bow’s string.
  • When you make an attack against an hostile creature using Eleutheria, you can use a bonus action to magically teleport to a space you can see within 15 feet of the target of that attack. You can’t use this property again until you take a short or long rest.
  • While Eleutheria is on your person, you have Advantage on Intelligence (Investigation) checks made for detecting traps and Dexterity checks for attempting to pick locks on cages, manacles, or other restraints in order to free a trapped creature. If you aren’t proficient with Thieves’ Tools, you become proficient when picking locks on cages, manacles, or other restraints.

Awakened: When the shortbow reaches an awakened state, it gains the following properties:

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • Your walking speed increases by 10 feet.
  • The base damage die of this weapon becomes 1d8.
  • While holding the shortbow, you can use a bonus action to evoke a gentle, warm (or cool, your choice) breeze to flow around you for the duration. For 1 hour, you and any creature of your choice will benefit from the effects of Freedom of Movement while they’re within 5 feet of you. You can’t use this property again until the next dawn.
  • When you speak its command word, your arrow transforms into a beam of pure radiant energy, forming a line 5 feet wide that extends out from you to a point you can see within 80 feet of you. Each creature in the line, excluding you, must make a DC 16 Dexterity saving throw, taking 5d12 radiant damage on a failed save, or half as much damage on a successful one. This property can’t be used again until the next dawn.

Exalted: When the shortbow reaches an exalted state, it gains the following properties:

  • The weapon’s bonus to attack and damage rolls increases to +2.
  • Your walking speed increases by an additional 10 feet.
  • The base damage die of this weapon becomes 1d10.
  • You can channel the winds around you to support you in your movement. You gain a flying speed equal to your walking speed.
  • While attuned to the shortbow, you can’t be charmed, frightened, petrified, or forced to be prone.